Boxer Base Class Attempt


Homebrew and House Rules


2 people marked this as a favorite.

Alright, so I like the idea of a huge guy that just wrecks his opponents with only his fists and the shirt on his back (if even a shirt). So, bored and the idea weighing on my mind I wrote this up.

Note: I am an amateur on this. So some of the abilities may seem oddly placed or over / under powered. If that is the case, please tell me how I can fix this, I'd really like this class to be as polished as possible and I'd rather not quite on it.

So without further ado here is my attempt at a Boxer Base Class.

Boxer:
Boxer

Role: The boxer is a physical force not to be taken lightly on the battlefield, yet is skilled in getting others behind their cause.

Alignment: Any

Base Attack Bonus: Medium Progression

Hit Dice: d10

Good Saving Throws: Fortitude and Will

Class Skills: The boxer’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge [local](Int), Knowledge [history](Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Survival (Wis), Swim (Str).

Skill Ranks Per Level: 4 + Int modifier

Level Special(s)
1 – Heavy Hitter, Full Impact, Bob & Weave
2 – Hands Up
3 – Black Eye
4 – Conditioned
5 – Gut Punch
6 – Sheer Will
7 – Crowd Pleaser
8 – Wide Open
9 – Combo
10 – Ground & Pound
11 – Bring It!
12 – Blood Letter
13 – Showmanship
14 – Kidney Punch
15 – Shrug It Off
16 – Brute Force
17 – Intimidating Aura
18 – Rabbit Punch
19 – Knock Out
20 – Down But Not Out

Class Features:

Weapon Proficiencies: Boxer’s proficient with Brass Knuckles, the Cestus, Gauntlet(s) and Spiked Gauntlet(s).

Armor Proficiencies: Boxer’s are not proficient with armor.

Heavy Hitter: This ability functions exactly like the monk’s Unarmed Strike ability including the damage increase on unarmed attacks.

Full Impact: When using Brass Knuckles, a Cestus, Gauntlet(s) or Spiked Gauntlet(s) the boxer may replace the damage of the above-mentioned weapon with the boxer’s current unarmed damage.

Bob & Weave: Starting at level 1 and increasing by +1 every 4 levels thereafter, the boxer gains a +1 dodge bonus to their AC.

Hands Up: The boxer knows when to keep their hands up. Starting at 2nd level, whenever the boxer fights defensively the penalty to attack is decreased by 1. The penalty for fighting defensively is decreased again every 5 levels by 1. (So at level 12 the boxer would only have a -1 to attack when fighting defensively.)

Black Eye: At 3rd level, when the boxer succeeds on an attack roll, they may choose to use their Str modifier towards impairment instead of damage, giving the opponent a penalty to attack and AC equal to their Str modifier.

Conditioned: Boxers have conditioned themselves to take and shrug off hits. Starting at 4th level the Boxer gains a +2 natural armor bonus to AC. This bonus increases by +2 every 4 levels thereafter.

Gut Punch: The boxer has learned how to hit an opponent in such a way that they are left winded. At 5th level, whenever the boxer chooses to deal non-lethal damage, if the target is successfully hit, there is a chance that the opponent will be sickened after taking damage. After being hit the opponent must roll a fortitude save (DC = 10 + Str modifier of the boxer). If the save is successful the opponent takes the non-lethal damage as normal, but doesn’t suffer from sickness. If the save is failed, the opponent takes the non-lethal damage and suffers from sickness for 1d6 rounds.

[This ability cannot be used against undead, oozes, constructs or any other creature that does not suffer from sickness or critical hits.]

Sheer Will: At 6th level the boxer is immune to magical sleep and fear effects and gain a +2 saving throw bonus against enchantment and necromancy spells and effects.

Crowd Pleaser: At 7th level, whenever a boxer knocks out or kills an opponent, they may use double their Charisma modifier on Bluff, Diplomacy and Intimidate scores for 1d8 hours afterwards. (Example: A boxer with a +2 Charisma modifier has just knocked an opponent unconscious and has rolled a 3 on their d8 roll for the crowd pleaser ability. For 3 hours thereafter, that boxer now adds +4 to their Bluff, Diplomacy and Intimidate skills instead of the normal +2)

Wide Open: At 8th level, when an opponent attacks the boxer and misses, the boxer may make an attack on that opponent as an immediate action with +2 bonus to the boxer’s attack roll.

