Rowdy Punks are a jubilant, destructive group of combatants. They are expert hand-to-hand combat specialists. It is said that they learned their techniques by fervently reading the moves listed in a monthly magazine for battle enthusiasts: The Combat King Magazine. Despite this strange method of study, Rowdy punks are not to be underestimated. These pugilists can contend even with trained operatives in the field of battle. They can unleash a flurry of attacks that lead into bone-shattering punches and kicks. In Fact, apparently one of them became a SeeD Operative due to his sheer talent…

Rowdy Punk is an archetype of Monk class.

Limit Breaks

At 1st level, a rowdy punk gains the ability to use limit breaks. At the start of each day the rowdy punk chooses Battle or Daredevil as his limit break mode. When a rowdy punk’s Limit Break Gauge is filled, they may use a limit break from their chosen mode or the following limit break, unique to them:

Duel (Ex): The rowdy punk prepares a full-on offensive to defeat a foe. As a full-round action, the rowdy punk fills his Ki gauge to the maximum and moves to the nearest hostile creature within 30fty. The rowdy punk may then deliver any amount of Blitz techniques and unarmed strikes (or combination thereof) equal to the total number of attacks he can make in a full attack (extra attacks from Punch Rush and Haste may count towards this but not extra attacks from special actions provided by feats or other effects). The rowdy punk cannot use the same blitz technique twice in the same round. However, all damage rolls and DCs made by unarmed strikes, blitz techniques, or effects from feats receive a -4 circumstance penalty. For every 3 stacks of limit break after the first, the rowdy punk may reduce this penalty by 1.

This ability replaces the One Inch Punch limit break.

Punch Rush (Ex)

At 1st level, A rowdy punk strikes with reckless abandon to overwhelm his opponent. Whenever the rowdy makes a full attack action against a single creature, the rowdy punk may choose to make two additional unarmed strikes or natural weapon attacks at his highest base attack bonus. This ability stacks with the extra attack gained from haste, but it doesn’t stack with special actions that grant extra attacks, such as flurry of blows or spell combat.
At 5th level, 9th level and every 4 levels thereafter, the rowdy punk may perform an additional attack at his highest bonus when making a full attack action.The rowdy punk cannot gain ki from these additional attacks and all other attacks in the round suffer a circumstance penalty to damage rolls equal to the total number attacks made in the same round (this penalty is applied to all attacks made after the additional attacks provided by Punch Rush).

Once a rowdy punk has performed a Punch Rush, they lose either their Dexterity modifier or AC Bonus ability (whichever is higher) until the end of their next turn. Losing your AC Bonus ability in this manner effectively makes you flat-footed for all purposes, even though you do not lose your Dexterity modifier.

This ability replaces the Blitz technique gained at 1st level and the Bonus Combat feats received at 5th, 9th, 13th, and 17th level.

Self-Realization (Ex)

At 4th level, a rowdy punk gains short-term epiphanies and inspiration from the thrill of combat. They incorporate erratic movements and forceful tactics taught to them by Combat King Magazine. Whenever a rowdy punk makes a full attack, choose up to any two combat maneuvers (such as grapple, trip, reposition, disarm, etc.). The rowdy punk receives a bonus to his CMD against your chosen maneuvers equal to the number of attacks that hit a creature (or creatures) in a round. This benefit lasts until the start of your next turn.

This ability replaces Ready for Anything.

Booya (Ex)

At 8th level, the rowdy punk lets out a rambunctious yell to get the blood pumping. As a standard action, all allied creatures within 30ft that can hear or see the rowdy punk gain an amount of temporary hit points equal to his Wisdom modifier + the total amount of attacks he can make in a round. Allied creatures under this benefit can gain an additional temporary hit point for every attack roll they land in a round for the duration. After performing this ability, the must wait 1d4 rounds before he can perform it again. This benefit lasts for a number of rounds equal to the cooldown result + 1.

This ability replaces Open Chakra.

Quickened Punch Rush (Ex)

At 10th level, the rowdy punk can sacrifice his safety to deliver ever faster strikes. When the rowdy punk makes a Punch Rush, he may choose to lose his Dexterity or Wisdom bonuses to his saving throws until the start of his next turn. Doing so makes all unarmed attack rolls made during Punch Rush resolve against his target’s flat-footed AC, instead of their normal AC. At 14th level, unarmed attacks made during a Quickened Punch rush resolve against touch AC, instead of their flat-footed AC.

This ability replaces Greased Lightning and Ajna.

Destructive Brilliance (Ex)

At 16th level, the rowdy punk channels the destructive spirit of their favorite magazine. Whenever the rowdy punk lands 3 or more unarmed or natural weapon attacks on a single hostile creature, any natural armor or damage reduction they possess (punk's choice) is reduced by an amount equal to the total number of attacks the rowdy punk successfully hit in that round. This effect lasts until the end of that creature’s next turn.

This ability replaces Quivering Palm.