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Anime d20 — System Reference Document v1.0

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Chapter 5: Classes

Step 5: Select Class

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.

Table 5-1: Anime d20 Classes

Adventurer  

Magical Girl  

Samurai

Dynamic Sorcerer  

Martial Artist  

Sentai Member

Giant Robot  

Mecha Pilot  

Shapechanger

Gun Bunny  

Ninja  

Student

Hot Rod  

Pet Monster Trainer  

Tech Genius

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 = 18).

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).

Level Benefits

See Table 5-3: Level-Dependent Benefits and the PHB for information regarding Level advancement.

Maximum Skill Ranks (Optional)

The maximum number of Skill Ranks your character can have in a class Skill, if your Game Master uses this optional rule, is equal to his or her character Level + 3. For cross-class Skills, the maximum is one-half the maximum for a class Skill. Class and cross-class Skills are listed with the descriptions for each class.

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.

Table 5-2: Base Attack Bonuses
 

Giant Robot

Hot Rod

Magical Girl  

Adventurer

Mecha Pilot  

Dynamic Sorcerer

Base  

Gun Bunny  

Ninja  

Pet Monster Trainer

Class  

Save  

Martial Artist  

Sentai Member  

Student

Level  

Bonus  

Samurai  

Shapechanger  

Tech Genius

1  

+0/+2  

+1  

+0  

+0

2  

+0/+3  

+2  

 +1  

+1

3  

+1/+3  

+3  

+2  

+1

4  

+1/+4  

+4  

+3  

+2

5  

+1/+4  

+5  

+3  

+2

6  

+2/+5  

+6/+1  

+4  

+3

7  

+2/+5  

+7/+2  

+5  

+3

8  

+2/+6  

+8/+3  

+6/+1  

+4

9  

+3/+6  

+9/+4  

+6/+1  

+4

10  

+3/+7  

+10/+5  

+7/+2  

+5

11  

+3/+7  

+11/+6/+1  

+8/+3  

+5

12  

+4/+8  

+12/+7/+2  

+9/+4  

+6/+1

13  

+4/+8  

+13/+8/+3  

+9/+4  

+6/+1

14  

+4/+9  

+14/+9/+4  

+10/+5  

+7/+2

15  

+5/+9  

+15/+10/+5  

+11/+6/+1  

+7/+2

16  

+5/+10  

+16/+11/+6/+1  

+12/+7/+2  

+8/+3

17  

+5/+10  

+17/+12/+7/+2  

+12/+7/+2  

+8/+3

18  

+6/+11  

+18/+13/+8/+3  

+13/+8/+3  

+9/+4

19  

+6/+11  

+19/+14/+9/+4  

+14/+9/+4  

+9/+4

20  

+6/+12  

+20/+15/+10/+5  

+15/+10/+5  

+10/+5

Table 5-3: Level-Dependent Benefits
 

  

  

Maximum Skill  

Maximum Skill  

  

Ability

Character  

XP  

Ranks (Optional)  

Ranks (Optional)  

Feats  

Score

Level  

(Experience)  

Class  

Cross-Class  

  

Increases

1  

0  

4  

2  

+1  

-

2  

1,000  

5  

2  

-  

-

3  

3,000  

6  

3  

+1  

-

4  

6,000  

7  

3  

-  

+1

5  

10,000  

8  

4  

-  

-

6  

15,000  

9  

4  

+1  

-

7  

21,000  

10  

5  

-  

-

8  

28,000  

11  

5  

-  

+1

9  

36,000  

12  

6  

+1  

-

10  

45,000  

13  

6  

-  

-

11  

55,000  

14  

7  

-  

-

12  

66,000  

15  

7  

+1  

+1

13  

78,000  

16  

8  

-  

-

14  

91,000  

17  

8  

-  

-

15  

105,000  

18  

9  

+1  

-

16  

120,000  

19  

9  

-  

+1

17  

136,000  

20  

10  

-  

-

18  

153,000  

21  

10  

+1  

-

19  

171,000  

22  

11  

-  

-

20  

190,000  

23  

11  

-  

+1

Beyond 20th Level

Once a character reaches 20th Level, advancing beyond is handled a little differently. While the XP needed to achieve higher Levels follows a logical progression [XP needed for Level Y = (Level Y-1) x 1,000], the character no longer receives anything automatically at reaching a higher Level: no Base Attack Bonus increase, no save increase, no extra Hit Points, no additional Skills, etc. Instead, the character gains +10 Character Points at each new Level, which can be used to acquire Attributes, Feats, and Ability Scores the character desires.

Class Descriptions

Anime d20 presents 15 new character classes appropriate for a wide range of anime adventures. The classes are presented in alphabetical order, and outline important information you need to better understand the nature and game mechanics of the class.

Alternatively, you may select a class from the PHB for your character (with GM approval). Details on how Anime d20 converts the standard fantasy classes to a point-based system are presented at the end of this chapter.

Adventurer

Abandoned ruins, secured locations, and tales of lost or hard-to-get treasure are like a siren’s call for the Adventurer, whose penchant for getting into trouble gives him or her endless opportunities to develop potential that would otherwise remain untapped. Adventurers are a varied lot, as likely to find themselves exchanging witticisms in a social gathering as they are to swing from a dangling chain in a crumbling tomb. Depending on their personal preferences, they can specialise in particular areas, but one thing will always remain true: wherever they are, they can expect to run into trouble ... even if they are not actively seeking it out.

Characteristics

Adventurers are flexibility personified. With no particular feature to distinguish them, they have the freedom to become whatever they want to be. They are not particularly strong or innately talented, but they make up for it with dedication and courage. They can learn any trade they want and become increasingly better at it as they grow in experience. During their adventures, they discover many things about themselves and can awaken abilities that lay dormant until then, surprising friends and foes alike with each new development. They have few limits except those that they set for themselves.

Other Classes

The adaptability that characterises an Adventurer helps him or her get along well with almost everybody, although this does not exempt personality clashes and romantic rivalries with other people without regard to their callings. Their insatiable thirst for excitement brings them closer to Hot Rods and Gun Bunnies. Sentai Members and Magical Girls are natural trouble magnets and “trouble” may be the Adventurer’s presence itself. They have no particular relationship with Giant Robots, Tech Geniuses, or Dynamic Sorcerers, but their oddities attract an Adventurer’s curiosity. They adapt easily to the rest of the classes if they have a common interest, complicating each other’s existence just by being close.

Hit Dice and Ability Scores

The Adventurer uses d4 Hit Dice.
Any Ability can be useful to the Adventurer — the “classless” class of Anime d20. The most important Ability depends on the character concept.
Class Skills and Skill Points
All non-combat Skills are class Skills for the Adventurer.
• Skill Points at 1st Level = (4 + Int Modifier) x 4
• Skill Points at Each Additional Level = 4 + Int modifier

Special Note

The power level of an Adventurer is lower than that for all other classes (6% fewer Character Points over 20 Levels), but the Adventurer’s unrestricted gain of 5 Character Points each Level provides the greatest degree of flexibility. Consequently, the Adventurer class balances well with other classes.

Table 5-4: Adventurer
 

  

Base  

Ref  

Will  

Fort

Level  

Attack Bonus  

Save  

Save  

Save  

Special

1  

+0  

+0  

+0  

+0  

+5 Character Points

2  

+1  

+0  

+0  

+0  

+5 Character Points

3  

+1  

+1  

+1  

+1  

+5 Character Points

4  

+2  

+1  

+1  

+1  

+5 Character Points

5  

+2  

+1  

+1  

+1  

+5 Character Points

6  

+3  

+2  

+2  

+2  

+5 Character Points

7  

+3  

+2  

+2  

+2  

+5 Character Points

8  

+4  

+2  

+2  

+2  

+5 Character Points

9  

+4  

+3  

+3  

+3  

+5 Character Points

10  

+5  

+3  

+3  

+3  

+5 Character Points

11  

+5  

+3  

+3  

+3  

+5 Character Points

12  

+6/+1  

+4  

+4  

+4  

+5 Character Points

13  

+6/+1  

+4  

+4  

+4  

+5 Character Points

14  

+7/+2  

+4  

+4  

+4  

+5 Character Points

15  

+7/+2  

+5  

+5  

+5  

+5 Character Points

16  

+8/+3  

+5  

+5  

+5  

+5 Character Points

17  

+8/+3  

+5  

+5  

+5  

+5 Character Points

18  

+9/+4  

+6  

+6  

+6  

+5 Character Points

19  

+9/+4  

+6  

+6  

+6  

+5 Character Points

20  

+10/+5  

+6  

+6  

+6  

+5 Character Points

Dynamic Sorcerer

Magic is a very real force and there is no one better to prove it than the Dynamic Sorcerer. A being of power incarnate, the Dynamic Sorcerer knows how to harness the hidden energies that move the world and shape them into whatever form he or she desires. Such mystical knowledge can come from a variety of sources, whether wrenched from the secrets of an ancient civilisation, inherited from an occult tradition, or granted by powerful entities. Sometimes, the Dynamic Sorcerer may not even be human, but an otherworldly being whose very nature allows it to use magic at will.

Characteristics

The main feature that distinguishes Dynamic Sorcerers from other people is their ability to use magic. This power develops slowly over time, manifesting in the spells they can cast and in the deepening of their understanding. The Dynamic Sorcerer’s stores of energy also expand to fuel his or her increasing mystical might. The path of magic requires that the sorcerer be knowledgeable in order to understand what he or she is doing and, more importantly, how. Magic offers insight as well, and Dynamic Sorcerers grow as people at the same time that they grow in power.

Other Classes

Dynamic Sorcerers feel more comfortable with other classes that have a relationship with the occult, such as Magical Girls, Shapechangers, and some Pet Monster Trainers. Martial Artists and Ninja, with their limited command of mystical forces, sometimes associate cautiously with these magicians. Dynamic Sorcerers feel out of place when dealing with a Tech Genius or Giant Robot and try to keep their distance from them, as they do with the violent approach of Hot Rods, Gun Bunnies, Mecha Pilots, and Sentai Members. Samurai distrust the Dynamic Sorcerers unless their power comes from a traditional source, while Students and Adventurers feel the pull of the sorcerer’s enigmatic nature.

Hit Dice and Ability Scores

The Dynamic Sorcerer uses d4 Hit Dice.

At first Level, the Dynamic Sorcerer must choose one of Intelligence, Wisdom, or Charisma. This choice will determine the Ability used to determine how powerful his or her spells are. To cast a spell, the Dynamic Sorcerer must have their chosen Ability Score equal to or greater than 10 + the spell’s Level. The Difficulty Class of a saving throw against a Dynamic Sorcerer’s spell is 10 + the spell’s Level + the modifier for the Dynamic Sorcerer’s chosen Ability. Both a high Dexterity and a high Constitution are useful to a Dynamic Sorcerer since he or she lacks heavy combat abilities and Hit Points.

Class Skills and Skill Points

The Dynamic Sorcerer’s class Skills (and the key Ability for each) are: Concentration (Con), Diplomacy (Cha), Knowledge: Arcane (Int), Knowledge: Foreign Culture (Int), Knowledge: Occult (Int), Knowledge: Religion (Int), Knowledge: Streetwise (Int), Profession (Int), Research (Int), Sleight of Hand (Dex), Speak Languages (Int), Spot (Wis), and Special Ranged Attack.
• Skill Points at 1st Level = (4 + Int Modifier) x 4
• Skill Points at Each Additional Level = 4 + Int modifier

Table 5-5: Dynamic Sorcerer
 

  

Base  

Ref  

Will  

Fort

Level  

Attack Bonus  

Save  

Save  

Save  

Special

1  

+0  

+0  

+2  

+0  

Dynamic Sorcery +1

2  

+1  

+0  

+3  

+0  

+2 Character Points

3  

+1  

+1  

+3  

+1  

Dynamic Sorcery +1

4  

+2  

+1  

+4  

+1  

+2 Character Points

5  

+2  

+1  

+4  

+1  

Dynamic Sorcery +1

6  

+3  

+2  

+5  

+2  

+2 Character Points

7  

+3  

+2  

+5  

+2  

Dynamic Sorcery +1

8  

+4  

+2  

+6  

+2  

+2 Character Points

9  

+4  

+3  

+6  

+3  

Dynamic Sorcery +1

10  

+5  

+3  

+7  

+3  

+2 Character Points

11  

+5  

+3  

+7  

+3  

Dynamic Sorcery +1

12  

+6/+1  

+4  

+8  

+4  

+2 Character Points, Energy Bonus +1

13  

+6/+1  

+4  

+8  

+4  

Dynamic Sorcery +1

14  

+7/+2  

+4  

+9  

+4  

+2 Character Points

15  

+7/+2  

+5  

+9  

+5  

Dynamic Sorcery +1

16  

+8/+3  

+5  

+10  

+5  

+2 Character Points

17  

+8/+3  

+5  

+10  

+5  

Dynamic Sorcery +1

18  

+9/+4  

+6  

+11  

+6  

+2 Character Points, Energy Bonus +1

19  

+9/+4  

+6  

+11  

+6  

Dynamic Sorcery +1

20  

+10/+5  

+6  

+12  

+6  

+2 Character Points

Giant Robot

An observer should not be fooled by the unchanging expression of the Giant Robot’s electronic eyes, because there is surely something deep going on behind them. Giant Robots are the last step in technological evolution, scientific wonders that astound everyone by their lifelike movements and, above all, their free will. Giant Robots range in temperament from the angst-ridden soul-searchers and psychopathic war machines to the naïve innocents and the stalwart protectors ... just like other beings, but with rocket thrusters and deadly weapons. A Giant Robot is certainly more than meets the eye.