Combo: When making more than one attack, the boxer uses the highest base attack for all attacks. When using the combo ability, the boxer may not fight defensively or use the total defense maneuver (For example, at 9th level the normal base attack bonus for the boxer would be +6/+1, when making more than one attack the boxer would then have a +6/+6 when attacking.)

Ground & Pound: Whenever the boxer successfully trips or grapples an opponent, they may make one additional attack at their highest base attack bonus.

Quick Shift: Whenever an opponent attacks the boxer and misses, the boxer may make a 5-foot step away from the attacker as a swift action. This movement does not count towards the boxer’s action allotment.

Blood Letter: After successfully hitting with a lethal attack, the boxer may choose to deal some or all of their entire Strength modifier in bleed damage. The bleed damage from this attack does not stack with itself. Creatures that cannot take bleed damage or critical damage are not affected by this ability.

Showmanship: Once per encounter, when the boxer knocks out or kills an opponent, all other opponents that were able to see that act must make a Will save or be awed by the boxer’s prowess (DC = 10 + the boxer’s Charisma modifier). If the opponents succeed their will save, the effect is negated. Each opponent that failed their save are dazzled for 1d8 rounds and cannot attack on their next turns.

Kidney Punch: When flanking an opponent, the opponent is flat-footed or the opponent is denied their Dex, the boxer may deal additional 1d10 damage.

Shrug It Off: Once per encounter, the boxer may negate damage taken by one attack, spell or ability. This ability may not be used when the boxer is flat-footed or helpless.

Brute Force: At 16th level, the boxer may increase their Strength modifier by half of its original value for one round. This may be used for attacks and skills. If the boxer already gains an increase to their strength by half, this ability allows the boxer to use double their Strength modifier. This ability may only be used an amount of times per day equal to the boxer’s base strength modifier.

Intimidating Aura: At 17th level, the boxer emits an aura of intimidation up to 30 feet encircling the boxer. The intimidation used in the ability is equal to the boxer’s intimidation skill total. This ability happens automatically, forcing any who enter the aura to save against intimidation. Intimidating Aura may be turned on or off as an immediate action.

Rabbit Punch: At 18th level the boxer hits so hard in a fragile area that a hit opponent will suffer the consequences. When successfully hit by this attack an opponent must make a fortitude save (DC = 10 + boxer’s Strength modifier). On a successful save, the opponent takes bleed damage equal to half of the boxer’s Strength modifier. On a failed save, the opponent takes bleed damage equal to half of the boxer’s strength modifier, they may not move on their next turn and cannot speak at all for 1d4 rounds. When using this ability the boxer may not use any other attacks during that round.

Knock Out: At 19th level, as a full round attack action, the boxer may try to throw one good, solid punch to try and knock out their opponent. The boxer rolls a successful attack or this ability is negated for the boxer’s turn. The opponent must make a fortitude save (DC = 10 + the boxer’s Strength modifier). If the opponent’s save is successful the opponent is shaken for 1d4 rounds. If the save is failed, the opponent is knocked unconscious and is helpless.

Down But Not Out: At 20th level, when the boxer is brought to 0 hit points they automatically stabilize and gain temporary hit points equal to half of their normal total points. The boxer also gains immunity to energy and ability drain as well as immunity to fear and compulsion spells and abilities.

Ok, so I definitely know there's problems with some of the abilities, especially the Combo ability. Couldn't figure out how to get it do work how I wanted (which was multiple attacks having better chances of hitting). As I said, other abilities I'm sure are out of place or better switched with other abilities. While some are probably OP or underpowered. Lastly, I'm no expert on wording things like this so if it's confusing, I apologize. I'm open to all suggestions except for ones telling me it's not a good idea overall. Thanks.


listen to the sound of all monks crying


I think thats kind of cool.
I particularly like things like full impact.

but have you considered making a monk variant that gives up Ki but gets other benefits as noted?


I think a monk archetype with these modifications would be worth having a look at.


The Big problem's I see are one Bob and Weave and Condition stack with armor as long as you spend a feat on Armour proficiency.

Combo (is pretty strong) especially combined with two weapons fighting but given a shape shifter/ ediolon can achieve the same effect I suppose it is not too strong.

I suppose its biggest problem is that its 100% better than the monk at the monks own stick.


So instead of a base class, adapt it for your own campaign as a monk archetype. That's what

I'll be doing. Pretty interesting stuff Third Mind.


Thanks for the input everyone.

