Qwillion
First Post
This class is designed for Npc's in my high fantasy homebrew.
Some warrior share a very special bond with thier favored weapon so special it takes on a life of its own.
The Weaponier
Hit Dice: d8.
Class Skills: The class skills (and the key abilities for each skill) are Bluff (cha), Craft Weaponsmithing (Int), Intimidate (Cha), Knowledge Arcana (Int), Ride (Dex), Sense Motive (Wis).
Skill Points at 1st Level: (2 + Int modifier)*4
Skill Points at Each Additional Level: 2+ Int Modifier.
Level BAB Fort Ref Will Special
1 +1 +0 +2 +0 Weapon Focus, Weapon Bond
2 +2 +0 +3 +0 Weapon Transformation 1
3 +3 +1 +3 +1 Enhancement bonus +1
4 +4 +1 +4 +1 Weapon Specialization
5 +5 +1 +4 +1 Weapon Special Ability +1
6 +6/+1 +2 +5 +2 Enhancement bonus +2
7 +7/+2 +2 +5 +2 Maximize Damage
8 +8/+3 +2 +6 +2 Greater Weapon Focus
9 +9/+4 +3 +6 +3 Enchancement bonus +3
10 +10/+5 +3 +7 +3 Improved Critical
11 +11/+6/+1 +3 +7 Weapon special ability +2
12 +12/+7/+2 +4 +8 +4 Enhancement bonus +4
13 +13/+8/+3 +4 +8 +4 Greater Weapon Specialization
14 +14/+9/+4 +4 +9 +4 Weapon special ability +3
15 +15/+10/+5 +5 +9 +5 Enhancement bonus +5
16 +16/+11/+6/+1 +5 +10 +5 Weapon Transformation 2
17 +17/+12/+7/+2 +5 +10 +5 Weapon special ability +4
18 +18/+13/+8/+3 +6 +11 +6 Increased Multiplier +1
19 +19/+14/+9/+4 +6 +11 +6 Weapon Transformation 3
20 +20/+15/+10/+5 +6 +12 +6 Weapon special ability +5
Weapon Bond (Ex): Choose one type of weapon. All the benefits of this class only affect that one type of attack and only for the weapon the character is bonded too. After choosing a type the character then selects a specific weapon and bonds too it. Doing so takes 24 hours. A Bonded weapon is now a masterwork weapon that resembles a normal weapon and is unusually tough. As the weaponier advances in level, his bonded weapon also increases in power.
If the weapon is destroyed or the bond is dismissed by the weaponier, the weaponier must attempt a Fortitude saving throw (DC 11+ Weaponier’s Fort Save). Failure means he loses 200 experience points per weaponier level; success reduces the loss to one-half that amount. However, a weaponier’s experience point total can never go below 0 as the result of a weapons destruction or dismissal. A destroyed or dismissed weapon cannot be replaced for a (time period ?). A destroyed weapon can be reformed from the pieces just as a normal weapon can be, and it does not lose any abilities when this happy event occurs.
Weapon transformation: (Su) The weapon is treated as having the proper type for the purpose of bypassing the damage reduction. Once the type is chosen it can only be change if a new weapon is bonded. Affected projectile weapons (such as bows) do confer the benefit to the projectiles they shoot. At 1st level can choose Adamantine, Alignment, Alchemic Silver, Cold Iron. At sixteenth level he gains an additional choice, and at 19th level he gains the additional type and an additional choice
Enhancement Bonus (Su): gives a weapon an enhancement bonus on attack and damage rolls. (An enhancement bonus does not stack with a masterwork weapon’s +1 bonus on attack rolls.) The bonus increases +1 every three levels of the Weaponier to a maximum of +5 at 15th level. A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +10.
Weapon Special Abilities (Su): May be chosen from the DMG or other sources with the DM’s permission and stack with enhancement bonuses but do not modify attack or damage bonuses (except where specifically noted). A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +10. Weapon Special ability bonuses do not stack (highest applies) and can only be change if a new weapon is bonded
Maximize Damage (Ex): you may chose to maximize your dice damage with your bonded weapon a number of times per day equal to half your weaponier level
Increased Multiplier: you increase your weapon’s multiplier by +1 (a x2 becomes a x3)
Some warrior share a very special bond with thier favored weapon so special it takes on a life of its own.
