The Pugilist

The pugilist lives for the fight.  Whether a back-alley brawler, an underground fist-fighter, or a skilled kung fu master, the pugilist uses his body as a weapon.  Unlike the monk, the pugilist does not focus on spiritual discipline—his body is his focus.  Most pugilists are members of various underground boxing and wrestling arenas, and thus have learned to smooth-talk the guard or other authorities into looking the other way.

Role: Pugilists train in the martial arts to reach the pinnacle of physical perfection. Their ability to avoid blows that others never even see coming allows them to stay in the thick of melee. Pugilists make excellent melee damage-dealers, particularly when they can flank an opponent with another ally, making prodigious use of their Sucker Punch and Style Abilities.

Note: The pugilist is an alternate class to the monk. A character with pugilist levels cannot take levels in the monk class, and vice versa.

Alignment: Any.
Hit Die: d10.

Lvl BAB Fort Ref Will Special AC Bonus Unarmed Dmg
1 +1 +2 +2 +0 Flurry of Blows (bonus attack), Unarmed Combat, Style Ability, Sucker Punch +1d6 +0 1d6
2 +2 +3 +3 +0 Bonus Feat +0 1d6
3 +3 +3 +3 +1 Style Ability +0 1d6
4 +4 +4 +4 +1 Mighty Strikes, Uncanny Dodge +1 1d8
5 +5 +4 +4 +1 Flow Like Water, Sucker Punch +2d6 +1 1d8
6 +6/ +1 +5 +5 +2 Bonus Feat, Style Ability +1 1d8
7 +7/ +2 +5 +5 +2 Second Wind +1 1d8
8 +8/ +3 +6 +6 +2 Improved Uncanny Dodge +2 1d10
9 +9/ +4 +6 +6 +3 Style Ability, Sucker Punch +3d6 +2 1d10
10 +10/ +5 +7 +7 +3 Bonus Feat +2 1d10
11 +11/ +6/ +1 +7 +7 +3 Flurry of Blows (bonus attack), Improved Mighty Strikes +2 1d10
12 +12/ +7/ +2 +8 +8 +4 Style Ability +3 2d6
13 +13/ +8/ +3 +8 +8 +4 Sucker Punch +4d6 +3 2d6
14 +14/ +9/ +4 +9 +9 +4 Bonus Feat +3 2d6
15 +15/ +10/ +5 +9 +9 +5 Dim Mak, Style Ability +3 2d6
16 +16/ +11/ +6/ +1 +10 +10 +5 Greater Mighty Strikes +4 2d8
17 +17/ +12/ +7/ +2 +10 +10 +5 Sucker Punch +5d6 +4 2d8
18 +18/ +13/ +8/ +3 +11 +11 +6 Bonus Feat, Style Ability +4 2d8
19 +19/ +14/ +9/ +4 +11 +11 +6 Top Form +4 2d8
20 +20/ +15/ +10/ +5 +12 +12 +6 Style Mastery +5 2d10
Class Skills

The following are class skills for the pugilist: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), and Swim (Str).
Skill Ranks Per Level: 4 + Int Mod.

Class Features

Weapon and Armor Proficiency: The pugilist is proficient with all simple weapons. He is not proficient with any type of armor or shield, and in fact loses many of his class abilities when wearing armor or carrying more than a light load.

Unarmed Combat (Ex): The pugilist gains Improved Unarmed Strike as a bonus feat.  The pugilist also deals increased damage from his unarmed strikes compared to others, as shown on the table above. 

A pugilist does not just use his hands when making unarmed strikes. He uses knees, elbows, forearms, feet, and even his head. Therefore, the pugilist can make unarmed strikes even when his hands are full. There is no “off-hand” for his unarmed strikes, so all his unarmed attacks gain his full Strength bonus to damage.

The pugilist is trained to fight without armor, using feints, jukes, and heightened reflexes to fend off attacks. Whenever the pugilist is unarmored and unencumbered, he gains a Dodge Bonus to his Armor Class and Combat Maneuver Defense equal to his Charisma modifier. Unlike other bonus types, Dodge Bonuses stack. Any time the pugilist would lose his Dexterity Bonus to his Armor Class, he also loses this Dodge Bonus.

Flurry of Blows (Ex): During a full attack action, the pugilist can make an additional attack at his highest base attack bonus. However, all his attacks suffer a -2 penalty until the start of his next turn. This bonus attack stacks with haste and similar effects, though not with using two-weapon fighting. At 11th level, the pugilist gains an additional bonus attack.

