Post by Zyraen on Oct 6, 2021 0:35:45 GMT 8
NOTES
- Each player character can choose +1 to Fort Reflex or Will at the start (as per the Spending Upgrade Points post)
- The following benefits are usually Racial Traits, of which each UB character usually starts with two, but Naruto characters do not. Since they are picked up during lessons, we call them "Lesson Benefits" (LB) below.
- Some lessons grant more than one LB, in such a case choose only one. You cannot re-take a class you already passed (although you can re-take one in which you failed)
- If you gain access to a 2nd LB, you can replace your +1 to FRW with a different LB, but in any case, no more than two LBs at any one time.
- Next to each class is also a list of character names in brackets. These are characters that can take these classes to gain a free Multiclass feat as it is related to their main tree. Anyone may also gain this free Multiclass feat, to access a new tree focusing on that lesson.
- If you gain a free Multiclass feat, you do not gain the extra Skill points associated with the feat (it is provided from the class). You can never gain more than one free Multiclass feat in this way.
- Completing each class also grants bonus skill points in a skill. Note the +4 is not a numerical gain, it is effectively just added to your skill point pool. So it can increase +1 to +5, or +4 to +7.
- For avoidance of doubt, you can retrain your skill points when you pass the class.
- RP wise everyone learns all the subjects/lessons, but in practice each character can take the exams for two subjects/lessons to specialise in, but there will of course be some time lapse between. A character can fail the exam the first time and still pass on the second try, but this also means that character cannot take a second subject/lesson
=====
EXAMS
To complete each subject/lesson, both the following "exams" must be passed
- Test (Int check) : DC 12. Spending 1 WP before the test automatically passes, or up to 2 WP during the test.
- Skill to Pass : DC 20. Spending 3 WP (1 for reroll, 2 for Resurgence) automatically passes. Some subjects/lessons have more than one skill, in which case passing any one of them works. All skills are performed in the usual armor you wear
======
SUBJECTS / LESSONS
SHURIKENJUTSU (Kyuket,Seijun)
Skill to Pass : Acrobatics, Thievery
Lesson Benefits
A) Combat Readiness: You gain +2 bonus to Initiative.
B) Surefooted Shift: You ignore difficult terrain when shifting
Bonus Skill Points : +4 to either Acrobatics, Stealth or Thievery
FUINJUTSU ( Kyuket )
Skill to Pass : Form Seals, Identify Seals/Jutsus
Lesson Benefits
A) +1 to all saving throws
B) +2 to saving throws against effects that daze, stun or dominate
C) +2 to saving throws against effects that immobilise, entangle or slow
Bonus Skill Points : +4 to either Form Seals or Identify Seals/Jutsus
GENJUTSU ( Kikyo )
Skill to Pass : Stealth, Foresight
Lesson Benefits
A) +2 to saving throws against effects that daze, stun or dominate
B) Resist 5 Psychic (increases by 5 at levels 11, 21)
Bonus Skill Points : +4 to either Foresight, Form Seals, or Insight
TAIJUTSU ( Choshoku,Seijun)
Skill to Pass: Athletics, Endurance
Lesson Benefits
A) Stand Fast : You ignore 1 square of forced Movement (pull, push, slide). When an Attack would knock you prone, you can make a Saving Throw to avoid falling prone.
B) +5 to Athletics Checks to Climb, Jump or escape
Bonus Skill Points : +4 to either Athletics, Endurance or Acrobatics
IRYONINJUTSU ( Choshoku )
Skill to Pass: Heal
Lesson Benefits
A) Ample Reserves: +4 to Reserve Value, does not stack with feats
B) +2 to stabilise saves (ie death saving throws)
Bonus Skill Points : +4 to either Heal or Survival
KATONJUTSU ( Kazuya, maybe Seijun)
Skill to Pass: Endurance, Form Seals
Lesson Benefits
A) Resist 5 Fire (increases by 5 at levels 11, 21)
B) +2 to saving throws against Ongoing Damage
Bonus Skill Points: +4 to either Endurance or Form Seals
DOTON JUTSU ( Seijun )
Skill to Pass: Athletics, Form Seals
Lesson Benefits
A) Ample Reserves: +4 to Reserve Value, does not stack with feats
B) Bloody Resilience : You gain 5 THP when first Bloodied. This increases by 5 at levels 11 and 21.
Bonus Skill Points: +4 to either Athletics, Perception or Survival
BUNSHIN JUTSU ( this is generally more for those who have an interest in the multiclass )
Skill to Pass: Stealth, Performance
Lesson Benefits
A) You halve your attack penalties due to concealment
B) Nimble: +2 to all defenses against opportunity attacks
Bonus Skill Points: +4 to either Stealth, Insight or Performance
( FOLLOWING ADDED BASED ON INTEREST )
TRAP SETTING (this lesson/subject does not grant a multiclass feat)
Skill to Pass : Thievery, Foresight
Lesson Benefits
A) +2 bonus to escape checks (ie Athletics, Acrobatics)
B) Awareness: may reroll Perception (only) to avoid being surprised, does not stack with feats
Bonus Skill Points : +4 to either Acrobatics, Thievery, Foresight or Perception
- Each player character can choose +1 to Fort Reflex or Will at the start (as per the Spending Upgrade Points post)
- The following benefits are usually Racial Traits, of which each UB character usually starts with two, but Naruto characters do not. Since they are picked up during lessons, we call them "Lesson Benefits" (LB) below.
