Lobo Lurker
First Post
Hi all, I've been stewing a new base class in my head for quite some time now and wanted the community's feedback on the latest incarnation.
After eyeballing this, it seems like a Fighter with a worse BAB for secondary weapons, with 1/2 the feats pre-selected, 2 extra skill points and a more useful skill list, a smaller hit die and a special ability. Overall my initial impression is that its a little strong, though those of you with more experience at higher level play may disagree with that assessment.
Comments, observations and constructive criticism are all appreciated.
The Weapon Master
Hit Die = d8
Skills: 4 per level
Balance (dex), Concentration (con), Craft (int), Diplomacy (cha), Handle Animal (cha) Intimidate (cha), Knowledge (any; int), Jump (cha), Listen (wis), Perform (cha), Profession (wis), Ride (dex), Sense Motive (wis), Spot (wis) and 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.
COMBAT EXPERTISE: As Weapon Master's tend to rely on their mastery of the weapon they use, rather than heavy armor, for defense, they gain the Combat Expertise feat which they can use regardless of whether or not they qualify for it.
FAVORED WEAPON: Starting at 1st level a Weapon Master selects a single weapon to which he dedicates himself completely, gaining a +1 insight 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.
WEAPON FOCUS: At 2nd level, the Weapon Master gains the Weapon Focus feat, which is applied to his Favored Weapon.
BONUS FEATS: At level 3 and every 3rd level after that the Weapon Master gains a Bonus feat from the list below:
Acrobatic, Agile, Alertness, Blind Fight, Cleave, Combat Reflexes, Dodge, Far Shot, Great Cleave, Greater Two-Weapon Fighting, Improved Critical, Improved Disarm, Improved Feint, Improved Initiative, Improved Precise Shot, Improved Sunder, Improved Trip, Improved Two-Weapon Fighting, Iron Will, Lightning Reflexes, Many Shot, Mobility, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Rapid Reload, Rapid Shot, Shot on the Run, Spring Attack, Two-Weapon Defense, Two-Weapon Fighting and Whirlwind Attack.
MASTER'S FOCUS: By 4th level the Weapon Master has learned to focus his attention on the most efficient use on his weapon, greatly increasing the likelihood that he will achieve a critical strike. To use Master's Focus, the Weapon Master may make a Concentration check, as a Free Action, against a DC of 20. If the check succeeds then the threat range of the Weapon Master's Favored Weapon is increased by 1, until the beginning of the Weapon Master's next round.
At 8th level the Weapon Master can choose to make a DC 25 Concentration check instead of a DC 20 check. If the Weapon Master succeeds, then the threat range of his Favored Weapon is increased by +2.
At 12th level the Weapon Master can choose to make a DC 30 Concentration check instead of the DC 20 or DC 25 checks. If the Weapon Master succeeds, then the threat range of his Favored Weapon is increased by +3.
At 16th level the Weapon Master can choose to make a DC 35 Concentration check instead of the DC 20, DC 25 or DC 30 checks. If the Weapon Master succeeds, then the threat range of his Favored Weapon is increased by +4.
At 20th level the Weapon Master can choose to make a DC 40 Concentration check instead of the DC 20, DC 25, DC 30 or DC 35 checks. If the Weapon Master succeeds, then the threat range of his Favored Weapon is increased by +5.
If the Weapon Master exceeds any of the Master's Focus Concentration checks by 5 or more then all critical threats he rolls are considered confirmed.
The Weapon Master cannot take 5, 10 or 20 on Concentration checks made for Master's Focus. Failing the Concentration check has no ramifications beyond not gaining the benefit of Master's Focus for that round.
WEAPON SPECIALIZATION: At 6th level, the Weapon Master gains the Weapon Specialization feat, which is applied to his Favored Weapon. The Weapon Master benefits from this feat whether he qualifies for it or not.
GREATER WEAPON FOCUS: At 10th level, the Weapon Master gains the Greater Weapon Focus feat, which is applied to his Favored Weapon. The Weapon Master benefits from this feat whether he qualifies for it or not.
GREATER WEAPON SPECIALIZATION: At 14th level, the Weapon Master gains the Greater Weapon Specialization feat, which is applied to his Favored Weapon. The Weapon Master benefits from this feat whether he qualifies for it or not.
CRITICAL INSIGHT: At 18th level, the Weapon Master nears perfection in his ability to deal critical blows. Whenever he weilds his Favored Weapon, treat the Critical Multiplier as being one higher than it actually is. EX: A longsword would have a x3 critical multiplyer.
After eyeballing this, it seems like a Fighter with a worse BAB for secondary weapons, with 1/2 the feats pre-selected, 2 extra skill points and a more useful skill list, a smaller hit die and a special ability. Overall my initial impression is that its a little strong, though those of you with more experience at higher level play may disagree with that assessment.
Comments, observations and constructive criticism are all appreciated.
The Weapon Master
Hit Die = d8
Skills: 4 per level
Balance (dex), Concentration (con), Craft (int), Diplomacy (cha), Handle Animal (cha) Intimidate (cha), Knowledge (any; int), Jump (cha), Listen (wis), Perform (cha), Profession (wis), Ride (dex), Sense Motive (wis), Spot (wis) and Tumble (dex).
