THE PUGILIST
Table of Contents
A brawler, a bruiser, a scrapper. Pugilists are known by many things, but one common thread weaves them together: An unquenchable fighting spirit and an undeniable skill. A pugilist knows that a weapon may break, and a spell may fail, but as long as you choose to stand back up, no odds are unbeatable.
Key Attribute: Strength or Dexterity
At first level, your class gives you an Attribute Boost to your Strength or Dexterity.
Hit Points: 10 + your Constitution modifier
You increase your maximum number of HP by this number at 1st level and every level thereafter.
Link 1, Link 2, Link 3
Feats with these traits teach you new links of the corresponding number (1,2,or 3). Actions with this trait follow the unique rules for using Links as listed in The Chain feature.
Roleplaying a Pugilist
During Combat Encounters…
You face the foe head on, punching, kicking, or biting as the situation calls. You pin down priority foes and string together Chain techniques as more specialized moves become necessary.
While Exploring…
You use your physical prowess to overcome obstacles, and keep sharp for potential threats. You may stay near the outside of the group to block potential threats from your companions.
In Downtime…
You try and take it a little easy, since its not often you get to really relax. You might take up a hobby, or a trade to stay well rounded, or focus on your fitness.
You Might…
- Enjoy challenges of strength or resolve
- Be a bit crass or uncouth
- Judge others by their deeds rather than their station
Others Might…
- Mistake your confidence in your ability for arrogance.
- Look to you on matters of martial skill or athleticism
- Be a little envious of your physical prowess
Initial Proficiencies
Perception
- Expert in Perception
Saving Throws
- Expert in Fortitude
- Expert in Reflex
- Trained in Will
Skills
- Trained in a number skills equal to 4 plus your Int mod
Attacks
- Trained in Unarmed Strikes
- Trained in Simple Weapons
Defenses
- Untrained in all Armor
- Expert in Unarmored Defense
Class DC
- Trained in Pugilist class DC
Class Features
Your Level | Class features |
---|---|
1 | Ancestry and background, Attribute Boost, initial proficiencies, Brawler, The Chain, Chain-Breaker, Pugilist Feat, Brawling Style |
2 | Pugilist Feat, Skill Feat |
3 | Fighting Spirit, General Feat, Skill Increase |
4 | Pugilist Feat, Skill Feat |
5 | Ancestry Feat, Attribute Boosts, Expert Brawler, Iron Will, Skill Increase |
6 | Pugilist Feat, Skill Feat |
7 | Brawlers First Lesson, General Feat, Skill Increase, Weapon Specialization |
8 | Pugilist Feat, Skill Feat |
9 | Ancestry Feat, Metallic Blows, Pugilist Expertise, Skill Increase |
10 | Attribute Boosts, Pugilist Feat, Skill Feat |
11 | Brawler's Second Lesson General Feat, Skill Increase |
12 | Pugilist Feat, Skill Feat |
13 | Ancestry Feat, Master Brawler, (Unarmored Mastery), Skill Increase |
14 | Pugilist Feat, Skill Feat |
15 | Attribute Boosts, General Feat, Skill Increase |
16 | Pugilist Feat, Skill Feat |
17 | Adamantine Resolve, Ancestry Feat, Brawling Legend, Skill Increas |
18 | Pugilist Feat, Skill Feat |
19 | General Feat, Skill Increase, Earth Shattering Blows |
20 | Attribute Boosts, Pugilist Feat, Skill Feat |
You gain these features as a Pugilist. Abilities gained at higher levels list the levels at which you gain them next to the features' names.
Level 1
Ancestry and Background
In addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background
Attribute Boost
In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.
At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost and must boost that attribute again at a later level to increase it by 1
Pugilist Feat
At first level, and every even level, you gain a Pugilist class Feat
Brawler
You specialize in using your body to deadly effect. The damage dice of your Unarmed Fist, and any Unarmed Strikes you gain from your Ancestry or Heritage (Such as a Strongjaw Goblins Jaw strike, or an Orc's Tusk Strike), increases by one stage. Additionally, you take no penalty for attacking lethally with any Nonlethal Unarmed Strike.
