Weapons master A generalist not a master of one weapon.

Shallown

First Post
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
 

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I've actually thought about this same idea for a long time. I called mine the Master of Arms, just to distinguish between the actual weapon master prc.

As a note, I gave weapon focus with all weapons the arms master is proficient with as a 2nd level power. This seems powerful, but only one weapon can be wielded at a time. Additionally, you could train with certain weapon groups and get bonuses for them. Like 2-weapon fighting, you could take it as an ability every other level and it would improve any and all 2 weapon fighting you did. Or 2-handed weapon training, 1-h weapon training, 1-h weapon and a shield training, etc.

As far as yours, I like quick sling a lot, thats a great idea. However, there is nothing that says a non-fighter can take this class, and eventually they gain spec. This is the *only* fighter only feat (well, ok psiwars can take it too, but I wasnt happy about that either :P).

Overall, besides the spec stuff and that 10th level ability, your stuff seems sound. Personally, I dont like a lot of abilities that work 1/day or need 30 min to rev up. I would say for your armor ability, pick a category and a bonus, you now have that bonus. Then eventually allow them to get all the bonuses if they stay in the prc long enough.

Finally, the Weapon Knowledge ability. I don't like it...at all. If you are facing off against another weapon master, you negate each other's bonuses. Or what about a 20th level fighter? Seems too powerful, prcs should be about enhancing the characters abilities, not subtracting an enemies (short of magically).

Overall, nice, I would just make things less bookkeepy. Dont be afraid to give out Weapon Focus to all weapons, and if Spec is a requirement, giving out Spec to all weapons as a 10th level ability is a good idea too.

Technik
 

I like it!

I agree with Technik4 about changing the name. It's too similar to a prc already out there.

A few things I'd change- I'd drop the bonus feats. I've always felt that bonus feats kinda defeat the purpose of a prestige class. It's supposed to channel you into a specific area; you shouldn't get to choose bonus feats imho. Not everyone agrees with me on that one, though.

I'd also dump the weapon knowledge power- again, I think Technik4 has some good points here- and maybe replace it with proficiency in all exotic weapons. That is a pretty heavy ability, but it's a 10th level ability for a prestige class, so I think it's all right.

I'd leave the rest alone- I like the practiced focus and specialization (and immediate focus and specialization) powers, personally. (Technik4, I've made specialization the start of a chain imc so there are other fighter-only feats, starting with Weapon Mastery at 10th level fighter... if you're interested I'll post them.) The one thing you might change is reduce the duration on the immediate versions to 10 minutes per level.
 

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