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Character Class details: Sage-Specialist Group, Sages Family, Martial subgroup

Career

Qualifications

...Class... Birth Prerequsite Stats Literacy Alignment Race
Sifu any level 6 any class + Mastery of a martial art Wis12, Dex14, Con12 Shugenja, Modronic, Luciferian, or Wushen LG, LN, LE, N Newman, Elf (Martian, Minervan), Surface Gnome, Vanara (Bandar, Orongo), Nezumi
Martial Advisor any level 6 Warrior, Physicalist, or Akhara + Military Discipline + Military Command: Lieutenant or Naval Command: Shipmaster Int10, Wis14, Cha12 Court Language + Arkan LG, LN, LE, N Newman, Dwarf (Hill, Mountain), Elf (High, Martian, Minervan, Neptunite, Plutonite), Gnome (any), Vanara (Bandar, Gidro, Ozod), Nezumi
Spell Type Unlike most types of Sages, Martials only cast one kind of magic. Martial Advisors cast Magic-user spells, and a Sifu's spell type is determined by their alignment:

Lawful Good = Shukenja
Lawful Neutral = Cleric
Lawful Evil = Illusionist
Neutral = Wu Jen

Career Progression

Scholarly Proficiencies
The first thing a Sifu does upon entering the class is chooses a Core Style of martial arts. It must be an art that has already been mastered. If Elemental Mastery is possible for the Core Style, this must be the first thing the Sifu devotes proficiency slots to. A Sifu must use their remaining available proficiency slots to learn one of the following Advanced Topics: Herbalism, Humanoid Biology, Dance, Religious Rites, or Metaphysics. They must also work toward one of the following Expert Topics: Alchemy, Astrology, Cosmology, or Medicine.
To enter the Martial Advisor class, one must first be offered a position in a court or with an army as an advisor or tutor. A Martial Advisor must use their proficiency slots to prioritize the proficiencies Signalling and Military Command: Captain and to work towards either Nautical Science or Military Science. Any available weapons proficiency slots must be used on at least one weapon from each of the following weapon class sets (in order): Spears or Lances, Swords or Axes, Flails or Bludgeons, Bows or Crossbows or Firearms.
Levelling
XP (since becoming Sifu or M.A.) Level d3 (+previous HP) Spell lv1 lv2 lv3 lv4 lv5 lv6
0-2000 6 2 1
2001-4000 7 3 2 1
4001-8000 8 4 2 1
8001-18,000 9 5 2 1
18,001-36,000 10 6 3 1 1
36,001-65,000 11 7 3 1 1
65,001-100,000 12 8 3 2 1 1
100,001-140,000 13 9 3 2 2 1
140,001-280,000 14 10 3 3 2 2 1
280,001-600,000 15 11 3 3 3 2 2
600,001-800,000 16 12 3 3 3 3 2 1
800,001-1,000,000 17 13 3 3 3 3 3 2
1,000,001-1,250,000 18 14 3 3 3 3 3 2
1,250,001-1,500,000 19 15 3 3 3 3 3 3
1,500,001-1,750,000 20 16 3 3 3 3 3 3
1,750,001-2,000,000 21 16+2 3 3 3 3 3 3
2,000,001-2,250,000 22 16+4 3 3 3 3 3 3
2,250,001+ 23 16+8 4 3 3 3 3 3
Maximum Level
Sifu Martial Advisor
Newman, Halfadam, Halfalf, Half-Orc 23 23
Gillman, Waterling, Darkling 12 12
Hill Dwarf n 12
Mountain Dwarf n 16
High Elf, Plutonite n 23
Martian, Minervan 23 23
Neptunite n 12
Surface Gnome 23 23
Deep Gnome n 23
Bandar 23 23
Gidro n 9
Orongo 23 n
Ozod n 12
Nezumi 23 23

Other Benefits

Sifu
Instead of gaining bonus ability points upon learning an Expert Topic, Sifus gain such bonuses upon learning one of the listed Advanced Topics. Only one Advanced Topic may earn a bonus. If one or more Topics are already known before entering the Sifu class, the Sifu has the choice of taking whichever of the bonuses they like, or that associated with the first Advanced Topic they learn as a Sifu. The bonus awarded depends on the topic learned as follows:
Herbalism = as Naturalist (+1 Int, +1 Wis, +1 Con)
Humanoid Biology = as Martialist (+1 Str, +1 Dex, +1 Con)
Dance = as Stealthist (+1 Dex, +1 Wis, +1 Cha)
Religious Rites = as Purist (+1 Wis, +1 Con, +1 Cha)
Metaphysics = as Scholar (+2 Int, +1 Wis)

Martial Advisor
Upon learning either Military Science or Nautical Science, a Martial Advisor gains +1 to Int, Wis, and Cha.
Other Perks:
Like Cavaliers, Sifus and Martial Advisors roll percentile dice and add the partial point to their character abilities. Martial Advisors roll once each level and may choose to add the result to their Intelligence, Wisdom, or Charisma. Sifus roll once each level and apply the bonus to Strength, Constitution, or Dexterity depending on the mode of their core style: Hard = Str, Hard/Soft = Con, Soft = Dex. If the Sifu has reached their maximum ability score, they may apply the bonus to Charisma. Ability scores raised in this manner may exceed racial maximums up to the level of the Sage (i.e. a level 22 Sifu could raise their Dex as high as 22).
 
Level Sifu Martial Advisor
6 may take an apprentice is assigned an apprentice, Command Radius as Warrior
7 +1 initiative, attract 1d6 pupils as Kensai +1 initiative, surprised on 1 in 6
8 +1 hit with Core Style +1 hit with spears and lances
9 May establish a school. A Sifu with a school will attract a further 1d6 pupils per level. Immune to fear
10 +1 AC bonus +1 hit with swords and axes
11 +1 damage with Core Style +1 bonus to Morale checks
12 +2 initiative attract personal guard of 2d10 warriors and 2-7 specialists
13 +2 hit with Core Style +1 bonus to Discipline checks
14 +2 AC bonus +1 hit with flails and bludgeons
15 +2 damage with Core Style +1" Command Radius
16 Whirlwind attack as Kensai +1 hit with bows, crossbows, and firearms
17 +3 initiative +2 bonus to Morale checks
18 +1 damage with any non-Core martial art +2 initiative
19 +1 damage with any non-Core martial art +2 bonus to Discipline checks
20 +3 hit with Core Style +2 hit with spears and lances
21 +3 damage with Core Style +2" Command Radius
22 +2 hit with any non-Core martial art +2 hit with bows, crossbows, and firearms
23 +2 damage with any non-Core martial art +3 initiative

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