Weapon Master

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Requirements

Base Attack Bonus: +6.

Skills: Craft (weaponsmithing) 3 ranks.

Feats: Exotic Weapon Proficiency (if for exotic weapon), Weapon Focus

Summary

Weapon Master is a three-level class made for getting the most out of one weapon and it's good for if you've really specialized into having that one special weapon. Finally, you can make it so the spiked chain isn't just for an enemy that gets fucking blasted back to the stone age immediately. Or maybe you'll just do bastard sword or something, who knows.

Role: DPS

Characteristics: Fighters who can perform stunts with their chosen weapon

Source: Complete Warrior

Game Rule Information

The Weapon Master has the following game statistics.

Abilities: Strength or Dexterity for combat, Constitution for bulk

Alignment: Any

Hit Die: d10

Starting Gold: N/A

Class Skills

The Weapon Master's class skills are Craft (Int), Intimidate (Cha), Listen (Wis), Profession (Wis), Search (Int), Spot (Wis)

Skill Points at 1st Level: (2 + Int modifier) × 4

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 Proficiency: A Weapon Master is proficient with Weapon Masters gain no proficiency with weapons or armor

Weapon Stunt Ex: At each level, a weapon master learns a special trick that he can use with any weapon for which he has the Weapon Focus feat. He must select the trick learned when he gains the level, and once selected, the choice cannot later be changed. He can’t select the same stunt more than once.

Close-Quarters Ranged Combat: A character who knows this stunt doesn’t provoke an attack of opportunity when using a ranged weapon.

Double Weapon Defense: When wielding a double weapon with both hands, the character gains a +1 shield bonus to AC.

Weapon Reach: When wielding a weapon with reach, the character may make an attack of opportunity against a foe that provokes such an attack even if the foe has cover (but not total cover).

Improved Sunder: When wielding a one-handed or two-handed weapon, the character deals an extra 1d6 points of damage on any successful sunder attempt.

Flurry of Strikes: When wielding a double weapon or a spiked chain with both hands, the character can elect to use a full attack action to make a flurry of strikes. When doing so, he may make one extra attack in the round at his full base attack bonus, but this attack takes a –2 penalty, as does each other attack made in that round and until the weapon master’s next turn. The extra attack may be with either end of the double weapon.

Ranged Disarm: The character can make a disarm attempt even on a ranged attack. Such an attack provokes no attack of opportunity (except as normal for using a ranged weapon). For the purpose of this disarm attempt, treat the character’s ranged weapon as a light weapon. If the character fails this disarm attempt, the defender can’t attempt to disarm him.

Show Off: As a standard action, the character can display his mastery with a weapon and confound his opponent. The character may make an Intimidate check against a single opponent within 30 feet that can see him, adding his base attack bonus to the result. If the result exceeds the opponent’s modified level check (see the skill description on page 76 of the Player’s Handbook), the opponent becomes shaken (–2 penalty on attack rolls, ability checks, and saving throws) for 1 round per class level of the weapon master.

Stunning Blow: If the character has the Stunning Fist feat, he can utilize the feat while wielding a melee weapon.

Throw Weapon: The character can throw a weapon with no penalty on the attack roll, even if it isn’t designed to be thrown (such as an orc double axe or a spiked chain). When he throws a double weapon, only one end of the weapon (character’s choice) can strike the target. Weapons thrown in this way have a range increment of 10 feet.

Twin Weapon Fighting: When wielding the same light weapon in each hand, the character is treated as having the Two-Weapon Fighting feat. If he already has the feat, the penalties on attack rolls are lessened to –1 for both the primary hand and the off hand when fighting in this manner.

Trip Attack: The character can use a one-handed or two-handed weapon to make a trip attack. If he is tripped during his own trip attempt, he can drop the weapon to avoid being tripped. If the weapon already allows its wielder to make trip attacks, the character instead adds a +2 bonus on any trip attempt.

Uncanny Blow: When wielding a one-handed melee weapon in two hands, the character can focus the power of his attack so that he deals extra damage equal to his Strength bonus ×2 instead of his Strength bonus ×1-1/2. If he has the Power Attack feat, he treats the weapon as two handed for purposes of determining his bonus on damage rolls.

Table 1-1: Weapon Master Progression
Level Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special
1st +1 +2 +0 +0 Weapon Stunt
2nd +2 +3 +0 +0 Weapon Stunt
3rd +3 +3 +1 +1 Weapon Stunt