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.
Recommended builds
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 read | No |
| Can write | No |
| Social status | Poorly regarded |
| Knowledge of the world | Variable |
| Political understanding | Low to none |
| Geographical knowledge | Variable |
| Known for |
Starting items
Budget: 125 pts1
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5 ptsIron arrows (x10) (Increase a bow’s statistical multiplier by 1 when used) -
25 ptsAssassin’s bow1d4/2 * (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 ptsBattle axe1d4/2 * (8 * STR + LVL * 20)(Takes two turns to swing) (Takes two hands to use) -
25 ptsBow1d4/2 * (4 * AGI + LVL * 20)(75%accuracy) (Takes two hands to use) -
25 ptsClaymore1d4/2 * (8 * STR + LVL * 20)(Takes two turns to swing) (Takes two hands to use) -
25 ptsCleaver1d4/2 * (4 * STR + LVL * 20)(Can hit up to 3 enemies) (Takes two turns to swing) (Takes two hands to use) -
25 ptsDagger1d4/2 * (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 ptsGreat bow (Acc.100%)1d4/2 * (5 * AGI + LVL * 20)(Takes 2 turns to pull out and put away) -
5 ptsLongsword1d4/2 * (6 * STR + LVL * 20)(Takes 2 hands to use) -
25 ptsMace1d4/2 * (6 * STR + LVL * 25)(Armor health is doubled against it) -
25 ptsMorningstar1d4/2 * (4 * STR + LVL * 20)(50%pierce) -
25 ptsRapier1d4/2 * (3 * AGI + LVL * 20)(If yourLUCis higher than your target’s and yourAGIis at least twice as high as theirs, this weapon completely pierces armor) -
25 ptsShortsword1d4/2 * (4 * STR + LVL * 25) -
25 ptsSling (50%accuracy)1d4/2 * (3 * STR + LVL * 20)(50%chance to stun enemies with a brain and an unprotected head for 1 turn) -
25 ptsSpear (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 ptsSword1d4/2 * (5 * STR + LVL * 20) -
25 ptsWar hammer1d4/2 * (7 * STR + LVL * 20)(Takes two hands to use) (You cannot dodge attacks or block them with your weapon after attacking with this) -
25 ptsWarstaff1d4/2 * (4 * STR + LVL * 20)(Causes its target to flinch if they take damage) -
25 ptsWhip1d4/2 * (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 ptsLeather buckler (50 defense) (20%to deflect slashing attacks) -
25 ptsReinforced leather round shield (70 defense) -
25 ptsIron round shield (100 defense) -
25 ptsIron great shield (120 defense) -
25 ptsDense iron great shield (140 defense) -
25 ptsDense iron bulwark (160 defense) -
25 ptsMysterious metal aegis (200 defense) (cannot be deformed, melted or analysed; burns away at metal-melting temperatures) -
15 ptsReinforced leather hood (40 defense) -
15 ptsReinforced leather body armor (60 defense) -
15 ptsReinforced leather pants (40 defense) -
5 ptsBandages (stops bleeding, heals for 200 HP) -
5 ptsMiracle remedy2 (Heals most poisons under level 25 instantly when drunk) -
1 ptsCoins (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.
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Every weapon a martial artist starts with comes with a free leather strap, scabbard, or some other means of putting it away safely. ↩
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An extremely bitter tea that seems to be boiling hot no matter what. It comes in a leather gourd. ↩
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Meditation sessions that last less than 2 turns won’t count towards this goal. ↩