Characteristics

Despite appearances, Giant Robots are not really alive; they are machines that do not get sick, do not need food, and do not even need to breathe. As machines, they have certain advantages over living organisms: they can customise their bodies. Under thick metal armour, Giant Robots can hide all sorts of equipment and can keep adding and changing parts as desired. Further tinkering gives them the power to fly, adds even tougher armour, increases their size, and gives them the power to destroy buildings ... and their opponents.

Other Classes

A Tech Genius is the Giant Robot’s best friend, with the Sentai Member the most trusted companion. Mecha Pilots relate strangely with Giant Robots, mostly because they keep looking for the cockpit. There are tales of Giant Robots that can interface with the mystical forces of Dynamic Sorcerers and Magical Girls, but such models are extremely rare. Martial Artists, Samurai, and Ninja do not hold mechanical power in high esteem, and Pet Monster Trainers, Hot Rods, and Gun Bunnies prefer their own “mascots.” Students and Adventurers regularly befriend Giant Robots.

Hit Dice and Ability Scores

The Giant Robot uses d10 Hit Dice

Dexterity is important to a Giant Robot because of its lack of Constitution. Avoiding attacks means damage will make it through the Armour less frequently. Strength is important for any Giant Robot engaging in melee combat and a high Intelligence will help with its Skills.

A Giant Robot must acquire the Construct race (costs 4 Character Points) to represent its mechanical body.

Class Skills and Skill Points

The Giant Robot’s class Skills (and the key Ability for each) are: Computer Use (Int), Drive (Int or Dex), Knowledge: Electronics (Int), Knowledge: Mechanics (Int), Knowledge: Military Sciences (Int), Knowledge: Police Sciences (Int), Powerlifting (Str), Repair (Int), Speak Languages (Int), Heavy Weapons, Melee Attack, Special Ranged Attack, and Unarmed Defence.
• Skill Points at 1st Level = (2 + Int Modifier) x 4
• Skill Points at Each Additional Level = 2 + Int modifier

Table 5-6: Giant Robot
 

  

Base  

Ref  

Will  

Fort

Level  

Attack Bonus  

Save  

Save  

Save  

Special

1  

+0  

+0  

+0  

+2  

Features +1

2  

+1  

+0  

+0  

+3  

Armour +1

3  

+2  

+1  

+1  

+3  

+2 Character Points

4  

+3  

+1  

+1  

+4  

Flight +1

5  

+3  

+1  

+1  

+4  

+3 Character Points

6  

+4  

+2  

+2  

+5  

Massive Damage +1

7  

+5  

+2  

+2  

+5  

Armour +1, Features +1

8  

+6/+1  

+2  

+2  

+6  

+2 Character Points

9  

+6/+1  

+3  

+3  

+6  

Flight +1

10  

+7/+2  

+3  

+3  

+7  

Size Change (Growth) +1

11  

+8/+3  

+3  

+3  

+7  

Features +1, Flight +1

12  

+9/+4  

+4  

+4  

+8  

Armour +1

13  

+9/+4  

+4  

+4  

+8 +2  

Character Points

14  

+10/+5  

+4  

+4  

+9  

Massive Damage +1

15  

+11/+6/+1  

+5  

+5  

+9  

+3 Character Points

16  

+12/+7/+2  

+5  

+5  

+10  

Features +1

17  

+12/+7/+2  

+5  

+5  

+10  

Armour +1

18  

+13/+8/+3  

+6  

+6  

+11  

Flight +1

19  

+14/+9/+4  

+6  

+6  

+11  

+2 Character Points

20  

+15/+10/+5  

+6  

+6  

+12  

+4 Character Points

Gun Bunny

The smell of smoking gunpowder is the perfect drug for a Gun Bunny — male or female. Those who walk technology’s razor edge will prefer burning ozone, but the effect is the same. Gun Bunnies are all about their personal weapons, sharp-shooting, and blasting their way through any obstacle. Although many people see the Gun Bunny as a crazed force of destruction, there are as many cool, silent, and dark strangers as there are trigger-happy psychos. Snipers, law enforcement, outlaws, bounty hunters (and bounty hunted) are amongst the most common careers for the Gun Bunnies, where their talent is appreciated and they can get easy permit to carry their beloved guns.

Characteristics

When a Gun Bunny enters combat, he or she enters it with style. Gun Bunnies’ reflexes and cool hands are almost superhuman and they can draw a gun at an opponent’s head before anyone can blink. As they become better, they learn to carry more weapons than physically possible, not to mention the variety of trick shots they master, such as shooting with their eyes closed and doing the damage of a mortar shell with a simple submachine gun. People think that there must be a higher power looking out for the Gun Bunny for all the gunfights he or she walks away from.

Other Classes

Hot Rods give wheels to Gun Bunnies’ firepower. A Gun Bunny grins with glee when facing the challenge of a Giant Robot, and scoffs at the antiquated (and in their opinion, obsolete) fighting styles of Martial Artists, Samurai, and Ninja. They like Mecha Pilots if only because they are good bragging buddies. To their eyes, a Tech Genius is the techie version of a Dynamic Sorcerer — both nerds that rely on huge power sources to do their thing. Pet Monster Trainers fall under the same wimpy category along with Students. Sentai Members and Adventurers can gain the Gun Bunny’s friendship and respect with their deeds, not their words.

Hit Dice and Ability Scores

The Gun Bunny uses d8 Hit Dice.

Dexterity is the most important Ability for a Gun Bunny. Most combat is ranged, and a Gun Bunny is more focused on avoiding damage than enduring it. Strength and Constitution are also important since a Gun Bunny does engage in many battles. Finally, a high Charisma is useful as well; several vital class Skills depend on it.

Class Skills and Skill Points

The Gun Bunny’s class Skills (and the key Ability for each) are: Balance (Dex), Bluff (Cha), Climb (Str), Demolitions (Int), Gamble (Wis), Gather Information (Cha), Intimidate (Cha), Investigate (Int), Jump (Str), Knowledge: Police Sciences (Int), Listen (Wis), Powerlifting (Str), Read Lips (Int), Seduction (Cha), Sense Motive (Wis), Speak Languages (Int), Sports (Str, Dex, or Con), Spot (Wis), Archery, Gun Combat, and Ranged Defence.
• Skill Points at 1st Level = (4 + Int Modifier) x 4
• Skill Points at Each Additional Level = 4 + Int modifier


Table 5-7: Gun Bunny
 

  

Base  

Ref  

Will  

Fort

Level  

Attack Bonus  

Save  

Save  

Save  

Special

1  

+1  

+2  

+0  

+0  

Improved Initiative Feat

2  

+2  

+3  

+0  

+0  

Divine Relationship +1

3  

+3  

+3  

+1  

+1  

Massive Damage +1

4  

+4  

+4  

+1  

+1  

Blind-Shoot Feat

5  

+5  

+4  

+1  

+1  

Portable Armoury Feat

6  

+6/+1  

+5  

+2  

+2  

Weapons Encyclopaedia Feat

7  

+7/+2  

+5  

+2  

+2  

Divine Relationship +1

8  

+8/+3  

+6  

+2  

+2  

Judge Opponent Feat, Massive Damage +1

9  

+9/+4  

+6  

+3  

+3  

+2 Character Points

10  

+10/+5  

+7  

+3  

+3  

Defensive Combat Mastery +1

11  

+11/+6/+1  

+7  

+3  

+3  

+2 Character Points

12  

+12/+7/+2  

+8  

+4  

+4  

Steady Hand Feat

13  

+13/+8/+3  

+8  

+4  

+4  

Divine Relationship +1, Massive Damage +1

14  

+14/+9/+4  

+9  

+4  

+4  

Defensive Combat Mastery +1

15  

+15/+10/+5  

+9  

+5  

+5  

+2 Character Points, Accuracy Feat

16  

+16/+11/+6/+1  

+10  

+5  

+5  

Two-Weapon Fighting Feat

17  

+17/+12/+7/+2  

+10  

+5  

+5  

Divine Relationship +1

18  

+18/+13/+8/+3  

+11  

+6  

+6  

Massive Damage +1

19  

+19/+14/+9/+4  

+11  

+6  

+6  

Defensive Combat Mastery +1

20  

+20/+15/+10/+5  

+12  

+6  

+6  

+2 Character Points, Improved Initiative Feat

Hot Rod

Hot Rods feel the need — the need for speed. Leading as fast a life as they can, they live with one foot on the accelerator and the other on the clutch (no self-respecting Hot Rod will drive an automatic!). Cocky and self-assured, Hot Rods have a certain magnetism that they carry with them even when they get out of their cars and off their motorcycles. They are damn proud of their vehicle and will do anything to make sure it is always in top condition, going so far as to risk their lives for a part they want or mouthing off to the fool who dares to sit on the chromed bumper.

Characteristics

The telltale sign of a Hot Rod is his or her set of wheels; it is a badge of honour, a trusted friend, and a symbol of freedom. Not content to just drive it, the Hot Rod has enough mechanical skills to fix and enhance it. Since top-notch parts cost money, however, the Hot Rod often develops ties with an organisation that funds his expenses or gives him work to pay for them. Their natural charisma attracts followers in the form of pit crews, gear heads, co-pilots, and navigators. They can keep their cool under the most harrowing circumstances, never losing their grip on the wheel and the stick shift.

Other Classes

Hot Rods and Mecha Pilots have a lot in common and therefore share a friendly rivalry. They understand the spiritual connection of the Samurai with their katana, as well as the Gun Bunnies’ attachment to their guns. Magical Girls, Pet Monster Trainers, and Sentai Members are targets to be run over more often than they are friends. Martial Artists and Ninja get grouped under the “crazy kung-fu” banner, but Hot Rods can respect their fighting prowess. A Tech Genius is a highly useful mechanic by his or her standards, while Students and Adventurers make for good flunkies. Dynamic Sorcerers and Giant Robots are two questions that a Hot Rod prefers to leave unanswered.

Hit Dice and Ability Scores

The Hot Rod uses d8 Hit Dice.

Intelligence and Dexterity are the two key Abilities for a Hot Rod. Dexterity helps with his or her reflexes and agility and Intelligence helps with Skills and Attributes. Charisma is also important, since many activities of this class involve social situations.

