Tournament Combatant

Level 5
Creature· humanMediumRemaster
AC 21
HP 75
Speed 35 ft.
Fort +10
Ref +15
Will +10
Perc +12
Size Medium
Common
Languages common
Skills acrobatics +13, athletics +12, intimidation +11, performance +11
Recall Knowledge society DC 20

Attacks

Melee Fist +14/+10/+6(agile, finesse, nonlethal, unarmed)
Damage: 1d8+5 bludgeoning
Melee Nunchaku +14/+9/+4(backswing, disarm, finesse)
Damage: 1d6+5 bludgeoning
Melee Shuriken +14/+10/+6(agile, reload 0 ft., thrown 20 ft.)
Damage: 1d6+5 piercing

Abilities

Work the Crowdinteraction(emotion, mental)

Requirements The combatant is within 50 feet of at least three spectators

With a flashy flurry of moves, the tournament combatant elicits cheers. The tournament combatant is Quickened for 1 minute. They can use the extra action only to Strike or Stride.

Flying Attack◆◆offensive

The tournament combatant makes a Leap, High Jump, or Long Jump. At any point during the jump, if they're adjacent to an enemy, they can Strike that enemy with a fist or nunchaku Strike, even in midair. The combatant falls to the ground after the Strike. If the distance they fall is no more than the height of their jump, they land upright and take no damage.

Powerful Fistsoffensive

The tournament combatant's fist Strikes don't take penalties when making lethal attacks.

Somersault Attackoffensive

The tournament combatant attempts to Tumble through a target's space. If they succeed on their Acrobatics check, the tournament combatant can make a fist or nunchaku Strike against that target while moving through its space.

Description

Tournaments attract martial artists like moths to a flame, with participants crossing vast distances for the chance to test their might.


Martial artists strive to master the art of hand-to-hand fighting.