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Adventurer 冒険家

Members of every class can be considered adventurers, but those who take up the generalized mantle have a few tricks all their own while also blending the ideas of adventuring more specifically available to others.

Characteristics

An adventurer is a naturally defensive type, with the ability to put their focus on one goal at a time. They are good at finding traps and dealing with problems both in and out of combat.

Table: Adventurer
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +2 +2 +2 Combat focus, trapfinding
2nd +1 +3 +3 +3 Adventuring talent, cunning
3rd +2 +3 +3 +3 Combat focus, danger sense +1
4th +3 +4 +4 +4 Endurance, fast movement +1
5th +3 +4 +4 +4 Adventuring talent, combat focus
6th +4 +5 +5 +5 Danger sense +1, evasion +1
7th +5 +5 +5 +5 Combat focus, nimble moves
8th +6/+1 +6 +6 +6 Adventuring talent
9th +6/+1 +6 +6 +6 Combat focus, danger sense +1
10th +7/+2 +7 +7 +7 Dual focus, fast movement +1
11th +8/+3 +7 +7 +7 Adventuring talent, combat focus
12th +9/+4 +8 +8 +8 Danger sense +1, stalwart +1
13th +9/+4 +8 +8 +8 Combat focus
14th +10/+5 +9 +9 +9 Adventuring talent
15th +11/+6/+1 +9 +9 +9 Combat focus, danger sense +1
16th +12/+7/+2 +10 +10 +10 Evasion +1, fast movement +1
17th +12/+7/+2 +10 +10 +10 Adventuring talent, combat focus
18th +13/+8/+3 +11 +11 +11 Danger sense +1, stalwart +1
19th +14/+9/+4 +11 +11 +11 Combat focus
20th +15/+10/+5 +12 +12 +12 Adventuring talent, combat mastery

Other Classes

Fantasy classes, as well as samurai and other classes like them, see the adventurer as an asset to their groups. Hot rods, mech pilots, and pet monster trainers like the adventurer’s drive to succeed, but gun bunnies and tech geniuses can’t understand how they get by so well without specialized equipment.

* An adventuring talent is any feat & skill attribute worth no more than 3 points, or any rogue talent or ninja trick for which the adventurer meets the prerequisites and that doesn’t modify sneak attack.

Adventurer Favored Class Bonuses

Android: Gain 1/6 of a new combat focus.

Catfolk: Add a +1 bonus on Disable Device and Use Magic Device checks related to glyphs, symbols, scrolls, and other magical writings.Add a +1 bonus on Disable Device and Use Magic Device checks related to glyphs, symbols, scrolls, and other magical writings.

Dhampir: Add a +1/4 bonus to danger sense and a +1/2 bonus on Perception checks to pinpoint the location of living creatures.

Human: Add +1/2 to the adventurer’s CMD.

Ogre: Gain DR 1/3 /magic.

Orc: Gain 1/6 of a new combat focus.

Rabbitfolk: Add +1 to the adventurer’s base speed. This bonus stacks with the monk’s fast movement class feature and applies under the same conditions as that feature.

Ratfolk: Add a +1 bonus on Disable Device and Use Magic Device checks related to glyphs, symbols, scrolls, and other magical writings.

Slime: Gain 1/6 of a new combat focus.

Turtlefolk: Gain a +1/3 bonus on all Knowledge checks.

Class Features Point Cost
Hit Die: d8 2 per rank (40)
Skill Ranks: 6 + Int modifier 3 per rank (60)
Base Attack: Moderate 2 + 2 per rank (32)
Bonus Attacks: 2 4 per rank (8)
Saves: Fortitude, Reflex, Will 2 per rank (72)
Weapon Proficiencies: Martial (12)
Armor Proficiencies: Medium (5)
Shield Proficiencies: Shields (3)
Adventuring Talents: * 2 per rank (14)
Bonus Feats: Combat Focus (20)
Combat Mastery 6 points (6)
Dual Focus 3 points (3)
Endurance 1 point (1)
Nimble Moves 2 points (2)
Cunning 1 per rank (1)
Danger Sense 2 per rank (12)
Evasion 1 per rank (2)
Fast movement 1 per rank (3)
Stalwart 1 per rank (2)
trapfinding 2 points (2)
Total 300 points

Class Skills: Acrobatics (Dex), Appraise (Int), Climb (Str), Craft (Int), Disable Device (Dex), Escape Artist (Dex), Knowledge (dungeoneering) (Int), Knowledge (history) (Int), Knowledge (nature) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha).

Adventurer Archetypes

An adventurer’s archetypes focus on the different sorts of adventuring groups and guilds one might find themselves in, from mercenaries to pioneers. Note that an adventurer can be both a mercenary and a pioneer, since the abilities granted by each do not overlap.