Class Skills and Skill Points

The Hot Rod’s class Skills (and the key Ability for each) are: Bluff (Cha), Disable Device (Int), Drive (Int or Dex), Gamble (Wis), Investigate (Int), Knowledge: Area (Int), Knowledge: Mechanics (Int), Knowledge: Police Sciences (Int), Navigate (Int), Pilot (Int or Dex), Read Lips (Int), Repair (Int), Ride (Dex), Seduction (Cha), Sense Motive (Wis), Speak Languages (Int), Spot (Wis), Gun Combat, Melee Attack, Unarmed Attack, and Unarmed Defence.
• Skill Points at 1st Level = (4 + Int Modifier) x 4
• Skill Points at Each Additional Level = 4 + Int modifier

Table 5-8: Hot Rod
 

  

Base  

Ref  

Will  

Fort

Level  

Attack Bonus  

Save  

Save  

Save  

Special

1  

+0  

+2  

+0  

+0  

Personal Gear (Car) +1

2  

+1  

+3  

+0  

+0  

Mechanical Genius +1

3  

+2  

+3  

+1  

+1  

Flunkies +1, Item of Power (Car-related) +1

4  

+3  

+4  

+1  

+1  

Organisational Ties +1, Personal Gear (Car) +1

5  

+3  

+4  

+1  

+1  

+5 Character Points, Divine Relationship +1

6  

+4  

+5  

+2  

+2  

Steady Hand Feat

7  

+5  

+5  

+2  

+2  

Personal Gear (Car) +1

8  

+6/+1  

+6  

+2  

+2  

Aura of Command +1, Wealth +1

9  

+6/+1  

+6  

+3  

+3  

Item of Power (Car-related) +1

10  

+7/+2  

+7  

+3  

+3  

+5 Character Points, Personal Gear (Car) +1

11  

+8/+3  

+7  

+3  

+3  

Flunkies +1, Organisational Ties +1

12  

+9/+4  

+8  

+4  

+4  

Mechanical Genius +1

13  

+9/+4  

+8  

+4  

+4  

Personal Gear (Car) +1

14  

+10/+5  

+9  

+4  

+4  

Improved Initiative Feat, Item of Power (Car-related) +1

15  

+11/+6/+1  

+9  

+5  

+5  

+3 Character Points, Divine Relationship +1

16  

+12/+7/+2  

+10  

+5  

+5  

Aura of Command +1, Personal Gear (Car) +1

17  

+12/+7/+2  

+10  

+5  

+5  

Defensive Combat Mastery +1, Wealth +1

18  

+13/+8/+3  

+11  

+6  

+6  

Flunkies +1, Organisational Ties +1

19  

+14/+9/+4  

+11  

+6  

+6  

Defensive Combat Mastery +1

20  

+15/+10/+5  

+12  

+6  

+6  

+5 Character Points, Divine Relationship +1

Magical Girl

The forces of light sometimes choose the least likely candidate to be their defender. Enter the Magical Girl (or Magical Guy) — once a normal person with normal worries like snagging a boyfriend (or girlfriend, as the case may be), preparing for exams, or just eating the right food. With the appearance of a strange little creature, however, everything changed. Now wielding a strange artefact that grants weird and wonderful powers, the Magical Girl is charged with protecting friends, family, and often the rest of humanity. Oddly enough, nobody seems to recognise her (or him) under the costume.

Characteristics

All Magical Girls have mentor friends, creatures that guide and advise them about their new role as protectors. The mentors try to teach them about magical powers as well, often with mixed results. Depending on the source of their powers, Magical Girls display special attacks that varies greatly for each individual, usually linked to a relic or special tool that unlocked their magical abilities. Battling against monsters much uglier than their worst nightmare, Magical Girls learn to jump very high, and with time to even fly as they learn new special attacks and unlock more power from their Items of Power.

Other Classes

Pet Monster Trainers understand Magical Girls’ plights with their servant/mentor and the two get along well. Dynamic Sorcerers are also good companions, since they usually share the same goals and methods. Students and Adventurers will often be objects of the Magical Girls’ affection or trusted allies. They admire the abilities of the Martial Artists, Samurai, and Ninja and wish they could fight just as well. They tend to dislike Hot Rods and Gun Bunnies, although they too, can become a romantic focus for a Magical Girl.

Hit Dice and Ability Scores

The Magical Girl uses d8 Hit Dice

A Magical Girl usually has a high Dexterity; she does not typically wear armour preferring to use a variety of flips and tumbles during combat. Wisdom is also important since the Magical Girl is usually on a path of higher understanding. A Magical Girl will often have a higher-than-average Charisma as well.

Class Skills and Skill Points

The Magical Girl’s class Skills (and the key Ability for each) are: Balance (Dex), Jump (Str), Knowledge: Arcane (Int), Knowledge: Cultural Arts (Int), Knowledge: Occult (Int), Perform (Cha), Power Usage (Varies), Profession (Int), Speak Languages (Int), Sports (Str, Dex, or Con), Spot (Wis), Swim (Str), Tumble (Dex), Archery, Ranged Defence, Special Ranged Attack, and Thrown Weapons.
• Skill Points at 1st Level = (2 + Int Modifier) x 4
• Skill Points at Each Additional Level = 2 + Int modifier

Table 5-9: Magical Girl
 

  

Base  

Ref  

Will  

Fort

Level  

Attack Bonus  

Save  

Save  

Save  

Special

1  

+0  

+2  

+0  

+0  

Servant +4

2  

+1  

+3  

+0  

+0  

Special Attack +1

3  

+2  

+3  

+1  

+1  

Item of Power +1

4  

+3  

+4  

+1  

+1  

Jumping +1, Rejuvenation +1

5  

+3  

+4  

+1  

+1  

 +2 Character Points, Flight +1

6  

+4  

+5  

+2  

+2  

Item of Power +1

7  

+5  

+5  

+2  

+2  

Special Attack +1

8  

+6/+1  

+6  

+2  

+2  

+1 Character Point, Rejuvenation +1

9  

+6/+1  

+6  

+3  

+3  

Item of Power +1

10  

+7/+2  

+7  

+3  

+3  

+2 Character Points

11  

+8/+3  

+7  

+3  

+3  

Flight +1

12  

+9/+4  

+8  

+4  

+4  

Special Attack +1

13  

+9/+4  

+8  

+4  

+4  

Item of Power +1

14  

+10/+5  

+9  

+4  

+4  

+1 Character Point, Rejuvenation +1

15  

+11/+6/+1  

+9  

+5  

+5  

+3 Character Points, Item of Power +1

16  

+12/+7/+2  

+10  

+5  

+5  

Flight +1

17  

+12/+7/+2  

+10  

+5  

+5  

Special Attack +1

18  

+13/+8/+3  

+11  

+6  

+6  

Item of Power +1

19  

+14/+9/+4  

+11  

+6  

+6  

Special Attack +1

20  

+15/+10/+5  

+12  

+6  

+6  

+3 Character Points, Rejuvenation +1

Martial Artist

The idea that one’s own body is the best weapon is central to the martial artist’s philosophy — they make a very convincing argument when they break a wall with their bare fists. Products of rigorous training and discipline, Martial Artists are masters of unarmed combat, achieving with punches and kicks what others need weapons to do, and they are much flashier. A Martial Artist is protective of his abilities, treasuring his or her master’s teachings and upholding the honour of their fighting school against any opponent, particularly against other Martial Artists.

Characteristics

Martial Artists do not need a weapon to inflict grievous bodily harm on their enemies. The best Martial Artists can even punch holes through armour. Coupled with such talent for hurting, Martial Artists also learn to avoid being hurt either by deflecting attacks or simply by not being there. As they become skilled at harnessing their inner energies, they acquire special attacks that can strike foes at a distance, suck the breath out of opponents, ignite flammable materials, and other effects that border on the magical. Their mystical awareness also allows them to fight under the most adverse conditions.

Other Classes

Although Martial Artists respect a Samurai’s discipline and a Ninja’s prowess, they still see their methods as inferior. Gun Bunnies, Hot Rods, Mecha Pilots, and Tech Geniuses are beneath their notice, since they abuse tools and ignore their inner strength. Pet Monster Trainers are similar in this regard. They see an echo of their pursuit for perfection in the Magical Girl’s and Dynamic Sorcerer’s struggle to master their powers. Adventurers are somewhat of an annoyance, while Students and Shapechangers are either allies to be protected or bullies and monsters to be defeated.

Hit Dice and Ability Scores

The Martial Artist uses d10 Hit Dice.

A pairing of high Abilities is important for a Martial Artist: at least one physical (Strength, Dexterity, or Constitution) and one social (Intelligence, Wisdom, or Charisma). The Martial Artist is a combatant that endeavours to balance him or herself both spiritually and physically.

Class Skills and Skill Points

The Martial Artist’s class Skills (and the key Ability for each) are: Balance (Dex), Climb (Str), Controlled Breathing (Con), Craft (Int), Escape Artist (Dex), Jump (Str), Knowledge: Cultural Arts (Int), Knowledge: Occult (Int), Listen (Wis), Medical (Wis), Move Silently (Dex), Perform (Cha), Pick Pocket (Dex), Search (Int), Sense Motive (Wis), Speak Languages (Int), Spot (Wis), Tumble (Dex). Melee Attack, Melee Defence, Special Ranged Attack, Unarmed Attack, and Unarmed Defence.
• Skill Points at 1st Level = (2 + Int Modifier) x 4
• Skill Points at Each Additional Level = 2 + Int modifier

Table 5-10: Martial Artist
 

  

Base  

Ref  

Will  

Fort

Level  

Attack Bonus  

Save  

Save  

Save  

Special

1  

+1  

+2  

+2  

+0  

Unarmed Attack Skill +2, Unarmed Defence Skill +2

2  

+2  

+3  

+3  

+0  

Massive Damage (Unarmed Strikes) +1

3  

+3  

+3  

+3  

+1  

Improved Initiative Feat

4  

+4  

+4  

+4  

+1  

Judge Opponent Feat

5  

+5  

+4  

+4  

+1  

Speed +1

6  

+6/+1  

+5  

+5  

+2  

Special Attack +1

7  

+7/+2  

+5  

+5  

+2  

Massive Damage (Unarmed Strikes) +1

8  

+8/+3  

+6  

+6  

+2  

Defence Combat Mastery +1

9  

+9/+4  

+6  

+6  

+3  

Special Attack +1

10  

+10/+5  

+7  

+7  

+3  

Improved Initiative Feat

11  

+11/+6/+1  

+7  

+7  

+3  

+2 Character Points

12  

+12/+7/+2  

+8  

+8  

+4  

Speed +1

13  

+13/+8/+3  

+8  

+8  

+4  

Massive Damage (Unarmed Strikes) +1

14  

+14/+9/+4  

+9  

+9  

+4  

Special Attack +1

15  

+15/+10/+5  

+9  

+9  

+5  

Blind-Fight Feat

16  

+16/+11/+6/+1  

+10  

+10  

+5  

+2 Character Points

17  

+17/+12/+7/+2  

+10  

+10  

+5  

Special Attack +1

18  

+18/+13/+8/+3  

+11  

+11  

+6  

+2 Character Points

19  

+19/+14/+9/+4  

+11  

+11  

+6  

Massive Damage (Unarmed Strikes) +1

20  

+20/+15/+10/+5  

+12  

+12  

+6  

+1 Character Point, Defence Combat Mastery +1

Mecha Pilot

The field of battle looks very different when commanding a large, powerful war machine. Mecha Pilots know that they are the elite of any army, even if they stumbled upon their mecha by accident or they were saddled with the responsibility to pilot it. The Mecha Pilot’s life is marked by growth both as a warrior and a person, learning the controls of his or her great machine at the same time that they try to understand the basics of human behaviour. Although the mecha gives meaning to the Mecha Pilot’s existence, he or she must learn that real life starts once they leave their cockpits.

Characteristics

The mecha dominates the Mecha Pilot’s life. They can own more equipment depending on their affiliations, but eventually they return to their great machine. They have a skill that precious few people have, and they develop an aura of mystique even if they hate themselves for it. Paramount to the mecha’s maintenance is the Mecha Pilot’s dependency on an organisation, which is often a country’s or planet’s military, but might even be a private concern bent on protecting the planet from outside threats.

Other Classes

Hot Rods and Mecha Pilots engage in friendly rivalries over their respective vehicles, and Sentai Members will often have mecha of their own. Giant Robots are a big and attractive enigma to the Mecha Pilot, and they make friends with Tech Geniuses in order to get improvements to their machine. Since they may have been Students earlier in their lives, Mecha Pilots have many friends amongst them and may know one or two Magical Girls without even realising it. Shapechangers and Dynamic Sorcerers belong to an unexplainable world, and Martial Artists, Samurai, and Ninja to a bygone era.

Hit Dice and Ability Scores

The Mecha Pilot uses d8 Hit Dice.

A high Dexterity is essential for a Mecha Pilot since many Skills are derived from manual dexterity and reaction speed. A high Charisma and Intelligence are also important; the Mecha Pilots must make informed decisions and rally the troops to carry on the good fight.

