Zelkon
2013-09-29, 12:15 PM
There are those who use magic, and there are those who use weapons. Everyone else (coughMONKcough), especially those who use fists, were laughed at. Then came the PAWNCH, blah, blah, blah I'm on a time constraint here.
The PAWNCH
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+2|+2|Pawnch, Uncanny Dodge, Mettle, Evasion, Really Durable
2nd|+2|+3|+3|+3|Sweat, Magic Fist
3rd|+3|+3|+3|+3| Enlarge Fist
4th|+4|+4|+4|+4|Detachable Fist
5th|+5|+4|+4|+4|Yell, Punch Magic
6th|+6/+1|+5|+5|+5|Fast
7th|+7/+2|+5|+5|+5|Punch Scryer
8th|+8/+3|+6|+6|+6|Delayed Punch
9th|+9/+4|+6|+6|+6|Make by Punching
10th|+10/+5|+7|+7|+7|Seeing Stars
11th|+11/+6/+1|+7|+7|+7|Really Fast
12th|+12/+7/+2|+8|+8|+8|
13th|+13/+8/+3|+8|+8|+8|A Doombot All Along
14th|+14/+9/+4|+9|+9|+9|
15th|+15/+10/+5|+9|+9|+9|Foresight
16th|+16/+11/+6/+1|+10|+10|+10|Really, Really Fast
17th|+17/+12/+7/+2|+10|+10|+10|
18th|+18/+13/+8/+3|+11|+11|+11|
19th|+19/+14/+9/+4|+11|+11|+11|
20th|+20/+15/+10/+5|+12|+12|+12|Like, Super Fast
[/table]
Alignment: Any
Hit Die: 1d12
Class Skills:
Intimidate, Jump
Skill Points at 1st Level: 8
Skill Points at Each Additional Level: 2
Pawnch (Ex): A PAWNCH can punch things hard enough to do nearly everything. He gains Pawnch points as a Prison of his level would have Power Points. Punches cost (2xlevel-1) Pawnch points, and he must succeed on an attack rather than force a saving throw.
1st level:
Shield Punch: As Shield spell
Motivating Punch: As Comprehend Languages or Charm Person spell.
Identifying Punch: As Identify spell. Each type of magic item vibrates just so when he punches it in such a way.
Big Knockout: As Sleep Spell.
Shadow Puppet Punch: As Color Spray
A Whole New Man: Disguise Self, but only in the eyes of the target of the punch.
Enfeebling Punch: As Ray of Enfeblement, but only in melee range.
Fear Puch: As cause fear.
Punch Rope: As Animate Rope, because your punch is so hard it gives the rope life and simultaneously makes it fear you enough to do whatever you want with it.
Punch the Ground: As Jump or Expeditious Retreat, or you take no damage from a fall.
Punch Writing: As Erase
Punch Down/Up: As Reduce Person/Enlarge Person
2nd:
Punch Shut: As Arcane Lock
Punch Arrows: As Protection from Arrows.
Punch Energy: As Resist Energy
etc.
Really Durable (Ex): The PAWNCHER is never affected negatively by the weather, he has DR 10/-, and his AC gains a permanent, untyped +4 bonus.
Sweat (Ex): With all that punching, you’re bound to sweat a bit. You can utilise this sweat very well. These are a separate pool of points, and a PAWNCHER has a number of Sweat points as a Wielder of his level. Sweats cost (2xlevel-1) Sweat points.
1st:
Greasy Sweat: As Grease.
Obscuring Sweat: As Obscuring Mist.
Burning Sweat: As Burning Hands.
Sweat Missile: As Magic Missile.
Sweat Spray: As Color Spray.
2nd:
Sweat Arrow: As Acid Arrow.
Foggy Sweat: As Fog Cloud.
Shiny Sweat: As Glitterdust.
Webbed Sweat: As Web.
Etc.
Magic Fist (Ex): A PAWNCHER’s fist is so special, it can become magical. A PAWNCHER can have his fist enchanted as if it were a weapon.