The Chain
As a Pugilist, you've learned a variety of specialized techniques known as Links, that you can chain into powerful combos. A Link action comes in 3 types: Link 1, Link 2, and Link 3. You can only perform a single link on a given turn, and each link will always lead into the next link in the chain. Links must be performed in order. A Link 1 will allow you to perform a Link 2 which then in turn will lead to a Link 3, ending the chain. You can go up to one round without performing a Link without breaking the chain. After the 2nd round the chain resets and you must start again from Link 1. Additionally, if you perform a Link 1 while already in a Chain, the Chain is broken and starts again from the most recent action. At first level, you know 3 Links, determined by your Brawling Style. You can learn additional Links to diversify your chains through Pugilist Feats.
Chain-Breaker
As a Pugilist, you've also learned how to channel your inner strength to kick-start your Chains. You have a Focus Pool of one point. Unlike other classes with Focus Points, you do not learn focus spells as a Pugilist and you do not regain Focus Points by Refocusing. You instead gain Focus Points by using Link 3 actions to end a Chain, but any round in which you start a chain or begin your turn in a chain where you've spent a focus point, you cannot gain any focus points. You can spend 1 Focus Point to immediately perform a Link 2 without using a Link 1. At 6th level, you increase your Focus Pool to 2 points, and can spend 2 Focus Points to immediately perform a Link 3, without performing a Link 1 or Link 2. At 10th level, your Focus Pool is increased to 3 points. During your Daily Preparations, your Focus Pool empties and any unspent Focus Points are lost.
Brawling Style
As a Pugilist, you specialize in a brawling style, depending on your fighting proclivities. This determines your Initial Links, as well as what saving throws you gain proficiency in when you gain the Brawler's Lesson class features. You can find the Brawling Styles here.
Level 3
General Feat
At 3rd level and every 4 levels thereafter, you gain a general feat.
Fighting Spirit
Your soul burns bright with resolve and determination, allowing your unarmed strikes mystical power. Your unarmed attacks become magical, allowing them to get past resistances to non-magical attacks. However, you still need an item such as Handwraps of Mighty Blows to gain an item bonus to attack rolls or increase your attacks' weapon damage dice.
Skill Increase
At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you're untrained in, or become an expert in one skill in which you're already trained.
At 7th level, you can use skill increases to become a master in a skill in which you're already an expert, and at 15th level, you can use them to become legendary in a skill in which you're already a master.
Level 5
Ancestry Feat
In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter
Iron Will
Your training has hardened your resolve. Your proficiency rank for Will saves increases to expert.
Expert Brawler
You've further honed your hand-to-hand skills. Your proficiency ranks for unarmed attacks and simple weapons increase to expert, and gain the Critical Specialization for Unarmed Strikes
Level 7
Brawlers First Lesson
You've learned the tricks of your school of fighting better than most. Your proficiency rank in the Save listed in your Brawling Style as your First Lesson increases to master, and if you roll a success on that type of save, you instead get a critical success.
Weapon Specialization
You've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and 4 if you're legendary.
Level 9
Metallic Blows
Your fighting spirit burns so brightly it even sears creatures that normally rely on certain magical defenses. Your unarmed attacks are treated as cold iron and silver. This allows you to deal more damage to a variety of supernatural creatures, such as demons, devils, and fey.
Pugilist Expertise
Your proficiency rank in your Pugilist DC increases to Expert.
Level 11
Brawlers Second Lesson
Your battles have honed your skills. You Your proficiency rank in the Save listed in your Brawling Style as your Second Lesson and if you roll a success on that type of save, you instead get a critical success
Level 13
(Unarmored Mastery)
You've learned to duck, weave, and roll through most any attack. Your proficiency rank for unarmored defense increases to Master.
Master Brawler
You have honed your skill in using your body as a weapon. Your proficiency ranks for unarmed attacks and simple weapons increase to master.
Level 15
Greater Weapon Specialization
Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you're an expert, 6 if you're a master, and 8 if you're legendary.
Brawler's Third Lesson
You are unparalleled in your school of fighting. Your proficiency in the Save listed in your Brawling Style as your Third Lesson is increased to legendary, and when you roll a failure on that type of save against an effect that deals damage, you take half damage.