Class Skills and Skill Points

The Mecha Pilot’s class Skills (and the key Ability for each) are: Computer Use (Int), Demolitions (Int), Drive (Dex or Int), Knowledge: Electronics (Int), Knowledge: Law (Int), Knowledge: Mechanics (Int), Knowledge: Military Sciences (Int), Knowledge: Police Sciences (Int), Navigate (Int), Pilot (Dex or Int), Repair (Int), Speak Languages (Int), Spot (Wis), Heavy Weapons, Ranged Defence, and Special Ranged Attack.
• Skill Points at 1st Level = (4 + Int Modifier) x 4
• Skill Points at Each Additional Level = 4 + Int modifier

Table 5-11: Mecha Pilot
 

  

Base  

Ref  

Will  

Fort

Level  

Attack Bonus  

Save  

Save  

Save  

Special

1  

+0  

+2  

+0  

+0  

Own a Big Mecha +1

2  

+1  

+3  

+0  

+0  

Personal Gear +1

3  

+2  

+3  

+1  

+1  

Aura of Command +1

4  

+3  

+4  

+1  

+1  

Own a Big Mecha +1

5  

+3  

+4  

+1  

+1  

Organisational Ties +1

6  

+4  

+5  

+2  

+2  

Aura of Command +1

7  

+5  

+5  

+2  

+2 +2  

Character Points

8  

+6/+1  

+6  

+2  

+2  

Own a Big Mecha +1

9  

+6/+1  

+6  

+3  

+3  

Aura of Command +1

10  

+7/+2  

+7  

+3  

+3  

Organisational Ties +1

11  

+8/+3  

+7  

+3  

+3  

+2 Character Points

12  

+9/+4  

+8  

+4  

+4  

Own a Big Mecha +1

13  

+9/+4  

+8  

+4  

+4  

+2 Character Points

14  

+10/+5  

+9  

+4  

+4  

+2 Character Points

15  

+11/+6/+1  

+9  

+5  

+5  

Aura of Command +1, Organisational Ties +1

16  

+12/+7/+2  

+10  

+5  

+5  

Own a Big Mecha +1

17  

+12/+7/+2  

+10  

+5  

+5  

+2 Character Points

18  

+13/+8/+3  

+11  

+6  

+6  

Organisational Ties +1

19  

+14/+9/+4  

+11  

+6  

+6  

Aura of Command +1

20  

+15/+10/+5  

+12  

+6  

+6  

+2 Character Points, Own a Big Mecha +1

Ninja

Wrapped in mystery and shadow, Ninja have haunted the sleep of the powerful for centuries. Heirs to an ancestral tradition, the Ninja know a great variety of mystical secrets and guard them with great zeal from outsiders. The veil of secrecy they foster makes ordinary people believe them to be legends, and they would not have it any other way. A fearful reality clothed in myth, Ninja fight for many purposes; some are ruthless assassins for hire while, at the other extreme, they can also be like knights-errant, serving justice against tyrants, striking from anonymity.

Characteristics

As masters of the shadow arts, Ninja learn various techniques dealing with agility and stealth. With practice, they can become as light as air and just as fast, capable of jumping to great heights, balancing on impossibly narrow surfaces, and always landing on their feet. They eventually learn to bend shadows and silence around them by sheer force of will, giving rise to the many legends about their powers. A vast array of exotic weaponry is another of their trademarks, along with the ability to disappear. A Ninja’s awareness does not stop with enhanced senses, but extend to mystical forces and even to the spirit world.

Other Classes

Ninja do not often associate with other classes except by necessity or by virtue of their normal lives. Their respect for Samurai and Martial Artists tends to be one-sided, and they enjoy besting Gun Bunnies in trickery vs. firepower combats. They share the Dynamic Sorcerer’s interest in the mystical arts and the Shapechanger’s aura of mystery. Some Ninja can be a close ally with a Magical Girl or a Sentai Member, but prefer to maintain a distance from the technological focus of Mecha Pilots, Giant Robots, Hot Rods, and Tech Geniuses. Students, Adventurers, and Pet Monster Trainers are treated on a case-by-case basis.

Hit Dice and Ability Scores

The Ninja uses d8 Hit Dice.

Dexterity is the key for a Ninja. This nimble and fast assassin needs agility for acrobatics and stealth. Wisdom and Intelligence are also important since it is important to know when and how to strike at an opponent.

Class Skills and Skill Points
The Ninja’s class Skills (and the key Ability for each) are: Balance (Dex), Bluff (Cha), Climb (Str), Controlled Breathing (Con), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge: Area (Int), Knowledge: Architecture (Int), Knowledge: Occult (Int), Knowledge: Streetwise (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Pick Pocket (Dex), Poisons (Int), Read Lips (Int), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Languages (Int), Spot (Wis), Survival (Wis), Tumble (Dex), Use Rope (Dex), Wilderness Lore (Wis), Wilderness Tracking (Int or Wis), Archery, Melee Attack, Thrown Weapons, Unarmed Attack, and Unarmed Defence.
• Skill Points at 1st Level = (4 + Int Modifier) x 4
• Skill Points at Each Additional Level = 4 + Int modifier

Special Note

Ninja may only use the Teleport Attribute at the maximum safe distance.

Table 5-12: Ninja
 

  

Base  

Ref  

Will  

Fort

Level  

Attack Bonus  

Save  

Save  

Save  

Special

1  

+0  

+2  

+2  

+0  

Jumping +1, Personal Gear +1

2  

+1  

+3  

+3  

+0  

Improved Initiative Feat

3  

+2  

+3  

+3  

+1  

Heightened Senses (Hearing) +1, Sneak Attack Feat

4  

+3  

+4  

+4  

+1  

Special Movement (Light-Footed) +1

5  

+3  

+4  

+4  

+1  

+4 Character Points, Personal Gear +1

6  

+4  

+5  

+5  

+2  

Jumping +1

7  

+5  

+5  

+5  

+2  

Teleport +1, Sixth Sense (Sense Ki-Energy) +1

8  

+6/+1  

+6  

+6  

+2  

Sneak Attack Feat, Environmental Control (Darkness)

9  

+6/+1  

+6  

+6  

+3  

Speed +1, Heightened Sense (Sight) +1

10  

+7/+2  

+7  

+7  

+3  

+3 Character Points, Improved Initiative Feat

11  

+8/+3  

+7  

+7  

+3  

Jumping +1, Blind-Fight Feat

12  

+9/+4  

+8  

+8  

+4  

Defensive Combat Mastery, Special Movement (Balance)

13  

+9/+4  

+8  

+8  

+4  

Sneak Attack Feat

14  

+10/+5  

+9  

+9  

+4  

Sixth Sense (Sense Spirits) +1, Teleport +1

15  

+11/+6/+1  

+9  

+9  

+5  

+2 Character Points, Environmental Control (Silence) +1

16  

+12/+7/+2  

+10  

+10  

+5  

Jumping +1, Special Movement (Cat-Like) +1

17  

+12/+7/+2  

+10  

+10  

+5  

Invisibility +1, Defensive Combat Mastery +1

18  

+13/+8/+3  

+11  

+11  

+6  

Speed +1, Sneak Attack Feat

19  

+14/+9/+4  

+11  

+11  

+6  

Heightened Senses (Smell) +1

20  

+15/+10/+5  

+12  

+12  

+6  

+2 Character Points, Special Movement (Wall-Crawling) +1

Pet Monster Trainer

Born of magic, technology, or simply part of the natural order of things, there are monsters roaming around. Some of them can be disgustingly cute and docile even if they can unleash fire from their eyes and shoot bolts of lightning from their ... tails. Pet Monster Trainers take it upon themselves to tame these creatures and use their potentially deadly natural weapons towards some particular goal — perhaps as silly as gladiatorial badge collecting. A few Pet Monster Trainers organise tournaments to see who can work better with their pet and cultivate its innate abilities. Others prefer to pursue personal gain, but are opposed by the rest who wish to defend their friends.

Characteristics

Pet Monster Trainers gain a powerful ally in the form of their monster, befriending it readily and learning about its abilities, which they develop through training, exercise, and fights against other monsters or even other kinds of opponents. The bond between master and pet monster is so strong that the Pet Monster Trainer perceives his or her monster’s thoughts, increasing their co-ordination and teamwork. As part of a fighting ring, the Pet Monster Trainer gains a measure of wealth that he uses to treat both him or herself and the pet too.

Other Classes

Pet Monster Trainers get along with Magical Girls, but sometimes wonder why their own monster keeps all the power to itself. If the pet monster is a product of science or technology, the Pet Monster Trainer will befriend Tech Geniuses and Giant Robots but, if it is a magical creature, then his or her attention shifts to Dynamic Sorcerers and Shapechangers. They keep many Student and Adventurer friends, but do not move in the same circles as Hot Rods, Gun Bunnies, and Mecha Pilots to form an opinion. Trainers often avoid the snobbish Samurai, Martial Artists, and Ninja.

Hit Dice and Ability Scores

The Pet Monster Trainer uses d4 Hit Dice.

A Pet Monster Trainer must be aware and empathic in order to raise and care for their pets, and thus Intelligence and Wisdom are key Abilities. Charisma can also be useful to exude a calming influence on nearby people and animals.

Class Skills and Skill Points

The Pet Monster Trainer’s class Skills (and the key Ability for each) are: Disable Device (Int), Gamble (Wis), Handle Animal (Cha), Knowledge: Biological Sciences (Int), Knowledge: Nature) (Int), Medical (Wis), and Speak Languages (Int).
• Skill Points at 1st Level = (4 + Int Modifier) x 4
• Skill Points at Each Additional Level = 4 + Int modifier

Table 5-13: Pet Monster Trainer
 

  

Base  

Ref  

Will  

Fort

Level  

Attack Bonus  

Save  

Save  

Save  

Special

1  

+0  

+0  

+2  

+0  

Pet Monster +1, Animal Friendship +1

2  

+1  

+0  

+3  

+0  

+3 Character Points, Train a Cute Monster +1

3  

+1  

+1  

+3  

+1  

Pet Monster +1

4  

+2  

+1  

+4  

+1  

+3 Character Points

5  

+2  

+1  

+4  

+1  

Pet Monster +1, Train a Cute Monster +1

6  

+3  

+2  

+5  

+2  

Animal Friendship +1, Telepathy (With Pet Monster) +1

7  

+3  

+2  

+5  

+2  

Pet Monster +1

8  

+4  

+2  

+6  

+2  

+3 Character Points, Train a Cute Monster +1

9  

+4  

+3  

+6  

+3  

Pet Monster +1

10  

+5  

+3  

+7  

+3  

+3 Character Points, Animal Friendship +1

11  

+5  

+3  

+7  

+3  

Pet Monster +1, Train a Cute Monster +1

12  

+6/+1  

+4  

+8  

+4  

Telepathy (With Pet Monster) +1

13  

+6/+1  

+4  

+8  

+4  

Pet Monster +1

14  

+7/+2  

+4  

+9  

+4  

+4 Character Points, Train a Cute Monster +1

15  

+7/+2  

+5  

+9  

+5  

Pet Monster +1, Wealth +1

16  

+8/+3  

+5  

+10  

+5  

+4 Character Points, Animal Friendship +1

17  

+8/+3  

+5  

+10  

+5  

Pet Monster +1, Train a Cute Monster +1

18  

+9/+4  

+6  

+11  

+6  

+4 Character Points, Telepathy (With Pet Monster) +1

19  

+9/+4  

+6  

+11  

+6  

Pet Monster +1

20  

+10/+5  

+6  

+12  

+6  

+5 Character Points, Train a Cute Monster +1

Samurai

The code of Bushido demands that the Samurai hold him or herself to the ideals of Justice, Courage, Benevolence, Politeness, Veracity, Honour, and Loyalty. They are virtuous warriors that seek perfection at the edge of their blades, tempering their spirits in the heat of combat and honing their values at the same time that they sharpen their swords. They enter combat with aplomb and deadly calm, hesitating to unsheathe their katana because once they do, they are honour-bound to finish a battle for good or ill. The most experienced Samurai can infuse their souls into their weapons and cut through steel and stone as if they were paper.

Characteristics

Walking the Way of the Sword bestows upon the Samurai a great power and responsibility. They can strike like lightning and move like a hurricane, sometimes cutting down their enemies in a single stroke. Despite their tremendous skill, Samurai are careful to take an opponent’s measure before engaging in combat, cutting off any escape with their speed and agility. They feel the flow of combat in their veins and gain a superhuman awareness of their surroundings to the point that they can fight without seeing. Wielding a katana in one hand, a wakizashi in the other, and their strong personality at the fore, Samurai are a perfect match for almost anything.

Other Classes

Valuing honour and discipline, Samurai feel a kinship with Martial Artists. Dynamic Sorcerers and Pet Monster Trainers are seen as cheaters who use outside forces to serve them. They wait to see a Shapechanger’s deeds before passing judgement, but are held in as much distrust as the loathed Ninja. They recognise the mission of Magical Girls and Sentai Members and see Gun Bunnies and Hot Rods as modern reflections of their own bond with their weapons. They have no particular attitude towards Mecha Pilots, Giant Robots, and Tech Geniuses, and judge Students and Adventurers by their potential.

Hit Dice and Ability Scores

The Samurai uses d10 Hit Dice.