@Wind Chime - I see what you mean about Bob and Conditioning stacking with normal armor. Would changing Conditionings effect to just an armor bonus in place of natural armor bonus be better then? Would probably make it so the player had to decide to either wear armor or rely on Dex and the Conditioning ability.

I'm also tempted to just take Combo out and switch with something else. What, I haven't quite decided yet.
--------------------------

Overall though, it wasn't my intention to step completely on the monks toes. That's why I stayed away from "magical" abilities as well as flurry of blows and most weapons.

As for the possibility of making it a monk variant, I'm open to that for sure. I may look into the ninja and samurai to see how exactly they changed things from the rogue and cavalier respectively and see what I can come up with.

For the archetype, I'm also open to that. Which abilities out of those listed would anyone suggest as the most balanced but best to keep the flavor and power of the boxer?

Also, as a side note, I made the Down But Not Out ability once per encounter. I meant to do that before, but had forgotten. I know it's a capstone, but letting the boxer continuously get up time after time during the same battle seems a bit OP and probably annoying to a DM to me.

Thanks again for your suggestions and insights.


Quote:
@Wind Chime - I see what you mean about Bob and Conditioning stacking with normal armor. Would changing Conditioning effect to just an armor bonus in place of natural armor bonus be better then? Would probably make it so the player had to decide to either wear armor or rely on Dex and the Conditioning ability.

I think the easier answer is a line like "A boxer looses this ability when wearing medium or heavy body armor" it allows the player to wear light armor, bracers or no armor. (though I have had a situation where a GM basically took away all of a monks abilities for putting on a gauntlet)


Combo,Knockout and Gut Punch are all OP. Hands Up is also problematic especially as the Class gets plenty of AC bonuses already.Black Eye and and Wide Open are also OP as at will abilities.Brute Force can be used too often with a high Strenght Mod.

I would suggest you make a Pool for Combat Tricks(like Ki Pool) and make all the abilities dependent on that.So for instance the Boxer gets uses of Combat Tricks for a number of times equal too his Level+Stat Mod. I also think the class gets a bit too much stuff.I count 4 abilities that Scale with level in the first four levels alone. The class is like a Barbarian that gets all Rage Powers.

That said, I think you have some grat ideas there.


you know, if you do a monk archetype, you should probably state that your unarmed strike is specifically your fists. this would help both thematically and mechanically.


@blue_the_wolf - I like that. It's simple but still give a choice. I will write that in.

@ Smug Narcissist - I'll look to see what I can figure out for Combo, Knockout and Gut Punch. Perhaps with Gut Punch it only happens on a critical? Although if you're hit with a critical, 9 times out of 10 you'll be near death anyways.

Knockout Punch I could take away the 1d4 shaken if succeeded on a roll, but I thought that with it's placement it would be equivalent to less than a wizard could do.

Combo I'm contemplating taking out already.

Black Eye I know needs to be made so it doesn't stack with itself, that is definitely OP can't believe I forgot it actually. I guess I could also limit it to so many times per day.

Wide Open I made an immediate action which a character still only gets one per round, but I suppose I could limit the actions a bit more somehow.

Hands up, I guess I could see your point though they could still take the Crane Style chain and get more out of it. Maybe I'll just have it give a small DR that grows over levels.

As for the pool idea, I like it, perhaps assign a point value to each ability and some "unlock" at a certain level. I do see what you mean about the multiple leveling effects at such early levels, perhaps I'll find a way to spread them out or change them up.

@+5 Toaster - That is a good idea. It will most definitely be only for fists. It'd limit it quite a bit compared to a monk, but stick with the theme and possibly balance stuff out.

Thanks again for all of the suggestions / critiques. I'll see what I can do when I have more time on my hands. If anyone feels like they'd like to take a crack at balancing the mess I put up, just let me know. Thanks again.


I would prefer that wide open works just once per turn. and how many turns black eyes last?


Third Mind wrote:
Full Impact: When using Brass Knuckles, a Cestus, Gauntlet(s) or Spiked Gauntlet(s) the boxer may replace the damage of the above-mentioned weapon with the boxer’s current unarmed damage

Just a note, monks can already do that with brass knuckles.


@ Nicos - I would think an immediate action would handle the once per turn for Wide Open, unless I've got immediate actions wrong. As for Black Eye, I'm thinking it should last for 1d4 rounds. Maybe even less as that could be a pretty hefty debuff as it is. Thanks for that catch by the way.