Style Ability: One of the primary goals of each pugilist is to develop his own personalized style of combat. At 1st level, he gains one of the abilities from the list below, provided he meets any prerequisites listed.

The pugilist gains another style ability at 3rd level, and every three levels thereafter (at 6th, 9th, 12th, and so on). The saving throw DC for any style ability, if applicable, is 10 + 1/2 his pugilist level + his Cha Mod. A pugilist’s Sucker Punch cannot be modified by more than one Style Ability at a time. The pugilist must choose which Style Ability to apply to a Sucker Punch before any attack rolls are made.

Brutal Wrestler (Ex): Whenever you are dealing Sucker Punch damage to an opponent during a grapple or pin, you deal an additional 1d6 Sucker Punch damage. This counts as a Sucker Punch modification. This Style Ability may be taken up to two times. Its effects stack. Requires: Improved Grapple.

Epic Wrestler (Ex): During a grapple, if you spend a full-round action on your grapple check to maintain the grapple instead of a standard action, you may perform two grapple actions in the round instead of one. Requires: Brutal Wrestler, 6th level.

Crippling Strike (Ex): Your Sucker Punch also cripples an opponent (arms or legs, chosen before the attack is made). If the target fails a Fortitude Save, they become crippled. If the arms are targeted, the opponent suffers a -2 penalty to attack and weapon damage rolls. If the legs are targeted, the opponent suffers a -2 penalty to Armor Class and a -10 penalty to ground-based movement rates. These penalties last until the beginning of your next turn and are not cumulative. Creatures immune to critical hits are immune to Crippling Strike.

Maiming Claw (Ex): The penalties from your Crippling Strike increase to -4. Requires: Crippling Strike, 6th level.

Diving Falcon (Ex): When you make your Attack of Opportunity from Greater Trip, you may choose to drop prone with your enemy. If you do, and your attack is successful, you deal double damage. Requires: Greater Trip.

Tumbling Snake (Ex): Whenever you successfully damage an opponent using Diving Falcon, you may make a free grapple check against that opponent. Requires: Diving Falcon, Improved Grapple.

Draining Strike (Ex): The target of your Sucker Punch also becomes fatigued one round (Fort negates). Multiple draining strikes are not cumulative (fatigued opponents do not become exhausted) but do increase the duration. Creatures immune to fatigue are immune to Draining Strike.

Exhausting Strike (Ex): The target of your Draining Strike instead becomes exhausted (Fort negates). Creatures immune to exhaustion are immune to Exhausting Strike. Requires: Draining Strike, 9th level.

Fist of Fury (Ex): You may apply up to two different Style Abilities to your Sucker Punch. The target must roll separate saving throws for each of their effects, if applicable. Requires: 9th level.

Focused Mind (Ex): Add +1 to the saving throw DC of all your Style Abilities. You may take this Style Ability a second time at 12th level. The effects stack.

Furious Barrage (Ex): While performing a Flurry of Blows, you may choose to apply the -2 penalty to your attack rolls to your AC instead, using your full attack bonus as normal.

Hard Target (Ex): Whenever you receive damage from a source that would reduce you to 0 or fewer Wound Points, you may expend three uses of your Second Wind to negate the damage. A “single source” is any one attack, trap, spell, or ability. Requires: 15th level.

Haymaker (Ex): You may choose to take a -2 penalty to your AC for the round to gain a +1 bonus to your attack rolls. These penalties and bonuses last until the beginning of your next turn. The bonus increases by +1 for every five pugilist levels you have.

Iron Body (Ex): Your immune system has become hardened from your constant battles. You gain a +2 bonus to saves against poison, disease, and ability score damage or drain. This bonus increases to +4 at 10th level.

Kidney Punch (Ex): Targets of your Sucker Punch are sickened until the beginning of your next turn (Fort negates).

Gut Rupture (Ex): Targets of your Kidney Punch are instead nauseated until the beginning of your next turn (Fort negates). Requires: Kidney Punch, 9th level.

Kip Up (Ex): You may stand from a prone position as a move action that does not provoke attacks of opportunity, or as a swift action that provokes attacks of opportunity.

Mistweaver’s Fist (Su): When you deal Sucker Punch damage, you deal 2 Wisdom damage to your opponent as well (Will negates). An opponent brought to 0 Wisdom by Mistweaver’s Fist falls unconscious and cannot regain consciousness until at least 1 point of Wisdom damage is recovered. Creatures immune to poison are immune to Mistweaver’s Fist. Requires: 6th level.