A Samurai is very physical, with a high Strength and often higher Constitution. A Samurai also refines him or herself culturally, reflected by his or her respectable Wisdom and Charisma Scores.

Class Skills and Skill Points

The Samurai’s class Skills (and the key Ability for each) are: Controlled Breathing (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge: Cultural Arts (Int), Knowledge: Domestic Arts, Knowledge: Foreign Culture (Int), Knowledge: Religion (Int), Knowledge: Social Sciences (Int), Knowledge: Streetwise (Int), Listen (Wis), Perform (Cha), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Languages (Int), Spot (Wis), Survival (Wis), Wilderness Tracking (Int or Wis), Archery, Melee Attack, and Melee Defence.
• Skill Points at 1st Level = (4 + Int Modifier) x 4
• Skill Points at Each Additional Level = 4 + Int modifier

Table 5-14: Samurai

  

Base  

Ref  

Will  

Fort

Level  

Attack Bonus  

Save  

Save  

Save  

Special

1  

+1  

+0  

+0  

+2  

Improved Initiative Feat

2  

+2  

+0  

+0  

+3  

Personal Gear +1, Speed +1

3  

+3  

+1  

+1  

+3  

+2 Character Points

4  

+4  

+1  

+1  

+4  

Judge Opponent Feat

5  

+5 +1  

+1  

+4  

+3  

Character Points, Aura of Command +1

6  

+6/+1  

+2  

+2  

+5  

Massive Damage (Sword) +1

7  

+7/+2  

+2  

+2  

+5  

Jumping +1, Leap Attack Feat

8  

+8/+3  

+2  

+2  

+6  

Heightened Awareness +1

9  

+9/+4  

+3  

+3  

+6  

+2 Character Points

10  

+10/+5  

+3  

+3  

+7  

Aura of Command +1, Blind-Fight Feat

11  

+11/+6/+1  

+3  

+3  

+7  

Special Attack +1

12  

+12/+7/+2  

+4  

+4  

+8  

Massive Damage (Sword) +1

13  

+13/+8/+3  

+4  

+4  

+8  

Two-Weapon Fighting Feat

14  

+14/+9/+4  

+4  

+4  

+9  

Jumping +1, Divine Relationship +1

15  

+15/+10/+5  

+5  

+5  

+9  

Aura of Command +1

16  

+16/+11/+6/+1  

+5  

+5  

+10  

Heightened Awareness +1

17  

+17/+12/+7/+2  

+5  

+5  

+10  

+3 Character Points

18  

+18/+13/+8/+3  

+6  

+6  

+11  

Massive Damage (Sword) +1

19  

+19/+14/+9/+4  

+6  

+6  

+11  

Aura of Command +1

20  

+20/+15/+10/+5  

+6  

+6  

+12  

+4 Character Points

Sentai Member

The Sentai Member cannot conceive fighting for truth and justice without a group of companions. Assuming the role of follower or teammate, the Sentai Member charges into combat trusting the strength of the group and using all of his or her skill and power towards the good of all. Some people believe that Sentai Members lack intelligence and need to colour-code their uniforms to tell each other apart, but Sentai Members wear their colours with pride as a mark of their own individuality, at the same time that they identify their allegiance to their team.

Characteristics

Sentai Members are team players to the core. When they gain their personal equipment as members of the group, they also form a bond with their companions that becomes stronger with time. A Sentai Member knows if one of his friends is in danger and can quickly arrive for a rescue. They learn their own personal attacks that can be very devastating on their own, but increase in power when combined with those of their friends. Sentai Members appear to lead a charmed life, rarely failing in any task they set for themselves.

Other Classes

The Sentai Member’s sense of teamwork translates easily to any ally with whom they work, although Magical Girls and Mecha Pilots are favourites, since they too can be team players. They do not understand the lone ranger mentality of Samurai, Ninja, or Gun Bunnies, and must be restrained before they attack a Dynamic Sorcerer or a Shapechanger out of habit. They struggle to gain the respect of Martial Artists but bask in the admiration of Students. Hot Rods and Adventurers make for ideal rivals, and Tech Geniuses and Pet Monster Trainers are good friends and supporters. Giant Robots are highly prized.

Hit Dice and Ability Scores

The Sentai Member uses d6 Hit Dice.

A Sentai Member focuses on teamwork and tactics, and thus usually has a high Wisdom and Dexterity. A high Charisma is also common, reflecting his or her flamboyant attitude.

Class Skills and Skill Points

The Sentai Member’s class Skills (and the key Ability for each) are: Balance (Dex), Diplomacy (Cha), Jump (Str), Knowledge: Occult (Int), Perform (Cha), Power Usage (Varies), Speak Languages (Int), Spot (Wis), Tumble (Dex), Melee Attack, and Melee Defence.
• Skill Points at 1st Level = (4 + Int Modifier) x 4
• Skill Points at Each Additional Level = 4 + Int modifier

Special Note

Attributes marked with an asterisk (*) are only useable when working with another character with at least one Level of Sentai Member. Close proximity is also required (the exact distance depends on the task and situation). This restriction is a Defect, which returns a total of 6 Character Points over 20 Levels (already calculated into the Level progression).

Table 5-15: Sentai Member
 

  

Base  

Ref  

Will  

Fort

Level  

Attack Bonus  

Save  

Save  

Save  

Special

1  

+0  

+0  

+2  

+2  

Sixth Sense (Danger to team members) +1, Personal Gear +1

2  

+1  

+0  

+3  

+3  

Massive Damage* (Specific Attack) +1

3  

+2  

+1  

+3  

+3  

Divine Relationship* +1

4  

+3  

+1  

+4  

+4  

Combined Attack +1, Rejuvenation +1

5  

+3  

+1  

+4  

+4  

+3 Character Points, Attack Combat Mastery* +1

6  

+4  

+2  

+5  

+5  

Art of Distraction* +1

7  

+5  

+2  

+5  

+5  

Telepathy (Other Sentai Members) +1

8  

+6/+1  

+2  

+6  

+6  

+4 Character Points, Divine Relationship* +1

9  

+6/+1  

+3  

+6  

+6  

Attack Combat Mastery* +1, Rejuvenation +1

10  

+7/+2  

+3  

+7  

+7  

+3 Character Points, Extra Attacks* +1

11  

+8/+3  

+3  

+7  

+7  

Combined Attack +1, Heightened Awareness* +1

12  

+9/+4  

+4  

+8  

+8  

Massive Damage* (Specific Attack) +1, Personal Gear +1

13  

+9/+4  

+4  

+8  

+8  

Attack Combat Mastery* +1, Divine Relationship* +1

14  

+10/+5  

+4  

+9  

+9  

Telepathy (Other Sentai Members) +1

15  

+11/+6/+1  

+5  

+9  

+9  

+3 Character Points, Rejuvenation +1

16  

+12/+7/+2  

+5  

+10  

+10  

+3 Character Points, Special Movement* +1

17  

+12/+7/+2  

+5  

+10  

+10  

+3 Character Points, Attack Combat Mastery* +1

18  

+13/+8/+3  

+6  

+11  

+11  

Combined Attack +1, Divine Relationship* +1

19  

+14/+9/+4  

+6  

+11  

+11  

+3 Character Points, Rejuvenation +1

20  

+15/+10/+5  

+6  

+12  

+12  

+4 Character Points

Shapechanger

Form is fluid and appearances are transient. That is the lesson every Shapechanger learns upon gaining his or her powers. It is redundant to say that Shapechangers are not what they appear, but it is true in more than one way. They can be aliens, suffer from a curse, or may be inherently supernatural creatures. Unless they know and explain the source of their powers, it is nearly impossible to tell just what they are. The power to assume many forms can create great heroes or heinous villains. No enemy base, or locker room either, will ever be safe again.
Characteristics

The Shapechanger starts with the ability to perform only minor changes to his or her form, but it does not take long to determine the techniques of shapeshifting and learn to transform into entirely different beings. Shapechangers’ bodies are flexible by necessity, and they can stretch or compress at will to accommodate new shapes or simply to reach for the remote. Soon enough, their complete mastery over their bodies lets them heal wounds at a much faster pace and even mimic the precise appearance of another person or creature. As they grow in experience, Shapechangers can turn into more powerful forms to meet any challenge.

Other Classes

Shapechangers’ knack for impersonating others can grate on everybody’s nerves but, unless they make a point of being obnoxious, Shapechangers can get along with anyone. They prefer the company of Students and Adventurers, but enjoy teasing Pet Monster Trainers and Magical Girls by turning into copies of their companions. Dynamic Sorcerers, Martial Artists, and Ninja are good allies if the Shapechanger is a supernatural creature, but Tech Geniuses, Giant Robots, and Mecha Pilots are a better choice if they are aliens. They have little contact with Hot Rods, Gun Bunnies, or Samurai.

Hit Dice and Ability Scores

The Shapechanger uses d8 Hit Dice.

As a being that mimics others constantly, Charisma is the most important Ability for a Shapechanger. Dexterity and Intelligence also help with the disguises, and escaping capture if discovered.

Class Skills and Skill Points

The Shapechanger’s class Skills (and the key Ability for each) are: Balance (Dex), Bluff (Cha), Controlled Breathing (Con), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge: Cultural Arts (Int), Knowledge: Foreign Culture (Int), Move Silently (Dex), Powerlifting (Str), Seduction (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Speak Languages (Int) and Spot (Wis).
• Skill Points at 1st Level = (2 + Int Modifier) x 4
• Skill Points at Each Additional Level = 2 + Int modifier

Table 5-16: Shapechanger
 

  

Base  

Ref  

Will  

Fort

Level  

Attack Bonus  

Save  

Save  

Save  

Special

1  

+0  

+0  

+0  

+2  

Alternate Form (Cosmetic Changes) Level 0

2  

+1  

+0  

+0  

+3  

Elasticity +1

3  

+2  

+1  

+1  

+3  

Alternate Form (Full-Powered) +1

4  

+3  

+1  

+1  

+4  

+1 Character Point

5  

+3  

+1  

+1  

+4  

Regeneration +1

6  

+4  

+2  

+2  

+5  

Alternate Form (Full-Powered) +1

7  

+5  

+2  

+2  

+5  

+1 Character Point

8  

+6/+1  

+2  

+2  

+6  

Elasticity +1

9  

+6/+1  

+3  

+3  

+6  

Mimic (All) +1

10  

+7/+2  

+3  

+3  

+7  

Regeneration +1

11  

+8/+3  

+3  

+3  

+7  

+1 Character Point

12  

+9/+4  

+4  

+4  

+8  

Alternate Form (Full-Powered) +1

13  

+9/+4  

+4  

+4  

+8  

Elasticity +1

14  

+10/+5  

+4  

+4  

+9  

Regeneration +1

15  

+11/+6/+1  

+5  

+5  

+9  

Mimic (All) +1

16  

+12/+7/+2  

+5  

+5  

+10  

+1 Character Point

17  

+12/+7/+2  

+5  

+5  

+10  

Elasticity +1

18  

+13/+8/+3  

+6  

+6  

+11  

+1 Character Point

19  

+14/+9/+4  

+6  

+6  

+11  

Alternate Form (Full-Powered) +1

20  

+15/+10/+5  

+6  

+6  

+12  

+2 Character Points

Student

Normal life is adventure enough without the need to go gallivanting after lost treasures or joining armies at the unlikely age of 14. A Student’s life is full of little challenges like weird teachers, romantic rivals, and cultural festivals. The best prospect of adventure being is school trip, but some Students hardly have such an idyllic life. The friends they make tend to get them into trouble with gangs, psychopathic fiancées, and crazy relatives, not to mention obnoxious aliens, ancient awakened demons, or erstwhile goddesses. Moreover, they must still make some time to prepare for finals and the dreaded college entrance exams.

Characteristics

For all their normality, Students seem surrounded by a special aura. They make friends easily and not only because of the cool uniforms and eerily attractive pleated skirts. Their utter normality seems to have the secondary effect of shielding them from all the weirdness they might encounter. Most students are insanely lucky as they dodge and duck during fights or have divine flashes of inspiration. Students can count on their friends to lend a hand, and adventures force them to learn skills they did not know they needed, such as fixing things and befriending bizarre creatures.

Other Classes

The rest of the classes are the bane of a Student’s dreams of a normal life. His or her friendliness has a special appeal for all of them with no particular preference. They play aspirant Mecha Pilot with equal ease as becoming Dynamic Sorcerers’ apprentices, Tech Genius’ test subjects, Magical Girls’ romantic interests, or sidekicks to Adventurers, Hot Rods, Gun Bunnies, and Giant Robots. They are valuable friends to Martial Artists, Pet Monster Trainers, and Sentai Members, and can be the moral compass to Samurai and Ninja. They are everybody’s friends, and they have the luck to live to regret it.

