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In need of a Divine Class(cleric)/System


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#1 Valdruk

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Posted 23 February 2014 - 12:29 PM

Does anyone have a homemade divine class and/or system they could share?

 

I'm starting a campaign next week, and suddenly realized I need a class for characters channeling divine powers  :wacko: 

 

I'm new to Anima, and have read that I could use Elan among other things. But hoping someone here could help me out with more  :) 

 



#2 VoidCabbage

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Posted 23 February 2014 - 12:42 PM

1) Take any mystical class (Wizard, Warlock, Paladin, Dark Paladin, Wizard Mentalist, Summoner, Warrior Summoner...)

2) Take the Elan advantage and the gift

3) In your backstory say that your character is a member of the clergy/a cult

4) Attribute all of your powers to your diety

5) Success :D

 

In Anima you can choose the way all of your spells manifest. An orb of light mght look like a ball of light being pojected at an opponent, or it could be a flock of doves flying at the enemy, or divine crosses manifesting around them in the air and blinding them with their holy light. A shield of light could be holy text protecting you from the attacks of sinners.

 

The Church faction actually puts forth the idea that anyone they declare a Saint has powers given to them by God while all others (even those with the same type of magic) have their powers given to them by the devil.

 

There is an advantage in the Gaia setting book that you might find interesting as well:

 

SAINT
The character has received the title of Saint on behalf of The Church, which means that his powers are officially a divine gift and not a demonic emanation. Therefore, they’re free to use supernatural abilities on a limited basis, without the fear of being pursued by The Inquisition or suffering any other consequences. It is important to note that although The Church tends to be very reluctant to admit they made a mistake with an appointment, it doesn’t grant the character absolute free reign. Not only is he obligated to use his abilities in public as little as possible, but any action that The Church could construe as evil would strip him of his entitlement immediately.

 

Effects: The effects of this advantage only apply to role-playing.

 

Limitation: The character must have some sort of Supernatural Ability or have developed Ki Abilities to be able to take this advantage.

 

Cost: 2


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#3 Prinnygod

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Posted 23 February 2014 - 07:16 PM

Well actually you dont exactly need a class designed for that, you can take like a wizard or warlock most likely(wizard may work like cleric and warlock as war-cleric), make the wizard/warlock on his back story he was a cleric on a church or so, put occultism on it (Specialize on religion and you will have a +40 on religion but -40 on the rest of the stuff), pick your elan to follow, on the spells you are not forced to pick a whole book, so you can choose some specific spells, so you can pick like the healing spell on the creation book, some spells on the light book or depending on your elan, choose as advantages "The Gift", "Elan", and "Saint" as you prefer, its not mandatory but as VoidCabbage said, you are like a chosen one, still you are not excluded from being target as traitor if the church desires, between the spells your mage know and the secondary abilityes you pick up, you can make your wizard a full cleric, this is the cool thing about anima, you are not forced to a class in specific, and btw, you can also pick a freelancer, they receive a bonus on zeon and a +10 on 5 secondary abilityes, wich you can pick them on the occultism, magical apraissal, the rest would be up to you, so just take your time n.n if you have any questions ill be online rigth now so you can PM me if you have any questions n.n


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#4 ElricOfMelnibone

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Posted 24 February 2014 - 01:12 AM

I've designed "clerical" specialist classes for Anima.

 

Clerics in my system are a specialization of Warlocks. They have some restrictions and some bonuses and MUST of course have Elan. Also their "clerical" bonus consists in the fact that their Elan is considered 5 points higher per Level, ONLY when considering the effects of Elan powers. For example, a Level 3 Cleric with 50 Elan with Noah and Dark Power Gift actually has only 50 Elan with Noah, but has 130 (65X2) points of Dark Power at his disposal, instead of just 100.

 

I can post all clerics for Shajads and Beryls if you're interested.



#5 Valdruk

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Posted 24 February 2014 - 04:14 AM

VoidCabbage and Prinnygod: Thanks for the help and pointers!  :D

 

 

I've designed "clerical" specialist classes for Anima.

 

Clerics in my system are a specialization of Warlocks. They have some restrictions and some bonuses and MUST of course have Elan. Also their "clerical" bonus consists in the fact that their Elan is considered 5 points higher per Level, ONLY when considering the effects of Elan powers. For example, a Level 3 Cleric with 50 Elan with Noah and Dark Power Gift actually has only 50 Elan with Noah, but has 130 (65X2) points of Dark Power at his disposal, instead of just 100.

