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Chapter I

Pugilist

The person you least want to fight when things get rowdy in the bar.

Class Ledger

Health Gain Per Level

+7

Armor Mastery

None

Talent Pool

BasicMartial

Mastery Notes

Skill Mastery Pool

Might, and 2 from Oratory, Insight, Awareness, Naturalism

Weapon Mastery Pool

Fists, large or small improvised weapons and 1 from any simple melee strength

Pugilist class illustration

Class Features, Levels 1-5

Level 1: Natural Defense

When you're not wearing armor:
  • Your Block is equal to 10 + Fortitude
  • Your Dodge is equal to 10 + Agility

Level 2: Thick Hide

Your Natural Defense now provides you DR 3.

Level 3: Rage

For each sever wound you have, your melee attacks deal an additional 1d6 damage.

Level 4: Mighty

Whenever you make a check using your Might skill, you gain a minor benefit to the roll. In addition, you can make a Might check as part of your Jump action, with a variable threshold of 15/20, increasing your long jump distances by 5/10ft and increasing your standing high jump by 2/3ft.

Level 5: Fighting Spirit

The first time you become Injured each encounter, you gain 5ft movement and your attacks gain Lethal +3 and Impact Strength for the rest of the encounter.
If you start an encounter already injured, this effect instead occurs the first time you take damage in that encounter.

Starting Equipment

  • Each weapon selected from your mastery selection
  • Rural or Urban survival kit

Path Specializations

At level 6, your character may ascend into one of the advanced path classes below.

No published path classes are currently linked to this starting class.