Sport Fighter

The "bare-knuckles boxer" is a favored sportsman in many towns. As gladitorial combat was often a source of amusement, the less-lethal sport of unarmed combat has also become a favored passtime. Many cities of the Steam Age support this professtion by hosting prize-fighting tournaments with extravagant pay-offs for the victors. In the less populated areas, there are no real divisions in fighting ranks, but in the major cities there are three basic divisions: giant, human, and dwarf. Wolfen tend to avoid this profession, as they are required to clip their claws, and are not allowed to bite. The same is true of coyoles.
Special Skills:
  1. Advanced Hand-To-Hand - In addition to their normal skills, the Sport Fighter has a few advantages. If a copy of the Rifter is accessible, the Sport Fighter may use Hand-To-Hand: Professional Boxing (or GM disgression may allow the non-exclusive Kickboxing). If a specialty HtH is used, the it replaces the bonuses and skills listed above.
  2. Improved Knockout - When fighting unarmed the boxer's chace of Knockout is greatly enhanced. At level 1, a natural 20 will automatically knockout (need not be called). At level 4, a natural 19+ will knockout ; 18+ at level 8 ; 17+ at level 10. At level 15, the boxer can call knockout, when called, the boxed needs only land a strike of natural 10 or better. (GM Disgression may allow the boxer to do both, critical damage and Knockout when both apply. EG: Natural 20).
    If the fighter has HtH Pro Boxing or other specialty martial art, this bonus still applies; however, if the martial art provides a lower Knockout, use the one provided by the martial art.
  3. Penalties - when using a melee range weapon, the fighter looses 1 attack per melee and their knockout option/bonuses.

OCC Bonuses: +2 to P.E., +2 to P.S..
Alignments: Any,
Attribute Requirements: P.P.: 12, P.S.: 12 (or must make the HTH: Pro Boxing requirements)
OCC Skills
Language: 2 of choice (+15)
Streetwise (+10)
Body Building
Running
Detect Concealment (+10)

OCC Related skills: Select 4, and another 1 every 4 levels.
Communications: Any (+5 to languages)
Domestic: Any (+10)
Espionage: disguise and escape artist only.
Horsemanship: general and exotic only.
Medical: First aid, or Holistic medicine for 2 slots.
Military: none
Mechanical: general repair only.
Physical: any (+10)
Piloting: horsemanship (general/exotic) only.
Pilot Related: land navigation only.
Rogue: any (+10)
Science: math and astronomy only.
Technical: any (+5 to languages, but -10 to literacy)
Weapon proficiencies: any, all but Archery cost three skill slots.
Wilderness: any 

Secondary Skills: select 5, and another 1 every 3 levels.
Starting Equipment: very little, most of the equipment the fighter needs is usually provided by a sponsor. Many adventuring sport fighters invest in cestus/bracers (spiked, gauntlet like weapons) which allow them to parry melee weapons, and strike (dealing an additional 1D6 damage) without loosing their 'unarmed' bonuses.