 

I can post all clerics for Shajads and Beryls if you're interested.

 

Yes please!  :D

 

Together with my players we can decide on what to use  :)



#6 ElricOfMelnibone

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Posted 24 February 2014 - 11:11 AM

Here is the cleric class for all Shajads/Beryls.

 

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, Shajad, or Grey One in order to be or become a Cleric.

A Cleric cannot change his class. A Cleric can have Elan only with a single Beril/Shajad/Grey One 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/Grey One, 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/Grey One he’s aligned with, hence follows a description of each of them. No Cleric can use Natural Magic Theorem. A Cleric ignores the Forbidden Bond rule of Subpaths.

A Michael Cleric does not apply the +5 Dodge Class Innate Bonus, but a Class Innate Bonus of +10 to the Wear Armor and Medicine Abilities per Level. A Michael Cleric can only use Spells from the Light, Creation, Water, and Essence Paths, as well as Protection and Peace Subpaths. A Michael Cleric cannot benefit from Spheres from the Arcana Sephira unless he/she has at least one Sphere from the Esoteros Archanum and can never apply Spheres of Cognos Archanum.

BREAKDOWN:

PENALTIES: No +5Dodge/Level. Use only Light, Creation, Water, Essence, Protection, Peace spells. Must have Sphere from Esoteros Archanum to use Archana Sephira. No Cognos Archanum. Limited to Michael Elan. Cannot change class. Loses class if Elan drops below 25. No Natural Magic.

BONUS: +10Wear Armor/Level. +10Medicine/Level. +5Elan Level/Level.

A Zemial Cleric does not apply the +5 Block or Dodge Class Innate Bonus, but applies a Class Innate Bonus of +10 to Feats of Strength, Withstand Pain, and Athleticism per Level. A Zemial Cleric also applies an extra +10Life Points per Level and +5MK per Level. A Zemial Cleric can only use Spells from the Darkness, Destruction, Fire, Necromancy Paths, as well as the Blood and Void Subpaths. A Zemial Cleric cannot benefit from Spheres from the Arcana Sephira unless he/she has at least one Sphere from the Bellum Domini Archanum, and can never apply spheres of Potestas Archanum.

BREAKDOWN:

PENALTIES: No +5Dodge/Level. No +5Block/Level. Use only Darkness, Destruction, Fire, Necromancy, Blood, Void spells. Must have sphere from Bellum Domini Archanum to use Archana Sephira. No Potestas Archanum. Limited to Zemial Elan. Cannot change class. Loses class if Elan drops below 25. No Natural Magic.

BONUS: +25MK/Level. +20Life Points/Level. +10Withstand Pain/Level. +10Feats of Strength/Level. +10Athleticism/Level. +5Elan Level/Level.

An Uriel Cleric does not apply the +5 Attack or Block Class Innate Bonus, but applies a Class Innate Bonus of +10 to Acrobatics, Jump, and Ki Concealment Abilities, and a Class Innate Bonus of +5 to Hide and Stealth Abilities per Level. An Uriel Cleric also applies an extra +5 Initiative per Level. An Uriel Cleric can only use Spells from the Light, Air, Water, and Illusion, as well as the Chaos and Divination Subpaths. An Uriel Cleric cannot benefit from Spheres from the Arcana Sephira unless he/she has at least one Sphere from the Esoteros Archanum, and can never apply any Sphere from the Cognos Archanum.

BREAKDOWN:

PENALTIES: No +5Attack/Level. No +5Block/Level. Use only Light, Air, Water, Illusion, Chaos, Divination spells. Must have sphere from Esoteros Archanum to use Archana Sephira. No Cognos Archanum. Limited to Uriel Elan. Cannot change class. Loses class if Elan drops below 25. No Natural Magic.

BONUS: +10Initiative/Level. +5Hide/Level. +5Stealth/Level. +10Acrobatics/Level. +10Jump/Level. +10Ki Concealment/Level. +5Elan Level/Level.

