General Classes in Element 133 | World Anvil

General Classes

General Classes may be selected as a base class by making your first upgrade with a feature from tier one of these classes. General classes all have the same base class features, that are granted for free at tier 1. They only have features spanning tiers 1 through 6 so you will need to multiclass to obtain higher tiers, but don't worry if you select a General Class as your base class it won't put you at a disadvantage.

Taken mostly from the Basic Character Classes of d20 Modern these classes have features that significantly improve your performance for abilities and skills that utilize a specific ability score. As such there are six General Classes, Charismatic Hero (Charisma), Dedicated Hero (Wisdom), Fast Hero (Dexterity), Smart Hero (Intelligence), Strong Hero (Strength), and Tough Hero (Tough).

Base Class Features

For the Charismatic, Dedicated, Fast, Smart, Strong, and Tough Hero classes.
Ability Score Increase

+2 to one ability score.

Saving Throw Proficiency

Gain proficiency on saving throws for the Ability associated with your chosen General Class, and gain proficiency on saving throws for one other ability.

Wealth, Reputation and Supply

No Increase

Speed Modifier

+5

Skill Proficiencies

Gain proficiency in four skills, or expertise in two.

Weapon & Armor Proficiencies

Select three Archaic, or Personal weapon categories.

Tool Proficiencies

2 of your choice

Languages

4 of your choice

Equipment

You may select 6 items of value 10 or lower from the following tables in the Equipment article, Bags and Boxes, Clothing, Computers and, Consumer Electronics, Surveillance Gear, Professional Equipment, Survival Gear, and/or Weapon Accessories

You may also select two simple, martial, or personal weapons that you have proficiency in from the tables in the Weapons article. And 3 bundles/boxes of the requisite ammunition for those weapons.

Ability Score Improvements - 0 AXP

TIER ONE FEATURE: Ability Score Improvements

    • AXP: 0
    • Grants Access To: None

As your character grows in experience and skil your abilities grow allong with you. At tier 1, 3, 5, 7, 9, and 10 you may choose to either;

  • Boost One Ability Score By Two: This option lets you increase a stat to a new modifier immediately, to a max of 30. This is great for boosting your class’s primary ability score.
  • Boost Two Ability Scores By One: If you have two odd ability scores, this option lets you round those two stats to an even number and max of 20, increasing the modifier of those stats.
  • or Obtain A Feature: Rather than gaining a numerical bonus, you gain a feature from any General Class at no AXP cost instead. This may only be used to obtain a feature from a tier equal to half your tier rounded up (min tier 1), and you must also have all necessary pre-requistes for that feature. Some features give a +1 bonus to an ability score, so this is good for rounding out an odd score, too!


 
Action Points - 0 AXP

TIER ONE FEATURE: Action Points

    • AXP: 0
    • Grants Access To: None

Action points provide characters with the means to affect game play in significant ways. A character always has a limited amount of action points granted by the modifier of one ability score x 2 (does not have to be the same ability score your general class enhances), chosen when obtaining this feature (STR, DEX, CON, WIS, INT, CHA), and while the character replenishes this supply with every new feature he or she upgrades a new feature, the character must use them wisely. A character can spend 1 action point to do one of these things:

  • Alter a single d20 roll used to make an attack, a skill check, an ability check, a effect roll (such as the healing from a surgical kit, or the result of a rollable table), or a saving throw.
  • Use a class talent or class feature during your turn for which the expenditure of 1 action point is required or grants additional bonuses or advantages.

When a character spends 1 action point to improve a d20 roll, add 1d6 to the d20 roll to help meet or exceed the target number. A character can declare the use of 1 action point to alter a d20 roll after the roll is made, but only before the DM reveals the result of that roll (whether the attack or check or saving throw succeeded or failed). A character can't use an action point on a skill check or ability check when he or she is taking 10 or taking 20.

When a character spends 1 action point to use a class feature, he or she gains the benefit of the feature but doesn't roll a d6. In this case, the action point is not a bonus to a d20 roll. The feature acts as modified by the use of an action point.

A character can only spend 1 action point in a round. If a character spends a point to use a class feature, he or she can't spend another one in the same round to improve a die roll, and vice versa.

Depending on the hero's character tier (see the table below), he or she may be able to roll more than one d6 when spending 1 action point.

Action Point Dice


Character TierAction Point Dice Rolled
1-31d6
4-62d6
7-103d6


 

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