suburbaknght
First Post
My girlfriend and I were discussing how the martial artist is lame for making a weapons oriented martial artist, so I wrote this. Please provide constructive criticism; I will be making changes based on people's responses.
Archaic Weapons Master
The Archaic Weapons Master is a student of any number of martial arts schools emphasizing armed combat. She is driven with one goal in mind: win any fight with any hand to hand weapon available. The training emphasizes swords, staves, and any other melee weapon. Most professional Archaic Weapons Masters are professional martial artists, though some members of law enforcement or military agencies (and several Occult agencies in FX settings) specialize in archaic weapons.
Select this class if you want your character to become a master of melee fighting with a variety of weapons.
The fastest path into this advanced class is from the Strong hero basic class, though other paths are possible.
Requirements
To qualify to become an Archaic Weapons Master, a character must fulfill the following criteria.
· Base Attack Bonus: +3.
· Skill: Knowledge (Tactics) 3 ranks.
· Feats: Archaic Weapons Proficiency, Defensive Martial Arts.
Class Information
The following information pertains to the Archaic Weapons Master advanced class.
Hit Die: 1d8
Action Points: 6 + one-half character level, rounded down, every time the Archaic Weapons Master attains a new level in this class.
Class Skills
The Archaic Weapons Master’s class skills (and the key ability for each skill) are: Balance (Dex), Climb (Str), Intimidate (Cha), Jump (Str), Knowledge (current events, history, popular culture, tactics) (Int), Move Silently (Dex), Perform (dance) (Cha), Profession (Wis), Read/Write Language (none), Sleight of Hand, Speak Language (none), Tumble (Dex).
Skill Points at Each Level: 3 + Int modifier.
Level BAB Fort Ref Will Special Defense Bonus Reputation Bonus
1st +0 +2 +2 +0 Ki Frenzy 1/day +1 +0
2nd +1 +3 +3 +0 Melee Defense +2 +0
3rd +2 +3 +3 +1 Bonus feat +2 +0
4th +3 +4 +4 +1 Ki Frenzy 2/day +3 +0
5th +3 +4 +4 +1 Weapon Group Focus +4 +1
6th +4 +5 +5 +2 Bonus feat +4 +1
7th +5 +5 +5 +2 Improved Critical +5 +1
8th +6 +6 +6 +2 Ki Frenzy 3/day +6 +1
9th +6 +6 +6 +3 Bonus feat +6 +2
10th +7 +7 +7 +3 Archaic Weapon Specialization +7 +2
Class Features
The following features pertain to the Martial Artist advanced class.
Ki Frenzy: The Archaic Weapons Master gains the ability to focus her inner strength in a frenzy of berserk energy. In this frenzied state, she temporarily gains +2 to strength and +2 to Dexterity. Her speed increases by 10 feet, and she can choose to make a flurry of blows with a full attack action in melee, making one extra attack per round while suffering a –2 penalty on every attack (including any attacks of opportunity until his turn next round).
While in a frenzy, an Archaic Weapons Master cannot use skills that require patience or concentration, such as moving silently, casting spells, or manifesting powers. She can use any feat she might have except for Combat Expertise. A frenzy lasts a number of rounds equal to 3 + the Archaic Weapons Master’s Constitution modifier. The Archaic Weapons Master may end prematurely end the frenzy voluntarily. At the end of the frenzy, the Archaic Weapons Master is fatigued (–2 to Strength, –2 to Dexterity, can’t charge or run) for the duration of that encounter. The Archaic Weapons Master can only enter a frenzy once per encounter.
Entering a frenzy takes no time itself, but the Archaic Weapons Master can only enter it on her action, not in response to someone else’s action.
Melee Defense: Starting at 2nd level, the bonus an Archaic Weapons Master gains from Defensive Martial Arts increases by +1 for a total of +2, whenever she has a drawn melee weapon and is not flatfooted.
Bonus Feats: At 3rd, 6th, and 9th level, the Archaic Weapons Master gets a bonus feat. The bonus feat must be selected from the following list, and the Archaic Weapons Master must meet all the prerequisites of the feat to select it.
Advanced Two-Weapon Fighting, Agile Riposte, Armour Proficiency (Light, Medium, Heavy), Combat Reflexes, Dodge, Elusive Target, Exotic Melee Weapon Proficiency, Improved Two-Weapon Fighting, Two-Weapon Fighting, Unbalance Opponent, Weapon Finesse, Weapon Focus.
Weapon Group Focus: At 5th level, an Archaic Weapons Master may choose a category of archaic weapons. Examples include swords (i.e. longswords, katanas), axes (i.e. hatchets, battleaxes), bludgeoning (i.e. maces, staves, clubs), small arms (i.e. knives, daggers), and polearms (i.e. spears, halberds). The Archaic Weapons Master gains Weapon Focus for every weapon within the group she is proficient with. Any exotic weapons have their penalties reduced by 2 and if the Archaic Weapons Master ever becomes proficient with that weapon she automatically gains weapon Focus.
New groups and what group a weapon falls into is at the GMs discretion.
Improved Critical: At 7th level, an Archaic Weapons Master chooses a category of Archaic Weapons. Every Weapon within this group has its critical threat ranged doubled.
