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

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.