[World of Wulin][3rd/3.5/Pathfinder] Rules of Wuxia

Roll your own. Dice, that is...
Post Reply
nick_crenshaw82
The Gaming Noob
Posts: 134
Joined: Tue Dec 01, 2015 2:32 am
Gender: male

[World of Wulin][3rd/3.5/Pathfinder] Rules of Wuxia

Post by nick_crenshaw82 » Sat Aug 06, 2016 8:32 pm

1. Everybody Flies: Or, rather everybody of any note in the world of martial arts flies. Fighters fly. Magicians fly. Priests fly. Every high-level character in a wuxia-inspired D&D campaign should be able to treat the laws of gravity as mere guidelines.

Following the number one rule of wuxia, all high-level characters in a wuxia campaign gain the ability to fly. Upon reaching 10th-level, regardless of class, a characters can fly at a speed of 30 feet with average maneuverability (as described on page 20 of the Dungeon Master's Guide). A flyer with average maneuverability cannot hover or fly backward, but she can turn up to 45 degrees after moving at least 5 feet. A character that meets the requirements may choose to take the Improved Flight feat and increase her flying ability from average to good.

(Improved Flight
You have gained greater maneuverability when flying than you would normally have.
Prerequisite: Natural fly speed.
Benefit: Your maneuverability while flying improves by one category (see page 312 of the Monster Manual). For example, if your normal maneuverability is poor, it becomes average.)
Last edited by nick_crenshaw82 on Tue Aug 09, 2016 12:59 am, edited 5 times in total.

nick_crenshaw82
The Gaming Noob
Posts: 134
Joined: Tue Dec 01, 2015 2:32 am
Gender: male

Re: [World of Wulin][3rd/3.5/Pathfinder] Rules of Wuxia

Post by nick_crenshaw82 » Sat Aug 06, 2016 9:41 pm

2. Training matters. Kung fu fighters spend most of their time training. Inexperienced fighters must find experienced masters to train under. They call their masters sifu, and even after they leave a sifu's tutelage, they owe him the same degree of unquestioning, humble respect. It is not unusual for a wuxia hero to find herself rescuing a captured sifu or seeking vengeance against the enemies who killed him. By observing a fighter in action, an experienced warrior can identify his style; if the fighter studied under a famous sifu, the keen observer can tell that, too.
Training sequences are often shown in detail in Hong Kong movies. The 1978 Shaw Brothers film Master Killer is almost entirely devoted to an incredibly involved training sequence. On the other hand, it's hard to justify training times for other other classes, like barbarians or rogues, and it's not fair to place a burden on some classes and not others. Even if everyone in the group plays a monk, training sequences become difficult for DMs to portray in an interesting way after a few times. It's probably best for characters to talk as if they undergo rigorous training but hand-wave the exact circumstances under which it occurs, so that it all takes place offstage.

