The Basics >The Basics >Classes >

Student

Normal life is adventure enough without the need to go gallivanting after lost treasures or joining armies at the unlikely age of 14. A student’s life is full of little challenges like weird teachers, romantic rivals, and cultural festivals. The best prospect of adventure being is school trip, but some students hardly have such an idyllic life. The friends they make tend to get them into trouble with gangs, psychopathic fiances, and crazy relatives, not to mention obnoxious aliens, ancient awakened demons, or erstwhile goddesses. Moreover, they must still make some time to prepare for finals and the dreaded college entrance exams.

For all their normality, students seem surrounded by a special aura. They make friends easily and not only because of the cool uniforms and eerily attractive pleated skirts. Their utter normality seems to have the secondary effect of shielding them from all the weirdness they might encounter. Most students are insanely lucky as they dodge and duck during fights or have divine flashes of inspiration. Students can count on their friends to lend a hand, and adventures force them to learn skills they did not know they needed, such as fixing things and befriending bizarre creatures.

The rest of the classes are the bane of a student’s dreams of a normal life. His or her friendliness has a special appeal for all of them with no particular preference. They play aspirant mecha pilot with equal ease as becoming dynamic sorcerers’ apprentices, tech genius’ test subjects, magical girls’ romantic interests, or sidekicks to adventurers, hot rods, gun bunnies, and giant robots. They are valuable friends to martial artists, monster trainers, and sentai members, and can be the moral compass to samurai and ninja. They are everybody’s friends, and they have the luck to live to regret it.

Hit Die d4.

Ability Scores A student has a high Intelligence and Dexterity, necessary to earn good grades and avoid the local bully.

Skills

The student’s class skills (and the key Ability for each) are: Computer Use (Int), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gamble (Wis), Knowledge: Area (Int), Knowledge: Architecture (Int), Knowledge: Biological Sciences) (Int), Knowledge: Business (Int), Knowledge: Cultural Arts (Int), Knowledge: Domestic Arts (Int), Knowledge: Foreign Culture (Int), Knowledge: Law (Int), Knowledge: Nature (Int), Knowledge: Physical Sciences (Int), Knowledge: Religion (Int), Knowledge: Social Sciences (Int), Perform (Cha), Profession (Int), Research (Int), Speak Languages (Int), Sports (Str, Dex, or Con), and Swim (Str).

Skill Points at 1st Level = (8 + Int Modifier) x 4

Skill Points at Each Additional Level = 8 + Int modifier

Table: Student
Level Base Attack Bonus Fort Save Ref Save Will Save Special
+1 +0 +0 +2 +0 Divine Relationship +1, Sixth Sense +1
+2 +1 +0 +3 +0 Flunkies +1, Mind Shield +1
+3 +1 +1 +3 +1 +3 Character Points, Art of Distraction +1, Personal Gear +1
+4 +2 +1 +4 +1 +3 Character Points, Aura of Command +1
+5 +2 +1 +4 +1 Animal Friendship +1, Divine Relationship +1, Flunkies +1
+6 +3 +2 +5 +2 +5 Character Points, Organizational Ties +1
+7 +3 +2 +5 +2 Art of Distraction +1, Personal Gear +1
+8 +4 +2 +6 +2 +5 Character Points, Flunkies +1, Aura of Command +1
+9 +4 +3 +6 +3 Animal Friendship +1, Divine Relationship +1
+10 +5 +3 +7 +3 +5 Character Points, Special Movement +1
+11 +5 +3 +7 +3 Flunkies +1, Item of Power +1
+12 +6/+1 +4 +8 +4 +3 Character Points, Organizational Ties +1
+13 +6/+1 +4 +8 +4 +4 Character Points, Divine Relationship +1
+14 +7/+2 +4 +9 +4 Flunkies +1, Mechanical Genius +1
+15 +7/+2 +5 +9 +5 +3 Character Points, Special Attack +1
+16 +8/+3 +5 +10 +5 +3 Character Points, Mind Shield +1
+17 +8/+3 +5 +10 +5 Divine Relationship +1, Flunkies +1
+18 +9/+4 +6 +11 +6 +4 Character Points, Organizational Ties +1
+19 +9/+4 +6 +11 +6 +4 Character Points, Mind Shield +1
+20 +10/+5 +6 +12 +6 +5 Character Points