Specialist Classes

By ElricOfMelnibone, in Anima: Beyond Fantasy RPG

Looking at the Invoker in Arcana Exxet and the Alchemist I made, I've made up my mind and created a "Specialist" variant for each class in Anima. The following list (for completion) includes the Invoker, the Warrior Invoker and the Alchemist, although these can be found elsewhere.

BARBARIAN (WARRIOR):
A Warrior may choose to “specialize” as a Barbarian. This can be done either at character’s creation, when switching class to Warrior or at any level-up if the character is already a Warrior.
A Barbarian has no Wear Armor Innate Bonus per Level and gains only +15MK per Level, but a Barbarian gains +20Life Points per Level, +10Feats of Strength Innate Bonus per Level (instead of +5).
If a character begins the game as a Barbarian, instead of beginning with a single weapon proficiency, it can buy the Barbarian Module for half its cost. If a character has switched class to Barbarian, it can still buy the Barbarian Module for half cost. Additionally, the Barbarian can buy the Berserker Magnus for half cost (both DP and MK). While using the Berserker Magnus, the Barbarian has a bonus to Attack and Block Abilities equal to 1/10 (round down at multiples of 5) of his Feats of Strength Ability value.

PIRATE (ACROBATIC WARRIOR):
An Acrobatic Warrior may choose to “specialize” as a Pirate. This can be done either at character’s creation, when switching class to Acrobatic Warrior or at any level-up if the character is already an Acrobatic Warrior.
A Pirate trades his Athleticism and Sleight of Hand Class Innate Bonus for an identical bonus on Swim and Navigation. Also a Pirate only gets +15 Martial Knowledge per Level, but while on a ship, it can add 1/10 (round down at multiples of 5) of his Navigation secondary ability to his Attack and Dodge Abilities.
If a character begins the game as a Pirate, instead of beginning with a single weapon proficiency, it can buy the Pirate Module for half its cost. If a character has switched class to Pirate, it can still buy the Pirate Module for half cost.

CHAMPION (PALADIN):
A Paladin may choose to “specialize” as a Champion. This can be done either at character’s creation, when switching class to Paladin or at any level-up if the character is already a Paladin. A character must have at least 25 points of Elan with anyone Beril, in order to be or become a Champion.
A Champion cannot change his class except to become a Cleric with alignment to the same Beril. A Champion can have Elan only with a single Beril and should his Elan Level ever fall below 25, it automatically becomes a Paladin of the same Level. Whenever the Champion does something that goes against the creed of his patron Beril, he loses twice the usual amount of Elan points.
A Champion has no Class Innate Bonus to Leadership, but he gains a special bonus of +5Elan per Level. This Elan bonus does not grant any additional power nor eligibility to higher level powers, but is taken into account when calculating the effects of Elan Powers that refer to the Elan Level of the character, and for this purpose only, the character can be considered as having Elan higher than 100.

DARK CHAMPION (DARK PALADIN):
A Dark Paladin may choose to “specialize” as a Dark Champion. This can be done either at character’s creation, when switching class to Dark Paladin or at any level-up if the character is already a Paladin. A character must have at least 25 points of Elan with anyone Shajad, in order to be or become a Dark Champion.
A Dark Champion cannot change his class except to become a Cleric with alignment to the same Shajad. A Dark Champion can have Elan only with a single Shajad and should his Elan Level ever fall below 25, it automatically becomes a Dark Paladin of the same Level. Whenever the Dark Champion does something that goes against the creed of his patron Shajad, he loses twice the usual amount of Elan points.
A Dark Champion has no Class Innate Bonus to Intimidate and Persuasion, but he gains a special bonus of +5Elan per Level. This Elan bonus does not grant any additional power nor eligibility to higher level powers, but is taken into account when calculating the effects of Elan Powers that refer to the Elan Level of the character, and for this purpose only, the character can be considered as having Elan higher than 100.

KNIGHT (WEAPON MASTER):
A Weapon Master may choose to “specialize” as a Knight. This can be done either at character’s creation, when switching class to Weapon Master or at any level-up if the character is already a Weapon Master.
A Knight does not halve the cost of General Weapon Module, Archetype Weapon Module or Style module with the exception of the Knight Module described below, and does gain the +5Feats of Strength Class Innate Bonus per Level, but it gains +10Ride and +5Style Class Innate Bonus per Level and only spends 1DP per Ride point. Also, while mounted, the Knight has a bonus to his Attack and Block Abilities equal to 1/10 (round down at multiples of 5) of his Ride Secondary Ability.
If a character begins the game as a Knight, instead of beginning with a single weapon proficiency, it can buy the Knight Module for half its cost. If a character has switched class to Knight, it can still buy the Knight Module for half cost.

NEMESICIAN (TECHNICIAN):
A Technician may choose to “specialize” as a Nemesician. This can be done either at character’s creation, when switching class to Technician or at any level-up if the character is already a Technician.
A Nemesician cannot buy Ki Abilities or Techniques. It can use the Use of Nemesis, and Void Body abilities instead of Use of Ki and Use of Necessary Energy as requisites for developing Ars Magna and Martial Arts, and it can use Void Extrusion instead of both Presence Extrusion and Aura Extension for the same purpose. Void Extrusion affects as well weapons held by this character.
Penalties caused to enemies Supernatural Abilities through Nemesis Abilities used by a Nemesician are incremented by 10% per Level (round down at multiples of 5, except for the Null Ki ability, where you simply round down). Bonus to resistance from Void Body and Damage Reduction from Void Armor and Noht are increased by 10% per Level (round down in multiples of 5).

KENSAI (TAO):
A Tao may choose to “specialize” as a Kensai. This can be done either at character’s creation, when switching class to Tao or at any level-up if the character is already a Tao.
The Kensai must choose a single weapon and can apply all bonus and rules it gains from Martial Arts to that weapon, but the Kensai benefits from Tao’s reduced Martial Arts cost only as far as it does not buy more than one Martial Art for 60 points of Attack/Defense.