Students and Masters
A character can take the Leadership feat to gain a cohort, who then serves that PC as a general helper, a bodyguard, or a sidekick. The cohort is a unique NPC, but one who remains subservient to his or her master.
But what happens when a PC wishes to apprentice himself to a powerful wizard, or offers his services to a powerful rogue in order to learn from him? This relationship can be modeled on the Leadership feat, but the PC gains no tangible benefit for becoming a cohort. Not many players want to play a subservient minion of an NPC.
Instead, the character can opt to take the Apprentice feat. A character who wishes to become a teacher himself once he has surpassed his own instructor can take the Mentor feat.
Apprenticeship
Once a character has taken the Apprentice feat, she is considered an apprentice. The first thing she must do is select a type of mentor; the mentor choices are listed below. The DM can create new mentor types using the listed mentors as guidelines.
Upon becoming an apprentice, a character immediately gains two new class skills and two bonus skill points to spend on these class skills. These new class skills are added to the class skill list for any character class or prestige class she gains. The specific skills gained as class skills depend on the type of mentor she selects.
In addition, the character gains one specific benefit (the exact type depends on the type of mentor selected) from her mentor, and in desperate times she can even call upon him for aid. Apprentices are expected to learn and grow, and mentors are loath to step in and provide physical support or financial aid, or to pull strings for an apprentice. Convincing the mentor to aid in this way requires a successful level check (d20 + character level), the DC of which is set by the DM and varies from 10 for simple favors to as high as 25 for highly dangerous, expensive, or illegal favors. A successful check means the mentor helps in some way (lends a magic item, accompanies the character on a short mission, pulls strings to get an appointment with the mayor, and so on) but demands double the normal tithe the next time the character gain a level. Once the character asks for aid, no further requests for aid will be honored until she gains at least one experience level.
Finding a Mentor
When a character decides to become an apprentice, she must first locate an appropriate mentor. Not just any NPC will do. As with the Leadership feat, apprenticeship depends heavily on the social setting of the campaign, the actual location of the PC, and the group dynamics. You’re free to disallow this feat if it would disrupt the campaign. Unlike Leadership, the allied NPC does not travel with the PCs, so he or she won’t take treasure, XP, and spotlight time from the player characters.
A character can try to gain a mentor of a particular race, class, and alignment, but the actual details are left to the DM. If a character selects a mentor who is too different from her skill set, interests, or goals, the advantages of this feat are correspondingly diminished. The mentor has gear as an NPC (see Table 4–23: NPC Gear Value, page 127 of the Dungeon Master’s Guide) and must have the Mentor feat.
Expectations of the Apprentice
Maintaining the status of apprentice isn’t cheap. The apprentice is expected to tithe 100 gp of her earnings each time she gains a level. This tithe covers costs such as supplies, guild dues, gifts to the mentor, and miscellaneous costs. The tithe must be paid to the mentor as soon as possible (and certainly before the character gains another level), or she risks losing her apprenticeship. A 1st-level character doesn’t need to pay a tithe until she reaches 2nd level.
Additionally, an apprentice is expected to practice her skills, study, and even undertake minor tasks for her mentor. Every week, she must spend at least 8 contiguous hours working for her mentor and practicing her skills. If she fails to meet this requirement, she must spend an additional day the next week. If she shirks her duties in this manner for an entire month, the character’s mentor expels her from the apprenticeship.
Mentor Types
The eight mentor types described below are fairly generic, and can encompass any alignment, race, or class. A mentor can easily be a chaotic evil gnome wizard craftsman or a lawful good human rogue, for example.
Each mentor type is associated with two skills; as detailed above, the apprentice gains these skills as class skills. In addition, each mentor grants the apprentice additional benefits unique to his profession and calling.
Craftsman: A craftsman mentor is skilled at building things. A craftsman grants his apprentice a +2 competence bonus on all Craft checks and a 10% discount when he purchases raw materials for items he makes (including items made with the Craft skill or with an item creation feat, but not spell components or services).
Associated Skills: Appraise, Knowledge (architecture and engineering).
Criminal: A criminal mentor is a high-ranking member of a thieves’ guild, an assassin, a bandit lord, or any similar miscreant. A criminal grants his apprentice a +2 competence bonus on Intimidate checks and an extra 100 gp to spend on equipment as a starting character at 1st level. In addition, the apprentice is not required to pay the 100 gp tithe at each level, provided he remains an apprentice in good standing. He is expected to comply with requests from his mentor for minor services or tasks, such as tailing a subject, staking out a prospective work site, and so on.
Associated Skills: Bluff, Gather Information.
Entertainer: An entertainer mentor is an actor, musician, storyteller, or other notable personality, often someone quite recognizable or famous. An entertainer grants her apprentice a +2 competence bonus on Diplomacy checks and the ability to call upon the aid of an admirer or fan by spending a tithe appropriate for the apprentice’s level. The admirer is of a character level equal to 1/2 the apprentice’s own (minimum 1st) and must be within at least one step of his alignment, but can be of any race or class. The ally serves the apprentice for a limited duration (usually a number of days equal to his Charisma modifier, minimum of 1 day) as if a cohort. Once the apprentice calls upon the aid of an admirer, he may not do so again until he gains at least one level.
Associated Skills: Diplomacy, Perform.
Martial Artist: A martial artist mentor has perfected a particular style of fighting, often exotic. A martial artist grants his apprentice a +2 competence bonus on Intimidate checks and a +2 bonus on Reflex saving throws.