Level 17
Adamantine Resolve
You've honed your body to break through any obstacle. Your unarmed attacks are treated as adamantine.
Brawling Legend
Your feats of hand-to-hand combat are nigh unmatched. Your proficiency in Unarmored defenses increases to Legendary, and your proficiency in your Pugilist Class DC increases to Master.
Level 19
Earth Shattering Blows
Your technique is unparalleled, and your blows always seem to shake your foe to the core. The first time you successfully Strike on your turn, you may roll the damage twice and take the higher result. This is a Fortune effect.
Pugilist Feats
Feat 1
You don't have time to worry about open wounds or burns, and smother the issue with a good fistful of grit. You learn the Rub Some Dirt In It Link.
You steel yourself for the fight, ready to shrug off anything your foes throw at you. You learn the Steel Resolve Link
While comfortable with your body as a weapon, you've still chosen to supplement it with more conventional weaponry. Choose one Weapon Group. Melee Weapons of that group gain the Pugilist trait when you're wielding them. When your proficiency rank for unarmed attacks 7increases to expert or higher, your proficiency rank for martial weapons in that category increases as well. Additionally, you gain access to the Critical Specialization of weapons with the Pugilist trait if you have Expert or higher proficiency in them.
You can use melee Pugilist weapons with any of your Pugilist feats or Pugilist abilities that normally require unarmed attacks, though your Brawler Feature does not increase the weapon's Damage Dice.
You strike far harder than it would look, and it takes your foes by surprise. The first time you damage a creature with an Unarmed Strike in an encounter, you gain a +2 bonus to damage on that Strike.
When you trick a foe, you can goad them into overextending their next attack. On a Feint, you can use the following success and critical success effects instead of any other effects you would gain when you Feint; if you do, other abilities that adjust the normal effects of your Feint no longer apply. You can choose whether to use the Goading Feint benefits or the normal benefits each time you Feint a given foe.
The target takes a -2 circumstance penalty to all attack rolls against you before the end of its next turn.
The target takes a -2 circumstance penalty to its next attack roll against you before the end of its next turn.
You project your fighting spirit into a powerful blast to strike distant targets. You learn the (Hadoken) Link.
You make a quick strike on a foe before they can retaliate. You learn the Sucker Punch Link.
PREREQUISITE: Trained in Athletics
You strike to set up for a grab, hoping to lock down your foe. You learn the Clinching Blow Link
Years of barfighting have taught you to be wary of everything. You learn the Trust Nothing Link.
You invigorate yourself with a quick bite of your favorite food. You learn the (Eats Me Spinach) Link
Feat 2
Like a powerful constrictor, you crush targets in your unyielding grasp. When you successfully Grapple a creature, you can deal bludgeoning damage to that creature equal to your Strength modifier. You can make this attack nonlethal with no penalty.
PREREQUISITE: Trained in Intimidation
A Creature makes a Strike against you, and doesn't Critically Succeed
You shrug off blows with casual arrogance, and inform your foe of your intent to retaliate. Demoralize the triggering Creature. If the triggering Strike hit and dealt damage, you have a +1 circumstance bonus to the Intimidation check.
PREREQUISITE: Trained in Athletics
You try to grab two foes and crack their heads together. You learn the Skullcracker Link.
You prepare to retaliate to an enemy's actions. You learn the Cross Counter Link.
PREREQUISITE: Trained in Thievery
You attempt to liberate your foes' possessions mid-blow. You learn the Mug Link.
You lash out at your foes legs looking to disbalance them. You learn the Sweep the Leg Link.
PREREQUISITE: Trained in Diplomacy
You let out a battle cry to bolster your allies. You learn the Rallying Cry Link
You make a low blow on a vulnerable location while your foe is still reeling. You learn the Cheap Shot Link.
Feat 4
You're exceptionally skilled at one particular link, and have mastered using it in a more versatile way than other Pugilists. Choose one Link you know. This Link gains the Link 1, Link 2, and Link 3 traits, though it can only be performed once in a given Chain.
FREQUENCY: Once per Round
You critically succeed on an Action with the Attack Trait
You use your exceptional skill to build offensive momentum. Regain one Focus Point.
You are the target of a physical ranged attack.
