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Hooligan (Black Belt Archetype)
#1
Hooligan

[Image: fist_of_the_north_star__ken_s_rage_2_jag...8yxat7.png]

While oftentimes the way of unarmed combat is seen as an esoteric and mystical art, there are many who live their lives perfecting it without having ever even considered that there might be some form of supernatural power to be applied to what they do. They are the street rats, the highwaymen, the loiterers and the ruffians of any major city. They are hooligans, and they're always up for a fight.

The hooligan is an archetype of the black belt class.

Class Skills: The survivalist adds Bluff, Disable Device, Sleight of Hand, Stealth, and Survival to their list of class skills. However, they remove Craft, Handle Animal, Knowledge (dungeoneering), Profession, and Ride from their list of class skills. In addition, the hooligan may make Intimidate checks using his Strength rather than his Charisma modifier.

Weapon and Armor Proficiency: The hooligan loses proficiency in monk weapons.

Limit Break (Su): At 1st level, the hooligan receives the Limit Break (Get 'Em, Boys!).

Get 'Em, Boys! (Su): This Limit Break allows the hooligan to show everyone, friend and foe alike, who's really in charge here. When this Limit Break is activated as a swift action, the hooligan must make an intimidate check against a DC 0. For each increment of 5 by which this check succeeds, the hooligan and all allies who can see him gain a +1 bonus to their attack, damage, and saving throws, while any enemies who can see the hooligan take a penalty of the same amount to their attack, damage, and saving throws. This Limit Break lasts 1 round + 1 round per 4 survivalist levels.

This Limit Break replaces the black belt's Hundred Fists limit break.

AC Bonus: Life on the streets is tough, and it shapes those who experience it. The hooligan gains a Natural Armor bonus equal to his Constitution modifier +1.

In addition, a black belt gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four hooligan levels thereafter, up to a maximum of +5 at 20th level. This bonus to AC applies even against touch attacks or when the black belt is flat-footed. He loses these bonuses when immobilized or helpless, when wearing any armor or carrying a shield, or when carrying a heavy load.

This ability alters the black belt's AC Bonus.

School of Hard Knocks: Not everyone has time to master the intricacies of combat, especially when you're just trying to make a living, but you pick up some tricks along the way. When using the Martial Flexibility ability, the hooligan may only choose feats which improve a combat maneuver (Improved Trip, Improved Dirty Trick, etc.). The hooligan is treated as possessing these feats until the next time he uses Martial Flexibility, at which time he may change the feat.

This ability alters the black belt's Martial Flexibilty ability.

Shiv to the Gut: Fighting fair has never been in your nature. When wielding a light slashing or piercing weapon, you may make a single attack as a standard action against a foe you flank, or who is denied their Dexterity bonus to AC. If this attack connects, you inflict a bleed for 1d4 rounds that does damage equal to the unarmed strike damage of a standard black belt of your level.

This ability replaces the black belt's Unarmed Strike ability.

One-Two Shank: A hooligan may make a Master's Flurry with light slashing or piercing weapons, as well as when unarmed.

This alters the black belt's Master's Flurry ability.

Oy, Shut Your Mouth!: You don't have any time for the wish-wash and nonsense that all those fancy magic people have. At 4th level, if the hooligan is within 30 feet of a spell being cast and is aware of it, they may make an Intimidate check targeted at the caster as an immediate action. The caster must then make a concentration check at a DC equal to the outcome of the hooligan's Intimidate check, or lose the spell immediately. At 9th level, this ability may be used against spell-like abilities. At 12th level, this ability may be used with a range of 60 feet. At 17th level, this ability may be used against any offensive or defensive special abilities, using a Will save in place of a concentration check.

This ability may be used 1/day, plus an additional use every additional 5 levels, to a maximum of 4/day at 17th level.

This ability replaces the black belt's Master's Strike ability.

Kidney Shot: When using Focus, a hooligan may choose to apply the damage multiplier to the bleed from his Shiv to the Gut, rather than to a melee attack.

This alters the black belt's Focus ability.

Sucker Punch: When using the Awesome Blow ability, the hooligan does not send his opponent back 10 ft, but stuns them for 1d4 rounds rather than knocking them prone.

This alters the black belt's Awesome Blow and Improved Awesome Blow abilities.

Don't Mind Me: When utilizing the Opportunist ability, the hooligan may use the attack of opportunity provided as a Shiv to the Gut attack, even if you are not flanking and the enemy is not denied their Dexterity bonus to AC.

This ability alters the black belt's Opportunist ability.

You're Probably Wondering Who I Am: A hooligan is rarely known by name or appearance, but everyone's heard of the things he's done. At 19th level, a hooligan receives a nickname and reputation amongst the general populace based on his actions (The Blue Strangler, the Wandering Brawler, etc.). The hooligan will never be recognized as this figure unless he chooses to reveal himself.

The hooligan may reveal his identity to an enemy in combat either as a whisper or as a loud declaration. If revealed as a whisper, the hooligan may make a demoralize check against an opponent in melee range with a +5 bonus as a standard action. If this check succeeds, the enemy is stunned rather than shaken and the hooligan may then immediately use Shiv to the Gut as as a free action against this enemy. If revealed as a declaration, all enemies in the vicinity must make a Will save at a DC of 15 + the hooligan's level, or be stunned for 1d4 rounds as a result.

When the hooligan reveals his identity out of combat, the outcome is the same regardless of how it is revealed. The hooligan is treated as making an Intimidate check at a +10 bonus against anyone who hears the declaration and can see the hooligan as the source of said declaration.

Regardless of whether it is used out of combat or in combat, the hooligan must either make an additional Intimidate check against the target's Will save, or kill the target. If neither of these options are taken within 72 hours of the hooligan revealing his identity, word has sufficiently spread as to who he really is, and this ability is lost until he establishes a new identity for himself (1d4 months or at GM's discretion).

This ability may be used once per day in combat, and once per day out of combat.

This ability replaces the black belt's Five Point Palm Exploding Heart Technique ability.
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