@Harark - I did not know that, but that's alright, at least the boxer gets the others as well then.

Thanks for the input.


By the way brute force seems too strong, coupled with black eye the boxer could impose like -16 to hit and AC.


@Nicos - Good call. I think I'll add a sentence stating it can't be used with Black Eye or perhaps word it so it only works for damage and skills and can't be used with class abilities period.


Third Mind wrote:

@blue_the_wolf - I like that. It's simple but still give a choice. I will write that in.

@ Smug Narcissist - I'll look to see what I can figure out for Combo, Knockout and Gut Punch. Perhaps with Gut Punch it only happens on a critical? Although if you're hit with a critical, 9 times out of 10 you'll be near death anyways.

Knockout Punch I could take away the 1d4 shaken if succeeded on a roll, but I thought that with it's placement it would be equivalent to less than a wizard could do.

Combo I'm contemplating taking out already.

Black Eye I know needs to be made so it doesn't stack with itself, that is definitely OP can't believe I forgot it actually. I guess I could also limit it to so many times per day.

Wide Open I made an immediate action which a character still only gets one per round, but I suppose I could limit the actions a bit more somehow.

I would Define Knockout as a sleep effect so it doesn't work on un-dead (which brings it in line with the slumber hex).

Gut punch is fine there are hundreds of ways to get shaken alongside your normal attack and sickened is almost the same condition.

Black Eye is really cool but I would make it a standard action to use. Giving someone a 4-12 penalty to attack and defense is worth a turn on a boss. That or make it a scarce resource like stunning fist (strength + level a day) and give it a fort save (10+ half level + strength).

Wide open should be an attack of opportunity.


@ Wind Chime - I can do a sleep effect for Knockout, but wouldn't that be extremely weak at 18th level then? As you're probably fighting a whole lot of things that are immune to sleep?

Yeah, I thought gut punch was alright, but I guess I could forgo the damage itself altogether to incur the sickened state.

I can definitely make Black Eye a standard action, probably shouldn't stack with itself and I'll give it the fort save you mentioned.

For Wide Open attack of opportunity works. Since there are ways to get more through feats that opens options for players.

Thanks for all the great suggestions.


Ok so here is version 1.2. I haven't moved anything around quite yet and haven't looked into the ki pool thing mentioned above quite yet. Just trying to get the abilities just right.

As such I'll just post the abilities here. Sorry if I forgot a fix, I was going off of memory mostly.

Class Features:
Class Features:

Weapon Proficiencies: Boxer’s proficient with Brass Knuckles, the Cestus, Gauntlet(s) and Spiked Gauntlet(s).

Armor Proficiencies: Boxer’s are not proficient with armor.

Heavy Hitter: This ability functions exactly like the monk’s Unarmed Strike ability including the damage increase on unarmed attacks.

Full Impact: When using Brass Knuckles, a Cestus, Gauntlet(s) or Spiked Gauntlet(s) the boxer may replace the damage of the above-mentioned weapon with the boxer’s current unarmed damage.

Bob & Weave: Starting at level 1 and increasing by +1 every 4 levels thereafter, the boxer gains a +1 dodge bonus to their AC.

Hands Up: The boxer knows when to keep their hands up. Starting at 2nd level, whenever the boxer fights defensively they also gain DR1/Magic. The damage reduction increases by one every 5 levels. (For example: At level 12, the boxer would have DR 3/Magic.)

Black Eye: At 3rd level, as a standard action the boxer may make an attack roll. If the boxer succeeds the opponent must make a fortitude save (DC = 10 + half the boxer’s level + Str Modifier). If the save is failed then the opponent takes a penalty to their attack rolls and AC equal to the boxer’s strength modifier. This penalty lasts for 1d4 rounds. If the save is failed, then nothing happens. Black Eye does not stack with itself.

Conditioned: Boxers have conditioned themselves to take and shrug off hits. Starting at 4th level the Boxer gains a +2 natural armor bonus to AC. This bonus increases by +2 every 4 levels thereafter. This ability is negated if the boxer wears medium or heavy armor.

Gut Punch: The boxer has learned how to hit an opponent in such a way that they are left winded. At 5th level, as a standard action, the boxer may make a melee attack role. After being hit the opponent must roll a fortitude save (DC = 10 + Str modifier of the boxer). If the save is successful the opponent takes the non-lethal damage as normal, but doesn’t suffer from sickness. If the save is failed, the opponent takes the non-lethal damage and suffers from sickness for 1d6 rounds.