You're aware of the attack, are not off guard against it, and have a hand free
You gain a +4 circumstance bonus to AC against the triggering attack. If the attack misses, you have deflected it. You cannot use this feat to deflect unusually massive ranged projectiles (such as boulders or ballista bolts).
Leads Into: Arrow Snatching
PREREQUISITE: Trained in Diplomacy
You challenge a foe you can see within 30 feet to a one-on-one brawl. Make a Diplomacy check against the target's Will DC. If the target does not understand the language you are speaking, or you're not speaking a language, you take a –4 circumstance penalty to the check. Regardless of your result, the target is temporarily immune this action for 10 minutes.
For the next minute, the target cannot willingly attack creatures other than you and you gain a +2 bonus to your attack rolls against the target, though you take a -2 circumstance penalty to attack rolls against any other creature
For the Next Minute, Both you and the Target take a -4 circumstance penalty to attack rolls against creatures besides each other.
The Target is unaffected.
The target laughs off your challenge in a way that rattles you. You take a -2 circumstance penalty to your next attack roll.
Adjacent enemies provide full cover against ranged attacks, instead of Lesser Cover. Additionally, if you have a creature grappled, you gain a +1 circumstance bonus to AC
Leads Into: Meatily Shielded
FREQUENCY: Once Per Day
You have started a Chain, but have not yet performed a Link 2
You can disrupt the natural flow of your technique in dire situations. Until the end of this turn, you may perform a Link 3 without performing a Link 2. This allows you to gain a Focus Point as per normal for completing a Chain
Feat 6
you loose a finishing blow with overwhelming power that staggers your foe. You learn the (Power Fist) Link
You deliver a blow that rattles the target's head, potentially stunning them. You learn the Star Punch link.
You loose a whirling pair of kicks, drawing nearby foes in with the resulting whirlwind. You learn the Tornado Kick Link
You perform a soaring uppercut that can strike down flying foes. You learn the Sky Uppercut Link.
You have a creature grabbed or restrained
You propel your grabbed or restrained foe a great distance. You can throw the creature any distance up to 10 feet, plus 5 feet × your Strength modifier. If you successfully throw the creature, it takes bludgeoning damage equal to your Strength modifier plus 1d6 per 10 feet you threw it.
Attempt an Athletics check against the foe's Fortitude DC. You take a -2 circumstance penalty to your check if the target is one size larger than you and a -4 circumstance penalty if it's larger than that. You gain a +2 circumstance bonus to your check if the target is one size smaller than you and a +4 circumstance bonus if it's smaller than that.
You throw the creature the desired distance and it lands prone.
You throw the creature the desired distance.
You don't throw the creature.
You don't throw the creature, and it's no longer grabbed or restrained by you.
FREQUENCY: Once per Hour
You have started a Chain, and have not performed a Link this turn
You keep momentum without actually using a Link this turn . Stride or Step. Your Chain does not end at the end of the next round if you have not performed a Link, but rather the Round after that.
Feat 8
PREREQUISITE: Deflect Arrow
You pluck missiles from the air and hurl them back at their source. When you successfully deflect an attack with Deflect Arrow, as part of that reaction, you can immediately make a ranged Strike against the attacker using the projectile you deflected. This is a thrown weapon with the same range increment and effect on a hit as the triggering attack.
You defy gravity, traversing vertical planes as easily as the ground. Stride up to your Speed. You must start your movement on a horizontal surface. During this movement, you can run up vertical surfaces, like walls, at your full Speed. If you end the Stride off the ground, you fall after taking your next action or when your turn ends, whichever comes first (though you can Grab an Edge, if applicable). If you have Water Step or a similar ability, Wall Run lets you run along flimsy vertical surfaces, as well as vertical liquids, such as a waterfall.
You deliver a powerful, long reaching kick. You learn the Heel Thrust Link.
You create an explosive force at a point nearby. You learn the (Hadoken 2) Link.
Feat 10
You focus, and push yourself. You learn the (Quicken Chain) Link
You use a grabbed foe to assault another nearby enemy. You learn the Bodily Assault Link
PREREQUISITE: Meat Shield
You have a creature held or grappled, and a source you can see damages you.
