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Need good name for prestige class

Balsamic Dragon said:
Out of all of them, the one I think I like the most right now is Astute Weaponsmaster... I don't know, it just sounds cool and mysterious to me.

Thanks, and are you going to post it up later?
 

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MarauderX said:
Thanks, and are you going to post it up later?

Sure, here's what I have so far. Like all of my prestige classes, this is only for five levels.

Astute Weaponmaster

Unlike her unarmed brethren, the Astute Weaponmaster becomes skilled with the exotic weapons used by monks. Because she has mastered many diverse fighting styles, the Astute Weaponmaster can change weapons frequently during combat as a tactic to confuse the enemy. In addition, most monk weapons are made from simple peasant tools, so almost anything can be made into a deadly weapon in the hands of the Weaponmaster.

Requirements:

Base Attack: +4
Feats: Expertise, Weapon Focus (any monk weapon)
Special: must travel to three different monasteries to study new forms of combat

Hit Dice: d10

Class Skills: Balance, Bluff, Climb, Concentration, Escape Artist, Listen, Perform, Sense Motive, Spot, Swim, Tumble (4 + Int / level)

Level Base Attack Fort. Ref. Will Special

1 +0 +2 +2 +2 Monk Advancement, New Monk Weapons
2 +1 +3 +3 +3 Master of Many Forms, Grab Weapon
3 +2 +3 +3 +3 Improvise Weapon, Monk Weapon Focus
4 +3 +4 +4 +4 Greater Master of Many Forms
5 +3 +4 +4 +4 Monk Weapon Specialization

Monk Advancement: the Astute Weaponmaster advances as a Monk for the following: unarmed damage, AC bonus, flurry of blows and speed (with the same restrictions).

New Monk Weapons: use the following weapons as if they were monk weapons: spear, butterfly sword (exotic, as short sword), iron melon hammer (exotic, as heavy mace) (this list will be expanded later).

Grab Weapon: grab any uncontrolled weapon in an adjacent square as a move equivalent action, or pick up a weapon in your square as a free action, without provoking an attack of opportunity.

Master of Many Forms: when you change weapons in combat, gain a +2 to hit for the next round due to the need for your enemy to react to your sudden change in combat style.

Improvise Weapon: use any small or medium size non-weapon object as a monk weapon for one round. The object must then be discarded (usually because it has broken).

Monk Weapon Focus: gain Weapon Focus in all monk weapons.

Greater Master of Many Forms: as prior ability, but bonus is gained for two rounds.

Monk Weapon Specialization: gain Weapon Specialization in all monk weapon

--

Balsamic Dragon
 


Cool PrC. Mind if I 'borrow' it?

I think the Quickdraw feat might be a good prereq for the class instead of the weapon focus, mostly because a MIN/MAX monk will only use the one she is best at. It would sorta take away from the Grab weapon feature at second level, but you could add that the monk can pick up any weapon as a free action that the monk travels through, even when tumbling. The adjacent square bit could be used if the monk doesn't use a move action.

Could the improvise weapon also be used to include things that are larger that he might not weild as a normal weapon, but be used to attack anyway? I am thinking very Jackie Chan here... like the ladder fight scene in SuperCop. Otherwise what else did you have in mind that was small or medium size that could be used? Rocks? Mugs of ale? Hard loaf of bread? Does rolled up parchment get a +2 vs. anything canine? (bad dog!!)

I also think the BAB is weak (what's new for a monk, right?) but it would deter me from taking it until I knew I wasn't getting any cool monk feats at the next level. Even a +1/+1/+2/+3/+3 would be ok for balance IMO.

Again, cool looking PrC. Are you sure you don't want to add another 5 levels to it?
 

MarauderX said:
Cool PrC. Mind if I 'borrow' it?

I think the Quickdraw feat might be a good prereq for the class instead of the weapon focus, mostly because a MIN/MAX monk will only use the one she is best at. It would sorta take away from the Grab weapon feature at second level, but you could add that the monk can pick up any weapon as a free action that the monk travels through, even when tumbling. The adjacent square bit could be used if the monk doesn't use a move action.

Could the improvise weapon also be used to include things that are larger that he might not weild as a normal weapon, but be used to attack anyway? I am thinking very Jackie Chan here... like the ladder fight scene in SuperCop. Otherwise what else did you have in mind that was small or medium size that could be used? Rocks? Mugs of ale? Hard loaf of bread? Does rolled up parchment get a +2 vs. anything canine? (bad dog!!)

I also think the BAB is weak (what's new for a monk, right?) but it would deter me from taking it until I knew I wasn't getting any cool monk feats at the next level. Even a +1/+1/+2/+3/+3 would be ok for balance IMO.

Again, cool looking PrC. Are you sure you don't want to add another 5 levels to it?


I considered the Quickdraw feat, but I wasn't sure I should require three feats. Expertise is pretty tough for a Monk to take, considering the 13 Int requirement. Monk stats are spread out enough already, and high Int isn't on the top of their list. I'll have to think about the tumble thing, it sounds cool though :)

I love the ladder scene! I didn't want to let the ability get out of hand though:

(Player: I pick up the halfling and using him as my weapon, I attack the orc!)
(GM: I'm sorry, offensive use of a defensive player, 15 yard penalty!)

But, yeah, anything that Jackie uses, converted to a medieval setting. So instead of windshield wipers, maybe candlesticks or something.