Associated Skills: Concentration, Tumble.
Philosopher: A philosopher mentor is dedicated to the pursuit of knowledge. In a civilized area he might be a scholar or librarian, while in the wilderness he might be a shaman or nomad. A philosopher grants his apprentice a +2 competence bonus on Concentration checks and a +2 bonus on Will saving throws.
Associated Skills: Knowledge (any one), Sense Motive.
Soldier: A soldier mentor is a commander of an army, a captain of a garrison, a mercenary leader, or otherwise in command of a combat troop. A soldier grants his apprentice a +2 competence bonus on Intimidate checks and a +2 bonus on Fortitude saving throws.
Associated Skills: Intimidate, Knowledge (local).
Spellcaster: A spellcaster mentor could be a priest of the character’s religion, a teacher at a wizard’s guild, or an inventor seeking a protégé. Spellcaster mentors are not as useful as the other seven mentors for characters who cannot cast spells themselves. A spellcaster grants her apprentice a +2 competence bonus on Spellcraft checks. The tutelage of a spellcasting mentor grants additional benefits only if the apprentice shares the same class as his mentor. The apprentice only gains these benefits when he gains a level in this class; he retains all the other benefits of this feat (the bonus skills and the bonus on Spellcraft checks) regardless of what class he chooses to gain a level in.
If the apprentice and his mentor are arcane spellcasters, he gains one additional spell known at 1st level. Wizards gain this spell in their spellbooks, and spontaneous casters such as sorcerers or bards gain an additional 1st-level spell beyond their normal number of spells known. As the apprentice gains levels, he is able to learn additional spellcasting techniques from his mentor; wizards can copy from their mentor’s spellbook at no charge. Spellcasters who do not prepare spells (such as a bard or sorcerer) gain increased flexibility with the spells they know. Each time an apprentice gains another of these levels, he can choose to learn a new spell in place of one he already knows. The new spell’s level must be the same as that of the spell being exchanged.
If the character and his mentor are divine spellcasters who prepare spells (such as clerics, druids, paladins, or rangers), he can select one spell he knows as a preferred spell. This can be a spell of any level he can cast. Once per day, the apprentice can spontaneously cast a preferred spell by swapping out any prepared spell of an equal spell level. He can only have one preferred spell at a time, but each time he gains a level in the associated class, he can change his preferred spell to a different spell.
Associated Skills: Knowledge (any one), Use Magic Device.
Woodsman: A woodsman mentor might be a hunter, a caretaker of a forest, or a scout. A woodsman mentor grants his apprentice a +2 competence bonus on Survival checks and the ability to follow tracks as if the apprentice had the Track feat, but only when the DC is 20 or lower.
Associated Skills: Knowledge (nature), Survival.
Mentor Statistics
The DM should develop the mentor’s statistics. A mentor has a base level of 5th, modified by the apprentice’s Charisma bonus (if any) and by the following situations. These situations only apply when the feat is first taken; if any of these situations change at a later date (for example, the apprentice’s alignment changes), the mentor’s level does not change.
Table 6–1: Mentor Level Modifiers
[b]Condition[/b] | [b]Modifier[/b] Mentor and apprentice are same race and class | +1 Mentor and apprentice are same alignment | +2 Mentor and apprentice share one alignment aspect | +1 Mentor and apprentice are opposing alignments | –1 Apprentice starts at maximum rank in at least two of the mentor’s associated skills | +1Becoming an Ex-Apprentice
In the case of the death or loss of a mentor, an ally or associate of the prior mentor (who is of an equal level to the original mentor) typically takes the place of the original. The benefits gained from the Apprentice feat are not altered. Two conditions can alter the apprentice benefits.
Surpassing the Mentor: Once the apprentice reaches 5th level, he graduates from his apprenticeship. He continues to gain the benefits of the Apprentice feat, but no longer needs to work with his mentor. The mentor’s associated skills remain class skills for purposes of determining the maximum rank he can have in those skills, and he still retains the secondary benefits, but an associated skill can only be purchased as a class skill if he gains a level in a class that has that skill as a class skill. He no longer needs to tithe to his mentor upon gaining levels. If you allow, he can also immediately exchange his Apprentice feat for the Mentor feat (see below).
Expulsion: Grounds for expulsion include actions deemed destructive by the mentor, failing to pay tithes in a timely manner, or simply not spending the time required to study the chosen craft for an entire month. A character can also choose to leave an apprenticeship; although the apprentice can part on good terms with his mentor, the game effects are the same as if he were expelled.
An expelled apprentice immediately loses the secondary benefits of this feat, and his apprentice class skills immediately become cross-class skills unless he possesses a level in a class that grants the skill as a class skill. A skill that becomes a cross-class skill begins to atrophy; the next time the character gains a level, any skill ranks in excess of his normal maximum skill ranks for a cross-class skill are lost forever.
Gaining a New Mentor
If a character is expelled or voluntarily leaves an apprenticeship before he surpasses his mentor, he can seek out a new mentor. The new mentor can be of any type. Finding a new mentor is time-consuming. The ex-apprentice must make a successful Gather Information check (DC 10 + character level), and each attempt takes a number of days equal to his character level. Success indicates he has found a new mentor; failure indicates that he has not, but he can try again.
Once a character gains a new mentor, he must immediately pay a tithe of 100 gp times his character level. He must then spend at least a week of 8-hour days studying and working with his new mentor to become familiar with her teaching methods. After this time, the apprentice gains the mentor’s associated class skills and secondary benefits, but he does not gain bonus skill points for the new class skills.