Hit Dice and Ability Scores

A Student uses d4 Hit Dice.

A Student (at least a successful Student) has a high Intelligence and Dexterity, necessary to earn good grades and avoid the local bully.

Class Skills and Skill Points

The Student’s class Skills (and the key Ability for each) are: Computer Use (Int), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gamble (Wis), Knowledge: Area (Int), Knowledge: Architecture (Int), Knowledge: Biological Sciences) (Int), Knowledge: Business (Int), Knowledge: Cultural Arts (Int), Knowledge: Domestic Arts (Int), Knowledge: Foreign Culture (Int), Knowledge: Law (Int), Knowledge: Nature (Int), Knowledge: Physical Sciences (Int), Knowledge: Religion (Int), Knowledge: Social Sciences (Int), Perform (Cha), Profession (Int), Research (Int), Speak Languages (Int), Sports (Str, Dex, or Con), and Swim (Str).
• Skill Points at 1st Level = (8 + Int Modifier) x 4
• Skill Points at Each Additional Level = 8 + Int modifier

Table 5-17: Student
 

  

Base  

Ref  

Will  

Fort

Level  

Attack Bonus  

Save  

Save  

Save  

Special

1  

+0  

+2  

+0  

+0  

Divine Relationship +1, Sixth Sense +1

2  

+1  

+3  

+0  

+0  

Flunkies +1, Mind Shield +1

3  

+1  

+3  

+1  

+1  

+3 Character Points, Art of Distraction +1, Personal Gear +1

4  

+2  

+4  

+1  

+1  

+3 Character Points, Aura of Command +1

5  

+2  

+4  

+1  

+1  

Animal Friendship +1, Divine Relationship +1, Flunkies +1

6  

+3  

+5  

+2  

+2  

+5 Character Points, Organisational Ties +1

7  

+3  

+5  

+2  

+2  

Art of Distraction +1, Personal Gear +1

8  

+4  

+6  

+2  

+2  

+5 Character Points, Flunkies +1, Aura of Command +1

9  

+4  

+6  

+3  

+3  

Animal Friendship +1, Divine Relationship +1

10  

+5  

+7  

+3  

+3  

+5 Character Points, Special Movement +1

11  

+5  

+7  

+3  

+3  

Flunkies +1, Item of Power +1

12  

+6/+1  

+8  

+4  

+4  

+3 Character Points, Organisational Ties +1

13  

+6/+1  

+8  

+4  

+4  

+4 Character Points, Divine Relationship +1

14  

+7/+2  

+9  

+4  

+4  

Flunkies +1, Mechanical Genius +1

15  

+7/+2  

+9  

+5  

+5  

+3 Character Points, Special Attack +1

16  

+8/+3  

+10  

+5  

+5  

+3 Character Points, Mind Shield +1

17  

+8/+3  

+10  

+5  

+5  

Divine Relationship +1, Flunkies +1

18  

+9/+4  

+11  

+6  

+6  

+4 Character Points, Organisational Ties +1

19  

+9/+4  

+11  

+6  

+6  

+4 Character Points, Mind Shield +1

20  

+10/+5  

+12  

+6  

+6  

+5 Character Points

Tech Genius

There are people who enjoy the blessings of technology, but it is the Tech Genius who creates his or her own. Gifted with an innate understanding of the science behind technology, the Tech Genius can assemble the most astounding machines known to the world ... and a lot of the unknown ones, too. His or her focus on the world of machines distances a Tech Genius from others, often creating odd personality quirks. The most creative Tech Geniuses are unjustly labelled as “mad scientists” by everyone around them, but they know they can be patient. Praise will come when their next invention starts working.

Characteristics

There is no machine that can hide from the attentions of the Tech Genius. He or she can take anything apart and put it together better than it was before — with parts to spare! They apply their talent to one pet project after another, building amazing gizmos and gadgets for their own use. Of course, no mad scientist is complete without assistants, and every Tech Genius tends to attract them, no matter how much he or she denies being mad. Research and development is not cheap, but fortunately the Tech Genius usually has access to wealth to pay for all of his or her projects.

Other Classes

The Tech Genius cannot keep away from Giant Robots and may even be the creator of one. He or she also loves to tinker with the Hot Rod’s car, the Mecha Pilot’s vehicle, the Gun Bunny’s weapons, and the Student’s life. His or her relationships with others depend on how much they use gadgets, with Sentai Members and Adventurers being frequent clients, and Pet Monster Trainers and Magical Girls as protégés. They find the powers of Dynamic Sorcerers and Shapechangers utterly fascinating, possibly even being the source of that power themselves. They could improve the abilities of Martial Artists, Samurai, and Ninja if only they were allowed.

Hit Dice and Ability Scores

The Tech Genius uses d4 Hit Dice.

The Tech Genius is knowledgeable and insightful, usually possessing a high Intelligence. Additionally, high Dexterity reflects his or her fine motor control and construction agility.

Class Skills and Skill Points

The Tech Genius’s class Skills (and the key Ability for each) are: Computer Use (Int), Decipher Script (Int), Demolitions (Int), Disable Device (Int), Drive (Dex or Int), Knowledge: Electronics (Int), Knowledge : Mechanics (Int), Knowledge: Physical Sciences (Int), Profession (Int), Repair (Int), Research (Int), and Speak Languages (Int).
• Skill Points at 1st Level = (8 + Int Modifier) x 4
• Skill Points at Each Additional Level = 8 + Int modifier

Table 5-18: Tech Genius
 

  

Base  

Ref  

Will  

Fort

Level  

Attack Bonus  

Save  

Save  

Save  

Special

1  

+0  

+0  

+2  

+0  

Mechanical Genius +1, Personal Gear +1

2  

+1  

+0  

+3  

+0  

Flunkies +1

3  

+1  

+1  

+3  

+1  

Computer Scanning +1

4  

+2  

+1  

+4  

+1  

Item of Power +1, Personal Gear +1

5  

+2  

+1  

+4  

+1  

+5 Character Points, Mechanical Genius +1

6  

+3  

+2  

+5  

+2  

Flunkies +1, Wealth +1

7  

+3  

+2  

+5  

+2  

Personal Gear +1

8  

+4  

+2  

+6  

+2  

Item of Power +1, Mechanical Genius +1

9  

+4  

+3  

+6  

+3  

Computer Scanning +1

10  

+5  

+3  

+7  

+3  

+3 Character Points, Flunkies +1, Personal Gear +1

11  

+5  

+3  

+7  

+3  

+3 Character Points, Mechanical Genius +1

12  

+6/+1  

+4  

+8  

+4  

Item of Power +1, Wealth +1

13  

+6/+1  

+4  

+8  

+4  

Personal Gear +1

14  

+7/+2  

+4  

+9  

+4  

Flunkies +1, Mechanical Genius +1

15  

+7/+2  

+5  

+9  

+5  

+5 Character Points, Computer Scanning +1

16  

+8/+3  

+5  

+10  

+5  

Item of Power +1, Personal Gear +1

17  

+8/+3  

+5  

+10  

+5  

Mechanical Genius +1

18  

+9/+4  

+6  

+11  

+6  

Flunkies +1, Wealth +1

19  

+9/+4  

+6  

+11  

+6  

+2 Character Points, Item of Power +1

20  

+10/+5  

+6  

+12  

+6  

+4 Character Points

Deconstruction of the d20 System

Fantasy Classes

The Anime d20 classes are ideal for a wide range of anime campaign adventures, but some players may want to use a standard d20 System fantasy class from the PHB. Unfortunately, not all the classes have balanced Level progression when compared to the Point totals for the new Anime d20 classes.

The Problem

Although some d20 System advocates may disagree, we do not believe that the standard fantasy classes are balanced well. In particular, the spellcasting classes are more powerful and versatile than the others. That’s not to say that a Fighter or Rogue can’t take down a Wizard of the same Level in specific circumstances. Indeed, in their respective areas of expertise, the classes have their own unique advantages. When examining the entire range of character activity, though, spellcasters clearly have the upper hand.

The Solution

We needed to assign every talent, effect, and power listed in the class Level progressions a Character Point value before we could balance the classes. By comparing the class abilities with Attributes that exhibit similar effects, we could better understand the relative power levels of each class. Over 20 Levels, the more powerful classes (Wizard, Sorcerer, etc.) were on par with the new Anime d20 classes. For the other classes, additional Character Points were built into their progression to increase their breadth and depth and achieve balance.

The Approach

Over 20 Levels, the abilities and talents granted through the class progression charts needed to add up to 200 Character Points (+/- 2%) — the same as the new Anime d20 classes. The Points assigned to the various standard advantages (Save bonuses, Base Attack Bonuses, etc.) are listed in Table 5-19: Point Costs Assigned to d20 Classes. Unique advantages (such as Barbarian Rage, Quivering Palm, or Special Mount) are assigned an appropriate number of Points.

Although the number of Character Points assigned to each class to reflect Skill knowledge is usually not affected by the character’s potential Intelligence score, Wizards are the exception. Since they are the only class with Intelligence as the primary Ability Score — and thus will usually have a high Intelligence — the number of Skill Points they gain each level more closely represents the (4 + Int modifier) progression than the (2 + Int modifier) at which they are rated. As a result, their level progression includes an additional 0.5 Character Points/Level associated with their high Intelligence bonus for Skills.

Assigning Character Points proved to be an interesting exercise. The capability of casting a spell costs a base of 0.5 Points times the spell Level (0.25 Points for 0 Level spells; one-half value for all Cleric domain spells), but this is only the base cost. Since some classes have a much wider range of spells from which to choose, all casting classes needed an “accessible spells multiplication factor” to provide appropriate balance (see Table 5-20: Accessible Spells Factor for Casting Classes). This factor is equal to the number of potential of spells available to the class divided by the number available to the Wizard class — resulting in a factor between 0 and 1. To determine the total number of Character Points assigned to spellcasting ability, the base Point cost total is multiplied by the spells factor for each class.

For example, Wizards can potentially access more spells than any other class, and thus were assigned a multiplication factor of 1.00. Using the Point costs from Table 5-19, Wizards have a base of 91 Points assigned to spellcasting. This base is multiplied by the factor of 1.00, to give a final Character Point total of 91 for spellcasting. Similarly, Clerics have a base of 110 Points assigned to spellcasting. This base is multiplied by the 0.62 (a Cleric’s multiplication factor) to give a final Character Points total of 68 for spellcasting.
Although Sorcerers have the same potential spell access as Wizards, and thus could have the same multiplication factor of 1, Sorcerers have two aspects that set them apart from Wizards. Sorcerers do not need to prepare their spells in advance each day — a powerful advantage — and Sorcerers know far fewer spells than Wizards at each level — a severe disadvantage. Consequently, the Sorcerer’s multiplication factor of 0.85 is derived more from these two differences than the potential spell access that is considered for all other spellcasting classes.

The Result

The Point-based rebuilding of the d20 System standard classes is presented in Tables 5-23 through 5-33. Although Anime d20 only presents the alternate class progression charts for the 11 classes in the PHB, GM and players can use the guidelines presented in this chapter to deconstruct and rebuild any other d20 System class or prestige class as well.

For more information the special abilities for each class, consult the PHB.

Table 5-19: Point Costs Assigned to d20 Classes

  

Character Point

  

Class Advantage Cost

+1 to Fort, Ref, or Will Save  

1

+1 to first Base Attack Bonus  

3

(2 + Int modifier) Skills gained each Level  

0.5 each Level

(4 + Int modifier) Skills gained each Level  

1 each Level

(6 + Int modifier) Skills gained each Level  

1.5 each Level

(8 + Int modifier) Skills gained each Level  

2 each Level

Wizard Class Skill bonus each Level  

0.5 each Level

d4 Hit Dice  

1 each Level

d6 Hit Dice  

1.5 each Level

d8 Hit Dice  

2 each Level

d10 Hit Dice  

2.5 each Level

d12 Hit Dice  

3 each Level

0th Level spells (further modified by spell breadth)  

0.25 each

1st-9th Level spells (modified by spell breadth)  

0.5 times spell Level

Cleric domain spells  

0.5 times normal value

Special class talents and abilities  

Variable

Table 5-20: Accessible Spells Factor for Casting Classes

Class  

Multiplication Factor

Bard  

0.43

Cleric  

0.62

Druid  

0.44

Paladin  

0.10

Ranger  

0.12

Sorcerer  

0.85

Wizard  

1.00

Examining d20 Modern Classes

The character classes in d20 Modern have less variation in their design compared to the fantasy classes, which makes assigning appropriate Character Point values to them easier. Table 5-21: d20 Modern Classes Point Costs gives the value for each class ability. Smart Heroes, like Wizards, include an additional 0.5 Character Points/Level in their progression associated with their high Intelligence bonus for Skills.

