greyfox_Trotter
First Post
Hey there RPG'ers, I just finished cooking this up and was hoping that some of you might give me some feedback. I hated the 3.0 Weapon Master, the theme was just all wrong, so I revamped it a little for my 3.5 game. Please let me know what you all think about it, I'm looking forward to the firing squad on this one.
Rational for the creation of this prestige class: I noticed a distinct lack of a pcr class in 3.5 that was a specialist in one weapon. While the fighter certainly can specialize in one weapon and usually does to a great extent, I felt that the fighter was missing that I use one weapon and I'm totally awesome at it pizzazz. In the 3.0 material, specifically Sword and Fist there was a precedent for such a class. The problem with the 3.0 Weapon Master was that he lacked gritty flavor and was all about nifty Oriental like abilities. I wanted something gritty and blamy, not dancy and nifty. Ifies aside here is what I cam up with.
The Weapon Master
The Weapon Master is exactly that, the true and complete master of his chosen weapon. He has devoted himself completely to the perfection of the fighting art with one weapon, and one weapon only. Many warriors learn to use their blade with great force or guile, but the Weapon Master is the ultimate connoisseur of his weapon of choice. He learns ways of using his weapon that would befuddle even expert fighters. With long dedication and countless hours of training the Weapon Master unlocks the mysteries of his fighting style allowing him to access to feats beyond anything that most warriors could ever hope to achieve.
Weapon Masters are rare at best, and in many places they are the stuff of legend. It seems that every town or village you pass through will brag of having one, but only about one in every thousand would be so blessed. Many attempt to mimic the awesome abilities of the Weapon Master, but few ever manage even the beginnings of the intricacies of the style they are attempting to emulate. Weapon Masters serve as elite commanders and trainers in armies, or as the sparring partners of the elite. A true Weapon Master fetches a grand price for his services, for nobody else is likely to ever be as good at what he does. Weapon Masters join adventuring parties for the satisfaction of testing their skills against all comers, be the man or beast. Aside from a general demeanor towards testing their skills Weapon Masters are too diverse a lot to share much in common with one another. One Weapon Master may worship their weapon of choice as if it where a god, while another may simply feel that it is the path to ultimate glory. One never knows what to expect from a Weapon Master, other than he will be very very good with the weapon he carries.
Hit Dice: d10
Requirements:
To qualify to become a Weapon Master, a character must fulfill all of the following criteria.
Base Attack Bonus: +7
Skills: Craft Weapon 8 ranks
Feats: Combat Expertise, Improved Disarm, Weapon Focus, Iron Will
Class Skills:
The Weapon Master's class skills (and the key ability for each skill) are Climb (str), Craft (Int), Handle Animal (Cha), Intimidate (cha), Jump (Str), Ride (Dex), and Swim (Str).
Skill Points at Each Additional Level: 2+Int Modifier.
Class Features
All of the following are class features of the Weapon Master.
Weapon and Armor Proficiencies: A Weapon Master gains no new proficiency with any weapon or armor.
Weapon Overspecialization: At 1st level a Weapon Master forgoes the use of all other weapons in favor of his weapon of choice. He thus stops training in the use of other weapons altogether so that he may focus solely on the intricacies of his weapon of choice. In his focus he loses familiarity with all other weapons, and thus suffers the -4 penalty for non-proficiency for all other weapons he attempts to use, in order to gain the benefits of this class.
Practiced Strike: Through hard practice and dedication, the Weapon Master learns how to use his weapon of choice in order to gain better leverage over his foes in combat. Starting at 1st level the Weapon Master gains a +2 bonus to all opposed rolls that he makes with his weapon. This bonus increases to +4 at 5th. This bonus stacks with any other modifiers that the Weapon Master may enjoy from feats or special abilities.
Weapon Trick (Ex): Starting at first level, and then every odd level after that, a Weapon Master learns a special trick with his chosen weapon. He must select the trick learned when he gains the level, and once selected, the choice cannot later be changed. He cannot select the same trick more than once unless it specifically says so.