A new mentor’s maximum level is one level lower than the level of the previous mentor (minimum 5th). A character who constantly changes mentors or keeps getting expelled soon finds that no one wants to take him on as an apprentice.
Mentorship
Although mentors typically belong to a guild or organization, they sometimes work alone. Likewise, although most mentors take on multiple apprentices and devote their lives to teaching them, some instead focus on one apprentice at a time. Player character mentors should choose this second option, since by taking on only one apprentice they don’t have to devote all their time to him. The benefits for having multiple apprentices don’t stack, in any event.
An apprentice is similar to a cohort, except that the apprentice doesn’t accompany the mentor on adventures as a standard rule. A new apprentice is always a 1st-level character. The apprentice’s race and gender can vary, but his class must be identical to one the mentor possesses at least one level in. Likewise, the apprentice must have the Apprentice feat.
The mentor must possess at least 8 ranks in two of the four skills associated with the mentor type.
Craftsman: Appraise, Craft (any), Knowledge (architecture and engineering), Profession (any).
Criminal: Bluff, Gather Information, Open Lock, Sleight of Hand.
Entertainer: Diplomacy, Gather Information, Perform, Profession.
Martial Artist: Balance, Concentration, Jump, Tumble.
Philosopher: Concentration, Knowledge (religion), Knowledge (any one other), Sense Motive.
Soldier: Climb, Handle Animal, Intimidate, Ride.
Spellcaster: Concentration, Knowledge (arcana), Spellcraft, Use Magic Device.
Woodsman: Climb, Handle Animal, Knowledge (nature), Survival.
Since the mentor spends so much of her time teaching the apprentice and practicing these four skills, she gains a +2 competence bonus on checks involving any of her four associated skills.
While the apprentice pays his mentor a tithe, the money from that sum goes to pay for the various expenses related to maintaining the apprenticeship. The apprentice might also ask his mentor for help at times, usually in the form of a loan of money or the casting of a spell. The mentor is free to react to these requests as she sees fit, but if she ignores them too often, she might lose her apprentice.
Finding an Apprentice
When a PC takes the Mentor feat, the DM should prepare a small group of three to six prospective apprentices for the character to choose from. At this stage, the prospective apprentices don’t need full statistics; a name, race, class, gender, and one-sentence personality should be enough. When the PC selects one of them, she generates the apprentice’s ability scores, using the elite array (15, 14, 13, 12, 10, 8). The apprentice must have the Apprentice feat, but otherwise the details are up to the player character.
A new apprentice starts at 1st level, with gear appropriate to his class.
Keeping an Apprentice
The mentor is free to treat her apprentice however she wants, entrusting him with as little or as much responsibility as she feels appropriate. The mentor score measures her apprentice’s loyalty. When she first gains this feat, her initial mentor score equals 1 + her Charisma modifier and is modified by the following conditions.
[b]Situation[/b] | [b]Modifier[/b] Apprentice’s character level | +1 per level The mentor grants the apprentice a favor | +1 The mentor refuses the apprentice a favor | –2 The mentor provides room and board | +1 Each week the mentor fails to train the apprentice for the minimum required time | –1 Each time the mentor asks the apprentice for a favor | –1 The apprentice is killed as a direct result of the mentor’s actions | –5Training an Apprentice
Apprentices advance with training. Each week, a mentor is expected to dedicate at least 8 consecutive hours to training with her apprentice. Meeting this minimum amount of training allows the apprentice to advance and keeps the mentor’s own skills honed. If she neglects her apprentice, not only does she take a penalty to her mentor score, but she also loses her skill check bonuses until she spends time with her apprentice.
With adequate training, the apprentice gains a level each time the mentor gains a level. He also acquires equipment appropriate to an NPC of his class (see Chapter 4 of the Dungeon Master’s Guide).
When the apprentice reaches 5th level, he graduates and follows the mentor as a cohort, as if she had the Leadership feat.
Favors from an Apprentice
Periodically, a mentor might need a favor from her apprentice. To determine if the favor is granted, make a mentor check by rolling 1d20 and adding the mentor score. A small favor, such as assisting in the creation of a magic item or guarding a location for a day, is a DC 15 check. A large favor, such as asking the apprentice to accompany the mentor on a short, relatively safe adventure or guarding a location for several weeks is a DC 25 check. A huge favor, such as asking for the apprentice to accompany the mentor on an extended adventure or asking him to make the mentor a magic item, is a DC 40 check. Each time the mentor asks a favor of her apprentice, her mentor score goes down by 1, regardless of whether or not the favor is granted.
Losing an Apprentice
If a mentor’s score ever drops to 0 or lower, the mentor’s apprentice grows dissatisfied and leaves. The mentor immediately loses the bonuses to her associated skills.
The mentor can also choose to expel her apprentice at any time; the results are identical to when an apprentice voluntarily leaves. If her apprentice dies, she can choose to have the apprentice raised from the dead, at which point he might leave, depending on the circumstances of his death.
The mentor can seek out a new apprentice once a month has passed. If she gains a new apprentice, her mentor score is reset to its base value, –1 per previous apprentice lost. If a mentor loses too many apprentices, she’ll quickly find that no one wants to become her student due to the reputation she’s gained.
At the DM’s option, relocating to a new, distant location can remove the penalties for losing apprentices.
Finally, once the apprentice reaches 5th level and graduates from his apprenticeship, he becomes a cohort, as if the mentor had the Leadership feat. The mentor can dismiss him, if she wishes, with no ill effect or hard feelings. This does not count as a lost apprentice should she seek to gain a new one in the future. She must find a new apprentice within 30 days to continue to benefit from the skill bonuses.