Mindclouder’s Fist (Su): Your Mistweaver’s Fist instead deals 1d4+1 Wisdom damage (Will negates). Requires: Mistweaver’s Fist, 12th level.

Mule Kick (Ex): As a standard Action, you may drop prone to strike one adjacent opponent. This opponent is flat-footed against the attack. Victims of a successful Mule Kick must make a Reflex Save or be knocked prone.

Organ Grinder (Ex): Targets of your Sucker Punch also suffer 1 bleed damage per Sucker Punch die per round. This bleed damage is applied at the beginning of the opponent’s turn. Because the bleeding is internal, the Heal DC to stop the bleeding is 25. This bleed damage is cumulative, but a single successful Heal check or magical healing of at least one point stops all bleed damage on the target. Requires: 6th level.

Serpent’s Palm (Su): When you deal Sucker Punch damage, you deal 2 Strength damage to your opponent as well (Fortitude negates). Creatures who are immune to poison are immune to Serpent’s Palm. Requires: 9th level.

Linnorm’s Palm (Su): Your Serpent’s Palm instead deals 1d4+1 Str damage (Fortitude negates). Requires: Serpent’s Palm, 15th level.

Steady Mind (Su): You may expend one use of your Second Wind as an immediate action to gain Steady Mind. If you do, roll twice on all Will Saves and take the better result. Steady Mind lasts until the beginning of your next turn. Requires: 9th level.

Storm of Blows (Ex): As a Full Attack Action, you may make one attack against each opponent within reach. These attacks suffer a -2 penalty, but gain a +2 bonus to damage. These penalties and bonuses stack with the Power Attack feat.

Wind Through the Reeds (Su): You may expend one use of your Second Wind to gain a +10 circumstance bonus to all forms of movement, as well as a +4 circumstance bonus to your CMD. Wind Through the Reeds lasts for a number of rounds equal to your Charisma modifier (minimum 1). Requires: 9th level.

Sucker Punch (Ex): No stranger to dirty fighting, the pugilist learns to spot weak points in his opponents’ defenses, exploiting them when they least expect it.  Sucker Punch damage works like the rogue’s Sneak Attack, except it can only be performed when the pugilist is unarmed or using a gauntlet, dagger, or katar.  He deals an additional 1d6 damage with a Sucker Punch.  This damage increases by 1d6 at 5th level and every 4 levels thereafter (at 9th, 13th, and 17th).

Bonus Feat: At 2nd level, the pugilist gains a bonus feat, chosen from the list below. The pugilist does not need to meet any of the prerequisites for the feat he wishes to take. He gains an additional bonus feat every four levels thereafter (at 6th, 10th, 14th, and 18th levels).

The pugilist may choose from the following list of bonus feats: Combat Expertise, Dodge, Improved Feint, Improved Grapple, Knockout Artist, and Stunning Fist.

At 6th level, he adds Greater Feint, Greater Grapple, Improved Trip, Mobility, Scorpion Style, Weapon Focus (Unarmed Strike), and Wind Stance to the list.

At 10th level, he adds Critical Focus, Gorgon’s Fist, Greater Trip, Lightning Stance, Spring Attack, and Weapon Specialization (Unarmed Strike) to the list.

Alternatively, the pugilist may take any style feat from Ultimate Combat as one of his bonus feats. He still needs to meet the prerequisites for style feats (this is an exception to the above rule). His pugilist level counts as his monk level for the purpose of meeting the feat’s prerequisites.

Natural Armor (Ex): At 4th level, the pugilist’s constant battles have left his body covered in scars and calluses, granting him a +1 increase to his natural armor bonus (a creature without a listed bonus essentially has a natural armor bonus of +0). His natural armor increases by 1 at 8th level and every four levels thereafter, to a maximum of +5 at 20th level.

Mighty Strikes (Su): Starting at 4th level, the pugilist learns to circumvent the innate protection of some creatures. For a number of rounds per day equal to 1/2 his pugilist level + Cha Mod, he can choose one of the following Damage Reduction types: silver, magic, holy, or unholy. His unarmed strikes bypass damage reduction as if they were that type. He may choose a new Damage Reduction type as a free action, but only on his turn and only once per turn. Activating or deactivating Mighty Strikes is a free action.

At 11th level, the pugilist adds mithral and faction alignment to the list of Damage Reduction types.

At 16th level, the pugilist adds adamantine to the list. Furthermore, when he uses Mighty Strikes, he may now choose two types of DR to bypass.

