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Student 学生

Students are those lucky few who can afford to stay in school long after it started to cost them to do so. They live to learn, and they put their education to the best possible use in most situations.

Characteristics

Students begin with 1 major of their choice, but they don’t restrict themselves to learning only one subject. Instead, they gain cursory knowledge of most topics, which aids them in a variety of ways.

Table: Student
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +2 +2 Cunning, general studies, inspire courage +1, major
2nd +1 +0 +3 +3 Bolstered defenses, skill versatility
3rd +2 +1 +3 +3 Course talent, inspire competence +1
4th +3 +1 +4 +4 Flunkies +1
5th +3 +1 +4 +4 Course talent, inspire courage +1, lore master +1
6th +4 +2 +5 +5 Skill versatility +1
7th +5 +2 +5 +5 Course talent, inspire competence +1
8th +6/+1 +2 +6 +6 Flunkies +1
9th +6/+1 +3 +6 +6 Course talent, Inspire greatness +1
10th +7/+2 +3 +7 +7 Jack-of-all-trades +1, skill versatility
11th +8/+3 +3 +7 +7 Course talent, inspire competence +1, inspire courage +1
12th +9/+4 +4 +8 +8 Flunkies +1, inspire greatness +1, lore master +1
13th +9/+4 +4 +8 +8 Course talent, pre-graduate studies
14th +10/+5 +4 +9 +9 Skill versatility +1
15th +11/+6/+1 +5 +9 +9 Course talent, inspire competence +1, inspire greatness +1
16th +12/+7/+2 +5 +10 +10 Flunkies +1, jack of all trades
17th +12/+7/+2 +5 +10 +10 Course talent, inspire courage +1
18th +13/+8/+3 +6 +11 +11 Inspire greatness +1, skill versatility +1
19th +14/+9/+4 +6 +11 +11 Course talent, inspire competence +1, lore master +1
20th +15/+10/+5 +6 +12 +12 Flunkies +1, graduate studies

Other Classes

Most classes take the dedication of the student to their education as a sign of their commitment to the party. Each major gets along well with different groups, such as athletes and hot rods, acrobats and martial artists, and so on.

Class Features Point Cost
Hit Die: d8 2 per rank (40)
Skill Ranks: 6 + Int modifier 3 per rank (60)
General Studies 3 points (3)
Jack-of-All-Trades 1 per rank (3)
Lore Master 1 per rank (3)
Skill Versatility 1 per rank (5)
Base Attack: Moderate 2 + 2 per rank (32)
Bonus Attacks: 2 4 per rank (8)
Intellectual Student Attacks (10)
Saves: Reflex, Will 2 per rank (60)
Bolstered Defenses Intelligence (4)
Weapon Proficiencies: Wizard (1)
Course Talents 2 per rank (18)
Graduate Studies 3 points (3)
Major 5 points (5)
Pre-Graduate Studies 3 points (3)
Cunning 1 per rank (2)
Flunkies 2 per rank (10)
Inspire Competence 2 per rank (10)
Inspire Courage 2 per rank (8)
Inspire Greatness 3 per rank(12)
Total 300 points

Class Skills: Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Sense Motive (Wis).

Student Favored Class Bonuses

Aasimar: Gain a +1 bonus on all Heal checks or Knowledge (religion) checks (maximum +10).

Android: Gain a +1 bonus on all Knowledge (engineering) checks or Perception checks (maximum +10).

Catfolk: Gain a +1 bonus on all Acrobatics checks or Climb checks (maximum +10).

Dhampir: Gain a +1 bonus on all Knowledge (history) checks or Knowledge (religion) checks (maximum +10).

Dwarf: Gain a +1 bonus on all Appraise checks or Sense Motive checks (maximum +10).

Elf: Gain a +1 bonus on all Handle Animal checks or Knowledge (nature) checks (maximum +10).

Gnome: Gain a +1 bonus on all Knowledge (engineering) checks or Knowledge (nature) checks (maximum +10).

Goblin: Gain a +1 bonus on all Bluff checks or Knowledge (engineering) checks (maximum +10).

Halfling: Gain a +1 bonus on all Escape Artist checks or Stealth checks (maximum +10).

Human:

Ogre: Gain a +1 bonus on all Knowledge (arcana) checks or Knowledge (planes) checks (maximum +10).

Orc: Gain a +1 bonus on all Handle Animal checks or Intimidate checks (maximum +10).

