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Martial artist

General description

Martial artists are people who strive for power trough increasing their level of cultivation, an act done by accumulating combat experience, which, in turn, allows them to better control a type of energy known as “Ki” that is found in most living creatures. Martial artists are generalists that can use any type of weapons to a great extent, often even swapping between different types of weapons multiple times during fights.

Unique mechanic(s)

Martial artists are able to swap between weapons mid-fight without having to waste a turn to do so, and possess a wide variety of combat-oriented, low cooldown, weapon-related skills that allow them to adapt to most changes of circumstances while fighting. Martial artists are also capable of obtaining skills independently of leveling up as long as they meet certain combat requirements, allowing them to scale faster than most characters in the right circumstances.

Martial artists should prioritize their STR and AGI without forgetting about their social skills, because they are a lot more reliant on item scaling than most, making it so that getting better prices at shops can be the difference between being dead weight and carrying a party for martial artists. Martial artists usually wear light armor, as heavy armor would easily over encompass these poor souls who already often carry more than 6 different weapons on themselves.

Social status

Can readNo
Can writeNo
Social statusPoorly regarded
Knowledge of the worldVariable
Political understandingLow to none
Geographical knowledgeVariable
Known for

Starting items

Budget: 125 pts1

  • 5 pts Iron arrows (x10) (Increase a bow’s statistical multiplier by 1 when used)

  • 25 pts Assassin’s bow 1d4/2 * (2 * AGI + LVL * 25) (Sneak strikes increase your statistical multiplier by 5) (Silent to pull out and put away) (Takes two hands to use)

  • 25 pts Battle axe 1d4/2 * (8 * STR + LVL * 20) (Takes two turns to swing) (Takes two hands to use)

  • 25 pts Bow 1d4/2 * (4 * AGI + LVL * 20) (75% accuracy) (Takes two hands to use)

  • 25 pts Claymore 1d4/2 * (8 * STR + LVL * 20) (Takes two turns to swing) (Takes two hands to use)

  • 25 pts Cleaver 1d4/2 * (4 * STR + LVL * 20) (Can hit up to 3 enemies) (Takes two turns to swing) (Takes two hands to use)

  • 25 pts Dagger 1d4/2 * (2 * AGI + LVL * 25) (Sneak strikes increase your statistical multiplier by 5) (Takes 1 less turn to pull out (but not to put away)) (Silent to pull out and put away)

  • 25 pts Great bow (Acc. 100%) 1d4/2 * (5 * AGI + LVL * 20) (Takes 2 turns to pull out and put away)

  • 5 pts Longsword 1d4/2 * (6 * STR + LVL * 20) (Takes 2 hands to use)

  • 25 pts Mace 1d4/2 * (6 * STR + LVL * 25) (Armor health is doubled against it)

  • 25 pts Morningstar 1d4/2 * (4 * STR + LVL * 20) (50% pierce)

  • 25 pts Rapier 1d4/2 * (3 * AGI + LVL * 20) (If your LUC is higher than your target’s and your AGI is at least twice as high as theirs, this weapon completely pierces armor)

  • 25 pts Shortsword 1d4/2 * (4 * STR + LVL * 25)

  • 25 pts Sling (50% accuracy) 1d4/2 * (3 * STR + LVL * 20) (50% chance to stun enemies with a brain and an unprotected head for 1 turn)

  • 25 pts Spear (when two handed) 1d4/2 * (4 * STR + LVL * 20) (50% pierce) (Accuracy is reduced when in extreme close quarters) | (when one handed) 1d4/2 * (4 * AGI + LVL * 20)

  • 25 pts Sword 1d4/2 * (5 * STR + LVL * 20)

  • 25 pts War hammer 1d4/2 * (7 * STR + LVL * 20) (Takes two hands to use) (You cannot dodge attacks or block them with your weapon after attacking with this)

  • 25 pts Warstaff 1d4/2 * (4 * STR + LVL * 20) (Causes its target to flinch if they take damage)

  • 25 pts Whip 1d4/2 * (3 * AGI + LVL * 20) (Causes its target to flinch if they take damage) (Can be used as rope) (Cannot kill unless the target has 1 HP left)

  • 25 pts Leather buckler (50 defense) (20% to deflect slashing attacks)

  • 25 pts Reinforced leather round shield (70 defense)

  • 25 pts Iron round shield (100 defense)

  • 25 pts Iron great shield (120 defense)

  • 25 pts Dense iron great shield (140 defense)

  • 25 pts Dense iron bulwark (160 defense)

  • 25 pts Mysterious metal aegis (200 defense) (cannot be deformed, melted or analysed; burns away at metal-melting temperatures)

  • 15 pts Reinforced leather hood (40 defense)

  • 15 pts Reinforced leather body armor (60 defense)

  • 15 pts Reinforced leather pants (40 defense)

  • 5 pts Bandages (stops bleeding, heals for 200 HP)

  • 5 pts Miracle remedy2 (Heals most poisons under level 25 instantly when drunk)

  • 1 pts Coins (x5)

Multi-classing

Criterions

  • Having both strength and agility be amongst your 6 highest stats, with one of them being amongst your 3 highest.
  • Being proficient with a wide variety of weapons.

Process

  • Reading about humanoid kinetics for at least 20 non-consecutive turns.
  • Meditating for 20 non-consecutive turns3

Class-wide Abilities

Cultivation

  • Unlock : Level 1

Cultivation is at the core of any martial artist’s progression; it is the act of enhancing yourself trough combat experience. Increasing your level of cultivation allows you to unlock new skills independently of levels.


  1. Every weapon a martial artist starts with comes with a free leather strap, scabbard, or some other means of putting it away safely.

  2. An extremely bitter tea that seems to be boiling hot no matter what. It comes in a leather gourd.

  3. Meditation sessions that last less than 2 turns won’t count towards this goal.