BOUNTY HUNTER (RANGER):
A Ranger may choose to “specialize” as a Bounty Hunter. This can be done either at character’s creation, when switching class to Ranger or at any level-up if the character is already a Ranger.
The Bounty Hunter has no reduced cost in Animals, Medicine and Herbal Lore and gets no Class Innate Bonus to Animals and Herbal Lore, but he spends only 2DP per point for Vigor Secondary Abilities and has a +10Trap Lore Innate Bonus per Level, instead of +5.
While in urban territories, Bounty Hunters gain twice their Natural Bonus to Perception Secondary Abilities as well as their Trap Lore Secondary Ability.

NINJA (SHADOW):
A Shadow may choose to “specialize” as a Ninja. This can be done either at character’s creation, when switching class to Shadow or at any level-up if the character is already a Shadow.
Ninja must pay 3DP per point of Wear Armor and don’t gain any Class Innate Bonus to Notice and Search, but they gain a total of extra +30MK per Level.
Ninja can buy the Ninja Module at half cost and Martial Arts with the same cost reduction as a Tao, as far as they buy no more than one Martial Art per 80 points of Attack/Defense.

TRICKSTER (THIEF):
A Thief may choose to “specialize” as a Trickster. This can be done either at character’s creation, when switching class to Thief or at any level-up if the character is already a Thief.
The trickster spends 2DP per point in Athletics Secondary Abilities, has no Class Innate bonus to Trap Lore and Theft, nor any bonus to Ki Concealment per level, but it spends only 1DP per point in Social Secondary Abilities, and gains +10 Persuasion and +10Disguise bonus per Level.
Whenever it’s attempting to fraud someone, the Trickster can add half of his Disguise Secondary Ability (round down at multiples of 5) to any Persuasion Secondary Ability check and vice versa.

SNIPER (ASSASSIN):
An Assassin may choose to “specialize” as a Sniper. This can be done either at character’s creation, when switching class to Assassin or at any level-up if the character is already an Assassin.
The Sniper has no Class Innate bonus to Poison, no reduced cost to Stealth, and applies his Attack Innate Bonus only to Ranged Attacks. The Sniper only spends 1DP per Hide point and may add 1/10 of his Notice or Search value (round down at multiples of 5) to his Attack Ability, when making Ranged Attacks.

MORPHER (WIZARD):
A Wizard may choose to “specialize” as a Morpher. This can be done either at character’s creation, when switching class to Wizard or at any level-up if the character is already a Wizard.
Halve the Intelligence value of a Morpher (round down) for calculating both his Magic Level and his Casting Level capacity. Double the cost of ML for a Morpher.
A Morpher rolls, in addition to his normal character sheet, a second character sheet, called Morphed Form, which is that of a supernatural creature, using the rules for Creatures Creation, with the following exceptions.
1- The Morpher cannot buy The Gift or Access to Psychic Disciplines as Essential Abilities for his Morphed Form.
2- The Morphed Form does not have to buy the characteristics. It uses the same characteristics rolled by the Morpher, but can switch them around as wished (bonus from CPs to characteristics are switched along with the characteristic they are given to). Of course additional points on stats can be bought as Essential Abilities and Superhuman/Supernatural/Divine Physical/Spiritual Characteristics abilities are not required to get the characteristics over 10, but Inhumanity and Zen abilities are.
3- The Morpher can buy Abilities and Powers for his Morphed Form as a Creature with Gnosis 30, but he gets no Extended Perception, Elemental Control, or Creation Bonus.
4- The Morphed Form has Attack and Defense (choose between Dodge and Block, unless it uses Damage Accumulation) equal to Morpher’s Magic Projection, but the DPs spent by the Morpher on Magic Projection are deducted from those allocated to the Morphed Form. Also, the Morphed Form has the same Zeon value of the Morpher and DPs spent by the Morpher on Zeon points are deducted from those allocated to the Morphed Form.
5- The Morphed Form has the same Advantages and Disadvantages of the Morpher.
6- The Creature cannot be an Elemental, an Undead, or a Spiritual creature.
Whenever the Morpher gets a level, so does its Morphed Form. The Morpher can turn into its Morphed Form as a Passive Action by spending a number of Zeon Points equal to its Presence multiplied by 3. Maintaining the Morphed Form in following turns has a cost in Zeon points equal to half the character’s Presence (round up at multiples of 5). Lost Life Points and effects of Criticals are transferred from a form to the other, but in case of creatures with Damage Accumulation, lost life points are multiplied by the Accumulation Multiple when turning into the Morphed Form and divided by it when reverting to the original form.

