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Hyuuga Shabang

PostPosted: Sat Sep 17, 2005 10:00 am


Classes


A class is an archetype that helps you define the baseline capabilities of your character, a template from which you build your anime hero. It is also a label of convenience that tells the Game Master and other players your character's strengths and abilities (the class name) as well as his or her rank of achievement (the class Level). Each class presents its own progression chart that indicates what new Skills, abilities, Feats, Attributes, and bonus Character Points your character gains as he or she advances in Level. Players should select a class (or possibly classes, if starting at higher than 1st Level) for their characters as outlined in the PHB.

Adventurer
Magical Girl
Samurai
Martial Artist
Ninja
Pet Monster Trainer


The Multiclass Character

As your character acquires experience and advances in Level (or if your character starts above 1st Level), he or she may choose to gain Levels in one or more new classes instead of only advancing in a single class. Adding secondary or tertiary classes gives the character different advantages, but progression in the new classes occur at the expense of advancement in the character's other classes.

For more information on the multiclass character, see the PHB. Though Anime d20 characters do not usually suffer Experience Point (XP) penalties for multiclassing, the Game Master may decide otherwise.

Level Bonuses

All classes gain various character bonuses at each Level, the exact type and when depends on the specific class. The bonuses granted to each class are presented in a chart in their respective sections.

Base Save Bonus

The two numbers listed under Base Save Bonus in Table 5-2 are added to your character's saving throws - Fortitude (Fort) Save, Reflex (Ref) Save, and Willpower (Will) Save. To determine whether the lower or higher bonus applies to each specific saving throw, see the appropriate class progression chart for your character. These bonuses are cumulative for multiclass characters.

Base Attack Bonus

When attacking in combat, your character adds his or her Base Attack Bonus to the attack check. The bonus associated with each class is listed in Table 5-2. The first number reflects the bonus applied to the character's first attack, and any additional attacks provided by the Extra Attacks Attribute. Numbers after the slash indicate additional attacks at reduced bonuses. For example, "+15/+10/+5" means the character has three attacks each round: the first at a +15 bonus, the second at a +10 bonus, and the third at a +5 bonus.

The first Base Attack Bonus is cumulative for multiclass characters, which will determine how many additional attacks the character can make and their bonuses. Additional attacks are gained once the character's lowest Base Attack Bonus reaches +6, +11, or +16 an additional attack is then gained at a +1. For example, a 12th Level Samurai/8th Level Giant Robot has individual Base Attack Bonuses of +12/+7/+2 and +6/+1. The character's combined first bonus equals +18 (12 + 6 = 1 cool Consequently, the character's combined Base Attack Bonus is +18/+13/+8/+3.

Gaining Attribute Ranks

When an Attribute is listed in the Special section of each specific class progression chart, your character gains a Rank in that Attribute upon achieving that class Level. If the character already possesses one or more Ranks in that Attribute, his or her Rank is increased by one. If the Attribute is new for the character, he or she gains the Attribute at Rank 1. You can determine specific details regarding the Attribute with GM approval. For example, if your character gains the Special Attack Attribute, you should add Attack Abilities and Disabilities as appropriate for your character, and then discuss your ideas with your Game Master. With the Game Master's approval, any Attribute Ranks gained through Level progression can be exchanged for a number of Character Points equivalent to the cost of the Attribute through the Incomplete Training Defect.

Unless specified otherwise, abilities listed in the Special section refer to Attributes.

Character Point Bonuses

When Character Points are listed as a Level progression Special bonus, you can spend them to: increase Ability Scores, increase Attribute Ranks, obtain new Attributes, add new Feats, acquire new or raise existing Skills (through the Highly Skilled Attribute), or eliminate current Defects. The Character Point cost for these modifications is the same as it is during character creation. If you prefer, Character Points can be saved for future allocation (with GM permission).

Feats

In addition to specific class benefits, your character gain one Feat at 1st Level (two if he or she is a human) and an additional Feat at 3rd, 6th, 9th, 12th, 15th, and 18th character (not class) Level, as listed in Table 5-3.

Ability Score Increase

At 4th, 8th, 12th, 16th, and 20th character (not class) Level, your character increases one of his or her Ability Scores (your choice which Ability) by one Point.  
PostPosted: Thu Oct 13, 2005 2:18 pm


@o@...............waaaaaaaattt

-Dj BlakOut-


Fluffy da Chirstmas ninja

PostPosted: Mon Oct 17, 2005 10:51 am


so.... you just used the system from D&D? because i play D&D and that's what it looks like....

if it is, you might wanna explain it a little better because it's a really complicated system.


just a suggestion. that, or make up your own system. i'm currently perfecting one for dragonball (not Z, or GT, just plain dragonball.) it's comming along quite nicely.
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