TheThan
2007-01-16, 05:49 PM
The Prizefighter
Prizefighters are bare-knuckle warriors who usually fight for money. They usually start out as peasants who take to fighting to earn extra money. Though many monks take up the class to support their local monastery. Though many other paths are possible. Prizefighters train to fight with just their fists and have earned a reputation for being brutally powerful brawlers. Most are content to battle it out with other Prizefighters to earn a living, at least until they have to retire. But the rare adventurer may take up the class if the desire strikes them.
“It's gonna be a thrilla and a chilla and a killa when I get the gorilla in Manila!”
--Muhammad Ali
Adventures
Most Prizefighters find plenty of adventure in the ring. Though some take to the path of an adventurer out of necessity. Whether that necessity is to find the next big fight, or to simply return home from a bout, adventure usually follow them. Most Prizefighters are of lawful alignment; due to the rigorous training most must endure to be successful prizefighters. But some chaotic characters take up the class, relying on their natural talent, rather than investing all their time in training.
Abilities:
Prizefighters require quick wits, and a strong and healthy body. That’s really about it. Strength adds extra damage to their unarmed strikes. Constitution grants them much needed hit points. Wisdom and dexterity increases their ability to dodge blows and avoid taking unnecessary hits.
Requirements:
Base attack bonus +4
Improved unarmed strike or the monk’s unarmed strike class feature
Great fortitude
Dodge
Hit dice:
D10
Skills
The following are the Prizefighter’s class skills: bluff (cha), concentration (con), jump (str), knowledge (local) (int), perform (cha), sense motive (wis), survival (wis), swim (str)
Skill points: 2+int modifier per level
The PrizeFighter
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save| AC Bonus|Special
1st|
+1|
+2|
+0|
+0|
+0|Unarmed damage, Float like a butterfly
2nd|
+2|
+3|
+0|
+0|
+0|Sting Like a Bee
3rd|
+3|
+3|
+1|
+1|
+1| Damage Reduction 1/--
4th|
+4|
+4|
+1|
+1|
+1|Combo Hit
5th|
+5|
+4|
+1|
+1|
+1| Damage Reduction 2/--
6th|
+6|
+5|
+2|
+2|
+2|Knock out punch
7th|
+7|
+5|
+2|
+2|
+2| Damage Reduction 3/--
8th|
+8|
+6|
+2|
+2|
+2|Bob and Weave
9th|
+9|
+6|
+3|
+3|
+3| Damage Reduction 4/--
10th|
+10|
+7|
+3|
+3|
+3|Head of Steam[/table]
Class features:
Weapons and armor proficiency:
Prizefighters gain no weapon and armor proficiencies.
Ac bonus:
The Prizefighter gains this bonus to armor class as long as he is wearing no armor, and not carrying a shield. This bonus to AC applies even against tough attacks or when the Prizefighter is flatfooted. He loses this when He wears any armor, when He carries a shield or when He carries a medium or heavy load.
Unarmed Damage:
A Prizefighter class levels stack with his monk levels (if any) for the purposes of determining his unarmed damage. If a Prizefighter doesn’t have monk levels prior to becoming a Prizefighter, treat him as a monk of the same class level as his Prizefighter class level for determining his unarmed damage.
Float like a Butterfly:
The first thing a prizefighter learns is how to read his opponent; he can now spend one move action to grant himself a +2 dodge bonus to his armor class.
Sting like a Bee:
A Prizefighter learns how to hit hard enough to stun or daze his opponent. At 2nd level, a prizefighter gains the stunning fist feat, even if he doesn’t meet the prerequisites for it. If he already has the stunning fist feat then he gains 2 additional uses of his stunning fist per day.
Damage Reduction:
Throughout his career a Prizefighter’s body undergoes tremendous amount of blunt force trauma, over time his body hardens and becomes capable of resisting damage.
Combo Hit:
A Prizefighter learns how to follow up powerful blows with an extra attack. Upon landing a successful critical hit, a prizefighter may immediately make another unarmed attack at the same attack bonus.
Knockout Punch:
Eventually a prizefighter develops a particular fighting technique so much that it can often knockout an opponent in one hit. A prizefighter may expend one use of his stunning fist attempts to add damage dice to his unarmed attack. He may add +1d6 bonus dice per use of stunning fist he expends. A prizefighter may only expend stunning fist attempts up a number equal to half his daily stunning fist attempts per day. He may spend all of his allotted uses on a single attack if he wishes, or he may spread them out as he sees fit.
A prizefighter can use knockout punch only on living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to the knockout punch. The Prizefighter must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Prizefighter cannot use knockout punch while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Example: a monk/prizefighter with 10 uses of stunning fist may only expend 5 of those uses to add damage dice to his attacks. He may spend all five of his uses on a single attack if he wishes, or he may spread them out as he sees fit.
Bob and Weave:
A Prizefighter learns how to defend himself so well that often times he can out right avoid a series of attacks. The prizefighter must declare he’s using this upon the start of his turn, and it lasts a full combat round (that is, until the start of his next turn). When active the prizefighter cannot be hit by any melee or ranged attack nor can he become the target of certain spells (ray spells, and touch spells). He can only use this ability 3/day.
Head of Steam:
As a prizefighter gains experience he gains the ability to press his advantages in combat. To this effect whenever a prizefighter makes a full attack with his unarmed attack(s), he may add a +1d6, to each successive attack beyond the first. However should a prizefighter miss with his unarmed attack, the bonuses reset and he has to start over.
Example:
Bill the boxer has 3 attacks at his full attack. He attacks using his full attack, he hits with his first attack, then he adds +1d6 to his next attack, assuming the second attack also hits, he adds +2d6 to his third attack, and so on. If he misses any of these attacks the bonus damage dice goes away, and he must start again with another full attack.
