Martial_Muscular_Puncher Type1Ninja - valzi/GLOG-classes GitHub Wiki
Adapted from this Goblin Punch class: http://goblinpunch.blogspot.com/2015/05/muscular-puncher.html
Gain +1 Unarmored Defense for every Muscular Puncher template you have.
A: Muscular Punch, Spellpunching, +1 Muscular Dice (MD), +2 Spellpunches
B: +1 Spellpunch, +1 MD
C: Magic Punches, +1 Spellpunch, +1 MD
D: Master of Muscles, +1 MD
Muscular Punch
Your punches deal 1d6+Str Mod Damage.
Spellpunching
Muscular Punchers can store punches inside their body in pretty much the same way that wizards store spells inside their head (they’re unaware that they themselves are wizards and view other wizards as nerds). Cast them by expending Muscular Dice (the effects of the punches are often tied to the number of dice or their sum). Muscular Punchers always shout the names of their punches as they are performed. Unlike a wizard, you don’t get Cantrips, Mishaps, or Dooms.
Muscular Dice (MD)
You get one Muscular Die for every Muscular Puncher template you have. A die returns to your pool if it rolls a 1 through (1+Con Mod).
Spellpunches
+2 known at level one. Add another +1 for levels two and three. Which spells you can know is determined by your level. At level one, you can know spells 1-6 on your school’s list. At level two, you can know spells 1-8. At level three, you can know spells 1-10. Spells beyond 10 must be found in the world (ask your GM for a quest). Each time you level up (including at level one), roll for which spells you learn.
Magic Punches
Your regular punches count as magic, so you can punch ghosts and other incorporeal things.
Master of Muscles
Gain six new known spells.
Door Destroyer, Dragon Punch, Flying Clothesline, Elbow Drop, Kickoff, Three Point Landing, Saturday Night Punch, Nerd Slapper, Haymaker, Tag Team
1. Door Destroyer
R: Punch T: Object D: Instantaneous
Mundane, non-reinforced objects within [dice]x10’ of the punch explode.
2. Dragon Punch
R: [dice]x30’ T: Creature D: Instantaneous
Take a flying leap at a (flying) target, dealing [sum]x2 damage. You can also use this to make a large leap somewhere (no fall damage).
3. Flying Clothesline
R: Punch T: Two creatures next to each other D: Instantaneous
Slam into two targets with your arms outstretched, dealing [sum] damage to each. Each target must Save or get knocked prone.
4. Elbow Drop
R: Jump to Target T: Creature at least 10’ below D: Instantaneous
Jump [dice]x10’ into the air, then fall onto a target elbow-first, dealing 1d6 damage for every 10’ you fall.
5. Three Point Landing
R: Touch T: [dice] Creatures or Objects D: One fall
Shove a target over an edge with a hearty laugh (if you’re the target, dive). They make a three point landing and take no fall damage (they accelerate as normal). You can also cast this as a reaction.
6. Saturday Night Punch
R: Punch T: Creature D: Instantaneous
Punch a target, dealing [sum] damage. The target must Save or their clothing/armor is destroyed.
7. Nerd Slapper
R: Punch T: Creature D: Instantaneous
Make an attack. The target takes an extra [dice]x2 damage for every spellcaster level it has.
8. ???
???
9. Kamehameha
Stats later
10. ???
???
Legendary Spells
None yet, think some up