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Tyrone7570
2012-04-04, 10:38 AM
I've recently joined a Pathfinder game and another player was telling me about his character concept for a boxer and wanted to know how to best express that in mechanics. He did not want to by mystical in nature but rather someone who has just trained his body. I thought of Monk but it wasn't the flavor he was looking for an a Fighter specializing in Unarmed Strikes didn't quite have the power and versatility. So I created this class to fill in the gaps. Our GM liked what I came up with but wanted it to be posted here for opinions on balance.

As a redditor, I know the sin of grammatical errors and apologize for any I overlooked.

The Pugilist

“Forty damn men. That ******* knocked out forty damn men in one night down at our club. I lost 400 gold pieces! I mean, I’m pissed but that guy was one tough bastard taking and giving punch after punch after punch…”

The Pugilist is at its core a warrior and at its exterior…still a warrior. Unlike the Monk, the Pugilist doesn’t reach deep inside him and gain spiritual power. Unlike the Fighter, the Pugilist isn’t a master of various weapons, armors and techniques. The Pugilist has but one weapon, his body, and he masters it on a level can other cannot hope to match. A fist is man’s most natural weapon and the Pugilist seeks to utilize it in the same manner a Master Swordsman uses a sword or a Wizard uses his specialized school of magic.

Strength is paramount for a Pugilist as it determines his accuracy and striking power. Constitution is also very important as it is added to the Pugilist’s Armor Class as a representation of the durability of his body. Dexterity will further enhance his ability.

THE PUGILIST
Alignment: Any
Hit Die : d12
Skills : Acrobatics, Bluff, Escape Artist, Intimidate, Knowledge (Local), Perform, Sense Motive
Skill Point : 2 + INT Modifier

Level Base Attack Fort Ref Will Special UnarmedDamage
1st +1 +2 +2 +0 Pugilism, Physical Training 1d6
2nd +2 +3 +3 +0 Southpaw Power 1d6
3rd +3 +3 +3 +0 Haymaker, Hammer Fist 1d6
4th +4 +4 +4 +1 Physical Training 1d8
5th +5 +4 +4 +1 Tough as Nails 1d8
6th +6/+1 +5 +5 +1 Improved Pugilism 1d8
7th +7/+2 +5 +5 +2 Mighty Haymaker,QuickStrike 1d8
8th +8/+3 +6 +6 +2 Physical Training 1d10
9th +9/+4 +6 +6 +2 Pugilist Conditioning 1d10
10th +10/+5 +7 +7 +3 Rabbit Punch 1d10
11th +11/+6/+1 +7 +7 +3 Greater Pugilism 1d10
12th +12/+7/+2 +8 +8 +3 Physical Training 2d6
13th +13/+8/+3 +8 +8 +4 Back fist 2d6
14th +14/+9/+4 +9 +9 +4 Overhand 2d6
15th +15/+10/+5 +9 +9 +4 Greater Conditioning 2d6
16th +16/+11/+6/+1 +10 +10 +4 Master Pugilism, Physical Training 2d8
17th +17 /+12/+ 7/+2 +10 +10 +5 Casting Punch 2d8
18th +18/+13/+ 8/+3 +11 +11 +5 Superman Punch 2d8
19th +19/+14/+ 9/+4 +11 +11 +5 Weapon Supremacy (Unarmed Strike) 2d8
20th +20/+15/+10/+5 +12 +12 +6 Perfect Pugilism, Physical Training 2d10

CLASS ABILITIES:
Weapon Proficiencies – The Pugilist is only proficient with simple weapons.

Armor Proficiencies – The Pugilist is not proficient with any armor or shield.

Pugilism – The Art of the Pugilist, this ability grants Improved Unarmed Strike at a stronger progression, CON modifier to AC as a competence bonus (he loses this if wearing armor or carrying a shield), Two Weapon Fighting (only with Unarmed Strikes).

Physical Training – The Pugilist gains a bonus feat from the follow list as a representation of his mastery of his body. Dodge, Mobility, Endurance, Diehard, Run, Athletic, Weapon Focus (Unarmed Strike), Weapon Specialization (Unarmed Strike), Combat Reflexes, Combat Expertise, Improved Bull Rush, Improved Disarm, Improved Trip, Improved Grapple, Bull Rush Strike, Toughness, Power Attack, Cleave, Great Cleave, Critical Focus, Bleeding Critical, Blinding Critical, Crippling Critical, Deafening Critical, Exhausting Critical, Sickening Critical, Staggering Critical, Stunning Critical, Tiring Critical, Improved Critical, Stunning Fist, Crushing Blow, Jawbreaker, Neck breaker, Vital Strike, Devastating Strike, Improved Devastating Strike, Disarming Strike, Hamatulasu, Improved Initiative, Improved Two Weapon Feint, Bone breaker, Lunge, Penetrating Strike, Greater Penetrating Strike, Greater Grapple, Greater Trip, Greater Disarm, Greater Bull Rush, Pinning Rend, Sidestep, Improved Sidestep, Step Up, Step Up and Strike, Vicious Stomp, Spring Attack, Whirlwind Attack. The Pugilist must meet any necessary perquisites.