CLERIC (WARLOCK):
A Warlock may choose to “specialize” as a Cleric. This can be done either at character’s creation, when switching class to Warlock or at any level-up if the character is already a Warlock. A character must have at least 25 points of Elan with anyone Beril or Shajad, in order to be or become a Cleric.
A Cleric cannot change his class except to become a Champion or Dark Champion with alignment to the same Beril/Shajad. A Cleric can have Elan only with a single Beril/Shajad and should his Elan Level ever fall below 25, it automatically becomes a Warlock of the same Level. Whenever the Cleric does something that goes against the creed of his patron Beril/Shajad, he loses twice the usual amount of Elan points.
A Cleric gains a special bonus of +5Elan per Level. This Elan bonus does not grant any additional power nor eligibility to higher level powers, but is taken into account when calculating the effects of Elan Powers that refer to the Elan Level of the character, and for this purpose only, the character can be considered as having Elan higher than 100.
Also, Clerics have different characteristics depending on the Beril/Shajad they’re aligned with, hence follows a description of each of them.
Michael Clerics don’t have the +5 Class Bonus to Dodge, but they have a +10 Class Bonus to Wear Armor and +10 Medicine per Level. They can only use Spells from the Light, Creation, Water, and Essence Paths, as well as Letters Subpath. The first sphere they take on the Arcana Sephira must always be from the Esoteros Archanum.
Zemial Clerics don’t have the +5 Class Bonus to Block, Dodge, and Magic Appraisal, but they have an extra +10Life Points per Level, and +10Athleticism, +10Withstand Pain, and +10Feats of Strength per Level, as well as a bonus of +5MK per Level. They can only use Spells from the Darkness, Destruction, Fire, Necromancy Paths, as well as the Blood Subpath. The first sphere they take on the Arcana Sephira must always be from the Bellum Domini Archanum.
Uriel Clerics don’t have the +5 Class Bonus to Attack, Block, and Magic Appraisal, but they have an extra +5Initiative per Level as well as, +10Acrobatics, +10Jump, +5Hide, and +5Stealth per Level, and a special bonus of +5 to the Ki Concealment ability per level, once developed. They can only use Spells from the Light, Air, Water, and Illusion, as well as the Music Subpath. The first sphere they take on the Arcana Sephira must always be from the Esoteros Archanum.
Jedah Clerics don’t have the +5 Class Bonus to Dodge, but they have +5Wear Armor bonus per Level, and +5 to all Social Secondary Abilities per Level. They can only use Spells from the Darkness, Creation, Illusion, and Necromancy Paths, as well as the Umbral Subpath. The first sphere they take on the Arcana Sephira must always be from the Cognos Archanum.
Gabriel Clerics don’t have the +5 Class Bonus to Attack, and Magic Appraisal, but they have +5Wear Armor bonus per Level, and +10Art, +10Music, and +5Persuasion per Level. They can only use Spells from the Light, Creation, Air, and Essence Paths, as well as the Peace Subpath. The first sphere they take on the Arcana Sephira must always be from the Potestas Archanum.
Noah Clerics don’t have the +5 Class Bonus to Dodge, and Magic Appraisal, but they have a have +10Wear Armor bonus per Level, and +5Withstand Pain, +5Composure, and +5Feats of Strength per Level. They can only use Spells from the Darkness, Destruction, Fire, and Earth Paths, as well as the War Subpath. The first sphere they take on the Arcana Sephira must always be from the Bellum Domini Archanum.
Raphael Clerics don’t have the +5 Class Bonus to Block, and Magic Appraisal, but they have a have +10Animals, +10Herbal Lore, +10Medicine, and +5Feats of Strength per Level. They can only use Spells from the Light, Water, Earth, and Essence paths, as well as the Time Subpath. The first sphere they take on the Arcana Sephira must always be from the Potestas Archanum.
Erebus Clerics don’t have the +5 Class Bonus to Dodge, and only gain +15MK per Level, but they have a have +10Occult, +10Magic Appraisal (instead of +5), +5Intimidate, +10Composure per Level, as well as a special bonus of +5ML per Level. They can only use Spells from the Darkness, Creation, Essence, and Illusion Paths, as well as the Dreams Subpath. The first sphere they take on the Arcana Sephira must always be from the Cognos Archanum.
Azrael Clerics don’t have the +5 Class Bonus to Dodge, and Magic Appraisal, but they have a have +5Wear Armor bonus per Level, and +5Leadership per Level, as well as an extra +5MK bonus per Level. They can only use Spells from the Light, Destruction, Fire, and Air Paths, as well as the Knowledge Subpath. The first sphere they take on the Arcana Sephira must always be from the Bellum Domini Archanum.
Abaddon Clerics don’t have the +5 Class Bonus to Block, but they have a have +5Wear Armor bonus per Level, and +10Persuasion, and +10Occult per Level. They can only use Spells from the Darkness, Fire, Essence, and Necromancy paths, as well as the Sin Subpath. The first sphere they take on the Arcana Sephira must always be from the Potestas Archanum.
Barakiel Clerics don’t have the +5 Class Bonus to Dodge, but they have a have +5Wear Armor bonus per Level, and +10Style, and +10Science per Level. They can only use Spells from the Light, Creation, Essence, Necromancy Paths, as well as the Nobility Subpath. The first sphere they take on the Arcana Sephira must always be from the Cognos Archanum.
Eriol Clerics don’t have the +5 Class Bonus to Attack, Block, and Magic Appraisal, but they have a have an extra +5Initiative bonus per Level, and +5Acrobatics, +5Jump, +10Hide, +10Stealth per Level, as well as a special bonus of +5 to the Ki Concealment Ability per Level, if developed. They can only use Spells from the Darkness, Air, Fire, and Illusion Paths, as well as the Chaos Subpath. The first sphere they take on the Arcana Sephira must always be from the Esoteros Archanum.
Edamiel Clerics don’t have the +5 Class Bonus to Dodge, but they have a have +5 Wear Armor Bonus per Level, as well as +10Persuasion, and +10Composure per Level. They can only use Spells from the Light, Destruction, Water, and Necromancy Paths, as well as the Void Subpath. The first sphere they take on the Arcana Sephira must always be from the Esoteros Archanum.
Meseguis Clerics don’t have the +5 Class Bonus to Dodge, but they have a have an extra +5MK Bonus per Level, as well as +5Withstand Pain, and +5Composure per Level. They can only use Spells from the Darkness, Destruction, Earth, and Necromancy Paths, as well as the Death Subpath. The first sphere they take on the Arcana Sephira must always be from the Bellum Domini Archanum.

BARD (ILLUSIONIST):
An Illusionist may choose to “specialize” as a Bard. This can be done either at character’s creation, when switching class to Illusionist or at any level-up if the character is already an Illusionist.
Bards only get +5Hide and Stealth per Level and get no bonus to Disguise and Steal, but they get +10Acrobatics and +10Music per Level.
Bards cannot take Spells from the Destruction, Fire, Earth, and Necromancy Paths, nor take any Sphere from the Bellum Domini Archanum branch of the Arcana Sephira. The first Path chosen by a Bard must always take the Music Subpath with it.
Bards can use Offensive Magic Projection 140+, instead of Attack140+, as a prerequisite for using the Virgo Magnus and fight with it using their Magic Projection, instead of their normal Attack/Defense values. Also, Bards spend half the required Zeon cost for casting Music Subpath Spells.

