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Fighter 戦闘員

The heroes of many stories are fighters whose only protection are the skills they’ve learned in battle. While they may supplement their talents with magical equipment and equally powerful allies, the fighter can nonetheless stand on her own against the enemies she faces.

Class Features Point Cost
Hit Die: d10 3 per rank(60)
Skill Ranks: 2 + Int modifier 1 per rank (20)
Base Attack: Full 2 + 2 per rank (42)
Bonus Attacks: 3 4 per rank (12)
Saves: Fortitude 2 per rank (48)
Weapon Proficiencies: Martial (12)
Armor Proficiencies: Heavy (6)
Armor training 3 per rank(12)
Shield Proficiencies: Tower Shields (5)
Bonus Feats 3 per feat (33)
Damage reduction 2 per rank (10)
Exceptional Saves (Fear) 1 per rank (6)
Weapon Training 6 per rank (24)
Weapon mastery 10 points (10)
Total 300 points

Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Fighter Class Options

Counter Training

Beginning at 2nd level, a fighter with counter training can watch another creature use an ability gained through an attribute and learn how to negate it. After a creature uses a feat or a rank 1 attribute within line of sight of the fighter, whether it is successful or not, the fighter can make a Perception check as an immediate action (DC 10 + the creature’s rank in the attribute + its Intelligence modifier). If the fighter succeeds, creatures draw attacks of opportunity from the fighter when attempting to use the same ability, even if they ordinarily would not. If using the ability would ordinarily draw an attack of opportunity, the fighter’s attack is considered a critical threat, although he still misses the creature if the attack is unsuccessful. This lasts until the fighter uses counter training while another ability is being used. The rank of attributes the fighter can counter in this way increases by +1 at 6th level and every 4 levels thereafter. This replaces the bonus feats gained at the listed levels.

Table: Fighter
Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Bonus feat
2nd +2 +3 +0 +0 Bonus feat, exceptional saves +1
3rd +3 +3 +1 +1 Armor training +1 (medium)
4th +4 +4 +1 +1 Bonus feat
5th +5 +4 +1 +1 Weapon training +1
6th +6/+1 +5 +2 +2 Bonus feat, exceptional saves +1
7th +7/+2 +5 +2 +2 Armor training +1 (heavy)
8th +8/+3 +6 +2 +2 Bonus feat
9th +9/+4 +6 +3 +3 Weapon training +1
10th +10/+5 +7 +3 +3 Bonus feat, exceptional saves +1
11th +11/+6/+1 +7 +3 +3 Armor training +1
12th +12/+7/+2 +8 +4 +4 Bonus feat
13th +13/+8/+3 +8 +4 +4 Weapon training +1
14th +14/+9/+4 +9 +4 +4 Bonus feat, exceptional saves +1
15th +15/+10/+5 +9 +5 +5 Armor training +1
16th +16/+11/+6/+1 +10 +5 +5 Bonus feat
17th +17/+12/+7/+2 +10 +5 +5 Weapon training +1
18th +18/+13/+8/+3 +11 +6 +6 Bonus feat, exceptional saves +1
19th +19/+14/+9/+4 +11 +6 +6 Damage reduction +5
20th +20/+15/+10/+5 +12 +6 +6 Bonus feat, weapon mastery

For 3 points or a feat, the fighter adds 1 additional attribute that he can counter at a time.

Exceptional Resistance

Starting 3rd level, a fighter with exceptional resistance can choose one type of energy each morning as part of a special, 1-hour training regiment and gains resistance 5 against that type of energy for the day. This resistance increases by 5 at 7th level and every 4 levels thereafter.

At 19th level, the fighter can also choose one energy type to which he is immune for the day during their regiment each morning. This replaces the fighter’s armor training and Damage Reduction.

Signature Strike

At 1st level, a fighter with signature strike chooses 1 weapon he can wield and gains special attack (rank 1) when wielding that weapon. The fighter’s special attack increases by +1 at 4th level, and every 4 levels thereafter. This replaces the bonus feats gained at the listed levels.

The fighter can also purchase additional ranks of special attack using their remaining fighter bonus feats.

Table: Monk
Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +0 Bonus feat, defensive instinct +1, flurry +1, stunning fist +1, martial arts +1
2nd +2 +3 +3 +0 Bonus feat, evasion +1
3rd +3 +3 +3 +1 Fast movement +2, ki pool, overpower +1
4th +4 +4 +4 +1 Defensive instinct +1, ki pool +1, martial arts +1, still mind
5th +5 +4 +4 +1 Purity of body, style strike +1
6th +6/+1 +5 +5 +2 Bonus feat, fast movement +2, ki pool +1
7th +7/+2 +5 +5 +2 Overpower +1
8th +8/+3 +6 +6 +2 Defensive instinct +1, ki pool +1, martial arts +1
9th +9/+4 +6 +6 +3 Evasion +1, fast movement +2, style strike +1
10th +10/+5 +7 +7 +3 Bonus feat, ki pool +1, overpower +1
11th +11/+6/+1 +7 +7 +3 Flurry of blows +1
12th +12/+7/+2 +8 +8 +4 Defensive instinct +1, fast movement +2, Ki pool +1, martial arts +1
13th +13/+8/+3 +8 +8 +4 Polyglot, style strike +1
14th +14/+9/+4 +9 +9 +4 Bonus feat, ki pool +1
15th +15/+10/+5 +9 +9 +5 Fast movement +2, Style strike +1
16th +16/+11/+6/+1 +10 +10 +5 Defensive instinct +1, ki pool +1, overpower +1, martial arts +1
17th +17/+12/+7/+2 +10 +10 +5 Minor immunity, style strike +1
18th +18/+13/+8/+3 +11 +11 +6 Bonus feat, fast movement +2, ki pool +1
19th +19/+14/+9/+4 +11 +11 +6 Twice-saved
20th +20/+15/+10/+5 +12 +12 +6 Damage reduction +10, ki pool +1, martial arts +1