A Jedah Cleric does not apply the +5 Dodge Class Innate Bonus, but applies a Class Innate Bonus of +5 to Wear Armor, and all Social Secondary Abilities per Level. A Jedah Cleric can only use Spells from the Darkness, Creation, Illusion, and Necromancy Paths, as well as the Letters and Nobility Subpaths. A Jedah Cleric cannot benefit from Spheres from the Arcana Sephira unless he/she has at least one Sphere from the Cognos Archanum, and can never apply any Sphere from the Esoteros Archanum.

BREAKDOWN:

PENALTIES: No +5Dodge/Level. Use only Darkness, Creation, Illusion, Necromancy, Letters, Nobility spells. Must have sphere from Cognos Archanum to use Archana Sephira. No Esoteros Archanum. Limited to Jedah Elan.  Cannot change class. Loses class if Elan drops below 25. No Natural Magic.

BONUS: +5Wear Armor/Level. +5Socials/Level. +5Elan Level/Level.

A Gabriel Cleric does not apply the +5 Attack Class Innate Bonus, but applies a Class Innate Bonus of +10 to Art, Music, and Persuasion Secondary Abilities per Level. A Gabriel Cleric can only use Spells from the Light, Creation, Air, and Essence Paths, as well as the Peace and Music Subpaths. A Gabriel Cleric cannot benefit from Spheres from the Arcana Sephira unless he/she has at least one Sphere from the Potestas Archanum, and can never apply any Sphere from the Bellum Domini Archanum.

BREAKDOWN:

PENALTIES: No +5Attack/Level. Use only Light, Creation, Air, Essence, Peace, Music spells. Must have sphere from Potestas Archanum to use Archana Sephira. No Bellum Domini Archanum. Limited to Gabriel Elan. Cannot change class. Loses class if Elan drops below 25. No Natural Magic.

BONUS: +10Art/Level. +10Music/Level. +10Persuasion/Level. +5Elan Level/Level.

A Noah Cleric does not apply the +5 Dodge and Magic Appraisal Class Innate Bonus, but applies a Class Innate bonus of +10 to Wear Armor, and a Class Innate Bonus of +5 to Withstand Pain, and Feats of Strength Secondary Abilities per Level. A Noah Cleric also applies an extra +5Life Points per Level. A Noah Cleric can only use Spells from the Darkness, Destruction, Fire, and Earth Paths, as well as the War and Blood Subpaths. A Noah Cleric cannot benefit from Spheres from the Arcana Sephira unless he/she has at least one Sphere from the Bellum Domini Archanum, and can never apply any Sphere from the Potestas Archanum.

BREAKDOWN:

PENALTIES: No +5Dodge/Level. No +5Magic Appraisal/Level. Use only Darkness, Destruction, Fire, Earth, War, Blood spells. Must have sphere from Bellum Domini Archanum to use Archana Sephira. No Potestas Archanum. Limited to Noah Elan. Cannot change class. Loses class if Elan drops below 25. No Natural Magic.

BONUS: +10Wear Armor/Level. +5Withstand Pain/Level. +5Feats of Strengh/Level. +15Life Points/Level. +5Elan Level/Level.

A Raphael Cleric does not apply the +5 Block Class Innate Bonus, but applies a Class Innate Bonus of +10 to Animals, Herbal Lore, and Medicine Secondary Abilities per Level. A Raphael Cleric can only use Spells from the Light, Water, Earth, and Essence paths, as well as the Animal and Plant Subpath. A Raphael Cleric cannot benefit from Spheres from the Arcana Sephira unless he/she has at least one Sphere from the Potestas Archanum, and can never apply any Sphere from the Bellum Domini Archanum.

BREAKDOWN:

PENALTIES: No +5Block/Level. Use only Light, Water, Earth, Essence, Animal, Plant spells. Must have sphere from Potestas Archanum to use Archana Sephira. No Bellum Domini Archanum. Limited to Raphael Elan. Cannot change class. Loses class if Elan drops below 25. No Natural Magic.

BONUS: +10Animals/Level. +10Herbal Lore/Level. +10Medicine/Level. +5Elan Level/Level.

An Erebus Cleric does not apply the +5 Dodge Class Innate Bonus, but applies a +10 Class Innate Bonus to Occult per Level. An Erebus Cleric also applies a bonus of +5ML per Level. They can only use Spells from the Darkness, Creation, Essence, and Illusion Paths, as well as the Dreams and Shadow Subpaths. An Erebus Cleric cannot benefit from Spheres from the Arcana Sephira unless he/she has at least one Sphere from the Cognos Archanum, and can never apply any Sphere from the Esoteros Archanum.