ELEMENTALIST (WIZARD MENTALIST):
A Wizard Mentalis may choose to “specialize” as an Elementalist. This can be done either at character’s creation, when switching class to Wizard Mentalist or at any level-up if the character is already a Wizard Mentalist.
An Elementalist must choose and specialize on a single element among: Light, Darkness, Fire, Earth, Water, Air.
A Light Elementalist can only cast spells from the Light Path and use Psychic Powers from the Light Discipline.
A Darkness Elementalist can only cast spells from the Darkness Path and use Psychic Powers from the Energy Discipline.
A Fire Elementalist can only cast spells from the Fire Path and use Psychic Powers from the Pyrokinesis Discipline.
An Earth Elementalist can only cast spells from the Earth Path and use Psychic Powers from the Telemetry Discipline.
A Water Elementalist can only cast spells from the Water Path and use Psychic Powers from one Discipline chosen between either Cryokinesis and Matrix Powers.
An Air Elementalist can only cast spells from the Air Path and use Psychic Powers from one Discipline chosen between either Psychokinesis and Electromagnetism.
An Elementalist has a special +10 bonus per Level to the maximum Zeon Value of his Innate Spells and to the Base Psychic Potential value used to calculate the difficulty at which Innate Psychic Powers are maintained.

INVOKER (SUMMONER):
A Summoner may choose to “specialize” as an Invoker. This can be done either at character’s creation, when switching class to Summoner or at any level-up if the character is already a Summoner.
An Invoker can use his Summon Primary Ability only for Invocations and Incarnations, but he pays only half the required Zeon cost for both. An Invoker can still Control, Bind, and Banish creatures as normal.

WARRIOR INVOKER (WARRIOR SUMMONER):
A Warrior Summoner may choose to “specialize” as a Warrior Invoker. This can be done either at character’s creation, when switching class to Warrior Summoner or at any level-up if the character is already a Warrior Summoner.
A Warrior Invoker can use his Summon Primary Ability only for Invocations and Incarnations, but he pays only half the required Zeon cost for both. A Warrior Invoker can still Control, Bind, and Banish creatures as normal.

MADMAN (MENTALIST):
A Mentalist may choose to “specialize” as a Madman. This can be done either at character’s creation, when switching class to Mentalist or at any level-up if the character is already a Mentalist.
A Madman automatically gets the Madness Mind Set for free which it cannot erase. A Madman adds +1 to its rolls on the Madness Table (up to a maximum of 10) and applies the result also to Psychic Projection rolls for those Powers that use it.

WARRIOR MADMAN (WARRIOR MENTALIST):
A Warrior Mentalist may choose to “specialize” as a Warrior Madman. This can be done either at character’s creation, when switching class to Warrior Mentalist or at any level-up if the character is already a Warrior Mentalist.
A Warrior Madman automatically gets the Madness Mind Set for free which it cannot erase. A Warrior Madman adds +1 to its rolls on the Madness Table (up to a maximum of 10) and applies the result also to Psychic Projection rolls for those Powers that use it.

ALCHEMIST (FREELANCER):
A Freelancer may choose to “specialize” as an Alchemist. This can be done either at character’s creation, when switching class to Freelancer or at any level-up if the character is already a Freelancer.
Switching to the Alchemist Specialization Class has a cost of 20DP for a Freelancer and 40DP for characters from other Classes, and the same goes for Alchemists to switch to other classes.
Compared to a Freelancer, the Alchemist spends only 1DP per Summon point and 1DP per 5 Zeon Points, but he can use Summon only for Alchemy Rituals (not for Summoning creatures or using Invocations or Incarnations) and gets +10Summon and +20Zeon each Level as Primary Abilities Innate Bonus.
On the other hand, the Alchemist only gets to distribute on his Secondary Abilities three +10Innate Bonus, one of which must always be given to the Science Secondary Ability, although he has to spend only 1DP per Science point.

I prefer some of them more than others, but a feedback on each and everyone of them would be very appreciated (as well as on Alchemy, now that I've completed that)!

Elric of Melniboné said:

NINJA (SHADOW):
A Shadow may choose to “specialize” as a Ninja. This can be done either at character’s creation, when switching class to Shadow or at any level-up if the character is already a Shadow.
Ninja must pay 3DP per point of Wear Armor and don’t gain any Class Innate Bonus to Notice and Search, but they gain a total of extra +30MK per Level.
Ninja can buy the Ninja Module at half cost and Martial Arts with the same cost reduction as a Tao, as far as they buy no more than one Martial Art per 80 points of Attack/Defense.

30 MK/ level instead of 25 MK/ level? If thats what you mean then ok, but you could read it as having 55 MK/ level as well and that's toooooo much. And the martial arts cost reduction seems a bit too powerful, especially when you give the Ninja Kensai levels.

The TOTAL MK per Level is +30 instead of +25 AND NOT +55, of course (that would be broken under any point of view). The Ninja reduced cost on Martial Arts does not combine in any way with the Kensai reduced cost. Anyway, I'm going to rework a bit on these specialist classes, so expect them to be "perfected" as soon as it is possible.

Aother specialist idea for the Acrobatic Warrior: Duelist

Loses: Bonuses to Jump and Sleight of Hand, Wear Armor multiplier is 3, only 5 LP/ level, can only get class bonuses with one type of weapon.

Gets: +5 MK/level, +10 Etiquette/level, +5 Notice/level, cost of style modules halved

Have you created your own modules? Here is one my GM introduced:

Elusive Blades: You can add your weapon's quality bonus to dodge as well as to block, if you are not using a shield and can use the weapon in question with one hand. Cost: 30 DP

Completely re-worked the wording of Specialist Classes...it's much more complicated now (which I don't like), but they have become real "alternative classes", much more akin to the Invoker original idea from Anima Studios. Some of them have also changed.