Archaic Weapon Specialization: At 10th level, an Archaic Weapons Master chooses a category of Archaic Weapons. Every Weapon within this group does an additional two points of damage.
Archaic Weapons Master
The Archaic Weapons Master is a student of any number of martial arts schools emphasizing armed combat. She is driven with one goal in mind: win any fight with any hand to hand weapon available. The training emphasizes swords, staves, and any other melee weapon. Most professional Archaic Weapons Masters are professional martial artists, though some members of law enforcement or military agencies (and several Occult agencies in FX settings) specialize in archaic weapons.
Select this class if you want your character to become a master of melee fighting with a variety of weapons.
The fastest path into this advanced class is from the Strong hero basic class, though other paths are possible.
Requirements
To qualify to become an Archaic Weapons Master, a character must fulfill the following criteria.
· Base Attack Bonus: +3.
· Skill: Knowledge (Tactics) 3 ranks.
· Feats: Archaic Weapons Proficiency, Defensive Martial Arts.
Class Information
The following information pertains to the Archaic Weapons Master advanced class.
Hit Die: 1d8
Action Points: 6 + one-half character level, rounded down, every time the Archaic Weapons Master attains a new level in this class.
Class Skills
The Archaic Weapons Master’s class skills (and the key ability for each skill) are: Balance (Dex), Climb (Str), Intimidate (Cha), Jump (Str), Knowledge (current events, history, popular culture, tactics) (Int), Move Silently (Dex), Perform (dance) (Cha), Profession (Wis), Read/Write Language (none), Sleight of Hand, Speak Language (none), Tumble (Dex).
Skill Points at Each Level: 3 + Int modifier.
Level BAB Fort Ref Will Special Defense Bonus Reputation Bonus
1st +0 +2 +2 +0 Ki Frenzy 1/day +1 +0
2nd +1 +3 +3 +0 Melee Defense +2 +0
3rd +2 +3 +3 +1 Bonus feat +2 +0
4th +3 +4 +4 +1 Ki Frenzy 2/day +3 +0
5th +3 +4 +4 +1 Weapon Group Focus +4 +1
6th +4 +5 +5 +2 Bonus feat +4 +1
7th +5 +5 +5 +2 Improved Critical +5 +1
8th +6 +6 +6 +2 Ki Frenzy 3/day +6 +1
9th +6 +6 +6 +3 Bonus feat +6 +2
10th +7 +7 +7 +3 Archaic Weapon Specialization +7 +2
Class Features
The following features pertain to the Martial Artist advanced class.
Ki Frenzy: The Archaic Weapons Master gains the ability to focus her inner strength in a frenzy of berserk energy. In this frenzied state, she temporarily gains +2 to strength and +2 to Dexterity. Her speed increases by 10 feet, and she can choose to make a flurry of blows with a full attack action in melee, making one extra attack per round while suffering a –2 penalty on every attack (including any attacks of opportunity until his turn next round).
While in a frenzy, an Archaic Weapons Master cannot use skills that require patience or concentration, such as moving silently, casting spells, or manifesting powers. She can use any feat she might have except for Combat Expertise. A frenzy lasts a number of rounds equal to 3 + the Archaic Weapons Master’s Constitution modifier. The Archaic Weapons Master may end prematurely end the frenzy voluntarily. At the end of the frenzy, the Archaic Weapons Master is fatigued (–2 to Strength, –2 to Dexterity, can’t charge or run) for the duration of that encounter. The Archaic Weapons Master can only enter a frenzy once per encounter.
Entering a frenzy takes no time itself, but the Archaic Weapons Master can only enter it on her action, not in response to someone else’s action.
Melee Defense: Starting at 2nd level, the bonus an Archaic Weapons Master gains from Defensive Martial Arts increases by +1 for a total of +2, whenever she has a drawn melee weapon and is not flatfooted.
Bonus Feats: At 3rd, 6th, and 9th level, the Archaic Weapons Master gets a bonus feat. The bonus feat must be selected from the following list, and the Archaic Weapons Master must meet all the prerequisites of the feat to select it.
Advanced Two-Weapon Fighting, Agile Riposte, Armour Proficiency (Light, Medium, Heavy), Combat Reflexes, Dodge, Elusive Target, Exotic Melee Weapon Proficiency, Improved Two-Weapon Fighting, Two-Weapon Fighting, Unbalance Opponent, Weapon Finesse, Weapon Focus.
Weapon Group Focus: At 5th level, an Archaic Weapons Master may choose a category of archaic weapons. Examples include swords (i.e. longswords, katanas), axes (i.e. hatchets, battleaxes), bludgeoning (i.e. maces, staves, clubs), small arms (i.e. knives, daggers), and polearms (i.e. spears, halberds). The Archaic Weapons Master gains Weapon Focus for every weapon within the group she is proficient with. Any exotic weapons have their penalties reduced by 2 and if the Archaic Weapons Master ever becomes proficient with that weapon she automatically gains weapon Focus.
New groups and what group a weapon falls into is at the GMs discretion.
Improved Critical: At 7th level, an Archaic Weapons Master chooses a category of Archaic Weapons. Every Weapon within this group has its critical threat ranged doubled.
Archaic Weapon Specialization: At 10th level, an Archaic Weapons Master chooses a category of Archaic Weapons. Every Weapon within this group does an additional two points of damage.