 The Pugilist
Power Level 13
Strength 18, Dexterity 16, Constitution 20, Intelligence 13, Wisdom 14, Charisma 13
Melee Attack: +12 (unarmed damage DC 23)
Ranged Attack: +12 (ranged damage DC by attack)
Defense: 22 (18 flat-footed)
Initiative: +6 (Dex, Improved Initiative)
Saving Throws: Damage +7, Fortitude +5, Reflex +5, Will +4
Hero Points: 7
Skills
Balance +8, Bluff
+8, Climb +12, Hide +8, Intimidate +10, Jump +12, Listen +5, Move Silently +8,
Sense Motive +8, Spot +5
Feats
- Assessment: The Pugilist can size up an opponent's abilities. As a half action, he can choose a target within 30 feet. Choose three attributes (ability scores, skills, or powers) and the GM must tell you which one the target is best in and which he is worst in.
- Attack Focus (unarmed): +1 bonus on unarmed attack rolls.
- Blind-Fight: In melee whenever the Pugilist missed an attack due to concealment he can re-roll his miss chance once. Invisible attackers get no bonus to hit him in melee, and he does not lose his dodge bonus against them. Darkness, blindness, and poor visibility reduce his movement speed to three-quarters rather than half.
- Counterattack: If an opponent attacks the Pugilist in melee combat and misses, The Pugilist gets one immediate melee attack against them as a free action at his full attack bonus. He can use this feat 4 times per round, but only once per opponent per round.
- Defensive Move: If an opponent attacks the Pugilist in melee combat and misses, he can immediately move a 5-foot step as a free action.
- Dodge: The Pugilist has a +1 dodge bonus to Defense in combat against all opponents, or +2 against a single opponent, if he chooses.
- Durability: Any lethal attack with a damage bonus less than the Pugilist's Damage save bonus (+7) inflicts stun damage on him instead.
- Fame: The Pugilist is widely known, and has a +3 bonus on Charisma-based skill checks when dealing with somone who has heard of him.
- Expertise: The Pugilist can take a penalty of up to 5 on his attack rolls for a round and add that number as a bonus to his Defense for the round.
- Immunity: The Pugilist is immune to aging, disease, and poisons.
- Improved Critical (unarmed): The Pugilist scores a potential critical hit on a roll of 19 or 20 when striking unarmed.
- Improved Disarm: When the Pugilist makes an attempt to disarm an opponent, they do not get a chance to disarm him.
- Improved Initiative: +4 bonus to Initiative checks.
- Improved Trip: When the Pugilist makes a trip attack against an opponent, they do not get a chance to trip him.
- Instant Stand: Standing up again after being knocked prone (for whatever reason) is a free action for the Pugilist.
- Iron Will: +2 bonus to Will saving throws (already factored in).
- Lightning Reflexes: +2 bonus to Reflex saving throws (already factored in).
- Power Attack: By taking a penalty of up to -5 on his attack rolls, the Pugilist can add the same number to his damage for that round.
- Rapid Strike: The Pugilist can make two melee attacks per round. The extra attack is at his full base attack bonus, but each attack that round (the extra one and his normal one) suffers a -2 penalty.
- Startle: The Pugilist can designate an opponent and make an Intimidation check as a half action. His opponent must immediately make a Will save with a DC equal to the result of the Intimidation check. If the save fails, the opponent is considered flat-footed against the Pugilist's next
attack (losing any dodge bonus to Defense).
- Stunning Attack: When the Pugilist makes an unarmed attack, he can choose not inflict normal damage. Instead, the target makes a damage save. A successful save results in no effect, a failed save means the target is stunned for one round.
- Takedown Attack: If one of the Pugilist's melee attacks leaves an opponent stunned, disabled, or worse, he gets an immediate additional melee attack against another opponent within reach. This must be the same type of attack as the first, at the same attack bonus. He can use this ability once
per round, unless he's fighting minions, in which case he can use it over and over again until he misses an attack.
- Toughness: +2 bonus to Damage saving throws (already factored in).
Powers
Combat Sense (+5): The Pugilist retains his full dodge bonus
to Defense when surprised, flat-footed, or any other condition where he is
still capable of movement (not while entangled, helpless, etc.).
Regeneration (+2): The Pugilist reduces his current stun and
lethal hits by 1 every 5 rounds. He has a +2 bonus on all checks to recover
from injury.
Super-Strength (+4): The Pugilist is about fifteen times
stronger than a normal man. He can lift 4,800 lbs. as a heavy load. He has a +4
bonus on all Strength checks (and Str-based skill checks) and does +4 damage
with melee attacks.
Extra: Ghost Touch: The
Pugilist can hit anything. He can touch and hit incorporeal creatures as is they were solid.
Background
Nobody knows who he
is or where he comes from. He answers to a number of names: Champ, Golden
Glove, Big Guy, Fella, and even "Hey You" sometimes, but most simply
call him the Pugilist, after an account by a British journalist in the 1920s.
All anyone knows about him is that the Pugilist shows up from time to time when
there's an important fight to be won, and that he always fight on the side of
what's right.
He's a tough,
wiry-looking fellow wearing only loose-fitting khaki pants, combat boots, a
cap, and a black mask. His hands are taped-up like a prize-fighter's. He speaks
in a sort of slow drawl, with a hint of an Irish accent, but the Pugilist is a
man of few words. He prefers to let his fists do his talking for him, and
they're mighty eloquent. He's laid more than a few villains out on the mat,
only to disappear before anyone can congratulate or thank him. Although many a
prize-fighter over the years has wanted to go toe-to-toe with the legendary
Pugilist, and more than a few have tried to call him out, he's never fought for
sport or title, only when the need is there for someone to stand up for what's
right.
The Pugilist is
apparently immortal, since he's been seen in places around the world since the
early 1900s (and there are rumors of sightings going back to the late 1800s).
Despite being over a hundred years old, he shows no signs of aging or slowing
down in the slightest, and his right hook is just as mean as ever. As long as
his two fists can make a difference, he'll be there, but some who have fought
alongside the mysterious boxer say that he has the air of a man with a heavy
burden, waiting for the day when he won't be needed any longer and he can
retire, a true champion.
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