Prizefighters are bare-knuckle warriors who usually fight for money. They usually start out as peasants who take to fighting to earn extra money. Though many monks take up the class to support their local monastery. Though many other paths are possible. Prizefighters train to fight with just their fists and have earned a reputation for being brutally powerful brawlers. Most are content to battle it out with other Prizefighters to earn a living, at least until they have to retire. But the rare adventurer may take up the class if the desire strikes them.
“It's gonna be a thrilla and a chilla and a killa when I get the gorilla in Manila!”
--Muhammad Ali
Adventures
Most Prizefighters find plenty of adventure in the ring. Though some take to the path of an adventurer out of necessity. Whether that necessity is to find the next big fight, or to simply return home from a bout, adventure usually follow them. Most Prizefighters are of lawful alignment; due to the rigorous training most must endure to be successful prizefighters. But some chaotic characters take up the class, relying on their natural talent, rather than investing all their time in training.
Abilities:
Prizefighters require quick wits, and a strong and healthy body. That’s really about it. Strength adds extra damage to their unarmed strikes. Constitution grants them much needed hit points. Wisdom and dexterity increases their ability to dodge blows and avoid taking unnecessary hits.
Requirements:
Base attack bonus +4
Improved unarmed strike or the monk’s unarmed strike class feature
Great fortitude
Dodge
Hit dice:
D10
Skills
The following are the Prizefighter’s class skills: bluff (cha), concentration (con), jump (str), knowledge (local) (int), perform (cha), sense motive (wis), survival (wis), swim (str)
Skill points: 2+int modifier per level
The PrizeFighter
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save| AC Bonus|Special
1st|
+1|
+2|
+0|
+0|
+0|Unarmed damage, Float like a butterfly
2nd|
+2|
+3|
+0|
+0|
+0|Sting Like a Bee
3rd|
+3|
+3|
+1|
+1|
+1| Damage Reduction 1/--
4th|
+4|
+4|
+1|
+1|
+1|Combo Hit
5th|
+5|
+4|
+1|
+1|
+1| Damage Reduction 2/--
6th|
+6|
+5|
+2|
+2|
+2|Knock out punch
7th|
+7|
+5|
+2|
+2|
+2| Damage Reduction 3/--
8th|
+8|
+6|
+2|
+2|
+2|Bob and Weave
9th|
+9|
+6|
+3|
+3|
+3| Damage Reduction 4/--
10th|
+10|
+7|
+3|
+3|
+3|Head of Steam[/table]
Class features:
Weapons and armor proficiency:
Prizefighters gain no weapon and armor proficiencies.
Ac bonus:
The Prizefighter gains this bonus to armor class as long as he is wearing no armor, and not carrying a shield. This bonus to AC applies even against tough attacks or when the Prizefighter is flatfooted. He loses this when He wears any armor, when He carries a shield or when He carries a medium or heavy load.
Unarmed Damage:
A Prizefighter class levels stack with his monk levels (if any) for the purposes of determining his unarmed damage. If a Prizefighter doesn’t have monk levels prior to becoming a Prizefighter, treat him as a monk of the same class level as his Prizefighter class level for determining his unarmed damage.
Float like a Butterfly:
The first thing a prizefighter learns is how to read his opponent; he can now spend one move action to grant himself a +2 dodge bonus to his armor class.
Sting like a Bee:
A Prizefighter learns how to hit hard enough to stun or daze his opponent. At 2nd level, a prizefighter gains the stunning fist feat, even if he doesn’t meet the prerequisites for it. If he already has the stunning fist feat then he gains 2 additional uses of his stunning fist per day.
Damage Reduction:
Throughout his career a Prizefighter’s body undergoes tremendous amount of blunt force trauma, over time his body hardens and becomes capable of resisting damage.
Combo Hit:
A Prizefighter learns how to follow up powerful blows with an extra attack. Upon landing a successful critical hit, a prizefighter may immediately make another unarmed attack at the same attack bonus.
Knockout Punch:
Eventually a prizefighter develops a particular fighting technique so much that it can often knockout an opponent in one hit. A prizefighter may expend one use of his stunning fist attempts to add damage dice to his unarmed attack. He may add +1d6 bonus dice per use of stunning fist he expends. A prizefighter may only expend stunning fist attempts up a number equal to half his daily stunning fist attempts per day. He may spend all of his allotted uses on a single attack if he wishes, or he may spread them out as he sees fit.
A prizefighter can use knockout punch only on living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to the knockout punch. The Prizefighter must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Prizefighter cannot use knockout punch while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Example: a monk/prizefighter with 10 uses of stunning fist may only expend 5 of those uses to add damage dice to his attacks. He may spend all five of his uses on a single attack if he wishes, or he may spread them out as he sees fit.
Bob and Weave:
A Prizefighter learns how to defend himself so well that often times he can out right avoid a series of attacks. The prizefighter must declare he’s using this upon the start of his turn, and it lasts a full combat round (that is, until the start of his next turn). When active the prizefighter cannot be hit by any melee or ranged attack nor can he become the target of certain spells (ray spells, and touch spells). He can only use this ability 3/day.
Head of Steam:
As a prizefighter gains experience he gains the ability to press his advantages in combat. To this effect whenever a prizefighter makes a full attack with his unarmed attack(s), he may add a +1d6, to each successive attack beyond the first. However should a prizefighter miss with his unarmed attack, the bonuses reset and he has to start over.
Example:
Bill the boxer has 3 attacks at his full attack. He attacks using his full attack, he hits with his first attack, then he adds +1d6 to his next attack, assuming the second attack also hits, he adds +2d6 to his third attack, and so on. If he misses any of these attacks the bonus damage dice goes away, and he must start again with another full attack.