BARBARIAN (WARRIOR):
A Warrior may choose to “specialize” as a Barbarian. This can be done either at character’s creation, when switching class to Warrior or at any level-up if the character is already a Warrior.
A Barbarian applies his Wear Armor Class Innate Bonus to Life Points, instead of Wear Armor. Also, a Barbarian is able to spend and use only 3/5 of his actual MK, but will double his Feats of Strength Class Innate Bonus.
While using the Berserker Magnus, the Barbarian has a bonus to Attack and Block Abilities equal to 1/10 (round down at multiples of 5) of his Feats of Strength Ability value.


PIRATE (ACROBATIC WARRIOR):
An Acrobatic Warrior may choose to “specialize” as a Pirate. This can be done either at character’s creation, when switching class to Acrobatic Warrior or at any level-up if the character is already an Acrobatic Warrior.
A Pirate applies his Athleticism and Sleight of Hand Class Innate Bonus to the Swim and Navigation Secondary Abilities, instead of Athleticism and Sleight of Hand. Also a Pirate will be able to spend and use only 3/5 of his actual MK, but will add 1/10 (round down at multiples of 5) of his Navigation secondary ability to his Attack and Dodge Abilities, while on a ship.

CHAMPION (PALADIN):
A Paladin may choose to “specialize” as a Champion. This can be done either at character’s creation, when switching class to Paladin or at any level-up if the character is already a Paladin. A character must have at least 25 points of Elan with anyone Beril, in order to be or become a Champion.
A Champion cannot change his class except to become a Cleric with alignment to the same Beril. A Champion can have Elan only with a single Beril and should his Elan Level ever fall below 25, it automatically becomes a Paladin of the same Level. Whenever the Champion does something that goes against the creed of his patron Beril, he loses twice the usual amount of Elan points.
A Champion does not apply any Class Innate Bonus to Leadership, but applies a special bonus of +5Elan per Level. This Elan bonus does not grant any additional power nor eligibility to higher level powers, but is taken into account when calculating the effects of Elan Powers that refer to the Elan Level of the character, and for this purpose only, the character can be considered as having Elan higher than 100.

DARK CHAMPION (DARK PALADIN):
A Dark Paladin may choose to “specialize” as a Dark Champion. This can be done either at character’s creation, when switching class to Dark Paladin or at any level-up if the character is already a Paladin. A character must have at least 25 points of Elan with anyone Shajad, in order to be or become a Dark Champion.
A Dark Champion cannot change his class except to become a Cleric with alignment to the same Shajad. A Dark Champion can have Elan only with a single Shajad and should his Elan Level ever fall below 25, it automatically becomes a Dark Paladin of the same Level. Whenever the Dark Champion does something that goes against the creed of his patron Shajad, he loses twice the usual amount of Elan points.
A Dark Champion does not apply any Class Innate Bonus to Intimidate and Persuasion, but applies a special bonus of +5Elan per Level. This Elan bonus does not grant any additional power nor eligibility to higher level powers, but is taken into account when calculating the effects of Elan Powers that refer to the Elan Level of the character, and for this purpose only, the character can be considered as having Elan higher than 100.

KNIGHT (WEAPON MASTER):
A Weapon Master may choose to “specialize” as a Knight. This can be done either at character’s creation, when switching class to Weapon Master or at any level-up if the character is already a Weapon Master.
A Knight does not apply the Feats of Strength Class Innate Bonus, but instead it applies double his Feats of Strength Class Innate Bonus to Ride. A Knight won’t benefit from any Combat Module, unless he’s fighting using weapons from the Knight Archetype Module. While mounted, the Knight has a bonus to his Attack and Block Abilities equal to 1/10 (round down at multiples of 5) of his Ride Secondary Ability.

NEMESICIAN (TECHNICIAN):
A Technician may choose to “specialize” as a Nemesician. This can be done either at character’s creation, when switching class to Technician or at any level-up if the character is already a Technician.
A Nemesician cannot use Ki Abilities or Techniques. It can use the Use of Nemesis, and Void Body abilities instead of Use of Ki and Use of Necessary Energy as requisites for developing Ars Magna and Martial Arts, and it can use Void Extrusion instead of both Presence Extrusion and Aura Extension for the same purpose. Void Extrusion affects as well weapons held by this character.
Penalties caused to enemies Supernatural Abilities through Nemesis Abilities used by a Nemesician have a bonus of 10% per Level (round down at multiples of 5, except for the Null Ki ability, where you simply round down). Bonus to resistance from Void Body and Damage Reduction from Void Armor and Noht have a bonus of 10% per Level (round down in multiples of 5).

KENSAI (TAO):
A Tao may choose to “specialize” as a Kensai. This can be done either at character’s creation, when switching class to Tao or at any level-up if the character is already a Tao.
The Kensai must choose a single weapon and can apply all bonus and rules it gains from Martial Arts to that weapon, but the Kensai can only combine the bonus of a Martial Art for each 60 points of Attack/Defense.

BOUNTY HUNTER (RANGER):
A Ranger may choose to “specialize” as a Bounty Hunter. This can be done either at character’s creation, when switching class to Ranger or at any level-up if the character is already a Ranger.
The Bounty Hunter does not apply the Animals and Herbal Lore Class Innate Bonus, but he doubles the Trap Lore Class Innate Bonus. Also, while in urban territories, a Bounty Hunter applies twice his Natural Bonus to both Perception Secondary Abilities as well as the Trap Lore Secondary Ability.

NINJA (SHADOW):
A Shadow may choose to “specialize” as a Ninja. This can be done either at character’s creation, when switching class to Shadow or at any level-up if the character is already a Shadow.
A Ninja does not apply any Notice or Search Class Innate Bonus, but gains free access to Ki Abilities, Nemesis Abilities, and Techniques up to an MK value equal to 1/5 of their actual MK value.