Artful Attack: A Weapon Master who elects to take this trick is so adept at using his chosen weapon in unfavorable situations that he learns to negate some of his penalties from doing so. Whenever a Weapon Master is attacking through cover, the penalties are reduced by half. This weapon trick may be selected at any level in which the Weapon Master gains an additional weapon trick.
Artful Defense: A Weapon Master who elects to take this weapon trick has become so proficient in the use of his chosen weapon that he has learned how to negate the advantages that his opponents get when he is caught in an unfavorable position. Whenever a foe would otherwise gain an advantage from terrain or position, that advantage is halved rounded down (thus a combatant on higher ground would be denied his +1 to hit, or an attacker attacking a prone Weapon Master would only gain a bonus of +2 to hit in melee). This Weapon trick may be selected at any level in which the Weapon Master gains an additional Weapon Trick.
Crushing Blow: Once per day as a full round action, the Weapon Master can channel immense energy into a single melee attack with his chosen weapon. The Weapon Master declares that he is attempting to make a Crushing Blow before he rolls the die, and in the event that it is a hit, it is an automatic critical. The damage multiplier increases by +1. This attack is effective against creatures that are immune to critical hits, such as undead, however you do not gain the +1 to the multiplier against these creatures. If the Weapon Master misses his attack roll, then his use of the ability for the day is gone. Crushing Blow may only be selected by a Weapon Master of 7th level. Crushing Blow may be taken multiple times giving another use per day when doing so.
Deadly Hand: The critical multiplier for a Weapon Masters chosen weapon is increased by one (for example, a handaxe has a multiplier of X4 instead of X3) when this ability is used. This benefit does not stack with any other effect that improves critical multipliers and can only be taken as a 7th level Weapon Master.
Devastating Blow: Once per day as part of any standard action or full round action, a Weapon Master can deliver a devastating blow to his foe. The Weapon Master must declare that he is using this ability before the attack roll is made. Upon a successful hit, including in the case of a critical hit, the Weapon Master multiplies his damage rolled on dice by 50%. If the Weapon Master misses, he loses his use of the ability for the day. A Weapon Master may only select this weapon trick at 3rd level and above and it may be taken multiple times. Each time he selects this weapon trick again he gains an additional use of the ability per day.
Powerful Blow: Once per day as part of any standard action, a Weapon Master can deliver a powerful blow to his foe. The Weapon Master must declare that he is using this ability before the attack roll is made. Upon successful completion of the attack roll, including in the case of a critical hit, the Weapon Master does not roll damage dice, he instead does his maximum possible amount of damage. If the Weapon Master misses, he loses his use of the ability for the day. This weapon trick may only be selected as a 3rd level Weapon Master trick and it may be taken multiple times. Each time he selects this weapon trick again he gains an additional use of the ability per day.
Weapon Throw: A Weapon Master with this trick may throw their weapon as a ranged weapon with a 20 foot range increment. He takes no additional penalties for using his weapon in this fashion and gains his strength to damage as per normal rules.
Bonus Feats: Whenever a Weapon Master gains bonus feats he may only chose from the following list: Close-quarters Combat, Improved Combat Expertise, Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Improved Sunder, Power Critical, Prone Attack, Quick Draw, Weapon Specialization. Weapon Master levels stack with fighter levels for the purposes of qualifying for feats.
Increased Damage die: The damage dice of the Weapon Masters' chosen weapon increases by one at levels 4 and 8. If the weapon dealt d6 it becomes d8, if it was d8 it becomes d10 and so on.