You interpose the required creature between you and the source of the damage. You gain resistance to the triggering damage equal to the required creature's Con Mod+ Their level. The required creature takes damage equal to the amount of damage reduced by this resistance.
Feat 12
You can extend your chains slightly, allowing you to perform a Second Link 2 before you perform a Link 3
Feat 14
Your Round Starts
You can push yourself and your techniques in unadvisable ways. You may perform two Links this round. If you take this action again before your next daily preparations, you become Fatigued. If you are already fatigued when you take this action, you become Drained 1, or increase your Drained condition by 1.
Feat 16
You've learned how to chain together finishing blows. Your Chain does not immediately end upon performing Link 3, and you can instead perform one more Link 3 on your next round.
Feat 20
You finish your Chain with a brutal assault, attacks flowing one after another before your foe can respond. You learn the (Wombo Combo) Link
You unleash an overwhelming blast of fighting spirit. You learn the (Kamehameha) Link
You deliver a series of incredibly precise blows, leaving no outward mark on the victim but potentially killing them instantly. You learn the 10 Point Death Blow Link
You've mastered the art of the Chain, and discovered how to use your Links in new ways. All Links you know gain the Link 1, Link 2 and Link 3 Traits. Each Link can only be performed once in a given chain.
Brawling Style
As a Pugilist, you're known either for your agility and deceptive speed, or your sturdy footing and incredible endurance. Choose either Scrapper or Bruiser, and you gain the Initial Links listed, as well as increasing your proficiency in the listed Saves when you gain the Brawler's First, Second, and Third Lesson features.
Scrapper
- Initial Links: (Scrapper 1), (Scrapper 2), Flying Knee
- First Lesson: Reflex
- Second Lesson: Fortitude
- Third Lesson: Reflex
Bruiser
- Initial Links: (Bruiser 1), (Bruiser 2), Haymaker
- First Lesson: Fortitude
- Second Lesson: Reflex
- Third Lesson: Fortitude
Links
Links are special techniques that you've learned to chain together as a Pugilist. A Link action comes in 3 types: Link 1, Link 2, and Link 3. You can only perform a single link on a given turn, and each link will always lead into the next link in the chain. Links must be performed in order. A Link 1 will allow you to perform a Link 2 which then in turn will lead to a Link 3, ending the chain. You can go up to one round without performing a Link without breaking the chain. After the 2nd round the chain breaks and you must start again from Link 1.
Link 1
You make a careful blow. Make an Unarmed Strike. This strike gains the following Failure Effect.
Your Multi-Attack Penalty does not increase.
You launch a strike with enough force even a glancing blow hurts. Make a Melee Unarmed Strike. This Strike gains the following Failure Effect.
The Target takes damage equal to the number of the Strikes Damage Dice
You stanch bleeding, burning or similar forms of persistent damage with a handful of grit. You may Immediately make a save against one source of Persistent Bleed, Fire, or Acid damage damage, and reducing the DC for particularly effective help.
You focus yourself in preparation for the fight ahead. You gain Temp HP equal to your Con Mod plus your Level for one minute.
You project your Fighting Spirit to strike distant foes. Make a Ranged Unarmed Strike. This Strike has a 30 foot range Increment, the Propulsive and Agile Traits, and deals 1d6 damage, of the same type as another Unarmed Strike you have. Any runes which would affect an Unarmed Strike affect this action as per normal.
You make a quick strike on a foe before they can retaliate. Make a Melee Unarmed Strike. The Target is off guard to this strike, and if the target has not acted in this combat, they also take 1d6 bonus Precision damage per Weapon Damage Dice.
You strike to set up for a grab, hoping to lock down your foe. Make a Melee unarmed Strike. If this Strike hits and deals damage, you may immediately attempt to Grapple the target. Your Multi-Attack Penalty doesn't increase until after the Grapple action has resolved.
Years of impromptu brawls have taught you to be wary of everything. You take a moment to take in all sources of danger in the area and ready yourself against them. You gain +2 AC until the start of your next turn, and +1 AC for the remaining duration of this Chain.
