The Fighter Who Wouldn't Specialize...

SpuneDagr

Explorer
I'm trying to come up with a prestige class that is, thematically, a fighter who is equally good with all weapons. The one thing I'm trying to get away from is the fighter who specialized in "bastard sword" but then finds a +4 shortspear or something and then feels like he's missing out by using this new awesome weapon.

I'm really imagining the fight scene in Crouching Tiger, Hidden Dragon when they're in the dojo and the older female character is grabbing all the different weapons off the walls. That was a superb show of her skill in all different weapons.

I don't like Sword and Fist's exotic weapon master. It just strikes me as lacking in imagination, not to mention logic.

My idea is that the character would get different bonuses for different weapons.

For example:
Dagger: Gain sneak attack.
Rapier: Get mobility while you wield it.
Greatsword: Gain power attack.
Whip: You get Improved Disarm.
etc.

The character would get these bonuses at, say, 2nd level and they would gradually improve up through 10th (ei: sneak attack improves, etc). Also, perhaps he would get a bonus if he uses a different weapon every round.

Anybody have any ideas for other weapon bonuses or other abilities for this guy? I'm going to call him the "Master of None."
 

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Storyteller01

First Post
Maybe base the abilities off of weapon types, rather than specific weapons:

Something like
Small weapons (sneak attack)
Piercing weapons (wounding)
Large Weapons (Power Attack)
Double weapons (two weapons fighting) etc.

Seems to connect a lttle more logically (not being rude, just constructive) :)
 

LazerPointer

First Post
Cool idea, man. A quick question: Would the fighter be allowed to use his feats to select weapon focus and the like? Or would he have to swear off any preferance?
 

Psimancer

First Post
I like the concept a lot... in essence, circumstantial feats...

If a Fighter gets a feat every second level, what about a feat every level, but with a specific group of weapons only… Maybe two feats at first...

Following the listed examples:

Power attack (heavy weapons)
Combat Reflexes (light weapons)
…etc…

The actual details of the weapon groups (heavy/light/whatever) would need to be clearly defined, but I can see a lot of potential here...


.
 

Darklone

Registered User
There was a table here once... for style reasons. Some weapons depending on weapon type gave you a bonus/penalty to damage/to hit/AC.

E.g. Swords -/-/+1 (for good parrying)
Axes +1/-/- (for bashing)
Clubs +1/-/-1
Spears -/+1/-1. (reach advantage, but difficult to parry when opponent is close)
daggers -/+1/-1...

Thought a while to make such "advantages" available as feats for the different weapon groups and call them weapon group specialisation...
 

Kisanji Arael

First Post
Unearthed arcana has a special way of dealing with weapon proficiency. Basically, it says that all weapons fit under certain categories, and when you get one feat for proficiency, you gain all of the weapons in that category. what you could say (without changing your game's rules) is that at every odd level for this prestige class, they gain access to one of these groups. They can choose weapons that they are already proficient in. You can then have them gaining bonuses to all weapons that they have chosen in this way.

I'm not going to worry about balance at this point, just clarify what I'm saying. So, at first level, your character chooses weapon group(polearms), and gains proficency with glaive, guisarme, halberd and ranseur. At second level, he gains an ability like weapon focus, but that applies whenever he's using a polearm. Then, at third level, he chooses weapon group(Claw Weapon), and suddenly his weapon focus applies to his claws as well.
 

SpuneDagr

Explorer
I like the weapon groups idea. That would certainly simplify any write-ups I did for the class. I also like the idea of the to hit / damage / AC bonus depending on the weapon.

LazerPointer: A special prerequisite of the prestige class would be that the character had never taken weapon focus with any weapon.
 

DarkMaster

First Post
Take the fighter class and choose all kind of non-weapon specific. Combat expertise, Power attack, weapon finesse, point blank shot, quick draw, ect...

You won't be as good as the specialised fighter but will be able to fight equally with each weapon. I don't see any reason to have a PrC or special class for that, fighter fill the role pretty well.
 

Shallown

First Post
Here is a PrC that I created for my character who was specializingin not specializing. He worked well up to 5th level when he died holding the line to let others escape. He had quickdraw and the beginning of every other feat tree that didn't require a specific weapon. I created it back in 3.0 so would probably refine it with my, slightly, greater knowledge of balance and all.

I so here it is.

Weapons Master
Sometimes the mastery of a thing is not to know each detail but to instead know how it interacts with all things. A study of not its components but its place in the world. The weapon master is indeed the soldier who does not waste their time mastering only one weapon but masters many. He seeks to use what is most suited for the job not force a weapon to perform in a manner it was not meant to perform. He learns to use his armor to its greatest advantage.