Apprentice
A character with this feat has apprenticed himself to a master in order to speed his learning and bolster his skills. This feat must be taken at 1st level. Once you start gaining experience, your methods of learning are already too ingrained for you to be able to gain the benefits of a mentor–apprentice relationship.
Prerequisite: 1st level only.
Benefits: When you select this feat, you gain all the benefits described in this section for being an apprentice.

Mentor
A character who takes this feat has offered his knowledge and skill to a lower-level NPC and takes that NPC on as an apprentice.
Prerequisites: 8 ranks in at least two of the four skills associated with your mentor category; Apprentice; you must have graduated from an apprenticeship.
Benefits: When you select this feat, you gain all the benefits described in this section for being a mentor.
Last edited by nick_crenshaw82 on Tue Aug 09, 2016 12:58 am, edited 3 times in total.

nick_crenshaw82
The Gaming Noob
Posts: 134
Joined: Tue Dec 01, 2015 2:32 am
Gender: male

Re: [World of Wulin][3rd/3.5/Pathfinder] Rules of Wuxia

Post by nick_crenshaw82 » Sat Aug 06, 2016 9:52 pm

3. Secrets matter. Martial artists keep their training methods secret from outsiders. These secrets can be stolen and used by villainous characters who, fortunately, usually lack the discipline to completely master the secrets. Nevertheless, even partial ability often make these thieves terrible threats for the heroes to put down. DMs should treat the theft of school secrets. Or, he might have done so many years ago, committing acts that cry out for vengeance as soon as he reappears on the scene.
Last edited by nick_crenshaw82 on Tue Aug 09, 2016 12:58 am, edited 3 times in total.