[This ability cannot be used against undead, oozes, constructs or any other creature that does not suffer from sickness or critical hits.]

Sheer Will: At 6th level the boxer is immune to magical sleep and fear effects and gain a +2 saving throw bonus against enchantment and necromancy spells and effects.

Crowd Pleaser: At 7th level, whenever a boxer knocks out or kills an opponent, they may use double their Charisma modifier on Bluff, Diplomacy and Intimidate scores for 1d8 hours afterwards. (Example: A boxer with a +2 Charisma modifier has just knocked an opponent unconscious and has rolled a 3 on their d8 roll for the crowd pleaser ability. For 3 hours thereafter, that boxer now adds +4 to their Bluff, Diplomacy and Intimidate skills instead of the normal +2)

Wide Open: At 8th level, when an opponent attacks the boxer in melee and misses, the boxer may make an attack of opportunity with +2 bonus to the boxer’s attack roll against the opponent that missed hitting the boxer.

Lanky: At 9th level the boxer increases his unarmed melee attack reach by +5 feet.

Ground & Pound: Whenever the boxer successfully trips or grapples an opponent, they may make one additional attack at their highest base attack bonus.

Quick Shift: Whenever an opponent attacks the boxer and misses, the boxer may make a 5-foot step away from the attacker as a swift action. This movement does not count towards the boxer’s action allotment.

Blood Letter: After successfully hitting with a lethal attack, the boxer may choose to deal some of or their entire Strength modifier in bleed damage. The bleed damage from this attack does not stack with itself. Creatures that cannot take bleed damage or critical damage are not affected by this ability.

Showmanship: Once per encounter, when the boxer knocks out or kills an opponent, all other opponents that were able to see that act must make a Will save or be awed by the boxer’s prowess (DC = 10 + the boxer’s Charisma modifier). If the opponents succeed their will save, the effect is negated. Each opponent that failed their save are dazzled for 1d8 rounds and cannot attack on their next turns.

Kidney Punch: When flanking an opponent, the opponent is flat-footed or the opponent is denied their Dex, the boxer may deal additional 1d10 damage. This damage is not increased on critical hits. Any creature immune to critical damage is immune to this ability.

Shrug It Off: Once per encounter, the boxer may negate damage taken by one attack, spell or ability. This ability may not be used when the boxer is flat-footed or helpless.

Brute Force: At 16th level, the boxer may increase their Strength modifier by half of its original value for one round. This may be used for attack rolls, attack damage and skills, but cannot be used with other class abilities such as Black Eye. This ability may only be used an amount of times per day equal half the boxer’s class level.

Intimidating Aura: At 17th level, the boxer emits an aura of intimidation up to 30 feet encircling the boxer. The intimidation used in the ability is equal to the boxer’s intimidation skill total. This ability happens automatically, forcing any who enter the aura to save against intimidation. Intimidating Aura may be turned on or off as an immediate action.

Rabbit Punch: At 18th level the boxer hits so hard in a fragile area that a hit opponent will suffer the consequences. When successfully hit by this attack an opponent must make a fortitude save (DC = 10 + boxer’s Strength modifier). On a successful save, the opponent takes bleed damage equal to half of the boxer’s Strength modifier. On a failed save, the opponent takes bleed damage equal to half of the boxer’s strength modifier, they may not move on their next turn and cannot speak at all for 1d4 rounds. When using this ability the boxer may not use any other attacks during that round, except for their normal attack of opportunities.

Knock Out: At 19th level, as a full round attack action, the boxer may try to throw one good, solid punch to try and knock out their opponent. The boxer rolls a successful attack or this ability is negated for the boxer’s turn. The opponent must make a fortitude save (DC = 10 + half the boxer’s level + Str modifier). If the opponent’s save is successful the opponent is shaken for 1d4 rounds. If the save is failed, the opponent is knocked unconscious and is helpless.

Down But Not Out: At 20th level, once per encounter, when the boxer is brought to 0 hit points they automatically stabilize and gain temporary hit points equal to half of their normal total points. The boxer also gains immunity to energy and ability drain as well as immunity to fear and compulsion spells and abilities.

Anyways, I haven't added the sleep part to the Knockout just yet because I wasn't sure how useful it'd be at 19th level. I switched out Combo for Lanky. Giving up the ability to hit multiple attacks much easier to the ability to hit with reach. This will probably need to be tweaked of course to work with other abilities and not be overpowered.