Enlarge Fist (Ex): With enough effort, a PAWNCHER can enlarge his fist. He becomes one size category larger.
Detachable Fist (Ex): A PAWNCHER can pull off his fist and have it act independently of him. Don’t worry, he can punch it back on later. It has its own set of actions (and is not affected by the Fast chain of abilities). It can do anything you can do, but you draw from the same Pawnch and Sweat pool.
Yell (Ex): A PAWNCHER can yell really loudly, and communicate with anyone on the same plane. This communication is one way. It is only comprehensible to his intended recipient.
Punch Magic (Ex): A PAWNCHER can dispel any spell cast on him or anywhere within his melee reach, as the Dispel Magic spell. His caster level is his class level. At 9th level, this improves to Greater Dispell Magic.
Fast (Ex): A PAWNCHER gets two turns a round, on the same initiative count.
Punch Scryer (Ex): A PAWNCHER knows when he’s being scryed upon, and may punch the scrying sensor, destroying it and dealing 1d6 points of damage to its controller, just as a warning.
Delayed Punch (Ex): A PAWNCHER can punch something so hard, that the effect is delayed until a certain event happens. This works like a Contingency spell, but for Pawnches instead of spells.
Make by Punching (Ex): A PAWNCHER may create all magical items without needing to know the spells needed to cast them, but must pay double the XP cost.
Seeing Stars (Ex): A PAWNCHER can cause anyone he punches to see an illusion, as the Persistent Image spell.
Really Fast (Ex): A PAWNCHER gets three turns per round instead of two.
A Doombot All Along (Ex): Whenever a PAWNCHER is killed, he turns out to be just a Doombot. His real body was actually left behind some time ago. However, he has designed the Doombot to transmit all memories back to him, so any experience points earned as a Doombot is kept, as are memories.
Foresight (Ex): A PAWNCHER is always under the effects of a Foresight spell.
Really, Really Fast (Ex): A PAWNCHER has four turns per round.
Like, Super Fast (Ex): A PAWNCHER has five turns per round.
The PAWNCH
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+2|+2|Pawnch, Uncanny Dodge, Mettle, Evasion, Really Durable
2nd|+2|+3|+3|+3|Sweat, Magic Fist
3rd|+3|+3|+3|+3| Enlarge Fist
4th|+4|+4|+4|+4|Detachable Fist
5th|+5|+4|+4|+4|Yell, Punch Magic
6th|+6/+1|+5|+5|+5|Fast
7th|+7/+2|+5|+5|+5|Punch Scryer
8th|+8/+3|+6|+6|+6|Delayed Punch
9th|+9/+4|+6|+6|+6|Make by Punching
10th|+10/+5|+7|+7|+7|Seeing Stars
11th|+11/+6/+1|+7|+7|+7|Really Fast
12th|+12/+7/+2|+8|+8|+8|
13th|+13/+8/+3|+8|+8|+8|A Doombot All Along
14th|+14/+9/+4|+9|+9|+9|
15th|+15/+10/+5|+9|+9|+9|Foresight
16th|+16/+11/+6/+1|+10|+10|+10|Really, Really Fast
17th|+17/+12/+7/+2|+10|+10|+10|
18th|+18/+13/+8/+3|+11|+11|+11|
19th|+19/+14/+9/+4|+11|+11|+11|
20th|+20/+15/+10/+5|+12|+12|+12|Like, Super Fast
[/table]
Alignment: Any
Hit Die: 1d12
Class Skills:
Intimidate, Jump
Skill Points at 1st Level: 8
Skill Points at Each Additional Level: 2
Pawnch (Ex): A PAWNCH can punch things hard enough to do nearly everything. He gains Pawnch points as a Prison of his level would have Power Points. Punches cost (2xlevel-1) Pawnch points, and he must succeed on an attack rather than force a saving throw.