Rabbitfolk: Gain a +1 bonus on all Acrobatics checks or Perception checks (maximum +10).

Ratfolk: Gain a +1 bonus on all Climb checks or Knowledge (engineering) checks (maximum +10).

Slime: Gain a +1 bonus on all Acrobatics checks or Knowledge (arcana) checks (maximum +10).

Tiefling: Gain a +1 bonus on all Bluff checks or Knowledge (planes) checks (maximum +10).

Turtlefolk: Gain a +1 bonus on all Heal checks or Knowledge (history) checks (maximum +10).

Course Talents

You can only gain the pre-graduate and graduate benefits of a course talent if that talent is your major. Spell-like abilities gained use your Intelligence modifier to determine any saving throws. Skill ranks gained through course talents are only applied up to a maximum of your student level.

Acrobatics

Add Acrobatics, Sleight of Hand, and Stealth to your list of class skills and gain 1 skill rank in each.

Major: Reduce fall damage by 5 ft. plus 5 ft. per 3 student levels.

Pre-Graduate: Once per day when you make a Reflex saving throw, roll the saving throw twice and take the better result. You must decide to use this ability before the saving throw is attempted.

Graduate: The first 5 feet of your movement never provokes attacks of opportunity. When you withdraw, the first 2 squares you leave are not considered threatened by any opponent you can see.

Arcana

Add Spellcraft and Use Magic Device to your list of class skills. You also gain 1 skill rank in each of Knowledge (arcana), Spellcraft, and Use Magic Device.

Major: You can cast detect magic at will as a spell-like ability.

Pre-Graduate: Choose an arcane spellcasting class. Treat your levels in student as levels in that class for the purpose of using spell completion and spell trigger items.

Graduate: Choose a number of wizard spells equal to your Intelligence modifier. You are treated as knowing those spells when activating spell completion and spell trigger items.

Athletics

Choose one: Gain proficiency with light armor and one weapon of your choice; or add Climb, Ride, and Swim to your list of class skills and gain 1 skill rank in each.

Major: You gain Toughness as a bonus feat and add your Intelligence modifier as bonus precision damage once per round when you hit with an attack. It does not multiply on a critical hit.

Pre-Graduate: You gain Endurance and Diehard as bonus feats.

Graduate: You gain a Climb or Swim speed of 30 feet.

Computers

You gain 1 skill rank in each of Craft (code), Knowledge (computers), and Profession (programmer). These skills are always class skills for you.

Major: Choose one of the skills above. You can take 10 on skill checks with that skill, and you don’t risk damaging the computer or program when failing a check by 5 or more.

Pre-Graduate: Once per day, when making one of the above skill checks, you can roll twice and take the higher result.

Graduate: Once per day, you can take a 20 on a skill check with your chosen skill as a full-round action, even if you’re distracted.

Crafting

You gain 1 skill rank in each of 3 Craft skills of your choice.

Major: You gain a bonus equal to half your student level (minimum 1) on Craft checks with 1 Craft skill of your choice.

Pre-Graduate: You gain a magical or non-vehicle technological item worth no more than 2,475 cy that you have crafted in your spare time.

Graduate: You can recharge and repair magic items as if you knew the spells to do so.

Deception

You gain 1 skill rank in each of Bluff, Diplomacy, and Sense Motive.

Major: You gain a bonus equal to half your student level (minimum 1) on Bluff checks.

Pre-Graduate: You gain Improved Feint as a bonus feat, and you take only a –5 penalty when attempting to fast-talk a creature or suggesting a course of action.

Graduate: You take no penalty on Bluff checks to fast- talk. Once per day per creature, you can suggest a course of action as a full-round action.

Diplomacy

You gain 1 skill rank in each of Bluff, Diplomacy, and Sense Motive.

Major: You gain a bonus equal to half your student level (minimum 1) on Diplomacy checks to influence a creature’s attitude.

Pre-Graduate: You can cast charm person as a 1st- level spell-like ability a number of times per day equal to your Intelligence modifier.

Graduate: You can cast mass suggestion as a 6th- level spell-like ability a number of times per day equal to your Intelligence modifier.

Mechanics

Add Fly and Ride to your list of class skills. You also gain 1 skill rank in each of Fly, Knowledge (engineering), and Ride.

Major: You can use Knowledge (engineering) in place of Craft to build mundane air, land, and sea vehicles.

Pre-Graduate: You gain a vehicle worth no more than 2,475 cy that you have crafted in your spare time.