Thanks again for all of the suggestions and input.


As asked by moderator I have brought the archetype back over here. I realize I took quite a few of the monks abilities away, but that is because I was looking to make a far less magical and a bit more brutal archetype. I didn't really put in many of the defense abilities from my base class drafts nor the charismatic abilities. Since there are less defensive abilities, the archetype will still have some of the MAD problems that monks have.

Monk Archetype - Boxer:
Monk Archetype – Boxer
Boxer’s are the less magically inclined and more a heavy hitting brute. While they are not against signing autographs and chatting up their admirers, they’d rather be punching things in the face.

Alignment: A boxer may be of any alignment.

Weapon and Armor Proficiency:
Boxers lose proficiency with all weapons except Brass Knuckles and Cestus, however they gain proficiency with Gauntlets and Spiked Gauntlets.

Unarmed Strike:
The boxer retains the unarmed strike ability with the following changes. The boxer only uses their hands; as such they cannot make unarmed strikes when their hands are full. There is still no such thing as an off-hand attack for a boxer striking unarmed. The boxer still applies his full strength bonus on damage rolls for unarmed strikes.

Full Impact:
When using Brass Knuckles, a Cestus, Gauntlets or Spiked Gauntlets the boxer may replace the damage of the above-mentioned weapons with the boxer’s current unarmed damage.

Black Eye:
At 4th level, as a standard action the boxer may make an attack roll. If the boxer succeeds their attack roll, the opponent must make a fortitude save (DC = 10 + half the boxer’s level + Str Modifier). If the save is failed then the opponent takes a penalty to their attack rolls and AC equal to the boxer’s strength modifier. This penalty lasts for 1d4 rounds. If the save is failed, then nothing happens. Black Eye does not stack with itself.

This ability replaces Slow Fall.

Gut Punch:
At 5th level, as a standard action, the boxer may make a melee attack role. After being hit the opponent must roll a fortitude save (DC = 10 + half the boxer’s level + Str modifier of the boxer). If the save is failed, the opponent takes the normal damage from an unarmed strike attack and suffers from sickness for 1d6 rounds. If the save is successful the opponent still takes normal damage, but does not suffer from sickness.

[This ability cannot be used against undead, oozes, constructs or any other creature that does not suffer from sickness]

This ability replaces Purity of Body.

Wide Open:
At 9th level, when an opponent attacks the boxer in melee and misses, the boxer may make an attack of opportunity with +2 bonus to the boxer’s attack roll against the opponent that missed its attack on the boxer.

This ability replaces Improved Evasion.

Lanky:
At 11th level, the boxer increases his unarmed melee attack reach by +5 feet.

This ability replaces Diamond Body.

Blood Letter: At 12th level, after successfully hitting with a lethal attack, the boxer may choose to deal some of or their entire Strength modifier in bleed damage. The bleed damage from this attack does not stack with itself. Creatures that cannot take bleed damage or critical damage are not affected by this ability.

This ability replaces Abundant Step.

Intimidating Aura: At 17th level, the boxer emits an aura of intimidation up to 30 feet encircling the boxer. The intimidation used in the ability is equal to the boxer’s intimidation skill total. This ability happens automatically, forcing any who enter the aura to save against intimidation. Intimidating Aura may be turned on or off as an immediate action.

This ability replaces Timeless Body.

Shrug It Off:
At 17th level, once per encounter, the boxer may negate damage taken by one attack, spell or ability. This ability may not be used when the boxer is flat-footed or helpless.

This ability replaces Tongue of the Sun and Moon.

Rabbit Punch:
At 19th level, as a full round action, the boxer attempts to hit an opponent in a fragile area very hard. When successfully hit by this attack an opponent must make a fortitude save (DC = 10 + boxer’s Strength modifier). On a successful save, the opponent takes bleed damage equal to half of the boxer’s Strength modifier. On a failed save, the opponent takes bleed damage equal to half of the boxer’s strength modifier, they may not move on their next turn and cannot speak at all for 1d4 rounds. When using this ability the boxer may not use any other attacks during that round, except for their normal attack of opportunities.

This ability replaces Empty Body.

Down But Not Out: At 20th level, once per encounter, when the boxer is brought to 0 hit points they automatically stabilize and gain temporary hit points equal to half of their normal total points. The boxer also gains immunity to energy and ability drain as well as immunity to fear and compulsion spells and abilities.