1st level:
Shield Punch: As Shield spell
Motivating Punch: As Comprehend Languages or Charm Person spell.
Identifying Punch: As Identify spell. Each type of magic item vibrates just so when he punches it in such a way.
Big Knockout: As Sleep Spell.
Shadow Puppet Punch: As Color Spray
A Whole New Man: Disguise Self, but only in the eyes of the target of the punch.
Enfeebling Punch: As Ray of Enfeblement, but only in melee range.
Fear Puch: As cause fear.
Punch Rope: As Animate Rope, because your punch is so hard it gives the rope life and simultaneously makes it fear you enough to do whatever you want with it.
Punch the Ground: As Jump or Expeditious Retreat, or you take no damage from a fall.
Punch Writing: As Erase
Punch Down/Up: As Reduce Person/Enlarge Person
2nd:
Punch Shut: As Arcane Lock
Punch Arrows: As Protection from Arrows.
Punch Energy: As Resist Energy
etc.
Really Durable (Ex): The PAWNCHER is never affected negatively by the weather, he has DR 10/-, and his AC gains a permanent, untyped +4 bonus.
Sweat (Ex): With all that punching, you’re bound to sweat a bit. You can utilise this sweat very well. These are a separate pool of points, and a PAWNCHER has a number of Sweat points as a Wielder of his level. Sweats cost (2xlevel-1) Sweat points.
1st:
Greasy Sweat: As Grease.
Obscuring Sweat: As Obscuring Mist.
Burning Sweat: As Burning Hands.
Sweat Missile: As Magic Missile.
Sweat Spray: As Color Spray.
2nd:
Sweat Arrow: As Acid Arrow.
Foggy Sweat: As Fog Cloud.
Shiny Sweat: As Glitterdust.
Webbed Sweat: As Web.
Etc.
Magic Fist (Ex): A PAWNCHER’s fist is so special, it can become magical. A PAWNCHER can have his fist enchanted as if it were a weapon.
Enlarge Fist (Ex): With enough effort, a PAWNCHER can enlarge his fist. He becomes one size category larger.
Detachable Fist (Ex): A PAWNCHER can pull off his fist and have it act independently of him. Don’t worry, he can punch it back on later. It has its own set of actions (and is not affected by the Fast chain of abilities). It can do anything you can do, but you draw from the same Pawnch and Sweat pool.
Yell (Ex): A PAWNCHER can yell really loudly, and communicate with anyone on the same plane. This communication is one way. It is only comprehensible to his intended recipient.
Punch Magic (Ex): A PAWNCHER can dispel any spell cast on him or anywhere within his melee reach, as the Dispel Magic spell. His caster level is his class level. At 9th level, this improves to Greater Dispell Magic.
Fast (Ex): A PAWNCHER gets two turns a round, on the same initiative count.
Punch Scryer (Ex): A PAWNCHER knows when he’s being scryed upon, and may punch the scrying sensor, destroying it and dealing 1d6 points of damage to its controller, just as a warning.
Delayed Punch (Ex): A PAWNCHER can punch something so hard, that the effect is delayed until a certain event happens. This works like a Contingency spell, but for Pawnches instead of spells.
Make by Punching (Ex): A PAWNCHER may create all magical items without needing to know the spells needed to cast them, but must pay double the XP cost.
Seeing Stars (Ex): A PAWNCHER can cause anyone he punches to see an illusion, as the Persistent Image spell.
Really Fast (Ex): A PAWNCHER gets three turns per round instead of two.
A Doombot All Along (Ex): Whenever a PAWNCHER is killed, he turns out to be just a Doombot. His real body was actually left behind some time ago. However, he has designed the Doombot to transmit all memories back to him, so any experience points earned as a Doombot is kept, as are memories.
Foresight (Ex): A PAWNCHER is always under the effects of a Foresight spell.
Really, Really Fast (Ex): A PAWNCHER has four turns per round.
Like, Super Fast (Ex): A PAWNCHER has five turns per round.