Am I doing this right?

By HaplessOne, in Anima: Beyond Fantasy RPG

I'll start by giving my background a bit currently I am playing d20 (3.5 D&D) and Shard as alternating games on Saturday. I used to GM a Dark Heresy game, and a Savage Worlds game, and I've dabbled with White Wolf's story teller system (ie Exalted 1st Edition). I first have to say I love the shere level of customization. It's awsome. The magic system from what I read and can remember in this is good. The melee combat system leaves me feeling a bit off. I'll get to that in a bit.

In order to test the system I created a character, Jasher Maledict A dark Paladin. Now I'm left with a few questions. As a dark paladin if I want him to use Fire magic, Do I need to purchase "the Gift" as well as "elemental Compatibility" or since he is a Dark Paladin do I start off as if I already had the ability to cast spells as my class is a summoning class?

That question asked...I'll post up my final character and I wouldn't mind someone checking the math. In the mean time I'll post up my Abilities for you all to see
AGi 9
Con 7
Dex 9
STR 10
INT 7
PER 2
POW 9
WP 10

Ok, lets see...

First, I'd move some stats around if I were you. To be exact, You should never have more than 2 points difference between STR and CON, besides, the Dark Paladin is a Fighter Class and extra HP and Resistances are very good. I'd give 7 to Agility and 9 to Constitution. After all you're not going to dodge, you're going to block attacks (I guess). Like that he should be ok.

Now, now, you're a bit confused about the "class" system in Anima (which is pretty normal considering your background). The fact is EVERY class has access to everything (you might be a Weapon Master with Access to Pshychic Powers and spend point in Psychic Abilities, for example), but some classes are better than others. In every field. ALSO, Although you may buy Zeon, MA, and summoning skills for your character regardless of class, you CANNOT USE MAGIC unless you've got the Gift. Dark Paladins are by no means a "Supernatural Class".They're very natural indeed. They are just very good and Controlling summoned creatures (they're not good at summoning them, though), just because they're very good at controlling other guys around (actually Paladin and Dark Paladin are classes that are good at Social Skills mostly, but they're also fine at Vigor).

Another important note: Paladin or Dark Paladin doesn't mean good or evil at all in this game. It's just a different approach at problems. For example, Paladins in Argos are cruel guys who go back-to-back with the inquisition, while some Dark Paladins are just very strong-willed leaders, non necessarily evil (Nadya Chernomyrdin in Haufmann or Baron Akerman in Lucrecio).

Another important thing to say: Summoning Abilities (Summon, Control, Bind, Banish) DON'T require the Gift to be utilized. They're ritualistic stuff that almost anyone who studied enough to lend a hand can use.

That said, Dark Paladins are pretty horrible at magic (just like all pure Fighter classes). They pay 60DP for a MA multiplier (important for Zeonic Regeneration and for casting spells rapidly) and since they cannot allocate more than 50% of their DP to Supernatural Abilities, they cannot even rise it once per level, they can at best rise it 5 levels out of 6). Also, they pay 2 points for a 5 Zeon point increment and they pay 3 points for a single point of Magic Projection (necessary to cast spells on targets or to use Magic Shields). Of course you may overcome the last problem by buying the VERY COSTLY modules that allow a mage to use Attack and Block for magic projection. But still...its not worth the benefit on my opinion. AND OF COURSE, you have to buy a 2 points advantage named "The Gift", which strongly limits your advantage choice (also you're probably going to buy some other Advantages related to magic, to make your Dark Paladin worthwhile, meaning he'll be bad as a fighter, in the end).

If you want a fighter using Magic as back-up, you should choose the Warlock. He pays just 1 for 5 Zeon and 50 for MA and 2 per Magic Projection. Anyway, I'd buy him the aforementioned costly modules for Magic Projection, since then you'd be able to rise together Armed Combat and Magical Combat. If you want the Warlock to be more "Dark Paladin Like" buy him Aptitude to Socials and Natural Learner in either Intimidate, Persuasion or Composure. You can even buy him an advantage giving him +5 Wear Armor per level (Use of Armor). The total CP expenditure is 6, meaning you'll need 3 disadvantages each worth 1 point. This character will be a nice magical Dark Paladin working so much better than a Dark Paladin.

Otherwise if you're fixed on your idea of rolling a Dark Paladin, just keep in mind he won't be good at magic. My advice is hence forget about the magic thing. I'd actually even ignore using the Control thing and would gladly forfeit the +10 Control and +20 Zeon for the always useful +10 Withstand Pain. But everything's up to you, of course.

I hope this post will be of some help to you and welcome to Gaia!

I agree with Elric on just about everything. However, I would like to say again, that if you want a to be a fighter who also has some spells, then you want to be a warlock.

Casting spells generally requires the Gift. Even Wizards have to take it.

That being said, I will generally agree with the above. Warlock sounds more suited to your needs.

I will disagree on the point about never wanting more than 2 points difference between CON and STR. I see no difficulty with that - neither of them are set low, so if you're going for Block combat you should be all set. If you're going Dodge, then AGI over CON makes considerable sense. If going Block, I suggest buying a buckler and a large shield. The combined Block bonuses are considerable, and you can ignore attacks (I forget the game term for it - it's when you don't lose your action just because you were attacked) while still remaining closer to your full Block (the half Block penalty applies before things like gear).

The STR/CON thing is actually suggested in the rulebook for a purpose of...fluff...It's nonsense having a character with STR10 and CON5, because strength is given by a good asset of muscles, which are just exactly what enhances your resistence to impacts (on average). Hence a difference of more than two points between Strength and Constitution on a human being is a bit weird. I suggested against it, didn't ever say that would be compulsory.

It could make sense. Maybe said person had high-blood pressure, is Anemic, or otherwise has some health issue that doesn't affect his musculature but does effect his vitality and or vigor.

Mine was just a suggestion, based on guidelines given in the rulebook. I'd suggest higher constitution than agility anyway on a Dark Paladin/Warlock, sice you tend to be first or second line AND in this game a big hit may very easily bring to character's death if HP are a bit low.