TRICKSTER (THIEF):
A Thief may choose to “specialize” as a Trickster. This can be done either at character’s creation, when switching class to Thief or at any level-up if the character is already a Thief.
The Trickster halves his base scores in Athletics Secondary Abilities (round down at multiples of 5), but doubles his base scores in Social Abilities. Also a Trickster applies no Trap Lore, and Ki Concealment Class Innate Bonus, but he applies , and applies his Theft Secondary Ability Class Innate Bonus to the Persuasion and Disguise secondary abilities instead of Theft. Whenever a Trickster is attempting to fraud someone, the Trickster can add half of his Disguise Secondary Ability (round down at multiples of 5) to any Persuasion Secondary Ability check, and vice versa.

SNIPER (ASSASSIN):
An Assassin may choose to “specialize” as a Sniper. This can be done either at character’s creation, when switching class to Assassin or at any level-up if the character is already an Assassin.
The Sniper has applies no Class Innate Bonus to Poison, and applies his Attack Innate Bonus only to Ranged Attacks. The Sniper only spends halves his Stealth base score and doubles his Hide base score. Finally, a Sniper may add 1/10 of his Notice or Search value (round down at multiples of 5) to his Attack Ability, when making Ranged Attacks.

MORPHER (WIZARD):
A Wizard may choose to “specialize” as a Morpher. This can be done either at character’s creation, when switching class to Wizard or at any level-up if the character is already a Wizard.
Halve the Intelligence value of a Morpher (round down) for calculating his Casting Level capacity. Also, a Morpher is able to spend and use only 1/2 of his actual ML.
A Morpher rolls, in addition to his normal character sheet, a second character sheet, called Morphed Form, which is that of a supernatural creature, using the rules for Creatures Creation, with the following exceptions.
1- The Morpher cannot buy The Gift or Access to Psychic Disciplines as Essential Abilities for his Morphed Form.
2- The Morphed Form does not have to buy the characteristics. It uses the same characteristics rolled by the Morpher, but can switch them around as wished (bonus from CPs to characteristics are switched along with the characteristic they are given to). Of course additional points on stats can be bought as Essential Abilities and Superhuman/Supernatural/Divine Physical/Spiritual Characteristics abilities are not required to get the characteristics over 10, but Inhumanity and Zen abilities are.
3- The Morpher can buy Abilities and Powers for his Morphed Form as a Creature with Gnosis 30, but he gets no Extended Perception, Elemental Control, or Creation Bonus.
4- The Morphed Form has Attack and Defense (choose between Dodge and Block, unless it uses Damage Accumulation) equal to Morpher’s Magic Projection, but the DPs spent by the Morpher on Magic Projection are deducted from those allocated to the Morphed Form. Also, the Morphed Form has the same Zeon value of the Morpher and DPs spent by the Morpher on Zeon points are deducted from those allocated to the Morphed Form.
5- The Morphed Form has the same Advantages and Disadvantages of the Morpher.
6- The Creature cannot be an Elemental, an Undead, or a Spiritual creature.
Whenever the Morpher gets a Level, so does its Morphed Form. The Morpher can turn into its Morphed Form as a Passive Action by spending a number of Zeon Points equal to its Presence multiplied by 3. Maintaining the Morphed Form in following turns has a cost in Zeon points equal to half the character’s Presence (round up at multiples of 5). Lost Life Points and effects of Criticals are transferred from a form to the other, but in case of creatures with Damage Accumulation, lost life points are multiplied by the Accumulation Multiple when turning into the Morphed Form and divided by it when reverting to the original form.