You have your favorite food in your inventory, you have a free hand
You invigorate yourself with a quick bite of your favorite food. You Interact to withdraw your favorite food, and quickly consume it. You gain a +2 status bonus to your next Damage roll this turn, and for the rest of the chain you gain a +1 status bonus to Attack Rolls, Damage Rolls, and Saving Throws. When you learn this link, you choose a favorite food, that can be easily held in a single hand and eaten in a single, impressive bite (Ex: A can of spinach, An Apple, etc)
You are not Fatigued
You focus, and push yourself beyond your regular limits. You Stride, Step, or Strike, then become Quickened for the rest of the chain. The extra action from the Quickened condition can only be used to Stride, or as part of a Link Action. Once this chain ends, you become fatigued.
Link 2
You follow one strike with another before the foe can fully recover. Make an Unarmed Strike, with a +1 circumstance bonus to your attack roll
You deliver a heavy blow that leaves the foe reeling. Make a Melee Unarmed strike. On a hit, the target is off guard to the next Strike before the beginning of their next turn.
You have two hands free
You try to grab two foes and crack their heads together. Choose up to two creatures within reach of one of your Unarmed Strikes and make a single Athletics check to Grapple, compared to each creature's fortitude DC. Then make a Single Attack roll, compared to the AC of each creature you have Grabbed or Restrained. On a hit, that creature takes damage equal to your Strength Mod. If you successfully damage 2 creatures this way, both creatures are also Stunned 1. This counts as 3 attacks for the purpose of your Multi-Attack penalty.
You prepare to retaliate to an enemy's actions. Until the start of your next turn, you gain the Reactive Strike reaction. Until the start of the turn after you end this chain, you gain the Cross Counter reaction
A Creature within your reach makes a Melee Strike against you
You strike out before your foe finishes their attack. Make an Unarmed melee Strike against the triggering creature. If your attack is a critical hit, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
You look to liberate your foe of their possessions mid-blow. Make a Melee Unarmed Strike. If the Strike hits, you make a Thievery check against the target's Perception DC. If the Strike was a Critical Hit, you make the check with a +2 Circumstance Bonus. On a success, you choose one of the following options. On a critical success, you may choose one option twice, or both options once
- Take one item in the creature's possession that is not held or worn
- Knock a weapon out of the creature's grip, causing it to fall to the ground in an adjacent square.
You lash out at your foes legs, looking to unbalance them. Make a Melee Unarmed Strike. If it hits and deals damage, you can attempt an Athletics check to Trip the creature you hit. Both attacks count toward your multiple attack penalty, but the penalty doesn't increase until after you've made both of them.
You let out a battle cry to bolster your allies. You and each ally within a 10 foot emanation gets a +1 bonus to their next Attack roll, and a +1 to damage if that attack is a Strike
You make a low blow on a vulnerable location while your foe is still reeling. Make a Melee Unarmed Strike on a creature you've already made an Attack against this turn. If you hit and deal damage, the target is Sickened 1 for 1 round from pain, and on a critical hit, the target also falls prone.
You deliver a powerful, long reaching kick. Make an Unarmed Melee Strike. This strike increases it's reach by 5 feet for this action. If the target is adjacent to you, they are instead pushed 5 feet directly away from you. This is treated as forced Movement.
RANGE: 30 Feet
AREA: 5 Foot Burst
SAVING_THROW: Basic Reflex
You create an explosive force at a point nearby. Each creature in a 5 foot burst, centered on a point within 30 feet of you, takes 4d6 B damage (Basic Reflex Save). This damage increases by 2d6 at 12th, 16th, and 20th level.
You have a Creature Grabbed or Restrained
You use a grabbed foe to assault another nearby enemy. Make an Unarmed Strike on a creature within reach other than the Required Creature. On a hit, both creatures take the same damage. Hit or Miss, the Required Creature is no longer Grabbed or Restrained, but falls prone. This Strike deals 1d6 bludgeoning damage, and has the Finesse Trait. For each size category above Medium the Required Creature is, increase the damage die by one step, and increase the Strike's reach by 5 feet.
Link 3
You perform a weighty finisher. Make an Unarmed Strike, dealing 2 bonus damage per damage dice if the Strike hits. If you spent focus points to perform this without performing a Link 1 or Link 2 first, you deal an extra die of weapon damage.
