Acrobat | Dynamic Duo | Lucky Duck | Monk
"I fear not the man who has practiced 10,000 kicks once, but I fear the man who has practiced one kick 10,000 times."
You must defeat an armed opponent of at least your level while unarmed and unarmored using only the Brawl move, without assistance from spells or other non-passive moves (including an animal or animal form). When you accomplish this, the next time you level up you can choose this move: "Fistmaster General" instead of another class move. If you have Fistmaster General, you can take another move from this list when you level up.
Fistmaster General
When unarmed, wearing no armor, not using a shield, and not shapeshifted, you are considered Balanced. While Balanced, you can't use any move other than Brawl to deal damage. However, your damage from using Brawl is treated as lethal.
Choose two out of the three from the list below; you gain those two while Balanced. You can only choose these once.
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Stunning Good Hooks
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When you use Brawl, on a 12+ render your target Helpless at the end of your turn.
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Knucklebuster
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When you use Brawl, you can do 1d10+1 on a 10+ and 1d8+1 on a 7-9 (instead of 1d8 on 10+ and 1d6 on a 7-9).
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Jazz Hands
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Your damage from Brawl is magical, and ignores armor.
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Sage Defense
Requires: Fistmaster General
While Balanced, add your Wis as a bonus to your armor. Your total armor bonus (including any other bonuses) may not exceed +2. Additionally, when you use Brawl and are Balanced, your enemies don't gain +1 forward against you on a 9 or lower.
Flurrious
Requires: Fistmaster General
While Balanced, your limbs are a blur of powerful motion; add +1d6 to your Brawl damage.
A Little Extra Kick
Requires: Fistmaster General
While Balanced, when you get a Brawl result of 12+, you may hit another enemy nearby for half of your damage (rounded up).
Note: Only roll damage once as normal on a 10+. For example, if you also have Knuckleduster and Flurrious, roll 1d10+1d6+1. Halve that damage and round it up. That is the amount of damage that the second target will take.
Out of Mind, Out of Body
Requires: Fistmaster General
Standard
While Balanced, you may purge your body of impurities by closing your eyes and meditating. Roll 2d6+WIS.
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On a 10+ choose 2
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On a 7-9 choose 1
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Heal 1d8 damage on yourself
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Remove one debility or disease from yourself
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Remove one curse or hex
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On a 6 or lower you lose this ability until the next sunrise.