Southpaw Power – When using Unarmed Strikes the Pugilist adds his full STR modifier to off-hand strikes.

Haymaker – If the Pugilist makes an attack modified by the Power Attack feat as a standard action he gains the bonus to damage but does not take the negative to attack. This causes the Pugilist to be off balance and take a -4 to his AC for the rest of the round. He takes this penalty even if the attack was not successful.

Hammer Fist – The Pugilist may give up his off-hand attacks in order to add x1.5 his STR modifier to his primary attacks

Tough as Nails – The Pugilist gains damage reduction equal to half his level against nonlethal damage

Improved Pugilism – Pugilism becomes Improved Two Weapon Fighting and Two Weapon Defense. The Pugilist may also pick on aspect of his alignment and his unarmed strikes are considered to be that alignment for overcoming damage reduction. A Neutral Pugilist may choose one alignment and once chosen it cannot be changed. A Pugilist may use his Pugilist level -2 as his Monk or Fighter level for perquisites for feats.

Mighty Haymaker – When using the Haymaker ability, the Pugilist doubles the bonus damage from Power Attack

Quick Strike – The Pugilist may make an attack of opportunity against anyone attempted a combat maneuver against him (even if they have Improved or Greater feats) and may also take an Attack of Opportunity when someone he is threatening takes a 5 foot step (but not a full retreat). This attack is done at such speed it deals half damage. This must be an unarmed strike. A Pugilist without remaining Attack of Opportunity in a round may not use this ability.

Pugilist Conditioning – A Pugilist is immune to effects that cause fatigue and an effect that would cause exhaustion instead causes him to become fatigued.

Rabbit Punch – A Pugilist striking a foe with a discernible anatomy may make a single attack as a standard action at the base of the creature’s skull. If successful the foe becomes flat footed for the round and if it fails a save equal to 10 + ½ Pugilist Level + Pugilist’s STR modifier it takes a -4 to attacks, damage, saves and skill for 1 round.

Greater Pugilism – Greater Two Weapon Fighting, Improved Two Weapon Defense and all his abilities gain a +1 to their DC.

Back fist – As part of a charge a Pugilist may perform a Back fist Punch. While performing a Back Fist punch a Pugilist that successfully strikes his foe, in addition to causing normal damage, may continue his movement in a straight line past the foe without provoking an attack of opportunity. Another enemy in the line of his charge stops the charge.

Overhand – As a standard action the Pugilist may attempt an Overhand punch. This punch denies his opponent their dexterity bonus to AC as well as any dodge bonus. An Overhand punch is not subject to dodging effect (such as that granted by the Crane Style)

Greater Conditioning – The Pugilist is immune to both fatigue and exhaustion effects.

Master Pugilism – Greater Two Weapon Fighting, Improved Two Weapon Defense. As part of a full attack action the Pugilist may attempt two of his standard action punches

Clinching Punch – The Pugilist may attempt a Casting Punch as a standard action. If the Casting Punch is successful his foe must make a reflex save equal to 10 + ½ Pugilist Level + the Pugilist STR modifier or be considered grappled for 1 round. The Pugilist is not considered to be grappled. The foe can automatically end the grappling effect by using a standard action.

Superman Punch – As part of a charge the Pugilist may attempt a DC 25 Acrobatics check to leap into the air and come down on his foe. A Superman Punch deals double damage if successful. A Superman Punch may be combined with a Back fist and Haymaker but the damage from the Haymaker is not doubled. This effect does not stack with any other doubling effect.

Weapon Supremacy – This is gained as a bonus feat and only applies to Unarmed Strikes.

Perfect Pugilism – Greater Two Weapon Defense and a Pugilist’s unarmed strikes deal x1.5 his STR modifier. He also gains the following abilities
o Knockout Punch – As a standard action a Pugilist may attempt to strike a foe, if the attack is successful then the foe must make a Fortitude Save (10+ ½ level + STR modifier) of fall unconscious
o Comeback Kid – Once per day when brought to negative hit points the Pugilist may take an immediate action to recover half his normal hit points. This lasts for a number of rounds equal to the Pugilist’s CON modifier after which he drops to 0 hit points. Any effect the Pugilist may be suffering from is suppressed for the duration.
o Unstoppable – Once per day the Pugilist may automatically succeed at a saving throw and avoid any subsequent effect