The Weapon Master
Class Level BAB Fort. Save Refl. Save Will Save Special
1 1 2 0 0 Weapon Overspecialization, Practiced Strike +2, Weapon Trick
2 2 3 0 0 Bonus Feat
3 3 3 1 1 Weapon Trick
4 4 4 1 1 Increased Damage die
5 5 4 1 1 Practiced Strike +4, Weapon Trick
6 6 5 2 2 Bonus Feat
7 7 5 2 2 Weapon Trick
8 8 6 2 2 Increased Damage die
9 9 6 3 3 Weapon Trick
10 10 7 3 3 Practiced Strike +6, Bonus Feat
Rational for the creation of this prestige class: I noticed a distinct lack of a pcr class in 3.5 that was a specialist in one weapon. While the fighter certainly can specialize in one weapon and usually does to a great extent, I felt that the fighter was missing that I use one weapon and I'm totally awesome at it pizzazz. In the 3.0 material, specifically Sword and Fist there was a precedent for such a class. The problem with the 3.0 Weapon Master was that he lacked gritty flavor and was all about nifty Oriental like abilities. I wanted something gritty and blamy, not dancy and nifty. Ifies aside here is what I cam up with.
The Weapon Master
The Weapon Master is exactly that, the true and complete master of his chosen weapon. He has devoted himself completely to the perfection of the fighting art with one weapon, and one weapon only. Many warriors learn to use their blade with great force or guile, but the Weapon Master is the ultimate connoisseur of his weapon of choice. He learns ways of using his weapon that would befuddle even expert fighters. With long dedication and countless hours of training the Weapon Master unlocks the mysteries of his fighting style allowing him to access to feats beyond anything that most warriors could ever hope to achieve.
Weapon Masters are rare at best, and in many places they are the stuff of legend. It seems that every town or village you pass through will brag of having one, but only about one in every thousand would be so blessed. Many attempt to mimic the awesome abilities of the Weapon Master, but few ever manage even the beginnings of the intricacies of the style they are attempting to emulate. Weapon Masters serve as elite commanders and trainers in armies, or as the sparring partners of the elite. A true Weapon Master fetches a grand price for his services, for nobody else is likely to ever be as good at what he does. Weapon Masters join adventuring parties for the satisfaction of testing their skills against all comers, be the man or beast. Aside from a general demeanor towards testing their skills Weapon Masters are too diverse a lot to share much in common with one another. One Weapon Master may worship their weapon of choice as if it where a god, while another may simply feel that it is the path to ultimate glory. One never knows what to expect from a Weapon Master, other than he will be very very good with the weapon he carries.
Hit Dice: d10
Requirements:
To qualify to become a Weapon Master, a character must fulfill all of the following criteria.
Base Attack Bonus: +7
Skills: Craft Weapon 8 ranks
Feats: Combat Expertise, Improved Disarm, Weapon Focus, Iron Will
Class Skills:
The Weapon Master's class skills (and the key ability for each skill) are Climb (str), Craft (Int), Handle Animal (Cha), Intimidate (cha), Jump (Str), Ride (Dex), and Swim (Str).
Skill Points at Each Additional Level: 2+Int Modifier.
Class Features
All of the following are class features of the Weapon Master.
Weapon and Armor Proficiencies: A Weapon Master gains no new proficiency with any weapon or armor.
Weapon Overspecialization: At 1st level a Weapon Master forgoes the use of all other weapons in favor of his weapon of choice. He thus stops training in the use of other weapons altogether so that he may focus solely on the intricacies of his weapon of choice. In his focus he loses familiarity with all other weapons, and thus suffers the -4 penalty for non-proficiency for all other weapons he attempts to use, in order to gain the benefits of this class.
Practiced Strike: Through hard practice and dedication, the Weapon Master learns how to use his weapon of choice in order to gain better leverage over his foes in combat. Starting at 1st level the Weapon Master gains a +2 bonus to all opposed rolls that he makes with his weapon. This bonus increases to +4 at 5th. This bonus stacks with any other modifiers that the Weapon Master may enjoy from feats or special abilities.
Weapon Trick (Ex): Starting at first level, and then every odd level after that, a Weapon Master learns a special trick with his chosen weapon. He must select the trick learned when he gains the level, and once selected, the choice cannot later be changed. He cannot select the same trick more than once unless it specifically says so.