Requirements
BAB : +5
Skills : Knowledge (Tactics) Rank 6, Craft (weapon smith, Armoring or bowery/fletcher) rank 6
Feats : Expertise, Power attack, QuickDraw, Point Blank shot.
Class skills : Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Knowledge (Tactics) (int), Knowledge (Weapons) (int), Profession (soldier) (int), Ride (Dex), and Swim (Str).
Skill Points : 2 + Int Modifier.
Hit Dice : 1d10
Starting Feats : Skill Focus Knowledge (Tactics), Light/Mdm/Hvy armor, Martial weapons, Simple weapons and Shields


Level BAB Fort Save Reflex Save Will Save Specials
1 +1 +2 0 0 Practiced weapon, Quick Sling
2 +2 +3 0 0 Bonus feat, Armor specialization
3 +3 +3 +1 +1 Weapon packing, Intimidating display
4 +4 +4 +1 +1 Immediate Weapon focus
5 +5 +4 +1 +1 Bonus Feat, Improvised weapon
6 +6 +5 +2 +2 Practiced specialization
7 +7 +5 +2 +2 Exotic Knowledge
8 +8 +6 +2 +2 Bonus Feat, Mastered armor
9 +9 +6 +3 +3 Immediate Specialization
10 +10 +7 +3 +3 Weapon Knowledge


Practiced weapon - Once per day a weapons master may Practice with a specific weapon (ie javelin not a
single javelin) and gain the weapon focus feat in that weapon. The knowledge fades the next day. This
practice requires 30 minutes of time and an area sufficient to practice with that weapon to some extent.

Quick sling -The Weapons master may sling, holster or sheath a weapon as a free action without drawing
an attack of opportunity. This action may be performed once per round.

Bonus Feat - May be chosen from the following list. Cleave, Combat reflexes, Dodge, Improved Bull
rush, Improved disarm, Improved trip, Improved unarmed strike, Mobility, Mounted combat, Spring
attack, Sunder, Two weapon Fighting

Armor Specialization - The Weapon Master after practicing in Light, medium or heavy armor for 30
minutes may adjust one aspect of the armor. The aspects are; The armor check penalty by 2, the
maximum dex by 1 or the armor protection by 1( this bonus to Armor class is treated as a normal armor
bonus that stacks with the armor worn)

Weapon Packing - weapons now only offer halve their normal encumbrance when the Weapons Master
packs them himself. This only works for the Weapon Master himself. It represents his intimate knowledge
of weapons and ways of making them available for use without interfering with each other while stored.

Intimidating display - Once per day per level (in weapons master) the weapons master may use a standard
action to produce a display of weapon skill that will cause any creature viewing him to be cowered. The
Weapons Master rolls an intimidation skill check and uses that as a Will save DC to negate this affect.
Any bonuses or immunities to fear affect this save.

Immediate weapon focus - The Weapons master may once a day use a move equivalent action to gain a
weapon focus in a weapon he has in hand. This last for 1 Hour per level in Weapons Master.

Improvised weapon - Any penalties associated with the use of an Improvised weapon are halved with a
Weapons Master.

Practiced specialization - Once per day a Weapons Master may practice with a specific weapon (ie javelin
not a single javelin) and gain the weapon Specialization feat in that weapon. The feat disappears the next
day. This practice requires 30 minutes of time and an area sufficient to practice with that weapon to some
extent.

Exotic Knowledge - Using a Craft check in weapon smithing a Weapons Master can identify the magical
properties of a weapon (or if using Craft (armoring), an armor). The DC is 15 for a +1 then a further +5
to the DC for each plus equivalent the weapon has, and an additional +5 if the Weapons Master is not
proficient in the weapon (Such as an exotic weapon) The Weapons Master must practice with the
weapon/armor for 30 minutes before a roll can be made. An enhancement is revealed before any special
abilities are, special abilities are revealed in order of lowest cost first. (For example a +2 keen rapier can
be tested after 30 minutes. The Weapon master rolls a 26, he knows it is +2 with something more but not
sure quite what the other ability may be.)

Mastered armor - The Weapon Master after practicing in Light, medium or heavy armor for 30 minutes
may adjust all these aspects of the armor. The armor check penalty by 4, the maximum Dexterity by 2 or
the armor protection by 2 (this bonus to Armor class is treated as a normal armor bonus that stacks with
armor worn)

Immediate Specialization - The Weapons master may once a day use a move equivalent action to gain a
weapon specialization in a weapon he has in hand. This last for 1 Hour per level of the Weapons Master.

Weapon Knowledge - When a weapon is being wielded against a Weapons Master he may negate any
special training involved in the use of that weapon, So any feat that specifies a specific weapon is lost
while fighting a Weapons Master. Examples (weapon focus, Weapon specialization, improved critical
etc..)
 
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Aust Diamondew

First Post
DarkMaster said:
Take the fighter class and choose all kind of non-weapon specific. Combat expertise, Power attack, weapon finesse, point blank shot, quick draw, ect...

You won't be as good as the specialised fighter but will be able to fight equally with each weapon. I don't see any reason to have a PrC or special class for that, fighter fill the role pretty well.

This idea seems the most logical decision to me. The fighter class can be a generalist when it comes to weapons. Maybe you can convince your DM to let you take a feat that allows you to sheath weapons as a free action to, which would certainly help you out.
 

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