Uncanny Dodge (Ex): Starting at 4th level, the pugilist begins to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, even if the attacker is invisible. He still loses his Dexterity Bonus to AC if immobilized, unconscious, or otherwise helpless. If the pugilist has Uncanny Dodge from a different source (such as the rogue class), he instead gains Improved Uncanny Dodge (see below).

Flow Like Water (Ex): Starting at 5th level, the pugilist’s ability to feint in combat is almost surreal. He gains a bonus equal to half his pugilist level (round down) on all Bluff checks made to feint in combat, and on all Sense Motive checks to avoid a feinting maneuver against him.

Second Wind (Ex): At 7th level, a pugilist’s physicality allows him to drum up inner reserves and keep fighting when others might falter. When at or below half his hit points, the pugilist can call on a Second Wind as a move action to heal an amount of hit points equal to his pugilist level. A pugilist can use this ability a number of times per day equal to his Charisma Modifier.

Improved Uncanny Dodge (Ex): At 8th level, the pugilist’s reaction time further increases. He can no longer be flanked, unless the opponent has at least 4 more levels than the pugilist in a class that grants Improved Uncanny Dodge (such as barbarian, rogue, pugilist, or ninja).

Dim Mak (Sp): At 15th level, the pugilist has unlocked the art of the Death Touch. By blocking vital chakra points, the pugilist can strike his opponent in such a way as to completely shut down his nervous system. As a full round action, the pugilist makes a single attack that deals no damage but forces the target to make a Fortitude Save (DC = 10 + 1/2 pugilist level + Cha Mod) or die.

The pugilist can use Dim Mak once per day. Creatures immune to death effects are immune to Dim Mak.

Top Form (Ex): At 19th level, the pugilist reaches the apex of physical perfection. Whenever he must roll a Fortitude save against disease, poison, or negative levels, he rolls twice and takes the better result.

Style Mastery: At 20th level, the pugilist masters his own personal style of unarmed combat. He immediately chooses one Mastery Ability, chosen from the list below.

Anaconda’s Bite (Ex): The pugilist gains the Constrict special ability. When he successfully grapples an opponent, he may choose to constrict them. His constriction deals unarmed damage equal to 3d10 + 1-1/2 times his Strength modifier. Requires: Epic Wrestler.

Fatal Fist (Ex): The pugilist deals an additional 1d6 damage with his Sucker Punch, and may apply up to three Style Abilities to his Sucker Punch at a time. Requires: Fist of Fury.

Jaguar Pounce (Ex): The pugilist applies his Sucker Punch damage to prone targets, even if they are not currently deprived of their Dexterity Bonus. An opponent with Uncanny Dodge is not affected by this ability (unless he is four or more levels lower than the pugilist in the class granting Uncanny Dodge). Furthermore, whenever an opponent fails on a Combat Maneuver attempt against the pugilist, he may attempt a Trip Maneuver against that target as an immediate action. Requires: Diving Falcon.

Juggernaut (Ex): The pugilist is so callused and brutal, his skin has hardened against blows and his bulk puts more force behind his blows. He gains DR 3/- and his Strength score permanently increases by 2.

Shock and Awe (Ex): As a Full Attack Action, the pugilist may make one attack roll against all opponents in adjacent squares. This attack roll is applied separately to each opponent’s AC. If it hits, the attack is an automatic critical hit and the target must make a Fortitude Save or be stunned for 1d6 rounds. Shock and Awe may be used a number of times per day equal to the pugilist’s Charisma modifier.

Spring the Trap (Ex): The pugilist does not suffer the usual -4 penalty to melee attack rolls or melee AC when prone. When rising from a prone position, the pugilist can make a free Bluff check against an adjacent opponent’s Sense Motive(this counts as a Feint, and the pugilist adds his Flow Like Water bonus to this check). If successful, the target gains a free attack of opportunity on the pugilist, but also provokes an attack of opportunity from the pugilist, and the opponent is considered flat-footed against all attacks from the pugilist until the beginning of the pugilist’s next turn. Requires: Kip Up.

Touch of N’Dai (Su): The pugilist may use Dim Mak one additional time per day. A target that succeeds on his Fortitude Save against the pugilist’s Dim Mak is instead Staggered for 1d6 rounds.

Undying Way (Su): When using Hard Target, the pugilist only needs to expend two uses of Second Wind. By expending three uses of Second Wind as a swift action, he gains resistance 20 against one energy type of his choosing for 5 rounds. He may only have one energy resistance type active at a time. Requires: Hard Target.

The Pugilist

Realms of Acadecia DM_Apoc