This is a class I made just becuase I had the idea floating for a character who was a generalist fighter and didn't use a single weapon but instead had all kinds. I got to play him for a few levels up to like 4th and he croaked heroicly. But I sure loved him.
So here it is
Weaponsmaster
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.
WeaponsMaster
Requirements
BAB : +6
Skills : Knowledge (Tactics) Rank 6, Craft (weapon smith, Armoring or bowery/fletcher) rank 6
Feats : Expertise, Power attack, QuickDraw, Point Blank shot and Ambidexterity.
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/heavy armor, Martial weapons, Simple weapons and shields
BAB as fighter
Saves as Fighter
1st level
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 feat disappears 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 can be done once per round.
2nd level / 5th Level / 8th level
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
2ndlevel
Armor Specialization - The Weapon Master after practicing in Light, medium or heavy armor for 30 minutes may adjust one aspect of the armor. 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 armor worn)
3rd level
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 initimate 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 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.
4th level
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 of the Weapons Master.
5th level
Improvised weapon - Any penalties associated with the use of an Improvised weapon are halved with a Weapons master.
6th level
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.
7th level
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 Dc for each plus equivalent the weapon has, and an additional +5 if the weapon 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 is.)
8th level
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 2, 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)
9th level
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.
10th level
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, weapon finesse, improved critical etc..)
Okay Guys and Gals...
Tear it up, balanced / not balanced, Makes sense / makes no sense etc
Do that Vodoo that you do so well
Thanks
Later
So here it is
Weaponsmaster
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.
WeaponsMaster
Requirements
BAB : +6
Skills : Knowledge (Tactics) Rank 6, Craft (weapon smith, Armoring or bowery/fletcher) rank 6
Feats : Expertise, Power attack, QuickDraw, Point Blank shot and Ambidexterity.
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/heavy armor, Martial weapons, Simple weapons and shields
BAB as fighter
Saves as Fighter
1st level
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 feat disappears 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 can be done once per round.
2nd level / 5th Level / 8th level
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
2ndlevel
Armor Specialization - The Weapon Master after practicing in Light, medium or heavy armor for 30 minutes may adjust one aspect of the armor. 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 armor worn)
3rd level
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 initimate 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 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.
4th level
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 of the Weapons Master.
5th level
Improvised weapon - Any penalties associated with the use of an Improvised weapon are halved with a Weapons master.
6th level
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.
7th level
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 Dc for each plus equivalent the weapon has, and an additional +5 if the weapon 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 is.)
8th level
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 2, 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)
9th level
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.
10th level
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, weapon finesse, improved critical etc..)
Okay Guys and Gals...
Tear it up, balanced / not balanced, Makes sense / makes no sense etc
Do that Vodoo that you do so well
Thanks
Later