Graduate: You can repair any vehicle in half the time.

Medicine

Add Heal, Perception, and Survival to your list of class skills and gain 1 skill rank in each.

Major: You can spend 10 minutes and attempt a Heal check (DC 15 + the target’s total Hit Dice) to heal yourself or an ally for 2d8 hit points plus 1d8 per 3 student levels. Whether or not you succeed at this check, the target cannot be healed in this way again for at least 50 minutes (1 hour total).

Pre-Graduate: You can spend 1 minute and attempt the Heal check above to cast remove disease as a spellcaster of your student level.

Graduate: You can spend 10 minutes and attempt the Heal check above to cast raise dead as a spellcaster of your student level. You must provide all components and the target must meet the requirements for that spell.

Nature

Add Handle Animal, Ride, and Survival to your list of class skills and gain 1 skill rank in each.

Major: Animals you train can learn 1 additional trick plus 1 additional trick per 3 student levels.

Pre-Graduate: You can cast dominate animal as a 3rd- level spell-like ability once per day.

Graduate: Choose a number of druid spells equal to your Intelligence modifier. You are treated as knowing those spells when activating spell completion and spell trigger items.

Occultism

Add Spellcraft and Use Magic Device to your list of class skills. You also gain 1 skill rank in each of Knowledge (dungeoneering), Knowledge (planes), and Spellcraft.

Major: You can cast detect secret doors as a 1st-level spell-like ability a number of times per day equal to your Intelligence modifier.

Pre-Graduate: Choose an occult spellcasting class. Treat your levels in student as levels in that class for the purpose of using spell completion and spell trigger items.

Graduate: Choose a number of psychic spells equal to your Intelligence modifier. You are treated as knowing those spells when activating spell completion and spell trigger items.

Performance

Add Disguise and Perform to your list of class skills. You also gain 1 skill rank in each of Disguise, Linguistics, and one Perform skill of your choice.

Major: You gain a bonus equal to half your student level (minimum 1) on Disguise checks.

Pre-Graduate: You can attempt a Linguistics check (DC 15) to recall and parrot words you have heard spoken within 1 hour per 3 student levels.

Graduate: You can speak and understand any spoken language.

Religion

Add Spellcraft and Use Magic Device to your list of class skills. You also gain 1 skill rank in each of Knowledge (religion), Spellcraft, and Use Magic Device.

Major: You can cast detect undead as a 1st-level spell-like ability a number of times per day equal to your Intelligence modifier.

Pre-Graduate: Choose a divine spellcasting class. Treat your levels in student as levels in that class for the purpose of using spell completion and spell trigger items.

Graduate: Choose a number of cleric spells equal to your Intelligence modifier. You are treated as knowing those spells when activating spell completion and spell trigger items.

Society

You gain 1 skill rank in each of Knowledge (history), Knowledge (local), and Knowledge (nobility).

Major: You can use Knowledge (local) in place of Survival when in an urban environment and gain a bonus equal to half your student level on those checks.

Pre-Graduate: Your flunkies begin each day with 1 temporary hit point for every 3 student levels you possess.

Graduate: You know at least 1 piece of useful information about every new settlement you enter that is a large town or larger in size. When you attempt to learn or recall something about a settlement you enter the first time each month, you can roll twice and choose the higher result.

Thievery

Add Sleight of Hand and Stealth to your list of class skills. You also gain 1 skill rank in each of Appraise, Sleight of Hand, and Stealth.

Major: You gain a bonus equal to half your student level (minimum 1) on Sleight of Hand checks.

Pre-Graduate: You gain Graceful Steal as a bonus feat, even if you don’t meet the prerequisites. You can also substitute Sleight of Hand in place of a steal combat maneuver.

Graceful steal allows you to use your Combat Maneuver Bonus for a steal combat maneuver in place of your Sleight of Hand modifier when attempting Sleight of Hand checks to lift or palm objects, though if you do so, you must use your Dexterity modifier and not your Strength modifier. You can also steal items with the steal combat maneuver even if they are hidden in a bag or pack (provided you can reach the item within), but your opponent gains at least a +5 bonus to its CMD (as for a fastened object) in this case.

Graduate: You can attempt to take something unnoticed, even when your opponent is aware of your presence in combat, but you take a –10 penalty to do so. If you have Signature Skill (sleight of hand), this penalty is reduced by 2 for every 5 ranks you have in Sleight of Hand.