Play Manga d20 >Classes 職業 >

Martial Artist 格闘家

Martial artists are experts at hand-to-hand combat without all of the magical and supernatural abilities learned by monks. Far more grounded than their ascetic counterparts, martial artists learn more potent combat techniques and stances focused around their acrobatic nature and combat abilities.

Characteristics

Martial artists emphasize overcoming challenges through rigorous physical training and mastery of non-magical strength. Beyond learning how to eventually overcome any form of damage reduction, their gifts are entirely mundane, if exceptionally honed to peak conditions.

Table: Martial Artist
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +0 +2 +2 Defensive instinct +1, finesse training +1, flurry +1, martial arts +1
2nd +2 +0 +3 +3 Evasion, +1, style feat, uncanny dodge +1
3rd +3 +1 +3 +3 Finesse training +1, overpower +1
4th +4 +1 +4 +4 Debilitating injury +1, defensive instinct +1, martial arts +1
5th +5 +1 +4 +4 Skill versatility, weapon training +1
6th +6/+1 +2 +5 +5 Style feat, uncanny dodge +1
7th +7/+2 +2 +5 +5 Overpower +1, shared space
8th +8/+3 +2 +6 +6 Defensive instinct +1, martial arts +1
9th +9/+4 +3 +6 +6 Evasion +1, weapon training +1
10th +10/+5 +3 +7 +7 Debilitating injury +1, skill versatility, style feat
11th +11/+6/+1 +3 +7 +7 Finesse training, flurry +1, overpower +1
12th +12/+7/+2 +4 +8 +8 Defensive instinct +1, martial arts +1
13th +13/+8/+3 +4 +8 +8 Weapon training +1
14th +14/+9/+4 +4 +9 +9 Fuse style, style feat
15th +15/+10/+5 +5 +9 +9 Overpower +1, skill versatility
16th +16/+11/+6/+1 +5 +10 +10 Debilitating injury +1, defensive instinct +1, martial arts +1
17th +17/+12/+7/+2 +5 +10 +10 Weapon training +1
18th +18/+13/+8/+3 +6 +11 +11 Style feat
19th +19/+14/+9/+4 +6 +11 +11 Finesse training, overpower +1
20th +20/+15/+10/+5 +6 +12 +12 Defensive instinct +1, martial arts, weapon mastery (unarmed)

Other Classes

Magical heroes, dynamic sorcerers, and most of the fantasy classes are looked down on by the martial artist for their reliance on power beyond their own training. Samurai, ninjas, and similar groups respect martial artists for their dedication to physical perfection.

Class Features Point Cost
Hit Die: d10 3 per rank(60)
Skill Ranks: 4 + Int modifier 2 per rank (40)
Skill Versatility* 1 per rank (3)
Base Attack: Full 2 + 2 per rank (42)
Bonus Attacks: 3 4 per rank (12)
Flurry 2 per attack (4)
Saves: Reflex, Will 2 per rank (60)
Weapon Proficiencies: Monk (2)
Bonus Feats: Style Feats** (10)
Fuse Style 1 point (1)
Defensive Instinct 1 + 1 per rank (7)
Evasion 1 per rank (2)
Finesse Training 2 per rank (8)
Martial Arts 1 per rank (6)
Debilitating Injury 1 per rank (3)
Overpower 1 per rank (5)
Shared Space 2 points (2)
Uncanny Dodge, Improved 3 points (3)
Weapon Training 6 per rank (24)
Weapon mastery 10 points (10)
Defects & Restrictions
Armor Penalty Monk (–4)
Total 300 points

Class Skills: Acrobatics (Dex), Bluff (Cha) (Int), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).

Martial Artist Favored Class Bonuses

Catfolk: Add +1/2 on Escape Artist checks and on Acrobatics checks to cross narrow surfaces.

Human: Add +1/3 on critical hit confirmation rolls made with unarmed strikes (maximum bonus of +5). This bonus does not stack with Critical Focus.

Ogre: Add a +1/4 bonus on combat maneuver checks made to grapple or trip.

Rabbitfolk: Add +1/3 to the martial artist’s defensive instinct.

Ratfolk: Add a +1/4 bonus on combat maneuver checks made to disarm or trip.

Turtlefolk: Retract gains an additional 1% chance to ignore a critical hit or sneak attack.

Martial Artist Archetypes