CLERIC (WARLOCK):
A Warlock may choose to “specialize” as a Cleric. This can be done either at character’s creation, when switching class to Warlock or at any level-up if the character is already a Warlock. A character must have at least 25 points of Elan with anyone Beril or Shajad, in order to be or become a Cleric.
A Cleric cannot change his class except to become a Champion or Dark Champion with alignment to the same Beril/Shajad. A Cleric can have Elan only with a single Beril/Shajad and should his Elan Level ever fall below 25, it automatically becomes a Warlock of the same Level. Whenever the Cleric does something that goes against the creed of his patron Beril/Shajad, he loses twice the usual amount of Elan points.
A Cleric applies a special bonus of +5Elan per Level. This Elan bonus does not grant any additional power nor eligibility to higher level powers, but is taken into account when calculating the effects of Elan Powers that refer to the Elan Level of the character, and for this purpose only, the character can be considered as having Elan higher than 100.
Also, each Cleric has different characteristics depending on the Beril/Shajad he’s aligned with, hence follows a description of each of them.
A Michael Cleric does not apply the +5 Dodge Class Innate Bonus, but applies twice his Dodge Class Innate Bonus to the Wear Armor and Medicine Abilities. A Michael Cleric can only use Spells from the Light, Creation, Water, and Essence Paths, as well as Letters Subpath. A Michael Cleric cannot benefit from Spheres from the Arcana Sephira unless he/she has at least one Sphere from the Esoteros Archanum.
A Zemial Cleric does not apply the +5 Block or Dodge Class Innate Bonus, but applies twice his Block Class Innate Bonus to Life Points, Feats of Strength and Withstand Pain, and twice his Dodge Class Innate Bonus to Athleticism. A Zemial Cleric also gains free access to Ki Abilities, Nemesis Abilities and Techniques up to a value in MK equal to his/her Dodge Class Innate Bonus. A Zemial Cleric can only use Spells from the Darkness, Destruction, Fire, Necromancy Paths, as well as the Blood Subpath. A Zemial Cleric cannot benefit from Spheres from the Arcana Sephira unless he/she has at least one Sphere from the Bellum Domini Archanum.
An Uriel Cleric does not apply the +5 Attack or Block Class Innate Bonus to Attack, Block, but applies twice his Attack Class Innate Bonus to Acrobatics, Jump, and Ki Concealment abilities, and his Block Class Innate Bonus to Hide, Stealth, and Initiative. An Uriel Cleric can only use Spells from the Light, Air, Water, and Illusion, as well as the Music Subpath. An Uriel Cleric cannot benefit from Spheres from the Arcana Sephira unless he/she has at least one Sphere from the Esoteros Archanum.
A Jedah Cleric does not apply the +5 Dodge Class Innate Bonus, but applies his Dodge Class Innate Bonus to Wear Armor, and all Social Secondary Abilities. A Jedah Cleric can only use Spells from the Darkness, Creation, Illusion, and Necromancy Paths, as well as the Umbral Subpath. A Jedah Cleric cannot benefit from Spheres from the Arcana Sephira unless he/she has at least one Sphere from the Cognos Archanum.
A Gabriel Cleric does not apply the +5 Attack Class Innate Bonus, but applies twice the Attack Class Innate Bonus to Art, Music, and Persuasion Secondary Abilities. A Gabriel Cleric can only use Spells from the Light, Creation, Air, and Essence Paths, as well as the Peace Subpath. A Gabriel Cleric cannot benefit from Spheres from the Arcana Sephira unless he/she has at least one Sphere from the Potestas Archanum.
A Noah Cleric does not apply the +5 Dode and Magic Appraisal Class Innate Bonus, but applies twice their Magic Appraisal Class Innate bonus to Wear Armor, and the Dodge Class Innate Bonus to Withstand Pain, Composure, and Feats of Strength Secondary Abilities. A Noah Cleric can only use Spells from the Darkness, Destruction, Fire, and Earth Paths, as well as the War Subpath. A Noah Cleric cannot benefit from Spheres from the Arcana Sephira unless he/she has at least one Sphere from the Bellum Domini Archanum.
A Raphael Cleric does not apply the +5 Block Class Innate Bonus, but applies twice the Block Class Innate Bonus to Animals, Herbal Lore, and Medicine Secondary Abilities. A Raphael Cleric can only use Spells from the Light, Water, Earth, and Essence paths, as well as the Time Subpath. A Raphael Cleric cannot benefit from Spheres from the Arcana Sephira unless he/she has at least one Sphere from the Potestas Archanum.
An Erebus Cleric does not apply the +5 Dodge Class Innate Bonus, but applies twice his Dodge Class Innate Bonus to Occult. An Erebus Cleric also gains free access to Spells, and Arcana Sephira Spheres up to a value in ML equal to his/her Dodge Class Innate Bonus. They can only use Spells from the Darkness, Creation, Essence, and Illusion Paths, as well as the Dreams Subpath. An Erebus Cleric cannot benefit from Spheres from the Arcana Sephira unless he/she has at least one Sphere from the Cognos Archanum.
An Azrael Cleric does not apply the +5 Dodge and Magic Appraisal Class Innate Bonus, but applies the Magic Appraisal Class Innate Bonus to Wear Armor, and his Dodge Class Innate Bonus to Leadership. An Azrael Cleric also gains free access to Ki Abilities, Nemesis Abilities and Techniques up to a value in MK equal to his/her Dodge Class Innate Bonus. An Azrael Cleric can only use Spells from the Light, Destruction, Fire, and Air Paths, as well as the Knowledge Subpath. An Azrael Cleric cannot benefit from Spheres from the Arcana Sephira unless he/she has at least one Sphere from the Bellum Domini Archanum.
An Abaddon Cleric does not apply the +5 Block Class Innate Bonus, but applies the Block Class Innate bonus to Wear Armor, and twice the Block Class Innate Bonus to Persuasion, and Occult. An Abaddon Cleric can only use Spells from the Darkness, Fire, Essence, and Necromancy paths, as well as the Sin Subpath. An Abaddon Cleric cannot benefit from Spheres from the Arcana Sephira unless he/she has at least one Sphere from the Potestas Archanum.
A Barakiel Cleric does not apply the +5 Dodge Class Innate Bonus, but applies the Dodge Class Innate Bonus to Wear Armor, and twice the Dodge Class Innate Bonus to Style, and Science. A Barakiel Cleric can only use Spells from the Light, Creation, Essence, Necromancy Paths, as well as the Nobility Subpath. A Barakiel Cleric cannot benefit from Spheres from the Arcana Sephira unless he/she has at least one Sphere from the Cognos Archanum.
An Eriol Cleric does not apply the +5 Attack or Block Class Innate Bonus, but applies twice his Attack Class Innate Bonus to Hide, Stealth, and Ki Concealment Abilities and his Block Class Innate Bonus to Initiative, Acrobatics, and Jump. An Eriol Cleric can only use Spells from the Darkness, Air, Fire, and Illusion Paths, as well as the Chaos Subpath. An Eriol Cleric cannot benefit from Spheres from the Arcana Sephira unless he/she has at least one Sphere from the Esoteros Archanum.
An Edamiel Cleric does not apply the +5 Dodge Class Innate Bonus, but applies the Dodge Class Innate Bonus to Wear Armor, and twice the Dodge Class Innate Bonus to Persuasion, and Composure. An Edamiel Cleric can only use Spells from the Light, Destruction, Water, and Necromancy Paths, as well as the Void Subpath. An Edamiel Cleric cannot benefit from Spheres from the Arcana Sephira unless he/she has at least one Sphere from the Esoteros Archanum.
A Meseguis Cleric does not have the +5 Dodge Class Innate Bonus, but applies the Dodge Class Innate Bonus to Withstand Pain and Composure Secondary Abilities. A Meseguis Cleric also gains free access to Ki Abilities, Nemesis Abilities and Techniques up to a value in MK equal to his/her Dodge Class Innate Bonus. A Meseguis Cleric can only use Spells from the Darkness, Destruction, Earth, and Necromancy Paths, as well as the Death Subpath. A Meseguis Cleric cannot benefit from Spheres from the Arcana Sephira unless he/she has at least one Sphere from the Bellum Domini Archanum.

