The Martial Artist
Starting skills: 1)Riddles 2)Meditation 3)Gardening 4)Endurance Running 5)Painting & Calligraphy 6)Dance
Starting Equipment: flowing unhindering robes (as unarmored), 20 ft of thin rope belt, shaving razor, letter of recommendation from your previous master, skilled but unscrupulous rival
A: Backhand Strike, Eternal Student
B: Chi, Unlocking the Gate
C: Candle-smoke Prana, +1 Chi
D: Temple-Shattering Insight, +1 Chi
Backhand Strike: If you make a successful maneuver against an enemy combatant, you may also make a free unarmed attack against them.
Eternal Student: Whenever you defeat an enemy combatant in a fair fight, you may formalize your insights against them into a Stance. Choose an identity of your defeated opponent and then name your Stance and write it down somewhere. After that, you may as an intelligence-based maneuver adopt that stance whenever you please, and it is obvious to regular people that you are a kung fu dude and to kung fu dudes exactly what Stance you are in. You get +2 defense and +2 to attack or perform maneuvers against enemy combatants the Stance is strong against. For example, you defeat a gnoll thief named Steve. After the fight, you note the Scorpion Stings the Nose Stance, which gives you +2 to fighting gnolls. Alternatively, you could note the Watchful Hound Stance, which gives +2 vs thieves, or the Humility-Breaking Fist Stance, which gives +2 vs people named Steve. Those trained in martial arts can trivially overcome these Stances by changing their own- you and other kung fu dudes can get a Stance's +2 bonuses against a martial artist regardless of identity, but only for the round you switch to it, and you get a -2 penalty afterwards as they learn to overcome it. You may know any number of Stances and be in only one at a time.
Chi: Through inner centering and mastery of each individual muscle and nerve of your body, you can consciously control the flow of life energy throughout yourself and turn it to other means. You start with a maximum of 4 Chi, -1 for each object worth more than a fresh apple in your inventory. Valuable possessions weigh down your thoughts and focus your energy around themselves, disrupting the delicate patterns necessary for kung fu shit. Your starting items from this class are below this limit. When you take a long rest or meditate unmoving for an hour in a location of spiritual significance, you regain all lost Chi. You may spend 1 Chi to immediately re-roll a failed check to high jump, balance, do flips, catch a fly with chopsticks, run up walls, or otherwise do crazy kung fu shit.
Unlocking the Gate: You are initiated into the secrets of the Martial Schools. The letter of recommendation from your previous master contains within it encoded katas (that you can now read) that will teach you one technique from their school (roll 1d6 on their school’s table), and you may contact them to learn more. You may also learn more by: defeating significant kung fu opponents and learning their techniques through combat; seeking out ascetic or mendicant masters and learning from them; receiving revelations through significant study of the natural world and its secrets; acquiring secret scrolls of kung fu hidden within temples or dungeons; being gifted divine inspiration by gods or spirits as rewards for your help. If you are still an active student of a school and pay obedience to a master, they often teach one technique of their school each time you acquire a new template, as you prove yourself more capable of handling kung fu’s devastating power.
Candle-smoke Prana: You have trained your Chi to keep your body in perfect balance. You may run along any surface, even ones that will not support your weight, so long as you do not stop moving. You could run along laundry lines, treetops, a hail of arrows, the tops of a crowd’s heads, etc., and balance a perfectly full teacup in each hand without spilling. By spending 1 Chi, you may run along things that are not surfaces, like water, candle-smoke, spiderwebs, or fire, for three rounds or until you stop moving, whichever comes first.
Temple-Shattering Insight: You may learn the secret 7th techniques of each school, though you still must be gifted or discover them as usual. You may also invent your own techniques, given a week of seclusion, a source of inspiration such as a natural feature, a recent epic battle, or the accoutrements of a philosophy, and the GM’s approval. You may formalize these creations into their own school , and other masters may give you the respect deserved of a kung fu school’s founder.