Lobo Lurker
First Post
Hi All,
I was thinking about how to make a weapon master without treading too much on the fighter's party role and this is what I came up with. Please let me know what you think (i.e., constructive criticism is appreciated).
The Weapon Master; Hit Die: d8
L BAB FR RF WL CLASS FEATURES
1: +0 +0 +2 +2 Favored Weapon (+1 attack bonus)
2: +1 +0 +3 +3 Expert Defense (+1 attack bonus)
3: +2 +1 +3 +3 Precision Strike (+1 damage)
4: +3 +1 +4 +4 Weapon Expertise (+1 threat range, +1 threat confirmation)
5: +3 +1 +4 +4 Favored Weapon (+2 attack bonus)
6: +4 +2 +5 +5 Expert Defense (+2 attack bonus)
7: +5 +2 +5 +5 Precision Strike (+2 damage)
8: +6 +2 +6 +6 Weapon Expertise (+1 critical multiplier)
9: +6 +3 +6 +6 Favored Weapon (+3 attack bonus)
10: +7 +3 +7 +7 Expert Defense (+1 armor class)
11: +8 +3 +7 +7 Precision Strike (+3 damage)
12: +9 +4 +8 +8 Weapon Expertise (+2 threat range, +2 threat confirmation)
13: +9 +4 +8 +8 Favored Weapon (+4 attack bonus)
14: +10 +4 +9 +9 Expert Defense (+2 armor class)
15: +11 +5 +9 +9 Precision Strike (+4 damage)
16: +12 +5 +10 +10 Weapon Expertise (+2 critical multiplier)
17: +12 +5 +10 +10 Favored Weapon (+5 attack bonus)
18: +13 +6 +11 +11 Expert Defense (+3 armor class)
19: +14 +6 +11 +11 Precision Strike (+5 damage)
20: +15 +6 +12 +12 Weapon Expertise (automatic confirmation)
CLASS SKILLS: 4 + Int modifier per level.
Balance (dex), Concentration (con), Craft (int), Intimidate (cha), Jump (str), Knowledge (any; int), Listen (wis), Perform (cha), Profession (wis), Sense Motive (wis), Spot (wis), Tumble (dex)
WEAPON PROFICIENCIES: Weapon masters are proficient with all Simple and Martial weapons.
ARMOR PROFICIENCIES: Weapon masters are proficient with both Padded, Leather, and Studded Leather armors. They are not proficient with any type of shield. Heavier armors and Shields of any type have no effect on any of their class abilities.
FAVORED WEAPON: Starting at 1st level a weapon master selects a single weapon to which he dedicates himself completely, gaining a +1 bonus to all d20 rolls made in relation to that weapon (crafting/repairing, attacking, avoiding disarmament, etc). This bonus increases by a further +1 at level 5, 9, 13, and 17.
EXPERT DEFENSE: Weapon masters are renowned for their ability to wade into heavy combat and walk away unscathed. While fighting defensively, the weapon master gains the following bonuses:
2nd level: The attack bonus penalty for fighting defensively is decreased from -2 to -1.
6th level: The attack bonus penalty for fighting defensively is further decreased from -2 to -0.
10th level: While fighting defensively, the weapon master gains an additional +1 bonus to his armor class.
14th level: While fighting defensively, the weapon master gains a further +1 bonus to his armor class, for a total of +2.
18th level: While fighting defensively, the weapon master gains an further +1 bonus to his armor class, for a total of +3.
PRECISION DAMAGE: The weapon master's dedication to his favored weapon and to the art of combat in general grants him the ability to land blows exactly where they'll do the most damage. Beginning at 3rd level and every 4th level after that, when using his Favored Weapon, the weapon master gains a +1 precision damage bonus on all of his attacks with that weapon. Precision damage is not applicable to enemies that are immune to critical hits.
WEAPON EXPERTISE: As a weapon master's proficiency grows, he learns how to end duels and combats with a single terrible blow. At 4th level, when using his favored weapon, the weapon's threat range in increased by 1 and the weapon master's rolls to confirm a critical hit receive a +1 bonus as well. This ability stacks with the Improved Critical feat and with the Keen magical weapon ability but is added on AFTER the effects of the feat or weapon ability is applied to the weapon.
At 8th level, when using his favored weapon, the weapon's critical multiplier is treated as being 1 higher than it actually is. So, for example, an 8th level weapon master wielding a longsword would deal triple-damage on a critical hit, rather than double-damage, as is normal.
At 12th level, when using his favored weapon, the weapon's threat range in increased by 2 and the weapon master's rolls to confirm a critical hit receive a +2 bonus as well.
At 16th level, when using his favored weapon, the weapon's critical multiplier is treated as being 2 higher than it actually is. The longsword from the previous example would deal 4 times its normal damage on a critical hit.
At 20th level, while using his favored weapon, a weapon master no longer needs to roll to confirm his critical threats. Such rolls are considered to succeed automatically.
It should be noted that NONE of the weapon expertise abilities above apply enhance the effect of a vorpal weapon. The weapon master can use such a weapon as normal, but his Weapon Expertise effects do not trigger the vorpal ability more frequently.