Code:
[b][color=darkorange]LVL BAB Fort Refl Will Abilities[/b][/color]
[B]1.[/B] +0 +0 +2 +2 Favored Weapon (+1), Combat Expertise
[B]2.[/B] +1 +0 +3 +3 Weapon Focus (favored weapon)
[u][B]3.[/B] +2 +1 +3 +3 Bonus Feat[/u]
[B]4.[/B] +3 +1 +4 +4 Master's Focus +1, DC 20
[B]5.[/B] +3 +1 +4 +4 Favored Weapon (+2)
[B]6.[/B] +4 +2 +5 +5 Weapon Specialization (favored weapon)
[u][B]7.[/B] +5 +2 +5 +5 Bonus Feat[/u]
[B]8.[/B] +6 +2 +6 +6 Master's Focus +2, DC 25
[B]9.[/B] +6 +3 +6 +6 Favored Weapon (+3)
[B]10.[/B] +7 +3 +7 +7 Greater Weapon Focus (favored weapon)
[u][B]11.[/B] +8 +3 +7 +7 Bonus Feat[/u]
[B]12.[/B] +9 +4 +8 +8 Master's Focus +3, DC 30
[B]13.[/B] +9 +4 +8 +8 Favored Weapon (+4)
[B]14.[/B] +10 +4 +9 +9 Greater Weapon Specialization (favored weapon)
[u][B]15.[/B] +11 +5 +9 +9 Bonus Feat[/u]
[B]16.[/B] +12 +5 +10 +10 Master's Focus +4, DC 35
[B]17.[/B] +12 +5 +10 +10 Favored Weapon (+5)
[B]18.[/B] +13 +6 +11 +11 Critical Insight (favored weapon)
[u][B]19.[/B] +14 +6 +11 +11 Bonus Feat[/u]
[B]20.[/B] +15 +6 +12 +12 Master's Focus +5, DC 40
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.
COMBAT EXPERTISE: As Weapon Master's tend to rely on their mastery of the weapon they use, rather than heavy armor, for defense, they gain the Combat Expertise feat which they can use regardless of whether or not they qualify for it.
FAVORED WEAPON: Starting at 1st level a Weapon Master selects a single weapon to which he dedicates himself completely, gaining a +1 insight 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.
WEAPON FOCUS: At 2nd level, the Weapon Master gains the Weapon Focus feat, which is applied to his Favored Weapon.
BONUS FEATS: At level 3 and every 3rd level after that the Weapon Master gains a Bonus feat from the list below:
Acrobatic, Agile, Alertness, Blind Fight, Cleave, Combat Reflexes, Dodge, Far Shot, Great Cleave, Greater Two-Weapon Fighting, Improved Critical, Improved Disarm, Improved Feint, Improved Initiative, Improved Precise Shot, Improved Sunder, Improved Trip, Improved Two-Weapon Fighting, Iron Will, Lightning Reflexes, Many Shot, Mobility, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Rapid Reload, Rapid Shot, Shot on the Run, Spring Attack, Two-Weapon Defense, Two-Weapon Fighting and Whirlwind Attack.
MASTER'S FOCUS: By 4th level the Weapon Master has learned to focus his attention on the most efficient use on his weapon, greatly increasing the likelihood that he will achieve a critical strike. To use Master's Focus, the Weapon Master may make a Concentration check, as a Free Action, against a DC of 20. If the check succeeds then the threat range of the Weapon Master's Favored Weapon is increased by 1, until the beginning of the Weapon Master's next round.
At 8th level the Weapon Master can choose to make a DC 25 Concentration check instead of a DC 20 check. If the Weapon Master succeeds, then the threat range of his Favored Weapon is increased by +2.
At 12th level the Weapon Master can choose to make a DC 30 Concentration check instead of the DC 20 or DC 25 checks. If the Weapon Master succeeds, then the threat range of his Favored Weapon is increased by +3.
At 16th level the Weapon Master can choose to make a DC 35 Concentration check instead of the DC 20, DC 25 or DC 30 checks. If the Weapon Master succeeds, then the threat range of his Favored Weapon is increased by +4.
At 20th level the Weapon Master can choose to make a DC 40 Concentration check instead of the DC 20, DC 25, DC 30 or DC 35 checks. If the Weapon Master succeeds, then the threat range of his Favored Weapon is increased by +5.
If the Weapon Master exceeds any of the Master's Focus Concentration checks by 5 or more then all critical threats he rolls are considered confirmed.
The Weapon Master cannot take 5, 10 or 20 on Concentration checks made for Master's Focus. Failing the Concentration check has no ramifications beyond not gaining the benefit of Master's Focus for that round.
WEAPON SPECIALIZATION: At 6th level, the Weapon Master gains the Weapon Specialization feat, which is applied to his Favored Weapon. The Weapon Master benefits from this feat whether he qualifies for it or not.
GREATER WEAPON FOCUS: At 10th level, the Weapon Master gains the Greater Weapon Focus feat, which is applied to his Favored Weapon. The Weapon Master benefits from this feat whether he qualifies for it or not.
GREATER WEAPON SPECIALIZATION: At 14th level, the Weapon Master gains the Greater Weapon Specialization feat, which is applied to his Favored Weapon. The Weapon Master benefits from this feat whether he qualifies for it or not.
CRITICAL INSIGHT: At 18th level, the Weapon Master nears perfection in his ability to deal critical blows. Whenever he weilds his Favored Weapon, treat the Critical Multiplier as being one higher than it actually is. EX: A longsword would have a x3 critical multiplyer.
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