Author Topic: PEACH this new advanced class  (Read 4290 times)

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brokenoakleys

  • Ring-Tailed Lemur
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  • Posts: 58
Re: PEACH this new advanced class
« Reply #20 on: July 10, 2008, 12:52:36 AM »
Oh, man, I can't stop laughing... :lol :lol :lol.  Who is this moron anyway?....oh   :-[

Well, that's a new twist to putting a square into a round hole.

Don't worry, backstabbist, it must not be too bad on the little kobolds.  After all, they can shit two squares as a minor action, at will.  And it's better than getting the shit beat out of you.

I'm just thinking shitting two squares should be a move action, not a minor action.   :D




brokenoakleys

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  • Posts: 58
Re: PEACH this new advanced class
« Reply #21 on: July 10, 2008, 01:06:57 AM »
Okay, I'm not shitting around this time:  the boxer, take three, thanks again for all the peaching.  Changes are in bold.

THE BOXER-TAKE THREE.

Pre-requisites:  +3 BAB, knockout and brawl feats.
Action points:   Six per level
Hit die:            d10
Skill points:       three per level
Class skills:       Bluff, intimidate, sense motive, profession, read language, write language, current events,
                      popular culture, streetwise, concentration, balance.

Character uses Strong class for advancement in BAB and saves.


Class features by level:

Level One:   'Liver Punch'.  Boxers may choose to wear an opponent down by hitting the ribs and liver
                  with a full round action, makes it difficult for opponenent to breath (also makes them sick).

                  The boxer can only make a single attack while executing a liver punch.  If the boxer hits, the
                  boxer's opponent temporarily loses one constitution point.  If the boxer scores a critical, the
                  opponent temporarily loses two constitution points.  Constitution points are recovered per SRG.
                  Boxer cannnot make any other attacks that round other than AO's.

Level Two:  'Iron Chin'.  Normally someone who takes more non-lethal than their constitution must make a
                 fort saving throw.  If they suceed, they are dazed for one round.  If they fail, they are knocked
                 unconcious for 1d4 rounds.

                 *If a boxer exceeds the saving throw by five, he is stunned for one round instead instead of
                 being dazed.

                *If the boxer fails the fort save by five or less, they are knocked prone and dazed instead.

Level Three:  Bonus Feat:  choose from Improved Brawling, Dodge, Imrpoved Knockout, Agile Riposte,
                   Great Fortitude, Renown, Improved Feint, Improved Initiative and Heroic surge.   Must
                   meet pre-requisites.

Level Four:   'Right Hook'.  The boxer may use knockout or improved knockout punch on an opponent the
                  boxer dazed in the round immiediately prior to the current round or that the boxer sucessfully
                  feinted against in the current round or round immiediately prior.
  May only make one
                  knockout or improved knockout attempt a round, and cannot make any other attacks except
                 AO's and cleaves.

Level Five:    The boxer is considered armed when brawling for AO purposes.  Damage is still non-lethal.

Level Six:      Bonus Feat:  choose from Improved Brawling, Dodge, Imrpoved Knockout, Agile Riposte,
                   Great Fortitude, Renown and Improved Feint, and  b]Improved Initiative and Heroic surge.
                   [/b]  Must meet pre-requisites.

Level Seven:  'Comeback':  If a boxer takes non-lethal damage more than their con, fails his fort
                    save, and becomes unconcious, he can spend and action point and make a comeback.
                   Instead of falling unconcious, he gets an increase of +2 to STR and CON for 1d6 rounds.
                   He remains concious at the end of those rounds.  A boxer can only use this power once a day.

Level Eight:   'Devestating Uppercut'.  A boxer can use KO or improved KO against any opponent.  Doing so is
                   a full round action and is the only attack the boxer can make besides AO's and cleaves.

Level nine:     Bonus Feat:  choose from Improved Brawling, Dodge, Imrpoved Knockout, Agile Riposte,
                   Great Fortitude, Renown, Improved Feint, Improved Init. and Hero Surge  Must meet
                   pre-requisites.

LVL 10:         'Rabbit Punch':  named after the chop to the neck used to kill rabbits, very dangerous because
                   it can sever a human's brain stem.  By spending an action point, a boxer may use KO or
                   improved KO to inflict lethal damage on an opponent they dazed or sucessfully feinted
                   against the round immiediately prior.  This is the only attack the boxer may make that
                   round other than AO's, and is a full round action.


Class ability substitution:  A boxer may take backstabbist's 'Happy G Haymaker' instead of 'Liver Punch'.

'Happy G Haymaker':  Regardless of other KO/IKO requirements, the Boxer may make
a Run-up Haymakerattack as a Charge ending in a KO punch.  All Charge requirements must be met.  The
HappyG Haymaker allows KO attempts when the target is not flatfooted or otherwise
able to use KO effects on, if the Charge requirements are met.