This tread is for everyone to post their home-brewed additions to the classes in Gaia. Following are a few of my creations.
TECHNICIAN SUMMONER
Archetype: Domine, Mystic
Life Point Multiple: 20.
Life Points: +5 per Level.
Initiative: +5 per Level.
Martial Knowledge: +30 per Level.
Innate Psychic Points: +1 each 3 levels.
PRYMARY ABILITIES:
COMBAT: Limit 50%
+1 Attack: 2
+1 Block: 2
+1 Dodge: 2
+1 Wear Armor: 2
+1 Ki: 2
Accumulation Multiple: 15
SUPERNATURAL: Limit 50%
+5 Zeon: 1
MA Multiple: 60
+1 Magic Projection: 3
+1 Summon: 1
+1 Control: 1
+1 Bind: 1
+1 Banish: 1
PSYCHIC: Limit 50%
Psychic Points: 20
Psychic Projection: 3
SECONDARY ABILITIES:
+1 Athletics: 2
+1 Social: 2
+1 Perceptive: 2
+1 Intellectual: 2
+1 Vigor: 2
+1 Subterfuge: 2
+1 Creative: 2
REDUCED COSTS:
None.
INNATE BONUSES:
PRYMARY:
+20 Zeon per Level
+5 Summon per Level
+5 Control per Level
+5 Bind per Level
+5 Banish per Level
SECONDARY:
+5 Occult per Level
SPECIAL:
Pay half MK for Evocation Seals.
This is a Summoner from Old Continent background that gets interested in Ki summoning abilities and starts cross-training in that field. I don't believe Eastern Land ki summoners would ever try traditional one, because of what they are taught about the risks of summoning...As for balancing, I comapared it to the Warrior Summoner. Less HP per level and no bonus to Primary Fighting Abilites are compensated by higher MK, lower cost for Accumulation Multiples and the perk that discounts Evocation Seals. This class should fit pretty well to Devah, too. Even in my setting this is to be considered an extremely are asset.
PERFECTIONIST
Archetype: Domine, Psychic
Life Point Multiple: 20.
Life Points: +5 per Level.
Initiative: +5 per Level.
Martial Knowledge: +30 per Level.
Innate Psychic Points: +1 each level.
PRYMARY ABILITIES:
COMBAT: Limit 50%
+1 Attack: 2
+1 Block: 2
+1 Dodge: 2
+1 Wear Armor: 2
+1 Ki: 2
Accumulation Multiple: 15
SUPERNATURAL: Limit 50%
+5 Zeon: 3
MA Multiple: 70
+1 Magic Projection: 3
+1 Summon: 3
+1 Control: 3
+1 Bind: 3
+1 Banish: 3
PSYCHIC: Limit 50%
Psychic Points: 15
Psychic Projection: 2
SECONDARY ABILITIES:
+1 Athletics: 2
+1 Social: 2
+1 Perceptive: 2
+1 Intellectual: 2
+1 Vigor: 2
+1 Subterfuge: 2
+1 Creative: 2
REDUCED COSTS:
None.
INNATE BONUSES:
PRYMARY:
None.
SECONDARY:
None.
Another incredibly rare asset, this was designed to represent a psychic who decides to get full mastery of both body and mind. Because of the philosophy behind it, this class is better fit for Eastern Land characters. It's a Warrior Mentalist that trades HP and Fighting skills for MK, Accumulation Multiple discount and Intellectual discount.
SUMMONER MENTALIST
Archetype: Mystic, Psychic
Life Point Multiple: 20.
Life Points: +5 per Level.
Initiative: +5 per Level.
Martial Knowledge: +10 per Level.
Innate Psychic Points: +1 each level.
PRYMARY ABILITIES:
COMBAT: Limit 50%
+1 Attack: 3
+1 Block: 3
+1 Dodge: 2
+1 Wear Armor: 3
+1 Ki: 3
Accumulation Multiple: 30
SUPERNATURAL: Limit 50%
+5 Zeon: 1
MA Multiple: 60
+1 Magic Projection: 3
+1 Summon: 1
+1 Control: 1
+1 Bind: 1
+1 Banish: 1
PSYCHIC: Limit 50%
Psychic Points: 15
Psychic Projection: 2
SECONDARY ABILITIES:
+1 Athletics: 2
+1 Social: 2
+1 Perceptive: 2
+1 Intellectual: 2
+1 Vigor: 3
+1 Subterfuge: 2
+1 Creative: 2
REDUCED COSTS:
None.
INNATE BONUSES:
PRYMARY:
+50 Zeon per Level
+5 Summon per Level
+5 Control per Level
+5 Bind per Level
+5 Banish per Level
SECONDARY:
+5 Magic Appraisal per Level
+10 Occult per Level
A psychic that cross-trains in summoning. The Wizard Mentalist has all bonus/costs of both Wizard and Mentalist, but has to spend CP on both Psychic and Magic. To balance this class, I lowered the bonus to Summoning skills compared to full Summoners and rised a bit the cost for Psychic Points. It should be ok. Psychics are pretty rare in anima setting and hence Summoner Mentalists even more so, still this class would be ideal for any Devah that has access to Psychic Powers instead of The Gift.
CLERIC:
Archetype: Novel
Life Point Multiple: 15.
Life Points: +10 per Level.
Initiative: +5 per Level.
Martial Knowledge: +15 per Level.
Innate Psychic Points: +1 each 2 levels.
