Pugilist

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Contents:

Introduction

Fisticuffs of Fury. The path of the pugilist is one of incessant training aimed at mastering the traditional techniques of hand-to-hand combat. Though they command formidable power when unarmed, they are wont to use metal, leather, and bone weaponry to maximize their destructive potential.

Their preference for fighting at close-quarters makes negotiating distances an absolute necessity. Many among them accomplish this by using throwing weapons such as the chakram to momentarily daze their enemies while they move in for the kill.

Role

Masters of offensive and defensive stances, pugilists continuously adapt their fighting style to best suit their companions as well as their enemies.

Pugilists compensate for a lack of reach and defense with high maneuverability and cunning techniques that fluster opponents.

Abilities

  • Blindside – Strike from an enemy’s rear, increasing attack power by half of your dexterity.
  • Chakra – Channel your vital energies, consuming TP to restore HP.
  • Featherfoot – Tread lightly, increasing evasion. Effect fades after evading an attack.
  • Mocking Provoke – Whistle tauntingly to increase enmity.
  • Steal – Rifle through an enemy’s belongings, stealing a random item. Chance of success increases with stealth.

Lv2 – Concussive Blow

  • Beat an enemy about the head and face, dealing blunt damage and reducing target’s accuracy.
  • Cast Time 0
  • Recast time 10
  • Tp cost 1000

Lv4 – Haymaker

  • Create an opening and deliver a massive blow, dealing blunt damage. Can only be executed after evading an attack.
  • Cast time 0
  • Recast time 5
  • Tp cost 250

Lv6 – Second Wind

  • The thrill of battle exhilarates you, restoring HP.
  • Cast time 0
  • Recast time 60
  • Tp cost 250

Lv8 – Seismic Shock II

  • Cause violent tremors, dealing earth damage in a line with you and the target. Does not affect flying targets.
  • Cast time 0
  • Recast time 10
  • MP cost 20
  • Tp cost 1000

Lv10 – Taunt

  • Whistle jeeringly, increasing enmity and temporarily focusing the target’s attacks on you.
  • Cast time 0
  • Recast time 20

Lv12 – Featherfoot

  • Tread lightly, increasing evasion. Effect fades after evading an attack.
  • Cast Time 0
  • Recast time 30


Lv14 – Jarring Strike

  • Strike an enemy’s joints, dealing blunt damage and stunning the target. Increases enmity. Can only be executed after evading an attack.
  • Cast time 0
  • Recast time 5
  • Tp cost 250

Lv16 – Blindside

  • Flank an enemy, increasing the power of your next attack from behind.
  • Cast time 0
  • Recast time 60

Lv18 – Victimize

  • Exploit an enemy’s weakness, dealing piercing damage and increasing your critical hit rate for each enfeebling effect on the target.
  • Cast time 0
  • Recast time 10
  • Tp cost 2000

Lv20 – Presence of Mind

  • Spiritually enhance your powers of perception, increasing evasion against non-frontal attacks.
  • Cast time 0
  • Recast time 60

Lv20 – Pummel (Bought for 500 marks)

  • Attack with your hand-to-hand weapon, dealing blunt damage and increasing TP.
  • Cast time 0
  • Recast time 0

Lv22 – Concussive Blow II

  • Beat an enemy about the head and face, dealing blunt damage and reducing target’s accuracy.
  • Cast Time 0
  • Recast time 10
  • Tp cost 1000

Lv24 – Aura Pulse

  • Emit a burst of energy, dealing blunt damage to nearby enemies. Attack power increased against flying targets. (basically 2X damage)
  • Cast time – 0
  • Recast time 10
  • Tp cost 1000

Lv26 – Discerning Eye

  • Observe an enemy’s attack Patterns, increasing your attack power in proportion to the amount of damage you sustain.
  • Cast time 0
  • Recast time 90