BREAKDOWN:

PENALTIES: No +5Dodge/Level. Use only Darkness, Creation, Essence, Illusion, Dreams, Shadow spells. Must have sphere from Cognos Archanum to use Archana Sephira. No Esoteros Archanum. Limited to Erebus Elan. Cannot change class. Loses class if Elan drops below 25. No Natural Magic.

BONUS: +5ML/Level. +10Occult/Level. +5Elan Level/Level.

An Azrael Cleric does not apply the +5 Dodge and Magic Appraisal Class Innate Bonus, but applies an Innate Class Bonus of +5 to Wear Armor, and Leadership per Level. An Azrael Cleric also applies an extra +5MK per Level. An Azrael Cleric can only use Spells from the Light, Destruction, Fire, and Air Paths, as well as the War and Guardian Subpaths. An Azrael Cleric cannot benefit from Spheres from the Arcana Sephira unless he/she has at least one Sphere from the Bellum Domini Archanum, and can never apply any Sphere from the Potestas Archanum.

BREAKDOWN:

PENALTIES: No +5Dodge/Level. No +5Magic Appraisal/Level. Use only Light, Destruction, Fire, Air, War, Guardian spells. Must have sphere from Bellum Domini Archanum to use Archana Sephira. No Potestas Archanum. Limited to Azrael Elan. Cannot change class. Loses class if Elan drops below 25. No Natural Magic.

BONUS: +25MK/Level. +5Wear Armor/Level, +5Leadership/Level. +5Elan Level/Level.

An Abaddon Cleric does not apply the +5 Block Class Innate Bonus, but applies a Class Innate bonus of +5 to Wear Armor, and a +10 Class Innate Bonus to Persuasion and Occult per Level. An Abaddon Cleric can only use Spells from the Darkness, Fire, Essence, and Necromancy paths, as well as the Sin and Animal Subpaths. An Abaddon Cleric cannot benefit from Spheres from the Arcana Sephira unless he/she has at least one Sphere from the Potestas Archanum, and can never apply any Sphere from the Bellum Domini Archanum.

BREAKDOWN:

PENALTIES: No +5Block/Level. Use only Darkness, Fire, Essence, Necromancy, Sin, Animal spells. Must have sphere from Potestas Archanum to use Archana Sephira. No Bellum Domini Archanum. Limited to Abaddon Elan. Cannot change class. Loses class if Elan drops below 25. No Natural Magic.

BONUS: +5Wear Armor/Level. +10Persuasion/Level. +10Occult/Level. +5Elan Level/Level.

A Barakiel Cleric does not apply the +5 Dodge Class Innate Bonus, but applies a Class Innate Bonus of +5 to Wear Armor per Level, and a Class Innate Bonus of +10 to Style, and Science per Level. A Barakiel Cleric can only use Spells from the Light, Creation, Essence, Necromancy Paths, as well as the Nobility and Law Subpaths. A Barakiel Cleric cannot benefit from Spheres from the Arcana Sephira unless he/she has at least one Sphere from the Cognos Archanum, and can never apply any Sphere from the Esoteros Archanum.

BREAKDOWN:

PENALTIES: No +5Dodge/Level. Use only Light, Creation, Essence, Necromancy, Nobility, Law spells. Must have sphere from Cognos Archanum to use Archana Sephira. No Esoteros Archanum. Limited to Barakiel Elan. Cannot change class. Loses class if Elan drops below 25. No Natural Magic.

BONUS: +5Wear Armor/Level. +10Science/Level. +10Style/Level. +5Elan Level/Level.

An Eriol Cleric does not apply the +5 Attack or Block Class Innate Bonus, but applies a Class Innate Bonus of +10 to Hide, Stealth, and Ki Concealment Abilities per Level, and a Class Innate Bonus of +5 to Acrobatics, and Jump per Level.  An Eriol Cleric also applies an extra +5 Initiative per Level. An Eriol Cleric can only use Spells from the Darkness, Air, Fire, and Illusion Paths, as well as the Chaos and Dreams Subpaths. An Eriol Cleric cannot benefit from Spheres from the Arcana Sephira unless he/she has at least one Sphere from the Esoteros Archanum, and can never apply any Sphere from the Cognos Archanum.