Mmm, I build them conservatively and then playtest. It's always easier to tell a player that I am adding new powers to their character, rather than that I have to take some away. My rule of thumb is no Fighter BAB with Monk Flurry of Blows. I may change that if the class seems underpowered.

I'm glad you like it, feel free to use it! I only have about thirty or forty more where that came from :) Although most of them are re-writes. I should post some of them to the list, I've just been too lazy ;)

I've been making all of my prestige classes just 5 levels. First, because it is easier to playtest them that way, and second because I rarely run campaigns that get over 12th to 14th level anyway.

Balsamic Dragon
 

I like the PrC. Definitely an interesting path for a monk to take. As for the halfling comment, I'll have you know they make GREAT projectile weapons. A group of us figured this one out and even made it a party theme. Quite fun. :p
 

Hey, I carried out your (Balsamic's) PrC out over 10 levels and monkeyed with it some more until I got what you see below... Comments?

Astute Weaponmaster

Unlike her unarmed brethren, the Astute Weaponmaster becomes skilled with the exotic weapons used by monks. Because she has mastered many diverse fighting styles, the Astute Weaponmaster can change weapons frequently during combat as a tactic to confuse enemies. In addition, most monk weapons are made from simple peasant tools, so almost anything can be made into a deadly weapon in the hands of the Weaponmaster.

Requirements:

Base Attack: +6
Feats: Combat Expertise, Quickdraw
Special: must travel to three different monasteries to study new forms of combat

Hit Dice: d8

Class Skills: Balance, Bluff, Climb, Concentration, Escape Artist, Listen, Perform, Sense Motive, Spot, Swim, Tumble (4 + Int / level)

Level BAB Fort. Ref. Will Special

1 +1 +2 +2 +2 Monk Advancement, New Monk Weapons I
2 +1 +3 +3 +3 Grab Weapon
3 +2 +3 +3 +3 Master of Many Forms
4 +3 +4 +4 +4 Improvise Weapon
5 +3 +4 +4 +4 Melee Range Increase I
6 +4 +5 +5 +5 New Monk Weapons II
7 +5 +5 +5 +5 Greater Master of Many Forms
8 +5 +6 +6 +6 Monk Weapon Focus
9 +6 +6 +6 +6 Melee Range Increase II
10 +7 +7 +7 +7 Monk Weapon Specialization

Monk Advancement: the Astute Weaponmaster advances as a Monk for the following: unarmed damage, AC bonus, flurry of blows and speed (with the same restrictions) for all levels.

New Monk Weapons I: use the following weapons as if they were monk weapons: short spear, butterfly sword (exotic, as short sword), iron melon hammer (exotic, as heavy mace) and all light melee weapons. Damage applies as per unarmed strike.

Grab Weapon: grab any uncontrolled weapon in an adjacent square as a move equivalent action, or pick up a weapon in your square or square you travel through as a free action, without provoking an attack of opportunity.

Master of Many Forms: when you change weapons in combat, gain a +2 to hit for the next round due to the need for your enemy to react to your sudden change in combat style.

Improvise Weapon: use any small or medium size non-weapon object as a monk weapon for one round. The object must then be discarded (usually because it has broken). Any item with hardness of 1 or better can be used for this ability.

Melee Range Increase I: all melee weapons may be thrown at twice the normal range increment. Those that normally cannot be thrown may be thrown at a 5' range increment as long as the user has Str 13+.

New Monk Weapons II: use all melee weapons as if they were monk weapons. Damage applies as per unarmed strike.

Monk Weapon Focus: gain Weapon Focus for all melee weapons.

Greater Master of Many Forms: as prior ability, but bonus is gained for two rounds.

Melee Range Increase II: all melee weapons may be thrown at three times the normal range increment. Those that normally cannot be thrown may be thrown at a 5' range increment as long as the user has Str 10+.

Monk Weapon Specialization: gain Weapon Specialization for all melee weapons.

Too tough? Too weak? What?
 
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I don't care much for the five foot range increment on melee range increase. The feat Throw Anything (Fighter/monk book, I think) gives a ten foot range increment. That makes more sense to me, seeing as how a five foot increment means you essentially have reach with the weapon, without the option to make multliple attacks with it.
 

SylverFlame said:
I don't care much for the five foot range increment on melee range increase. The feat Throw Anything (Fighter/monk book, I think) gives a ten foot range increment. That makes more sense to me, seeing as how a five foot increment means you essentially have reach with the weapon, without the option to make multliple attacks with it.

Maybe I misunderstand what you are saying, but the range increment is for throwing the weapon. Throw it 15' and take a -6 normally, and with the range increment with this PrC it would be -2 and 0 penalties for melee range increase I & II, respectively.
 

My point is that you recieve an reach weapon, essentially, at the first range increment, this being five feet. You can hit someone in the square two spaces from you at no penalty. Therefore, you have reach, but loose the weapon.

Now then, you take the character 11 feet from you. All of a sudden you have a -2 penalty. Things are looking bleak.

I could live with this, if it weren't for the "Throw Anything" Feat. By taking that feat, the character recieves an ability that is better than a two-part class ability: throwing increment of ten feet on all weapons. I am of the opinion that a class ability should be as powerful, if not more so, than a comparable feat. That is where I am leary of the ability in question.

Did I explain this well? I am sorry if I didn't. I've been writing papers for school for over a week solid now. Essentially my brain has become so much tapioca pudding...
 

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