I was thinking about how to make a weapon master without treading too much on the fighter's party role and this is what I came up with. Please let me know what you think (i.e., constructive criticism is appreciated).
The Weapon Master; Hit Die: d8
L BAB FR RF WL CLASS FEATURES
1: +0 +0 +2 +2 Favored Weapon (+1 attack bonus)
2: +1 +0 +3 +3 Expert Defense (+1 attack bonus)
3: +2 +1 +3 +3 Precision Strike (+1 damage)
4: +3 +1 +4 +4 Weapon Expertise (+1 threat range, +1 threat confirmation)
5: +3 +1 +4 +4 Favored Weapon (+2 attack bonus)
6: +4 +2 +5 +5 Expert Defense (+2 attack bonus)
7: +5 +2 +5 +5 Precision Strike (+2 damage)
8: +6 +2 +6 +6 Weapon Expertise (+1 critical multiplier)
9: +6 +3 +6 +6 Favored Weapon (+3 attack bonus)
10: +7 +3 +7 +7 Expert Defense (+1 armor class)
11: +8 +3 +7 +7 Precision Strike (+3 damage)
12: +9 +4 +8 +8 Weapon Expertise (+2 threat range, +2 threat confirmation)
13: +9 +4 +8 +8 Favored Weapon (+4 attack bonus)
14: +10 +4 +9 +9 Expert Defense (+2 armor class)
15: +11 +5 +9 +9 Precision Strike (+4 damage)
16: +12 +5 +10 +10 Weapon Expertise (+2 critical multiplier)
17: +12 +5 +10 +10 Favored Weapon (+5 attack bonus)
18: +13 +6 +11 +11 Expert Defense (+3 armor class)
19: +14 +6 +11 +11 Precision Strike (+5 damage)
20: +15 +6 +12 +12 Weapon Expertise (automatic confirmation)
CLASS SKILLS: 4 + Int modifier per level.
Balance (dex), Concentration (con), Craft (int), Intimidate (cha), Jump (str), Knowledge (any; int), Listen (wis), Perform (cha), Profession (wis), Sense Motive (wis), Spot (wis), Tumble (dex)
WEAPON PROFICIENCIES: Weapon masters are proficient with all Simple and Martial weapons.
ARMOR PROFICIENCIES: Weapon masters are proficient with both Padded, Leather, and Studded Leather armors. They are not proficient with any type of shield. Heavier armors and Shields of any type have no effect on any of their class abilities.
FAVORED WEAPON: Starting at 1st level a weapon master selects a single weapon to which he dedicates himself completely, gaining a +1 bonus to all d20 rolls made in relation to that weapon (crafting/repairing, attacking, avoiding disarmament, etc). This bonus increases by a further +1 at level 5, 9, 13, and 17.
EXPERT DEFENSE: Weapon masters are renowned for their ability to wade into heavy combat and walk away unscathed. While fighting defensively, the weapon master gains the following bonuses:
2nd level: The attack bonus penalty for fighting defensively is decreased from -2 to -1.
6th level: The attack bonus penalty for fighting defensively is further decreased from -2 to -0.
10th level: While fighting defensively, the weapon master gains an additional +1 bonus to his armor class.
14th level: While fighting defensively, the weapon master gains a further +1 bonus to his armor class, for a total of +2.
18th level: While fighting defensively, the weapon master gains an further +1 bonus to his armor class, for a total of +3.
PRECISION DAMAGE: The weapon master's dedication to his favored weapon and to the art of combat in general grants him the ability to land blows exactly where they'll do the most damage. Beginning at 3rd level and every 4th level after that, when using his Favored Weapon, the weapon master gains a +1 precision damage bonus on all of his attacks with that weapon. Precision damage is not applicable to enemies that are immune to critical hits.
WEAPON EXPERTISE: As a weapon master's proficiency grows, he learns how to end duels and combats with a single terrible blow. At 4th level, when using his favored weapon, the weapon's threat range in increased by 1 and the weapon master's rolls to confirm a critical hit receive a +1 bonus as well. This ability stacks with the Improved Critical feat and with the Keen magical weapon ability but is added on AFTER the effects of the feat or weapon ability is applied to the weapon.
At 8th level, when using his favored weapon, the weapon's critical multiplier is treated as being 1 higher than it actually is. So, for example, an 8th level weapon master wielding a longsword would deal triple-damage on a critical hit, rather than double-damage, as is normal.
At 12th level, when using his favored weapon, the weapon's threat range in increased by 2 and the weapon master's rolls to confirm a critical hit receive a +2 bonus as well.
At 16th level, when using his favored weapon, the weapon's critical multiplier is treated as being 2 higher than it actually is. The longsword from the previous example would deal 4 times its normal damage on a critical hit.
At 20th level, while using his favored weapon, a weapon master no longer needs to roll to confirm his critical threats. Such rolls are considered to succeed automatically.
It should be noted that NONE of the weapon expertise abilities above apply enhance the effect of a vorpal weapon. The weapon master can use such a weapon as normal, but his Weapon Expertise effects do not trigger the vorpal ability more frequently.
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