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Select Skills
The following outlines the rules for using Skills in Anime d20. See the PHB for the rules for acquiring Skill Ranks.
Skill Points and Skill Ranks
Characters have a number of Skill Points based on their class Levels, as outlined in the class descriptions. Depending on a character's class, some Skills are "class Skills" and some Skills are "cross-class Skills." For non-combat Skills, cross-class Skills require 2 Skill Points per Rank while class Skills require 1 Skill Point per Rank. For combat Skills, the cost is tripled to 6 and 3 Skill Points, respectively.
If the GM desires, the maximum number of Ranks a character can have in a class Skill is equal to that character's Rank +3 (a common limit in many d20 System games). The maximum Rank a character can have in a cross-class Skill is half that number (round down). Optionally, the GM can add the Skill's relevant Ability Score modifier to this maximum Skill Rank for the character. Of course, the Game Master can also ignore these limitations (and possibly develop his or her own Skill Rank maximums).
Using Skills
When a character uses a Skill, the character makes a Skill check to see how well the character performs the action. The higher the result on the character's Skill check, the more successful the attempt. Based on the circumstances, the character's result must match or exceed a particular number (called a DC, or Difficulty Class) to use the Skill successfully. The harder the task, the higher the number the character needs to roll.
Skill Description Format
Relevant Ability
This is the Ability modifier that most often applies to the Skill check. If two (or more) Abilities are listed, it indicates that different Abilities may be relevant, depending on the situation. The GM should select the one most appropriate to the circumstances. For example, the Pilot Skill has the Relevant Ability: Intelligence or Dexterity. When a character attempts to pilot a large cruise ship, the GM should require a Skill check using the Intelligence modifier - the character's knowledge of the boat's controls are more important when driving such a massive ship. When the character hops into a small ski boat, however, his or her Dexterity is more important and thus the GM should require a Skill check using the Dexterity modifier instead of the Intelligence Modifier.
Specialisations (Optional Rule)
A selection of Specialisations is provided. When a character gains a new Skill, he or she may select one Specialisation for free. Any time the character makes a Skill check (a character attempting to balance on a thin ledge using Acrobatics: Balance, for example), the character gains a +1 bonus to his or her Skill check. With GM permission, players may select a Specialisation that is not listed if it fits with their character concept. Also, GMs may allow characters to gain two additional Specialisations for a particular Skill by paying the normal cost associated with gaining a Rank in that Skill.
Description
The Skill name line is followed by a general description of what using the Skill represents.
Combat Feats and Anime d20
To provide more player options and better reflect common elements in anime shows, Anime d20 replaces several combat Feats with combat Skills. The three weapon proficiency Feats (Exotic, Martial, and Simple) have been eliminated, indicating that all characters are proficient with all weapons, and thus do not suffer the -4 attack penalty. Additionally, the Weapon Focus Feat (which gives a +1 with a specific weapon) has been removed in favour of combat Skills that can provide much greater attack bonuses. As a result, Anime d20 characters who specialise in combat prowess by assigning many combat Skills can become much more deadly in battle than standard d20 characters.
If you prefer to use combat Feats from the standard d20 System instead, simply remove the combat Skills option from Anime d20 and make the appropriate Feats available to characters once again.
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