The Pugilist: Champion/Punchfighter Adaptation

Kinnikuman!
I just saw Bernie the Flumph's Champion in my blogroll, and have adapted it to the Glog! Hooray!

Pugilist


Starting Equipment: Revealing outfit, 3 days of training supplies (if you require any), 5 days hearty rations
Skills (d4): 1. Showmanship, 2. Survival, 3. Chivalry 4. Scoundrelry

Hit Die: d10

1. Punches as Strong as Kicks, Rigorous Training, 1 Random Stance, 1 Chosen Stance
2. Skin Conditioning, +HD, +1 Chosen Stance
3. Now its Serious!, +1 Random Stance
4. Peak Performance, Mentor of Muscle, +2 Chosen Stances

Stances: At the start of combat, announce which stance you start in. You need not have a stance, if you wish. It takes your movement to switch between stances on your turn. Maintaining a fighting stance outside of combat is useful, but is tantamount to having a drawn sword in public. Be careful! Each stance takes up a memory slot. You must have unimpeded movement to maintain a Stance.

Punches as Strong as Kicks: You may use STR or DEX for your unarmed attack rolls. Your unarmed attacks deal 1d6+CON damage.

Rigorous Training: Each day, you have some ritual you must complete to be in tip-top shape. Whether that's an hour of calisthenics in the morning, or a gallon of milk with breakfast, or a line of Wizard Tooth Powder. For each day you don't do this, you gain Exhaustion (which takes up an inventory slot). This could also be something you never do, as opposed to a ritual. Maybe you're a strict vegan, or you abstain from alcohol or sex.

Skin Conditioning: You can add your CON to your AC.

Now its Serious!: You're not messing around anymore! When you deal unarmed damage, you may destroy an item you are wearing to gain advantage on the damage roll.

Peak Performance: You have ascended to the top of human ability! Add your CON to all saves, and reduce all incoming damage by your CON.

Mentor of Muscle: You may start a school of unarmed combat! [level]d4 students will come to you each time you are at your school to learn under you. 1d4 of them will be serious enough to come with you! They each know 1 Stance, and gain their first Pugilist level when their learn their second Stance.

Muscle Woman! (Name not found?)

Commentary


I really immediately connected with the class for LotFP, and wanted to have it in my future games. Its so easily expanded, so evocative of those cartoonish wrestlers and strongmen we can all picture. I needed one more ability for the third template, so I looked at the Glog Class List and yoinked Imma take my shirt off from To Distant Land's Brawler. It seemed appropriate (also, I was sooo stumped. That slot took up the most time, bar none.)! Otherwise, the abilities and stances are direct ports to the Glog, with some minor simplification to my tastes. Also, I gave it the Dojo ability from Lexi's Adept, because its awesome!

Stances


1. Bat Stance - You focus your attention on the motion and sound around you. You are able to sense the motion of things (enemies mainly) that you cannot see if they are within your movement range. This is kind of like echolocation, but not quite.

2. Break Stance - You put more energy into single points of contact in your strikes. You can harm constructs, even if they would be immune to you normally. You also deal double damage to inanimate objects, and are capable of breaking stone with effort and time.

3. Buddy Stance - You are able to anticipate the motions of your allies. You have advantage on attacks against someone in melee with an ally. This ally also gains +2 AC from your spotting.

4. Flash Stance - You take to breakneck pace, moving twice as fast as the average person. You can add +2 to your Move.

5. Flurry Stance - You trade your focused strikes for more flexibility and speed. You may make two attacks per turn, but do not add STR or DEX to either roll.

6. Ghost Stance - You meditate and pull your awareness just outside of your body. Your unarmed damage becomes 1d4, but you are able to affect the incorporeal.

7. Hornet Stance - You sharpen your sight, to strike with precision! You can use small projectiles at 1d4+CON damage, and may make two attacks per turn with them. They use DEX for their attack rolls.

8. Hot Stance - You focus your energy on being as attractive and appealing as possible. You add your CHA to your AC.

9. Lion Stance - Your regality, brutality, and power intimidate those around you. Enemies must make Morale checks anytime you crit or deal maximum damage. They suffer a penalty to this check equal to your CON.

10. Rowdy Stance - You abandon any composed attacks and fight with survival on your mind. You may use any mundane items not meant to be weapons as 1d8+CON weapons, breaking on damage rolls of 1 or 8.

11. Turtle Stance - You hunker down, shrinking closer to your center of gravity. You AC is as full plate, but you move about as fast as a turtle. Subtract -4 from your Move. This slowness doesn't impede your Stance.

12. Wonder Stance - You heighten your reflexes, and are capable of knocking projectiles out of the air with a successful DEX check.

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