Welcome back to our series of conversions of Pathfinder’s Iconic Characters to GURPS Dungeon Fantasy! This is the eighth post in the series. Previous entries can be found here:

Now, this should really have been the seventh post in the series, as the Martial Artist template comes before Scout. In any case, we’ll address it today, which means our character is Sajan. Here he is:

By Wayne Reynolds, Copyright 2008 Paizo Publishing

I think he looks kinda awesome. Anyway, his bio and his official stats give us the following information:

  • He was born in Vudra, his world’s India analogue, where he was a member of the warrior caste along with his beloved twin sister Sajni. Even after they were posted to separate barracks at the age of 12 they still met regularly to spar and hang out.

  • Sajni was given away as part of a peace agreement, and Sajan ran after her. He tracked her down to Absalom, his world’s “big cosmopolitan city”, and has been looking for her since.

  • As a monk he’s quite acrobatic and prefers to rely on his flurry of blows in combat. He might also grapple or trip opponents with his hooked “temple sword” if that’s more tactically advantageous.

The biggest difficulty I see in building Sajan as a DF Martial Artist is that his Pathfinder version uses unarmed strikes a lot more often than the sword, and those are harder to make effective in GURPS. My version of him has a bigger focus on the temple sword, which I statted up as a khopesh from Low-Tech. As a Weapon Master, he can cause quite a bit of damage with swings, and he’s almost as skilled with grapples and unarmed strikes. The gauntlets help him punch armed and armored opponents without hurting his hands. Sajan’s special skills cover many of the abilities d20 Monks have, as well. His very limited equipment loadout means I didn’t need to spend any character points for extra starting cash!

Sajan, 250-point Human Martial Artist

ST 11 {10}; DX 16 {120}; IQ 10 {0}; HT 12 {20}

Damage 1d/2d-1; BL 12.1kg; HP 11; Will 11 {5}; Per 10; FP 12; Basic Speed 7.00; Basic Move 8 {5}

Advantages

  • Chi Talent 2 {30}
  • Striking ST 2 (Chi, -10%) {9}
  • Super Jump 1 (Chi, -10%) {9}
  • Trained by a Master {30}
  • Weapon Master (Temple Sword) {20}

Disadvantages

  • Disciplines of Faith (Chi Rituals) {-10}
  • Honesty (12) {-10}
  • No Sense of Humor {-10}
  • Obsession (12) (Find my sister) {-10}
  • Sense of Duty (Adventuring Companions) {-5}
  • Vow (Vegetarianism) {-5}

Skills

  • Acrobatics (H) DX-1 {2} - 15
  • Broadsword (A) DX+1 {4} - 17
  • Climbing (A) DX-1 {1} - 15
  • Fast-Draw (Shuriken) (E) DX {1} - 16
  • Judo (H) DX {4} - 16
  • Jumping (E) DX {1} - 16
  • Karate (H) DX {4} - 16
  • Meditation (H) Will-1 {2} - 10
  • Running (A) HT-1 {1} - 11
  • Stealth (A) DX-1 {1} - 15
  • Tactics (H) IQ {4} - 10

Special Skills

All include +2 from Chi Talent

  • Flying Leap (H) IQ+1 {2} - 11
  • Immovable Stance (H) DX+1 {2} - 17
  • Parry Missile Weapons (H) DX+1 {2} - 17
  • Power Blow (H) Will+1 {2} - 12
  • Pressure Points (H) IQ+1 {2} - 11
  • Push (H) DX+1 {2} - 17
  • Throwing Art (H) DX+1 {2} - 17
  • Body Control (VH) HT {2} - 12

Loadout

$710, 10kg. No encumbrance!

  • Ordinary Clothing [Torso, Limbs]: Free, 1kg.
  • Cloth Armor [Torso]: DR 1*. $30, 3kg.
  • Cloth Sleeves [Arms]: DR 1*. $20, 1kg.
  • Leather Leggings [Legs]: DR 1*. $40, 1kg.
  • Gauntlets [Hands]: DR 4; $100, 1kg.
  • Shoes [Feet]: DR 1*. $40, 1kg.
  • Belt Pouch [Torso]: Holds 1.5kg of small items.
  • Star Shuriken x5 [Pouch]: Damage thr-1 cut. $15, 0.25kg.
  • Spike Shuriken x5 [Pouch]: Damage thr-2 imp. $15, 0.25kg.
  • Temple Sword [Torso]: As a khopesh from Low-Tech. Damage sw+1 cut or thr-2 imp; Parry 0U; can hook enemies. $450, 1.5kg.
  • $290 in coin.