The Weaponier
Hit Dice: d8.
Class Skills: The class skills (and the key abilities for each skill) are Bluff (cha), Craft Weaponsmithing (Int), Intimidate (Cha), Knowledge Arcana (Int), Ride (Dex), Sense Motive (Wis).
Skill Points at 1st Level: (2 + Int modifier)*4
Skill Points at Each Additional Level: 2+ Int Modifier.
Level BAB Fort Ref Will Special
1 +1 +0 +2 +0 Weapon Focus, Weapon Bond
2 +2 +0 +3 +0 Weapon Transformation 1
3 +3 +1 +3 +1 Enhancement bonus +1
4 +4 +1 +4 +1 Weapon Specialization
5 +5 +1 +4 +1 Weapon Special Ability +1
6 +6/+1 +2 +5 +2 Enhancement bonus +2
7 +7/+2 +2 +5 +2 Maximize Damage
8 +8/+3 +2 +6 +2 Greater Weapon Focus
9 +9/+4 +3 +6 +3 Enchancement bonus +3
10 +10/+5 +3 +7 +3 Improved Critical
11 +11/+6/+1 +3 +7 Weapon special ability +2
12 +12/+7/+2 +4 +8 +4 Enhancement bonus +4
13 +13/+8/+3 +4 +8 +4 Greater Weapon Specialization
14 +14/+9/+4 +4 +9 +4 Weapon special ability +3
15 +15/+10/+5 +5 +9 +5 Enhancement bonus +5
16 +16/+11/+6/+1 +5 +10 +5 Weapon Transformation 2
17 +17/+12/+7/+2 +5 +10 +5 Weapon special ability +4
18 +18/+13/+8/+3 +6 +11 +6 Increased Multiplier +1
19 +19/+14/+9/+4 +6 +11 +6 Weapon Transformation 3
20 +20/+15/+10/+5 +6 +12 +6 Weapon special ability +5
Weapon Bond (Ex): Choose one type of weapon. All the benefits of this class only affect that one type of attack and only for the weapon the character is bonded too. After choosing a type the character then selects a specific weapon and bonds too it. Doing so takes 24 hours. A Bonded weapon is now a masterwork weapon that resembles a normal weapon and is unusually tough. As the weaponier advances in level, his bonded weapon also increases in power.
If the weapon is destroyed or the bond is dismissed by the weaponier, the weaponier must attempt a Fortitude saving throw (DC 11+ Weaponier’s Fort Save). Failure means he loses 200 experience points per weaponier level; success reduces the loss to one-half that amount. However, a weaponier’s experience point total can never go below 0 as the result of a weapons destruction or dismissal. A destroyed or dismissed weapon cannot be replaced for a (time period ?). A destroyed weapon can be reformed from the pieces just as a normal weapon can be, and it does not lose any abilities when this happy event occurs.
Weapon transformation: (Su) The weapon is treated as having the proper type for the purpose of bypassing the damage reduction. Once the type is chosen it can only be change if a new weapon is bonded. Affected projectile weapons (such as bows) do confer the benefit to the projectiles they shoot. At 1st level can choose Adamantine, Alignment, Alchemic Silver, Cold Iron. At sixteenth level he gains an additional choice, and at 19th level he gains the additional type and an additional choice
Enhancement Bonus (Su): gives a weapon an enhancement bonus on attack and damage rolls. (An enhancement bonus does not stack with a masterwork weapon’s +1 bonus on attack rolls.) The bonus increases +1 every three levels of the Weaponier to a maximum of +5 at 15th level. A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +10.
Weapon Special Abilities (Su): May be chosen from the DMG or other sources with the DM’s permission and stack with enhancement bonuses but do not modify attack or damage bonuses (except where specifically noted). A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +10. Weapon Special ability bonuses do not stack (highest applies) and can only be change if a new weapon is bonded
Maximize Damage (Ex): you may chose to maximize your dice damage with your bonded weapon a number of times per day equal to half your weaponier level
Increased Multiplier: you increase your weapon’s multiplier by +1 (a x2 becomes a x3)