nick_crenshaw82
The Gaming Noob
Posts: 134
Joined: Tue Dec 01, 2015 2:32 am
Gender: male

Re: [World of Wulin][3rd/3.5/Pathfinder] Rules of Wuxia

Post by nick_crenshaw82 » Mon Aug 08, 2016 9:52 pm

4. There is no such thing as an anonymous high-level character. The top warriors all know each other by reputation, if not from the firsthand experience of ringing swords. (For this purpose, treat all character classes as equal; notorious rogues are as famous as legendary Buddhist exorcists, and so on.) As soon as you accumulate 7 levels, defeat a known warrior of 7th level or above, or, at the DM's discretion, perform some other great and notable deed, word of your activities spread like wildfire. Some warriors might become notorious even sooner, especially if they are taught by, or fight alongside, senior warriors of great fame.
When you become famous, you can expect other famed warriors to know:
1. Your name, including distinctive nicknames, if any;
2. your fighting style, distinctive weapon, or signature move;
3. your allies, if they are also known to the world of martial arts;
4. your sifu, if any;
5. the most famous warrior you defeated, or what is otherwise your most notable deed.
Conversely, your character automatically knows all of these things about the other major figures of the martial arts world. You do not need to roll the dice to call on this information. You've gathered it over time by talking to your fellow warriors and exchanging gossip with weaponsmiths, innkeepers, and other tradesmen whose businesses bring them in contact with your kind. As soon as that seven-foot-tall bald man wielding a fan of metal knives lands in your courtyard and threatens vengeance against you for your role in the theft of the red jade dragon, you can call out "Iron Fan Cho!" with confidence, knowing that you've correctly identified the man who wants to kill you.
The martial arts underground is much more than a mutual recognition society. however. It is a melancholy world in which great accomplishment separates its members from normal society. By becoming a mighty martial artist, you step outside the boundaries of a rigidly stratified culture in which every person must remember his or her place, on pain of death.You exist in a sort of social no-man's-land. On one level, you are physically more powerful than almost anyone else. On another, you are beneath the lowliest street-sweeper because you have side-stepped the limits of order and respectability. Noble bureaucrats of strong character might treat virtuous martial artists with respect, but this is the exception rather than the rule. Usually, others will view you with both contempt and fear. They might pay enemy martial artists to drive you out of their territories and into a rival's. If they're members of a conspiracy to take over the Imperial Court, they try to capture, kill, or frame you.
Rest does not come easy for the mighty warrior. Your merest attempt to sit and slurp some congee (bean curd soup) at a roadside food stand will likely be interrupted by young warriors anxious to rob you (if they are inexperienced and do know you) or to make a name for themselves by defeating you. The world offers you seemingly never-ending supply of these foolish upstarts, who seem to exist only to allow you to display your martial prowess. Although they rarely pose a genuine threat, they do make it difficult to maintain a low profile or simply enjoy a quiet meal.
As you grow older and wiser, these annoyances begin to seem petty in comparison of the true melancholy of the martial artist. I is impossible to retire peacefully from the world of martial arts. You can't retreat back to mundane life: Enemies will hound you, and old obligations of honor and vengeance will continue to draw you back into a life of bloodshed and warfare. Retreat to a life of spiritual meditation might seem like a noble way out, yet many of the great heroes of martial arts spend years in search of mystical enlightenment, only to find that their ties to the material world prevent them from making their final breakthroughs. Instead, they must return to the world and again pick up their swords and staves to do battle against their foes.
Romantic love brings no solace either. The mark of martial artists are filled by both men and women afflicted by unresolved romantic yearnings toward one another. Even those few unhampered by vows or obligations preventing them from admitting their feelings know that the world is unfriendly to happiness of sword-swinging lovers. The heroes of wuxia know that they will die as they have lived, as warriors. Nothing hastens tragic doom more than a declaration of love between warriors. Romantic love is like the butterfly: It is beautiful, easily buffeted by fate's wings, and inevitably short-lived.
Last edited by nick_crenshaw82 on Tue Aug 09, 2016 1:02 am, edited 2 times in total.

