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 |
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
Maximum Level
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 |
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).
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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