You leverage your agility and speed into a swift finisher. Leap, and if you end your movement within reach of an enemy, make a Melee Unarmed Strike. This movement doesn't provoke reactions. If you spent focus points to perform this without performing a Link 1 or Link 2 first, increase your Leap distance by 5 feet, and your damage on a successful Strike by 2.
You loose a finishing blow with overwhelming power that staggers your foe. Make a Melee Unarmed Strike. On a hit, you deal bonus damage equal to the number of the Strike's damage dice and the target makes a Fort Save or is pushed 5 feet directly away from you, or 15 feet on a critical hit. If you spent focus points to perform this without performing a Link 1 or Link 2 first, increase the bonus damage to twice the number of damage dice, and the target takes a -2 penalty to their save. This is treated as forced Movement.
You deliver a blow that rattles the target's head, potentially stunning them. Make an Unarmed Melee Strike. On a hit, the target must make a Fort Save, or become Dazzled for one round on a failure. On a Critical Failure, they instead become Dazzled for two rounds. If you spent focus points to perform this without performing a Link 1 or Link 2 first, the target is instead Stunned for one round on a failure, and on a critical failure is stunned for one round and Dazzled the round after that.
You perform a soaring uppercut that can strike down flying foes, or send grounded foes flying. Make an Unarmed Melee Strike. You can treat your reach as 10 feet greater for enemies that are flying or hovering. If this strike is used against a grounded target your size or smaller, they make a Fort save against your class DC. If they fail they are knocked upwards 5ft and you may make a strike as a free action against the target. This strike uses your current multiple attack penalty but does not increase it afterwards. If you spent focus points to perform this without performing a Link 1 or Link 2 first, an Airborne target must make a Fort Save or immediately fall, potentially taking Fall Damage. If the target had been on the ground, and failed their Fort Save, they are Off Guard while in the air.
You loose a whirling pair of kicks, drawing nearby foes in with the resulting whirlwind. Make two Unarmed Melee Strikes on the same target. Then, Each other creature in a 10 foot emanation must make a Fort Save or be pulled into the nearest open space to you. This counts as forced movement. If you spent focus points to perform this without performing a Link 1 or Link 2 first, after making both Strikes, you may instead force a single creature within 20 feet to make a Fort Save or be pulled into your Melee Reach.
Make a melee unarmed strike. On a hit, the target is shoved 10 feet in a direction of your choice. You move up to your speed in the same direction, though you must end your movement adjacent to the target. If you spent focus points to perform this without performing a Link 1 or Link 2 first, the target is instead shoved up to 20 feet, and must make a Fort Save. On a failure, the target is knocked prone before the movement. This is treated as forced Movement.
AREA: Variable
SAVING_THROW: Basic Reflex
You unleash an overwhelming blast of fighting spirit. You deal 8d10 B damage (Basic Reflex Save) to each creature in a 100 ft line. You may choose to not finish this action this turn and continue to charge power. If you do, you may spend another 3 actions on your next turn to increase the damage by an additional 8d10. You may continue to delay completing the action to complete it in a 3rd round. If you do so, increase the damage by 8d10 again, and increase the area to a 150 ft line. If you spent focus points to perform this without performing a Link 1 or Link 2 first, increase the damage dice by 1 step.
You deliver a series of incredibly precise blows, leaving no outward mark on the victim but potentially killing them instantly. Once targeted, a creature becomes immune to this Link for 10 minutes, and the effect depends on the target's level. If you spent focus points to perform this without performing a Link 1 or Link 2 first, if the target is 17th level or higher, increase the 50 to 75.
16th or lower: The target dies instantly.
17th: If the target has 50 Hit Points or fewer, it dies instantly; otherwise, it drops to 0 Hit Points and becomes dying 1, or increases its dying condition by 1 if it's already dying.
18th or Higher: The target takes 50 damage; if this brings the target to 0 Hit Points, the target dies instantly.
You finish your Chain with a brutal assault, attacks flowing one after another before your foe can respond. Make 4 Melee Unarmed Strikes on the same target. Your Multi-Attack Penalty does not increase until after all strikes have been made. If you spent focus points to perform this without performing a Link 1 or Link 2 first, increase the number of Strikes to 6.
Multiclass Archetype
PLACEHOLDER