nick_crenshaw82
The Gaming Noob
Posts: 134
Joined: Tue Dec 01, 2015 2:32 am
Gender: male

Re: [World of Wulin][3rd/3.5/Pathfinder] Rules of Wuxia (WIP

Post by nick_crenshaw82 » Mon Aug 08, 2016 10:23 pm

5. Watch out for eunuchs! When your foes are not merely unscrupulous rival members of the wuxia underground in search of your sifu's secret technique books, they are eunuchs. The Imperial Court, by long tradition, relies on castrated high officials to administer the day-to-day affairs of the national government. In theory, the inability of a eunuch to sire rivals to the throne renders him utterly loyal to the Emperor. In practice, castration generally makes the eunuch cranky and power-mad. Eunuch warriors and magicians ruthlessly strike out at all who would loosen their corrupt hold on the land.

Eunuch Character concept (from The Quintessential Monk)
Bonuses: Eunuchs' single minded pursuit of wealth and power gives them unshakable resolve. They receive the Iron Will feat for free at first level. In addition, they receive permanent +2 insight bonuses to all Sense Motive and Bluff checks relating to members of their own gender.

Penalties: In addition to sacrificing their reproductive organs, eunuchs have great trouble understanding the motives and desires of the opposite sex. Eunuchs suffer -4 penalties to all Charisma checks involving members of the opposite sex.

Eunuch Warlock
Class Requirements
To qualify to become an Eunuch Warlock, a character must fulfill all the following criteria:
Gender: Male
Alignment: Any evil
Feats: Spell Focus.
Spells: Able to cast 5th-level arcane spells.
Special: The character must be a eunuch member in the emperor's service. While this service is often inflicted as a punishment, many volunteer for the procedure because of the power eunuchs hold in some societies.
Class Skills
The eunuch warlock's class skills are Bluff, Concentration, Craft, Diplomacy, Disguise, Forgery, Gather Information, Knowledge (arcana), Profession (Wis), and Spellcraft.
Skill Points at Each Level: 4 + Int modifier.
Level | BAB | Fort | Ref | Will | Special | Bonus Spells 1st | +0 | +0 | +0 | +2 | Greater spell focus | 2 2nd | +1 | +0 | +0 | +3 | 1st mighty spell | 3 3rd | +1 | +1 | +1 | +3 | Leadership | 2 4th | +2 | +1 | +1 | +4 | 2nd mighty spell | 3 5th | +2 | +1 | +1 | +4 | New spell level | 2 6th | +3 | +2 | +2 | +5 | 3rd mighty spell | 3 7th | +3 | +2 | +2 | +5 | | 2 8th | +4 | +2 | +2 | +6 | 4th mighty spell | 3 9th | +4 | +3 | +3 | +6 | | 2 10th | +5 | +3 | +3 | +7 | 5th mighty spell, new spell level | 3
Class Features
The following are class features of the eunuch warlock.
Weapon and Armor Proficiency: Eunuch warlocks are proficient with all simple weapons. They are not proficient with any type of armor or shields. Armor of any type interferes with a eunuch warlock's arcane gestures, which can cause his spells to fail (if those spells have somatic components).
Bonus Spells: Similar to bonus spells for high ability scores, for each level of eunuch warlock that a spellcasting character attains, he gains bonus spells to the number of arcane spells per day he normally casts. These bonus spells can be added to whatever levels of spells the eunuch warlock can currently cast, but no more than one can be added to the character's highest current spell level. Example: Wieh Wan is a 9th-level wu jen who takes one level in eunuch warlock. He can give himself one bonus 5th-level spell (his highest as a 9th-level wu jen), and one bonus spell in one other level, o through 4th. If a eunuch warlock has two arcane spellcasting classes already, he must choose which previous spellcasting class gains the bonus. For example, Tuangi is a 10th-level sorcerer/9th-level wu jen, with one level of eunuch warlock. Conceivably, Tuangi could have a bonus 5th-level wu jen spell and a bonus 5th-level sorcerer spell, or he could put both bonus spells in either sorcerer or wu jen, but then only one of them could be 5th level. Bonus spells cannot be added to a divine spellcasting class. Once a eunuch warlock has chosen how to apply his bonus spells, they cannot be shifted.
Greater Spell Focus (Ex): A eunuch warlock adds +4 to the DC for saving throws against spells in all schools for which he has the Spell Focus feat, instead of the normal +2 bonus granted by that feat. In addition, the eunuch warlock gains a +2 bonus an caster level checks to beat a creature's spell resistance with spells from those schools. This additional bonus stacks with the Spell Penetration feat.
This benefit applies even to schools for which the character gains the Spell Focus feat after becoming a eunuch warlock. For example, if Wieh Wan has Spell Focus (Evocation) when he becomes a eunuch warlock, the save DC for his evocation spells increases by +4 instead of by +2. if he learns Spell Focus (Illusion) when he reaches 12th level, the save DC for his illusion spells also increases by +4.
Mighty Spells (Ex): At 2nd level, and at every even level thereafter, a eunuch warlock can designate one spell he knows that becomes modified as though affected by the Empower Spell feat. The spell's level does not change, and once the spell is chosen it cannot be changed.
At 8th level, when he chooses his fourth mighty spell, the eunuch warlock can also designate one previously chosen mighty spell that becomes permanently affected by the Maximize Spell feat. This replaces the Empower Spell effect, rather than stacking with it. Ac 10th level, in addition to choosing his fifth mighty spell, the eunuch warlock can choose a second maximized spell. Thus, a 10th-level eunuch warlock knows three spells that are permanently empowered, and two that are permanently maximized.
Leadership: At 3rd level, a eunuch warlock gains the Leadership feat for free. Eunuch warlocks typically have units of soldiers at their command. If the eunuch warlock already has the Leadership feat, he gain a permanent +2 bonus on his Leadership score for purposes of determining followers, but not cohorts. (Typically, this bonus only negates the -2 penalty the character suffers for a reputation of cruelty)
New Spell level: When a eunuch warlock reaches 5th level, and again when he reaches 10th level, he gains the ability to cast spells of one level higher than he was previously able to cast. Initially, he can cast 0 spells of this level, but bonus spells (from a high ability score or his eunuch warlock bonus spells) can increase this number. Example: Wieh Wan is a 9th-level wu jen/4th-level eunuch warlock. When he reaches 5th level as a eunuch warlock, he gains the ability to cast 6th-level wu jen spells. He must allocate one of his bonus spells to 6th level in order to cast any 6th-level spells, unless his Intelligence is high enough (22 or higher) to give him a bonus 6th-level spell.
Last edited by nick_crenshaw82 on Tue Aug 09, 2016 1:04 am, edited 1 time in total.