Artful Attack: A Weapon Master who elects to take this trick is so adept at using his chosen weapon in unfavorable situations that he learns to negate some of his penalties from doing so. Whenever a Weapon Master is attacking through cover, the penalties are reduced by half. This weapon trick may be selected at any level in which the Weapon Master gains an additional weapon trick.
Artful Defense: A Weapon Master who elects to take this weapon trick has become so proficient in the use of his chosen weapon that he has learned how to negate the advantages that his opponents get when he is caught in an unfavorable position. Whenever a foe would otherwise gain an advantage from terrain or position, that advantage is halved rounded down (thus a combatant on higher ground would be denied his +1 to hit, or an attacker attacking a prone Weapon Master would only gain a bonus of +2 to hit in melee). This Weapon trick may be selected at any level in which the Weapon Master gains an additional Weapon Trick.
Crushing Blow: Once per day as a full round action, the Weapon Master can channel immense energy into a single melee attack with his chosen weapon. The Weapon Master declares that he is attempting to make a Crushing Blow before he rolls the die, and in the event that it is a hit, it is an automatic critical. The damage multiplier increases by +1. This attack is effective against creatures that are immune to critical hits, such as undead, however you do not gain the +1 to the multiplier against these creatures. If the Weapon Master misses his attack roll, then his use of the ability for the day is gone. Crushing Blow may only be selected by a Weapon Master of 7th level. Crushing Blow may be taken multiple times giving another use per day when doing so.
Deadly Hand: The critical multiplier for a Weapon Masters chosen weapon is increased by one (for example, a handaxe has a multiplier of X4 instead of X3) when this ability is used. This benefit does not stack with any other effect that improves critical multipliers and can only be taken as a 7th level Weapon Master.
Devastating Blow: Once per day as part of any standard action or full round action, a Weapon Master can deliver a devastating blow to his foe. The Weapon Master must declare that he is using this ability before the attack roll is made. Upon a successful hit, including in the case of a critical hit, the Weapon Master multiplies his damage rolled on dice by 50%. If the Weapon Master misses, he loses his use of the ability for the day. A Weapon Master may only select this weapon trick at 3rd level and above and it may be taken multiple times. Each time he selects this weapon trick again he gains an additional use of the ability per day.
Powerful Blow: Once per day as part of any standard action, a Weapon Master can deliver a powerful blow to his foe. The Weapon Master must declare that he is using this ability before the attack roll is made. Upon successful completion of the attack roll, including in the case of a critical hit, the Weapon Master does not roll damage dice, he instead does his maximum possible amount of damage. If the Weapon Master misses, he loses his use of the ability for the day. This weapon trick may only be selected as a 3rd level Weapon Master trick and it may be taken multiple times. Each time he selects this weapon trick again he gains an additional use of the ability per day.
Weapon Throw: A Weapon Master with this trick may throw their weapon as a ranged weapon with a 20 foot range increment. He takes no additional penalties for using his weapon in this fashion and gains his strength to damage as per normal rules.
Bonus Feats: Whenever a Weapon Master gains bonus feats he may only chose from the following list: Close-quarters Combat, Improved Combat Expertise, Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Improved Sunder, Power Critical, Prone Attack, Quick Draw, Weapon Specialization. Weapon Master levels stack with fighter levels for the purposes of qualifying for feats.
Increased Damage die: The damage dice of the Weapon Masters' chosen weapon increases by one at levels 4 and 8. If the weapon dealt d6 it becomes d8, if it was d8 it becomes d10 and so on.
The Weapon Master
Class Level BAB Fort. Save Refl. Save Will Save Special
1 1 2 0 0 Weapon Overspecialization, Practiced Strike +2, Weapon Trick
2 2 3 0 0 Bonus Feat
3 3 3 1 1 Weapon Trick
4 4 4 1 1 Increased Damage die
5 5 4 1 1 Practiced Strike +4, Weapon Trick
6 6 5 2 2 Bonus Feat
7 7 5 2 2 Weapon Trick
8 8 6 2 2 Increased Damage die
9 9 6 3 3 Weapon Trick
10 10 7 3 3 Practiced Strike +6, Bonus Feat