BREAKDOWN:

PENALTIES: No +5Attack/Level. No +5Block/Level. Use only Darkness, Air, Fire, Illusion, Chaos, Dreams spells. Must have sphere from Esoteros Archanum to use Archana Sephira. No Cognos Archanum. Limited to Eriol Elan. Cannot change class. Loses class if Elan drops below 25. No Natural Magic.

BONUS: +10Initiative/Level. +10Hide/Level. +10Stealth/Level. +5Acrobatics/Level. +10Ki Concealment/Level. +5Jump/Level. +5Elan Level/Level.

An Edamiel Cleric does not apply the +5 Dodge Class Innate Bonus, but applies a Class Innate Bonus of +5 to Wear Armor per Level, and a Class Innate Bonus of +10 to Persuasion, and Composure per Level. An Edamiel Cleric can only use Spells from the Light, Destruction, Water, and Necromancy Paths, as well as the Void and Sin Subpaths. An Edamiel Cleric cannot benefit from Spheres from the Arcana Sephira unless he/she has at least one Sphere from the Esoteros Archanum, and can never apply any Sphere from the Cognos Archanum.

BREAKDOWN:

PENALTIES: No +5Dodge/Level. Use only Light, Destruction, Water, Necromancy, Void, Sin spells. Must have sphere from Esoteros Archanum to use Archana Sephira. No Cognos Archanum. Limited to Edamiel Elan. Cannot change class. Loses class if Elan drops below 25. No Natural Magic.

BONUS: +5Wear Armor/Level. +10Composure/Level. +10Persuasion/Level. +5Elan Level/Level.

A Meseguis Cleric does not have the +5 Dodge Class Innate Bonus, but applies a Class Innate Bonus of +5 to Withstand Pain and Composure Secondary Abilities per Level. A Meseguis Cleric also applies an extra +5MK per Level. A Meseguis Cleric can only use Spells from the Darkness, Destruction, Earth, and Necromancy Paths, as well as the Death and Protection Subpaths. A Meseguis Cleric cannot benefit from Spheres from the Arcana Sephira unless he/she has at least one Sphere from the Bellum Domini Archanum, and can never apply any Sphere from the Potestas Archanum.

BREAKDOWN:

PENALTIES: No +5Dodge/Level. Use only Darkness, Destruction, Earth, Necromancy, Death, Protection spells. Must have sphere from Bellum Domini Archanum to use Archana Sephira. No Potestas Archanum. Limited to Meseguis Elan. Cannot change class. Loses class if Elan drops below 25. No Natural Magic.

BONUS: +25MK/Level. +5Composure/Level. +5Withstand Pain/Level. +5Elan Level/Level.


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#7 Valdruk

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Posted 24 February 2014 - 12:48 PM

Thanks Elric!

Will update on what we go with and how things turns out ;)



#8 vanderhagast

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Posted 02 June 2014 - 10:29 PM

Hello there, love your system!

 

Pardon my ignorance, but what do you mean by 'Cleric cannot benefit from Spheres from the Arcana Sephira unless he/she has at least one Sphere from the Potestas Archanum, and can never apply any Sphere from the Bellum Domini Archanum

 

Where are these found? I found Arcana Sephira in Arcana Exxet, but Potestas and Belum?



#9 EvilChildren

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Posted 02 June 2014 - 10:33 PM

It may be one of the many homebrew stuff that he has.



#10 hakootoko

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Posted 03 June 2014 - 07:01 AM

Secrets of the Supernatural has names for the four branches of the Arcana Shepirah. Perhaps he's using the Spanish names for those branches.



#11 ElricOfMelnibone

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Posted 12 June 2014 - 01:20 PM

Sorry for the late reply. Yes...the "Bellum Domini Archanum", "Esotheros Archanum", "Cognos Archanum" and "Potestas Archanum" are the four branches of the Arcana Sephira. The Bellum Domini Archanum is that that has as highest power the one that doubles damage of spells. The Cognos Archanum is that that allows you to cast High Magic. Esotheros Archanum is the one that makes you pay maintenance for spells only once each 5 turns or each week for daily spells, Potestas Archanum is the branch that allows to halve the cost of spells.






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