User avatar
Zeromaru X
Scion of Arkhosia
Posts: 1400
Joined: Sun Jan 10, 2016 7:24 am
Gender: male
Location: San Gil, Colombia
Contact:

Re: [World of Wulin] Rules of Wuxia

Post by Zeromaru X » Mon Aug 08, 2016 10:50 pm

Is this neutral edition? It seems not, but it would be good if you point to what edition are designing this.

nick_crenshaw82
The Gaming Noob
Posts: 134
Joined: Tue Dec 01, 2015 2:32 am
Gender: male

Re: [World of Wulin] Rules of Wuxia

Post by nick_crenshaw82 » Tue Aug 09, 2016 12:56 am

Zeromaru X wrote:Is this neutral edition? It seems not, but it would be good if you point to what edition are designing this.
Fair enough, but with a little work it could work for other systems.

nick_crenshaw82
The Gaming Noob
Posts: 134
Joined: Tue Dec 01, 2015 2:32 am
Gender: male

Re: [World of Wulin][3rd/3.5/Pathfinder] Rules of Wuxia

Post by nick_crenshaw82 » Tue Aug 09, 2016 1:06 am

6. Gender confusion is the order of the day. Eunuchs are not the members of the wuxia world who defy sexual norms. Cross-dressing and magical gender changes run rampant in Hong Kong fantasy films. Whether the princess is dressing as a man to conceal her true identity or the evil dowager is played by a male actor, these movies leap over gender boundaries as heedlessly as their heroes dash over treetops.

Post Reply

Return to “Homebrew Worlds”