This ability replaces Perfect Body.

@Nicos - To answer your question from the other thread, as many times as they have an attack of opportunity per round. Unless that turns out to be OP in which case, I'll try to fix it.


monk archetype i like, the stand alone class seemed a little much. it received +10NA and +5dodge bonus to ac by level 20. a automatic +15 to armor class is huge, even if you have to forgo armor to do it. And that brings me to the monk archetype. It is flavorful and wonderful, though I think it warrants being called an alternate class at this point.


@+5 Toaster. Yeah, I agree. Enough abilities are changed that I suppose it could be an alternate class at this point.

For the archetype, I was considering giving some different / extra monk bonus feats like Power Attack (making it available for the boxer to take without prereqs at 1st level) Dragon Style (The same.)

Do you think that'd be overdoing it? I mean, there's already a lot going on for the archetype.

Grand Lodge

From a base class perspective:

Why the "Will" save? I see boxers more as a reflex and fort.
Ground pound through Shrug it off do not have levels listed. (One can guess where there go, just a consistency check.)
I would change Quick Shift to an immediate action from the way the rules read. Can Quick Shift be combined with Wide Open? Have you thought about maybe swapping positions on this these?
You learn to move before hitting. (well in some schools of boxing you do.)

How does the dodge and NA stack up to the monk class bonus? +15 at 20 is a bit. One of my players found a way it maybe to much.

All he needed to do is take light armor proficiency and shield proficiency as a 1st level human, take light armor he enchanted to +5, +5 shield, +10 base, +15 from class....Well I guess its not to bad...but..
Maybe an idea to change Conditioned from a natural armor bonus to a DR progression, and change "hands up" to actual two-weapon fighting, since it doesn't get flurry of blows.

Does bob and weave stack with Dodge feat?

Gut punch should be 10 + 1/2 boxer level +Str Mod

-----------------
From the archtype perspective.
Looks good, but not everyone wants to play a lawful character, ie monk..
Change the alignment restriction of the monk with the archtype.


This was a class I made that all my gamer friends loved, it might help give you some inspiration.

https://docs.google.com/document/d/1r5F1bN82RQlEs6SFW-0SWf9h_pQqMYDgyMWSZjS U0L8/edit?hl=en_US&pli=1

I suck at url tags and creating links.

Grand Lodge

I've been staring at this for a bit to long. I'm interested in this. It's close to a base class and PrC I have developed, but slightly different.

I will comeback to this, after sleep.


@GarnathFrostmantle -

I chose will save for the sort of "get back up after getting beat up and knocked down" feel. Reflex works but I feel Will, will help separate the boxer more from fighters and barbarians.

I do need to write in the levels, true.

I can definitely make Quick Shift an Immediate action. I did intend Quick Shift and Wide Open to work together, but originally only with Lanky.

Yeah, I need to figure out the defensive abilities a bit better. I honestly haven't had the time to really test the base class through levels just yet to see how'd it fair against other classes and CR equivalent monsters. When I do, I may be able to better understand what would need to be done to the defensive and a few of the more extravagant offensive abilities.

I will alter the Gut Punch DC to read that way for sure.

I had thought that Bob and Weave would stack with dodge, but seeing as it may be too much, I may rethink the defensive abilities as mentioned above.

I will definitely look into your suggestions on Hands Up and Conditioning.

As for the archetype, I believe it does allow any alignment like the Martial Artist Monk archetype. The wording is just below the flavor wording at the top.

@northbrb - I will take a look at it when I next get the chance. Thanks for posting it.

Thanks for all of the suggestions, definitely a lot to consider and tweak.


I don't have to adapt it to my campaign, you did it for me. I'm using the archetype for one of main antagonists in my home game.


I just noticed the 'lanky' ability, that's effin awesome! I'm definately going to use this ability for the tournament I have coming up in my campaign. Keep up the great work.


Glad you liked it. Please let me know if you find anything that needs to be tweaked. Thanks.

Grand Lodge

I would really like to take this, refine it, polish it, and publish it under Amora Game.
Just throwing that out there......


GarnathFrostmantle wrote:

I would really like to take this, refine it, polish it, and publish it under Amora Game.

Just throwing that out there......

Hey, if I can see the awesomeness you make it to be when its done and maybe get a small shout out, then by all means feel free to do with it as you wish.


I read Heavy Hitler, but nice concept

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Boxer Base Class Attempt All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules
Set's Stuff