Table 5-22: Balancing d20 Modern Classes shows the Character Points totals associated with each class over 10 Levels (rounded down), plus the number of discretionary Character Points that should be added to the class by Level 10 to more closely balance them when using Anime d20.

Table 5-21: d20 Modern Classes Point Costs

  

Character Point

  

Class Advantage Cost

(3 + Int modifier) Skills gained each Level  

0.75 each Level

(5 + Int modifier) Skills gained each Level  

1.25 each Level

(7 + Int modifier) Skills gained each Level  

1.75 each Level

(9 + Int modifier) Skills gained each Level  

2.25 each Level

Smart Hero Class Skill bonus each Level  

0.5 each Level

+1 Defence Bonus  

2

+1 Reputation Bonus  

1

+1 Talent  

2

Table 5-22: Balancing d20 Modern Classes

  

Initial  

Discretionary  

Final Point

Class  

Points  

Points  

Total

Strong Hero  

100  

0  

100

Fast Hero  

103  

0  

103

Tough Hero  

97  

3  

100

Smart Hero  

98  

2  

100

Dedicated Hero  

95  

5  

100

Charismatic Hero  

91  

9  

100

Table 5-23: Barbarian
Hit Dice: d12 Skill Points per Level: 4 + Int Modifier

  

Base

  

Attack  

Ref  

Will  

Fort

Level  

Bonus  

Save  

Save  

Save  

Special

1  

+1  

+0  

+0  

+2  

Rage 1/day, +10 move

2  

+2  

+0  

+0  

+3  

Uncanny dodge (Dex)

3  

+3  

+1  

+1  

+3  

+2 Character Points

4  

+4  

+1  

+1  

+4  

Rage 2/day

5  

+5  

+1  

+1  

+4  

Uncanny dodge (Flanking)

6  

+6/+1  

+2  

+2  

+5  

+2 Character Points

7  

+7/+2  

+2  

+2  

+5  

+2 Character Points

8  

+8/+3  

+2  

+2  

+6  

Rage 3/day

9  

+9/+4  

+3  

+3  

+6  

+2 Character Points

10  

+10/+5  

+3  

+3  

+7  

Uncanny dodge (+1 Traps)

11  

+11/+6/+1  

+3  

+3  

+7  

Damage reduction 1/-

12  

+12/+7/+2  

+4  

+4  

+8  

Rage 4/day

13  

+13/+8/+3  

+4  

+4  

+8  

Uncanny dodge (+2 Traps)

14  

+14/+9/+4  

+4  

+4  

+9  

Damage reduction 2/-

15  

+15/+10/+5  

+5  

+5  

+9  

Greater rage, 2 Points

16  

+16/+11/+6/+1  

+5  

+5  

+10  

Rage 5/day, Uncanny dodge (+3 traps)

17  

+17/+12/+7/+2  

+5  

+5  

+10  

Damage reduction 3/-

18  

+18/+13/+8/+3  

+6  

+6  

+11  

+2 Character Points

19  

+19/+14/+9/+4  

+6  

+6  

+11  

Uncanny dodge (+4 traps)

20  

+20/+15/+10/+5  

+6  

+6  

+12  

Rage 6/day, No longer winded, Damage reduction 4/-

Table 5-24: Bard
Hit Dice: d6 Skill Points per Level: 4 + Int modifier

  

Base

  

Attack  

Ref  

Will  

Fort

Level  

Bonus  

Save  

Save  

Save  

Special

1  

+0  

+2  

+2  

+0  

Bardic knowledge, Bardic music (3 songs), +2 0th Level spells

2  

+1  

+3  

+3  

+0  

+4 Character Points,+1 0th Level spell

3  

+2  

+3  

+3  

+1  

Bardic Music,+1 1st Level spell

4  

+3  

+4  

+4  

+1  

+4 Character Points,+1 1st Level spell

5  

+3  

+4  

+4  

+1  

+1 1st, +1 2nd Level spell

6  

+4  

+5  

+5  

+2  

Bardic music,+1 2nd Level spell

7  

+5  

+5  

+5  

+2  

+5 Character Points

8  

+6/+1  

+6  

+6  

+2  

+4 Character Points, +1 2nd, +1 3rd Level spell

9  

+6/+1  

+6  

+6  

+3  

Bardic music,+1 3rd Level spell

10  

+7/+2  

+7  

+7  

+3  

+5 Character Points

11  

+8/+3  

+7  

+7  

+3  

 1 3rd, +1 4th Level spell

12  

+9/+4  

+8  

+8  

+4  

+5 Character Points, +1 4th Level spell

13  

+9/+4  

+8  

+8  

+4  

+5 Character Points

14  

+10/+5  

+9  

+9  

+4  

+1 0th, +1 4th, +1 5th Level spell

15  

+11/+6/+1  

+9  

+9  

+5  

+5 Character Points, +1 1st, +1 5th Level spell

16  

+12/+7/+2  

+10  

+10  

+5  

+5 Character Points, +1 2nd Level spell

17  

+12/+7/+2  

+10  

+10  

+5  

+1 3rd, +1 6th Level spell

18  

+13/+8/+3  

+11  

+11  

+6  

+3 Character Points, +1 4th, +1 6th Level spell

19  

+14/+9/+4  

+11  

+11  

+6  

+1 5th, +1 6th Level spell

20  

+15/+10/+5  

+12  

+12  

+6  

+3 Character Points,+1 6th Level spell

Table 5-25: Cleric
Hit Dice: d8 Skill Points per Level: 2 + Int modifier

  

Base

  

Attack  

Ref  

Will  

Fort

Level  

Bonus  

Save  

Save  

Save  

Special

1  

+0  

+0  

+2  

+2  

Turn undead, 2 Domains, Spontaneous casting, +3 0th, +1 1st, +1 domain 1st Level spell

2  

+1  

+0  

+3  

+3  

+1 0th, +1 1st Level spell

3  

+2  

+1  

+3  

+3  

+1 2nd, +1 domain 2nd Level spell

4  

+3  

+1  

+4  

+4  

+1 0th, +1 1st, +1 2nd Level spell

5  

+3  

+1  

+4  

+4  

+1 3rd, +1 domain 3rd Level spell

6  

+4  

+2  

+5  

+5  

+1 2nd, +1 3rd Level spell

7  

+5  

+2  

+5  

+5  

+1 0th, +1 1st, +1 4th, +1 domain 4th Level spell

8  

+6/+1  

+2  

+6  

+6  

+1 3rd, +1 4th Level spell

9  

+6/+1  

+3  

+6  

+6  

+1 2nd, +1 5th, +1 domain 5th Level spell

10  

+7/+2  

+3  

+7  

+7  

+1 4th, +1 5th Level spell

11  

+8/+3  

+3  

+7  

+7  

+1 1st, +1 3rd, +1 6th, +1 domain 6th Level spell

12  

+9/+4  

+4  

+8  

+8  

+1 5th, +1 6th Level spell

13  

+9/+4  

+4  

+8  

+8  

+1 2nd, +1 4th, +1 7th, +1 domain 7th Level spell

14  

+10/+5  

+4  

+9  

+9  

+1 6th, +1 7th Level spell

15  

+11/+6/+1  

+5  

+9  

+9  

+1 3rd, +1 5th, +1 8th, +1 domain 8th Level spell

16  

+12/+7/+2  

+5  

+10  

+10  

+1 7th, +1 8th Level spell

17  

+12/+7/+2  

+5  

+10  

+10  

+1 4th, +1 6th, +1 9th, +1 domain 9th Level spell

18  

+13/+8/+3  

+6  

+11  

+11  

+1 8th, +1 9th Level spell

19  

+14/+9/+4  

+6  

+11  

+11  

+1 5th, +1 7th, +1 9th Level spell

20  

+15/+10/+5  

+6  

+12  

+12  

+1 8th, +1 9th Level spell

Table 5-26: Druid
Hit Dice: d8 Skill Points per Level: 4 + Int modifier

  

Base

  

Attack  

Ref  

Will  

Fort

Level  

Bonus  

Save  

Save  

Save  

Special

1  

+0  

+0  

+2  

+2  

Nature sense, Animal companion, +3 0th, +1 1st Level spell

2  

+1  

+0  

+3  

+3  

Woodland stride, +1 0th, +1 1st Level spell

3  

+2  

+1  

+3  

+3  

Trackless step, +1 2nd Level spell

4  

+3  

+1  

+4  

+4  

Resist nature’s lure, +1 0th, +1 1st, +1 2nd Level spell

5  

+3  

+1  

+4  

+4  

Wild shape 1/day, +1 3rd Level spell

6  

+4  

+2  

+5  

+5  

Wild shape 2/day, +1 2nd, +1 3rd Level spell

7  

+5  

+2  

+5  

+5  

Wild shape 3/day, +1 0th, +1 1st, +1 4th Level spell

8  

+6/+1  

+2  

+6  

+6  

Wild shape (Large), +1 3rd, +1 4th Level spell

9  

+6/+1  

+3  

+6  

+6  

Venom immunity, +1 2nd, +1 5th Level spell

10  

+7/+2  

+3  

+7  

+7  

Wild shape 4/day, +1 4th, +1 5th Level spell

11  

+8/+3  

+3  

+7  

+7  

Wild shape (Tiny), +1 1st, +1 3rd, +1 6th Level spell

12  

+9/+4  

+4  

+8  

+8  

Wild shape (Dire), +1 5th, +1 6th Level spell

13  

+9/+4  

+4  

+8  

+8  

A thousand faces, +1 2nd, +1 4th, +1 7th Level spell

14  

+10/+5  

+4  

+9  

+9  

Wild shape 5/day, +1 6th, +1 7th Level spell

15  

+11/+6/+1  

+5  

+9  

+9  

Wild shape (Huge), Timeless Body, +1 5th, +1 8th Level spell

16  

+12/+7/+2  

+5  

+10  

+10  

Wild shape (Elemental) 1/day, +1 3rd, +1 7th, +1 8th Level spell

17  

+12/+7/+2  

+5  

+10  

+10  

+1 4th, +1 6th, +1 9th Level spell

18  

+13/+8/+3  

+6  

+11  

+11  

Wild shape 6/day, Elemental wild shape 3/day, +1 8th, +1 9th Level spell

19  

+14/+9/+4  

+6  

+11  

+11  

+1 5th, +1 7th, +1 9th Level spell

20  

+15/+10/+5  

+6  

+12  

+12  

+1 8th, +1 9th Level spell

Table 5-27: Fighter
Hit Dice: d10 Skill Points per Level: 2 + Int modifier

  

Base

  

Attack  

Ref  

Will  

Fort

Level  

Bonus  

Save  

Save  

Save  

Special

1  

+1  

+0  

+0  

+2  

Bonus Feat

2  

+2  

+0  

+0  

+3  

Bonus Feat

3  

+3  

+1  

+1  

+3  

+4 Character Points

4  

+4  

+1  

+1  

+4  

Bonus Feat

5  

+5  

+1  

+1  

+4  

+4 Character Points

6  

+6/+1  

+2  

+2  

+5  

Bonus Feat

7  

+7/+2  

+2  

+2  

+5  

+3 Character Points

8  

+8/+3  

+2  

+2  

+6  

Bonus Feat

9  

+9/+4  

+3  

+3  

+6  

+4 Character Points

10  

+10/+5  

+3  

+3  

+7  

Bonus Feat

11  

+11/+6/+1  

+3  

+3  

+7  

+4 Character Points

12  

+12/+7/+2  

+4  

+4  

+8  

Bonus Feat

13  

+13/+8/+3  

+4  

+4  

+8  

+4 Character Points

14  

+14/+9/+4  

+4  

+4  

+9  

Bonus Feat

15  

+15/+10/+5  

+5  

+5  

+9  

+4 Character Points

16  

+16/+11/+6/+1  

+5  

+5  

+10  

Bonus Feat

17  

+17/+12/+7/+2  

+5  

+5  

+10  

 4 Character Points

18  

+18/+13/+8/+3  

+6  

+6  

+11  

 onus Feat

19  

+19/+14/+9/+4  

+6  

+6  

+11  

+3 Character Points

20  

+20/+15/+10/+5  

+6  

+6  

+12  

Bonus Feat

Table 5-28: Monk
Hit Dice: d8 Skill Points per Level: 4 + Int modifier

  