Lv28 – Seismic Shock II

  • Cause violent tremors, dealing earth damage in a line with you and the target. Does not affect flying targets.
  • Cast time 0
  • Recast time 10
  • MP cost 20
  • Tp cost 1000

Lv30 – Accomplice

  • Conspire with an ally, reducing their enmity and increasing your own.
  • Cast time 0
  • Recast time 30

Lv32 – Haymaker II

  • Create an opening and deliver a massive blow, dealing blunt damage. Can only be executed after evading an attack.
  • Cast time 0
  • Recast time 5
  • Tp cost 250

Lv34 – Pounce

  • Lunge at an unsuspecting enemy, dealing blunt damage. Renders the target unconscious when executed from behind.
  • Cast time 0
  • Recast time 60
  • Tp cost 500

Lv36 – Second Wind II

  • The thrill of battle exhilarates you, restoring HP.
  • Cast time 0
  • Recast time 60
  • Tp cost 250

Lv38 – Jarring Strike II

  • Strike an enemy’s joints, dealing blunt damage and stunning the target. Increases enmity. Can only be executed after evading an attack.
  • Cast time 0
  • Recast time 5
  • Tp cost 250

Lv40 – Flurry (Bought for 500 marks)

  • Deliver a threefold attack with your hand-to-hand weapon, dealing blunt damage. Can only be executed after landing heavy Strike or Flurry.
  • Cast time 0
  • Recast time 0

Lv40 – Taunt II

  • Whistle jeeringly, increasing enmity and temporarily focusing the target’s attacks on you.
  • Cast time 0
  • Recast time 20

Lv42 – Featherfoot II

  • Tread lightly, increasing evasion. Effect fades after evading an attack.
  • Cast Time 0
  • Recast time 30

Lv44 – Follow Through

  • Deliver a unconventional blow, increasing attack power and dealing damage from the opposite direction.
  • Cast time 0
  • Recast time 10
  • Tp cost 1000

Lv46 – Blindside II

  • Flank an enemy, increasing the power of your next attack from behind.
  • Cast time 0
  • Recast time 60

Lv48 – Victimize II

  • Exploit an enemy’s weakness, dealing piercing damage and increasing your critical hit rate for each enfeebling effect on the target.
  • Cast time 0
  • Recast time 10
  • Tp cost 2000

Lv50 Asuran Fists

  • Strike at an enemy’s very core, delivering eightfold blunt damage. Target’s defense is reduced by ??% when executed from the front, and only be executed while in optimal defensive stance.
  • Cast time 0
  • Recast time 30
  • Tp cost 1500
  • Requires – Light punch buff

Weapons

  • Baghnakhs – A case of nature modeling at its finest, the design of baghnakhs mimics the lethal claws of Eorzea’s large predatory cats. Originally hailing from the eastern realms, they have long been regarded as weapon of assassins, and are often concealed. The claws of some baghnakhs house highly toxic poisons which are applied as the blades shred and puncture flesh.
  • Cesti – Cesti are comprised of reinforced metal rings bound tightly together with tough leather, the frontal facades of which are studded with menacing spiked protuberances. They began to see widespread use after becoming the weapon of choice in Eorzea’s wildly popular death bouts, spectator events pitting pugilists against beasts and fiends of the land.
  • Fangs
  • Himantes – Himantes are widely known for their role as a regulation weapon in the officially sanctioned pugilist bouts of Ul’dah. The striking surface is thick leather, slow-soaked in tallow for increased durability.
  • Hora – The traditional hora is a form of weapon carved from any of a variety of bone, horn, or shell. Though more apt to grow brittle than their leather or metal counterparts, these materials are said to be imbued with the instincts and ferocity of the beasts which bore them.
  • Metal Knuckles – Simple and elegant, the metal knuckle derives its strength from the solidity of Eorzea’s most enduring materials. The body is a rin forged of pure metal, the heavy weight of which allows wielders to deliver blows with bone-crushing force.
  • Panzerfauste

Gameplay

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