PRYMARY ABILITIES:
COMBAT: Limit 50%
+1 Attack: 3
+1 Block: 3
+1 Dodge: 3
+1 Wear Armor: 2
+1 Ki: 3
Accumulation Multiple: 20
SUPERNATURAL: Limit 50%
+5 Zeon: 2
MA Multiple: 60
+1 Magic Projection: 3
+1 Summon: 3
+1 Control: 3
+1 Bind: 3
+1 Banish: 3
PSYCHIC: Limit 50%
Psychic Points: 20
Psychic Projection: 3
SECONDARY ABILITIES:
+1 Athletics: 2
+1 Social: 2
+1 Perceptive: 2
+1 Intellectual: 3
+1 Vigor: 2
+1 Subterfuge: 3
+1 Creative: 2
REDUCED COSTS:
At character creation or when changing to this class choose 7 among:
+1 Attack: 2
+1 Block: 2
+1 Dodge: 2
+1 Wear Armor: 1
+1 Ki: 2
+5 Zeon: 1
+1 Magic Projection: 2
+1 Summon: 2
+1 Control: 2
+1 Bind: 2
+1 Banish: 2
+1 Psychic Projection: 2
+1 Athletics, Social, Perceptive, Vigor, or Creative Secondary Ability Field: 1
+1 Intellectual, or Subterfuge Secondary Ability Field: 2
INNATE BONUSES:
PRYMARY:
+5 Primary Abilities with Reduced Cost per Level (except for Ki, Zeon, Magic Projection, and Psychic Projection)
Max bonus to Attack, Block, and Dodge is +50
+50 Zeon per Level if it has Reduced Cost.
SECONDARY:
+5 Secondary Abilities With Reduced Cost per Level
SPECIAL:
A minimum of 25 Elan with a single Beryl or Shajad is required to start with this class or change to it. It costs 40DP for the Cleric to change class to any other Archetype and vice versa. Can only have Elan with one entity at a time.
+5 to “Elan Power” per level. Elan Power is the current Elan considered when applying the effects of Elan abilities that refer to the character’s current Elan and is added to the actual Elan.
In my setting Shajads and Berils are slowly trying to influence again Gaia. Hence they give their blessings to few devotees. An exceptional rare class that has appeared to the world only recently, clerics represent such chosen guys. As a base, Clerics are unspecialized class, hence the Novel Archetype. Also, becoming a cleric or abbandoning the cleric's path is quite a change, hence the 40DP cost to switch class (except for freelancers, of course). What makes someone a cleric is definitely the link to a deity. That's represented by the requirement of 25 Elan to be or become a cleric. This equals to an expenditure of 1CP which is the prerequisite for most classes with supernatural abilities anyway. Being a cultist is usually a rough work, requiring a good health, hence the +10HP per level (as for low HP fighting class) and the Life Point Multiple of 15. For psychic points I chose to stay in the novel range...a cleric with psychic powers is going to train himself a bit on them, but will have no time to specialize on them. As for MK I decided for a strange 15. Again martial training is time consuming and unless the deity requires it, there's no way a cleric may be as specialized as a fighter (weapon masters are an exception). Still a cleric should know more about it than a non fighting class. Clerics are chosen due to their faith, not capacities and have to bring forth a mission of faith levaing them with few time to specialize on anything. Hence the cleric has high cost for dodge, ki, accumulation multiple, all mystical and psychic abilities. Still, depending on the chosen cult, a cleric has a few things he'll be good at. At character creation or when choosing to switch to this class, you can choose a few primary abilities or entire secondary abilities fields where your cleric will have reduced costs. Compared to a freelancer, you will still have less mobility and flexibility. But in some secondaries you have the chance to have better cost! Also, Primary and Secondary Abilities with reduced costs gain class bonus! Anyway, the BIG difference, when compared to a Freelancer is that such bonus CANNOT be changed with time. Once a War Cleric, always a War Cleric, and the same goes with other faiths. Up till now, you can see a Cleric will result in a less powerful version of any other specialized character, so what makes a Cleric special? What's his true power? Of course it must be Elan. Now gaining Elan per level is abominable and would make them the most powerful class ever. Also, it would mean characters wouldn't have to do their best with interpretation to earn Elan points, which is bad (after all, Elan points are an award for following strictly a "code" of interpretation, aren't they?). Hence I added, just for them, the "Elan Power" concept. It represents the "intensity" of their blessing rather then the level of their syncronization. How does it work should be easy to understand, but I'll give you a few simple examples, just to make it clear.
A Level 2 Mikael Cleric with 40 Elan and Heavenly Resistances will gain +25 to all Resistances, instead of +20.
A Level 1 Zemial Cleric with 60 Elan and Lord of Destruction (Touch) will cause a MR or PhR check of 145, instead of 140.
A Level 3 Gabriel Cleric with 40 Elan and Artistic Aptitude will have an actual +55 to Music and Art, instead of +40.
A Level 6 Noah Cleric with 60 Elan and the Resistant gift gets +45 to his Physical Resistance, instead of +30.
A Level 4 Raphael Cleric with 70 Elan would be able to use Mother Nature's Eyes 9 times instead of 7.
A Level 5 Erebus Cleric with 50 Elan and Natural Mystic will have access to 150 Zeon to cast spells up to level 75, instead of 100 Zeon and level 50.
This means high level Clerics, will doubtless have very strong powers rivalring with those of high level wizards and other specialized classes.