- Some lessons grant more than one LB, in such a case choose only one. You cannot re-take a class you already passed (although you can re-take one in which you failed)
- If you gain access to a 2nd LB, you can replace your +1 to FRW with a different LB, but in any case, no more than two LBs at any one time.
- Next to each class is also a list of character names in brackets. These are characters that can take these classes to gain a free Multiclass feat as it is related to their main tree. Anyone may also gain this free Multiclass feat, to access a new tree focusing on that lesson.
- If you gain a free Multiclass feat, you do not gain the extra Skill points associated with the feat (it is provided from the class). You can never gain more than one free Multiclass feat in this way.
- Completing each class also grants bonus skill points in a skill. Note the +4 is not a numerical gain, it is effectively just added to your skill point pool. So it can increase +1 to +5, or +4 to +7.
- For avoidance of doubt, you can retrain your skill points when you pass the class.
- RP wise everyone learns all the subjects/lessons, but in practice each character can take the exams for two subjects/lessons to specialise in, but there will of course be some time lapse between. A character can fail the exam the first time and still pass on the second try, but this also means that character cannot take a second subject/lesson
=====
EXAMS
To complete each subject/lesson, both the following "exams" must be passed
- Test (Int check) : DC 12. Spending 1 WP before the test automatically passes, or up to 2 WP during the test.
- Skill to Pass : DC 20. Spending 3 WP (1 for reroll, 2 for Resurgence) automatically passes. Some subjects/lessons have more than one skill, in which case passing any one of them works. All skills are performed in the usual armor you wear
======
SUBJECTS / LESSONS
SHURIKENJUTSU (Kyuket,
Skill to Pass : Acrobatics, Thievery
Lesson Benefits
A) Combat Readiness: You gain +2 bonus to Initiative.
B) Surefooted Shift: You ignore difficult terrain when shifting
Bonus Skill Points : +4 to either Acrobatics, Stealth or Thievery
FUINJUTSU ( Kyuket )
Skill to Pass : Form Seals, Identify Seals/Jutsus
Lesson Benefits
A) +1 to all saving throws
B) +2 to saving throws against effects that daze, stun or dominate
C) +2 to saving throws against effects that immobilise, entangle or slow
Bonus Skill Points : +4 to either Form Seals or Identify Seals/Jutsus
GENJUTSU ( Kikyo )
Skill to Pass : Stealth, Foresight
Lesson Benefits
A) +2 to saving throws against effects that daze, stun or dominate
B) Resist 5 Psychic (increases by 5 at levels 11, 21)
Bonus Skill Points : +4 to either Foresight, Form Seals, or Insight
TAIJUTSU ( Choshoku,
Skill to Pass: Athletics, Endurance
Lesson Benefits
A) Stand Fast : You ignore 1 square of forced Movement (pull, push, slide). When an Attack would knock you prone, you can make a Saving Throw to avoid falling prone.
B) +5 to Athletics Checks to Climb, Jump or escape
Bonus Skill Points : +4 to either Athletics, Endurance or Acrobatics
IRYONINJUTSU ( Choshoku )
Skill to Pass: Heal
Lesson Benefits
A) Ample Reserves: +4 to Reserve Value, does not stack with feats
B) +2 to stabilise saves (ie death saving throws)
Bonus Skill Points : +4 to either Heal or Survival
KATONJUTSU ( Kazuya, maybe Seijun)
Skill to Pass: Endurance, Form Seals
Lesson Benefits
A) Resist 5 Fire (increases by 5 at levels 11, 21)
B) +2 to saving throws against Ongoing Damage
Bonus Skill Points: +4 to either Endurance or Form Seals
DOTON JUTSU ( Seijun )
Skill to Pass: Athletics, Form Seals
Lesson Benefits
A) Ample Reserves: +4 to Reserve Value, does not stack with feats
B) Bloody Resilience : You gain 5 THP when first Bloodied. This increases by 5 at levels 11 and 21.
Bonus Skill Points: +4 to either Athletics, Perception or Survival
BUNSHIN JUTSU ( this is generally more for those who have an interest in the multiclass )
Skill to Pass: Stealth, Performance
Lesson Benefits
A) You halve your attack penalties due to concealment
B) Nimble: +2 to all defenses against opportunity attacks
Bonus Skill Points: +4 to either Stealth, Insight or Performance
( FOLLOWING ADDED BASED ON INTEREST )
TRAP SETTING (this lesson/subject does not grant a multiclass feat)
Skill to Pass : Thievery, Foresight
Lesson Benefits
A) +2 bonus to escape checks (ie Athletics, Acrobatics)
B) Awareness: may reroll Perception (only) to avoid being surprised, does not stack with feats
Bonus Skill Points : +4 to either Acrobatics, Thievery, Foresight or Perception