Base

  

Attack  

Ref  

Will  

Fort

Level  

Bonus  

Save  

Save  

Save  

Special

1  

+0  

+2  

+2  

+2  

Unarmed strike, Stunning attack, Evasion, d6 Damage, AC +0

2  

+1  

+3  

+3  

+3  

Deflect Arrows Feat

3  

+2  

+3  

+3  

+3  

Still mind, +10 ft. Move

4  

+3  

+4  

+4  

+4  

Slow fall (20 ft.), d8 Damage

5  

+3  

+4  

+4  

+4  

Purity of body, AC +1

6  

+4  

+5  

+5  

+5  

Slow fall (30 ft.), Improved Trip Feat, +10 ft. Move

7  

+5  

+5  

+5  

+5  

Wholeness of body, Leap of clouds

8  

+6/+1  

+6  

+6  

+6  

Slow fall (50 ft.), d10 Damage

9  

+6/+1  

+6  

+6  

+6  

Improved evasion, +10 ft. Move

10  

+7/+2  

+7  

+7  

+7  

Ki strike +1, AC +2

11  

+8/+3  

+7  

+7  

+7  

Diamond body

12  

+9/+4  

+8  

+8  

+8  

Abundant step, d12 Damage, +10 ft. Move

13  

+9/+4  

+8  

+8  

+8  

Diamond Soul, Ki strike +2

14  

+10/+5  

+9  

+9  

+9  

+3 Character Points

15  

+11/+6/+1  

+9  

+9  

+9  

Quivering Palm, AC +3, +10 ft. Move

16  

+12/+7/+2  

+10  

+10  

+10  

Ki strike +3, d20 Damage

17  

+12/+7/+2  

+10  

+10  

+10  

Timeless body, Tongue of sun and moon

18  

+13/+8/+3  

+11  

+11  

+11  

Slow fall (any distance), +10 ft. Move

19  

+14/+9/+4  

+11  

+11  

+11  

Empty body

20  

+15/+10/+5  

+12  

+12  

+12  

Perfect self, AC +4

Table 5-29: Paladin
Hit Dice: d10 Skill Points per Level: 2 + Int modifier

  

Base

  

Attack  

Ref  

Will  

Fort

Level  

Bonus  

Save  

Save  

Save  

Special

1  

+1  

+0  

+0  

+2  

Detect evil, Divine grace, Lay on hands, Divine health

2  

+2  

+0  

+0  

+3  

Aura of courage, Smite evil

3  

+3  

+1  

+1  

+3  

Remove disease 1/week, Turn undead

4  

+4  

+1  

+1  

+4  

+3 Character Points

5  

+5  

+1  

+1  

+4  

Special Mount

6  

+6/+1  

+2  

+2  

+5  

Remove Disease 2/week, +1 1st Level spell

7  

+7/+2  

+2  

+2  

+5  

+3 Character Points

8  

+8/+3  

+2  

+2  

+6  

+4 Character Points

9  

+9/+4  

+3  

+3  

+6  

Remove Disease 3/week

10  

+10/+5  

+3  

+3  

+7  

+3 Character Points, +1 2nd Level spell

11  

+11/+6/+1  

+3  

+3  

+7  

+3 Character Points

12  

+12/+7/+2  

+4  

+4  

+8  

Remove Disease 4/week, +1 3rd Level spell

13  

+13/+8/+3  

+4  

+4  

+8  

+4 Character Points

14  

+14/+9/+4  

+4  

+4  

+9  

+3 Character Points, +1 1st Level spell

15  

+15/+10/+5  

+5  

+5  

+9  

Remove Disease 5/week, +1 4th Level spell

16  

+16/+11/+6/+1  

+5  

+5  

+10  

+3 Character Points, +1 2nd Level spell

17  

+17/+12/+7/+2  

+5  

+5  

+10  

+3 Character Points, +1 3rd Level spell

18  

+18/+13/+8/+3  

+6  

+6  

+11  

Remove Disease 6/week, +1 1st Level spell

19  

+19/+14/+9/+4  

+6  

+6  

+11  

+1 2nd, +1 3rd, +1 4th Level spell

20  

+20/+15/+10/+5  

+6  

+6  

+12  

+4 Character Points, +1 4th Level spell

Table 5-30: Ranger
Hit Dice: d10 Skill Points per Level: 4 + Int modifier

  

Base

  

Attack  

Ref  

Will  

Fort

Level  

Bonus  

Save  

Save  

Save  

Special

1  

+1  

+0  

+0  

+2  

Ambidexterity, Two Weapon Fighting Feat, Track, Favoured Enemy

2  

+2  

+0  

+0  

+3  

+2 Character Points

3  

+3  

+1  

+1  

+3  

+2 Character Points

4  

+4  

+1  

+1  

+4  

+2 Character Points

5  

+5  

+1  

+1  

+4  

Favoured Enemy

6  

+6/+1  

+2  

+2  

+5  

+2 Character Points, +1 1st Level spell

7  

+7/+2  

+2  

+2  

+5  

+2 Character Points

8  

+8/+3  

+2  

+2  

+6  

+2 Character Points

9  

+9/+4  

+3  

+3  

+6  

+2 Character Points

10  

+10/+5  

+3  

+3  

+7  

Favoured Enemy, +1 2nd Level spell

11  

+11/+6/+1  

+3  

+3  

+7  

+3 Character Points

12  

+12/+7/+2  

+4  

+4  

+8  

+2 Character Points, +1 3rd Level spell

13  

+13/+8/+3  

+4  

+4  

+8  

+2 Character Points

14  

+14/+9/+4  

+4  

+4  

+9  

+2 Character Points, +1 1st Level spell

15  

+15/+10/+5  

+5  

+5  

+9  

Favoured Enemy, +1 4th Level spell

16  

+16/+11/+6/+1  

+5  

+5  

+10  

+2 Character Points, +1 2nd Level spell

17  

+17/+12/+7/+2  

+5  

+5  

+10  

+3 Character Points, +1 3rd Level spell

18  

+18/+13/+8/+3  

+6  

+6  

+11  

+2 Character Points, +1 1st Level spell

19  

+19/+14/+9/+4  

+6  

+6  

+11  

+1 2nd, +1 3rd, +1 4th Level spell

20  

+20/+15/+10/+5  

 +6  

+6  

+12  

Favoured Enemy, +1 4th Level spell

Table 5-31: Rogue
Hit Dice: d6 Skill Points per Level: 8 + Int modifier

  

Base

  

Attack  

Ref  

Will  

Fort

Level  

Bonus  

Save  

Save  

Save  

Special

1  

+0  

+2  

+0  

+0  

Sneak attack +1d6

2  

+1  

+3  

+0  

+0  

Evasion

3  

+2  

+3  

+1  

+1  

Uncanny dodge (Dex), Sneak attack +2d6

4  

+3  

+4  

+1  

+1  

+3 Character Points

5  

+3  

+4  

+1  

+1  

+3 Character Points, Sneak attack +3d6

6  

+4  

+5  

+2  

+2  

Uncanny dodge (Flanking)

7  

+5  

+5  

+2  

+2  

Sneak attack +4d6

8  

+6/+1  

+6  

+2  

+2  

+3 Character Points

9  

+6/+1  

+6  

+3  

+3  

Sneak Attack +5d6

10  

+7/+2  

+7  

+3  

+3  

+3 Character Points, Special Ability

11  

+8/+3  

+7  

 3  

+3  

Uncanny dodge (+1 traps), Sneak attack +6d6

12  

+9/+4  

+8  

+4  

+4  

+3 Character Points

13  

+9/+4  

+8  

+4  

+4  

Sneak attack +7d6, Special ability

14  

+10/+5  

+9  

+4  

+4  

Uncanny dodge (+2 traps)

15  

+11/+6/+1  

+9  

+5  

+5  

+3 Character Points, Sneak attack +8d6

16  

+12/+7/+2  

+10  

+5  

+5  

Special ability

17  

+12/+7/+2  

+10  

+5  

+5  

Uncanny dodge (+3 traps), Sneak attack +9d6

18  

+13/+8/+3  

+11  

+6  

+6  

+3 Character Points

19  

+14/+9/+4  

+11  

+6  

+6  

Sneak Attack +10d6, Special ability

20  

+15/+10/+5  

+12  

+6  

+6  

+4 Character Points, Uncanny dodge (+4 traps)

Table 5-32: Sorcerer
Hit Dice: d4 Skill Points per Level: 2 + Int modifier

  

Base

  

Attack  

Ref  

Will  

Fort

Level  

Bonus  

Save  

Save  

Save  

Special

1  

+0  

+0  

+2  

+0  

Summon familiar +5 0th, +3 1st Level spell

2  

+1  

+0  

+3  

+0  

+1 0th, +1 1st Level spell

3  

+1  

+1  

+3  

+1  

+1 1st Level spell

4  

+2  

+1  

+4  

+1  

+1 1st, +3 2nd Level spell

5  

+2  

+1  

+4  

+1  

+1 2nd Level spell

6  

+3  

+2  

+5  

+2  

+1 2nd, +3 3rd Level spell

7  

+3  

+2  

+5  

+2  

+1 2nd, +1 3rd Level spell

8  

+4  

+2  

+6  

+2  

+1 3rd, +3 4th Level spell

9  

+4  

+3  

+6  

+3  

+1 3rd, +1 4th Level spell

10  

+5  

+3  

+7  

+3  

+1 4th, +3 5th Level spell

11  

+5  

+3  

+7  

 3  

+1 4th, +1 5th Level spell

12  

+6/+1  

+4  

+8  

+4  

+1 5th, +3 6th Level spell

13  

+6/+1  

+4  

+8  

+4  

+1 5th, +1 6th Level spell

14  

+7/+2  

+4  

+9  

+4  

+1 6th, +3 7th Level spell

15  

+7/+2  

+5  

+9  

+5  

+1 6th, +1 7th Level spell

16  

+8/+3  

+5  

+10  

+5  

+1 7th, +3 8th Level spell

17  

+8/+3  

+5  

+10  

+5  

+1 7th, +1 8th Level spell

18  

+9/+4  

+6  

+11  

+6  

+1 8th, +3 9th Level spell

19  

+9/+4  

+6  

+11  

+6  

+1 8th, +1 9th Level spell

20  

+10/+5  

+6  

+12  

+6  

+2 9th Level spell

Table 5-33: Wizard
Hit Dice: d4 Skill Points per Level: 2 + Int modifier

  

Base

  

Attack  

Ref  

Will  

Fort

Level  

Bonus  

Save  

Save  

Save  

Special

1  

+0  

+0  

+2  

+0  

Summon familiar, Scribe scroll, +3 0th, +1 1st Level spell

2  

+1  

+0  

+3  

+0  

+1 0th, +1 1st Level spell

3  

+1  

+1  

+3  

+1  

+1 2nd Level spell

4  

+2  

+1  

+4  

+1  

+1 1st, +1 2nd Level spell

5  

+2  

+1  

+4  

+1  

Bonus Feat, +1 3rd Level spell

6  

+3  

+2  

+5  

+2  

+1 2nd, +1 3rd Level spell

7  

+3  

+2  

+5  

+2  

+1 1st, +1 4th Level spell

8  

+4  

+2  

+6  

+2  

+1 3rd, +1 4th Level spell

9  

+4  

+3  

+6  

+3  

+1 2nd, +1 5th Level spell

10  

+5  

+3  

+7  

+3  

Bonus Feat, +1 4th, +1 5th Level spell

11  

+5  

+3  

+7  

+3  

+1 3rd, +1 6th Level spell

12  

+6/+1  

+4  

+8  

+4  

+1 5th, +1 6th Level spell

13  

+6/+1  

+4  

+8  

+4  

+1 4th, +1 7th Level spell

14  

+7/+2  

+4  

+9  

+4  

+1 6th, +1 7th Level spell

15  

+7/+2  

+5  

+9  

+5  

Bonus Feat, +1 5th, +1 8th Level spell

16  

+8/+3  

+5  

+10  

+5  

+1 7th, +1 8th Level spell

17  

+8/+3  

+5  

+10  

+5  

+1 6th, +1 9th Level spell

18  

+9/+4  

+6  

+11  

+6  

+1 8th, +1 9th Level spell

19  

+9/+4  

+6  

+11  

+6  

+1 7th, +1 9th Level spell

20  

+10/+5  

+6  

+12  

+6  

Bonus Feat, +1 8th, +1 9th Level spell

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