BARD (ILLUSIONIST):
An Illusionist may choose to “specialize” as a Bard. This can be done either at character’s creation, when switching class to Illusionist or at any level-up if the character is already an Illusionist.
A Bard only applies half his Hide and Stealth Innate Class Bonus and applies twice its Disguise and Steal Innate Class Bonus to Acrobatics and Music, instead of applying any Innate Class Bonus to Disguise and Steal.
A Bard cannot use Spells from the Destruction, Fire, Earth, and Necromancy Paths, nor use any Sphere from the Bellum Domini Archanum branch of the Arcana Sephira, but can use a spell from the Music Subpath for each 10 points of Magic Level (without the need of learning it), applying the normal Gnosis Limits for High and Divine Magic.
Bards can use Offensive Magic Projection 140+, instead of Attack140+, as a prerequisite for using the Virgo Magnus and can choose to fight with it using their Magic Projection, instead of their normal Attack/Defense values. Finally, Bards spend half the required Zeon cost for casting Music Subpath Spells.

ELEMENTALIST (WIZARD MENTALIST):
A Wizard Mentalist may choose to “specialize” as an Elementalist. This can be done either at character’s creation, when switching class to Wizard Mentalist or at any level-up if the character is already a Wizard Mentalist.
An Elementalist must choose and specialize on a single element among: Light, Darkness, Fire, Earth, Water, Air.
A Light Elementalist can only cast spells from the Light Path and use Psychic Powers from the Light Discipline.
A Darkness Elementalist can only cast spells from the Darkness Path and use Psychic Powers from the Energy Discipline.
A Fire Elementalist can only cast spells from the Fire Path and use Psychic Powers from the Pyrokinesis Discipline.
An Earth Elementalist can only cast spells from the Earth Path and use Psychic Powers from the Telemetry Discipline.
A Water Elementalist can only cast spells from the Water Path and use Psychic Powers from one Discipline chosen between either Cryokinesis and Matrix Powers.
An Air Elementalist can only cast spells from the Air Path and use Psychic Powers from one Discipline chosen between either Psychokinesis and Electromagnetism.
An Elementalist has a special +10 bonus per Level to the maximum Zeon Value of his Innate Spells and to the Base Psychic Potential value used to calculate the difficulty at which its Innate Psychic Powers are maintained.

INVOKER (SUMMONER):
A Summoner may choose to “specialize” as an Invoker. This can be done either at character’s creation, when switching class to Summoner or at any level-up if the character is already a Summoner.
An Invoker can use his Summon Primary Ability only for Invocations and Incarnations, but he pays only half the required Zeon cost for both. An Invoker can still Control, Bind, and Banish creatures as normal.

WARRIOR INVOKER (WARRIOR SUMMONER):
A Warrior Summoner may choose to “specialize” as a Warrior Invoker. This can be done either at character’s creation, when switching class to Warrior Summoner or at any level-up if the character is already a Warrior Summoner.
A Warrior Invoker can use his Summon Primary Ability only for Invocations and Incarnations, but he pays only half the required Zeon cost for both. A Warrior Invoker can still Control, Bind, and Banish creatures as normal.

MADMAN (MENTALIST):
A Mentalist may choose to “specialize” as a Madman. This can be done either at character’s creation, when switching class to Mentalist or at any level-up if the character is already a Mentalist.
A Madman automatically gets the Madness Mind Set for free which it cannot erase. A Madman adds +1 to its rolls on the Madness Table (up to a maximum of 10) and applies the result also to Psychic Projection rolls for those Powers that use it.

WARRIOR MADMAN (WARRIOR MENTALIST):
A Warrior Mentalist may choose to “specialize” as a Warrior Madman. This can be done either at character’s creation, when switching class to Warrior Mentalist or at any level-up if the character is already a Warrior Mentalist.
A Warrior Madman automatically gets the Madness Mind Set for free which it cannot erase. A Warrior Madman adds +1 to its rolls on the Madness Table (up to a maximum of 10) and applies the result also to Psychic Projection rolls for those Powers that use it.

ALCHEMIST (FREELANCER):
A Freelancer may choose to “specialize” as an Alchemist. This can be done either at character’s creation, when switching class to Freelancer or at any level-up if the character is already a Freelancer.
Switching to an Alchemist Specialization Class has a cost of 20DP for a Freelancer and 40DP for characters from other Classes, and the same goes for Alchemists to switch to other classes.
An Alchemist doubles his Summon base score and has an additional Zeon Reserve with a number of Zeon Points equal to those the Alchemist buys through DPs and those obtained through Class Innate Bonus. An Alchemist can use the Summon Primary ability, as well as the additional reserve of Zeon Points, only for Alchemy Rituals (not for Summoning creatures or using Invocations or Incarnations).
An Alchemist can apply up to 10 points of his Class Innate Bonus per Level to his Summon Primary Ability, instead of the Secondary ability they are allocated to.

To Heart of the Tiger: The duelist was the other alternative I had in mind for the Acrobatic Warrior...but I chose the Pirate because any Acrobatic Warriors would already act as wonderful Duelists anyway. As for new modules, I'm introducing in my games a few modules that are variations of those created by Brewmaster Vitty...hence I WON'T post them here. Elusive Blades seems interesting...I'd simply make it quality bonus to dodge without any other "restriction" for 30DPs it should be pretty honest, but If we want to make a tread about new modules we should make it separately from this one.

Elric of Melniboné said:

To Heart of the Tiger: The duelist was the other alternative I had in mind for the Acrobatic Warrior...but I chose the Pirate because any Acrobatic Warriors would already act as wonderful Duelists anyway. As for new modules, I'm introducing in my games a few modules that are variations of those created by Brewmaster Vitty...hence I WON'T post them here. Elusive Blades seems interesting...I'd simply make it quality bonus to dodge without any other "restriction" for 30DPs it should be pretty honest, but If we want to make a tread about new modules we should make it separately from this one.

Yes, Acrobatic Warriors are fine duelists, no argument there. About the modules, yes let's start a tread but I cannot think of any more decent ones at the moment. :)