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Pugilist

HD: d10

Skills: Climb, Escape Artist, Hide, Intimidate, Jump, Listen, Move Silently, Sense Motive, Sleight of Hand, Spot, Swim, Use Rope
4 + INT per level

Armor Proficiency: Light armors

Weapon Proficiency: Simple and Martial Weapons


Level 

Base Attack 

Fortitude 

Reflex 

Will 

Special Abilities 

AC/Attack Bonus 

1 +1 +2 +2 +0 Unarmed Strike, Tempered Form 1
2 +2 +3 +3 +0 Combo Chain, Combat Style 1
3 +3 +3 +3 +1 1
4 +4 +4 +4 +1 Evasion, Tempered Fist 1
5 +5 +4 +4 +1 Bolo Punch 2
6 +6/+1 +5 +5 +2 Improved Combat Style 2
7 +7/+2 +5 +5 +2 Spring Attack 2
8 +8/+3 +6 +6 +2 Improved Combo Chain 2
9 +9/+4 +6 +6 +3 Tempered Spirit 3
10 +10/+5 +7 +7 +3 Improved Evasion 3
11 +11/+6/+1 +7 +7 +3 Combat Style Mastery 3
12 +12/+7/+2 +8 +8 +4 3
13 +13/+8/+3 +8 +8 +4 Bounding Assault 4
14 +14/+9/+4 +9 +9 +4 Greater Combo Chain 4
15 +15/+10/+5 +9 +9 +5 4
16 +16/+11/+6/+1 +10 +10 +5 Tempered Spirit (Touch) 4
17 +17/+12/+7/+2 +10 +10 +5 5
18 +18/+13/+8/+3 +11 +11 +6 Rapid Blitz 5
19 +19/+14/+9/+4 +11 +11 +6 5
20 +20/+15/+10/+5 +12 +12 +6 Finishing Combo 5


Unarmed Strike (Ex)
At 1st level, You are considered to be armed even when unarmed � that is, you do not provoke attacks of opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you. In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option. In addition, your unarmed damage increases as your Wisdom increases:

Wisdom Score Unarmed Damage
10-11 1d3
11-12 1d4
13-14 1d6
15-16 1d8
17-18 1d10
19-20 2d6
21-22 2d8


Tempered Form(Ex)
As long as you are not wearing armor, you add your WIS to your AC equal to as an Insight bonus. You keep this bonus even if you are caught flat-footed. If you chose the Defensive Combat Style, you add 1.5x WIS instead.


Combo Chain(Ex)
After a successful hit, as a free action, you may choose to follow up with an additional attack at that same attack bonus. You may use this ability once per round and a number of times per day equal to your WIS


Combat Style (Ex)
At 2nd level, a Pugilist must select one of two combat styles to pursue: Offensive or Defensive combat. This choice affects the character's class features but does not restrict his selection of feats or special abilities in any way. If the Pugilist selects offensive combat, he gains an attack bonus according to the table above and gains the Power Attack feat, even if he does not have the normal prerequisites for that feat.

If the Pugilist selects defensive combat, he gains an AC bonus according to the table above and gains the Combat Expertise feat, even if he does not have the normal prerequisites for that feat. The benefits of the Pugilist's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.


Evasion (Ex)
A Pugilist can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon's fiery breath or a fireball), he instead takes no damage. Evasion can be used only if the Pugilist is wearing light armor or no armor. A helpless Pugilist (such as one who is unconscious or paralysed) does not gain the benefit of evasion.


Tempered Fist
As long as you are not using a weapon, you use your WIS instead of you STR for damage rolls. If you chose the Offensive Combat Style, you add your WIS to your damage rolls to as an Insight bonus.


Bolo Punch
As a standard action, you make a series of circular motions that distracts your foe. Your opponent must make a Will save or be facinated for 1 round. The next time your foe is hit, he is denied his DEX mod to his AC


Improved Combat Style
At 6th level, a Pugilist's aptitude in his chosen combat style improves. If he selected Offensive at 2nd level, he gains the Offensive Metered Foot feat (See Below), even if he does not have the normal prerequisites for that feat. He also gains the ability to deal more damage while using the combo chain ability. By taking a -2 penalty to you AC, you deal an extra 2 damage each hit.

If the Pugilist selected Defensive at 2nd level, he gains the Defensive Metered Foot feat (See below), even if he does not have the normal prerequisites for that feat. He also gains the ability to attack while using the combo chain ability. By taking a -4 penalty to your damage rolls, you gain an additional attack.


Improved Combo Chain All of your additional attacks now do extra damage. You also gain the ability to use combo chain for attacks of opportunities. You may use this ability a number of times per day equal to 2 + WIS
Tempered Spirit By expending one of your Combo chain uses, you are capable of using your unarmed strikes and Combo Chain abilities at a 30ft range for 1d4 rounds. While using Tempered Spirit, you can bypass a certain amount of damage reduction equal to 1/2 your class level. At level 16, your attacks are trreated as touch attacks.


Improved Evasion
This ability works like evasion, except that while the Pugilist still takes no damage on a successful Reflex saving throw against attacks henceforth he takes only half damage on a failed save. A helpless Pugilist does not gain the benefit of improved evasion.


Combat Style Mastery


Greater Combo Chain All of your additional attacks now cause different effects and you may use them up to 3 times per round. your foe must make a DC 10 + your class level + your WIS to negate.

Feats

Offensive Metered Foot
Choose an opponent as a Free Action. Each time you hit this opponent consecutively, you gain a cumulative +1 Insight bonus on attacks against that opponent (max +5). If you miss this opponent, the bonus is lost. If you hit this opponent again, the count restarts at +1. This feat only applies on one opponent at a time

Defensive Metered Foot
Choose an opponent as a Free Action. Each time this opponent misses you consecutively, you gain a cumulative +1 Dodge bonus to AC (max +5). If this opponent hits you, the bonus is lost. If this opponent misses you again, the count restarts at +1. This feat only applies on one opponent at a time

Spring Attack
When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can�t use this feat if you are wearing heavy armor. You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack.

Bounding Assault
When using the Spring Attack feat, you designate two foes rather than one. Your movement does not provoke attacks of opportunity from either of these foes. While using an attack action with the Spring Attack feat, you can make a second attack with a -5 penalty. You can use both attacks against one of the opponents targeted with this feat, or split your attacks between them.

Rapid Blitz
You can designate a third target for your Spring Attack feat. In addition to the second attack you gain from your Bounding Assault feat, you can make a third attack with a -10 penalty.