weapon master

Weapon Master – (XP 2600 6 special powers Fighter 3, HD 1)

Prime Requisite: DEX, STR       

Requirements: DEX 9

Hit Dice d6

Level Maximum 14

(traded 1 power at 1st level for 1 at 2nd and 12th. Since combat trickery is limited to only one weapon, expanded it to increase in level)

 

Weapon Masters are skilled combatants, focusing their skills on a single weapon and weapon style.  Although not as tough as fighters, they are more deadly with their chosen weapons.  They advance as monsters, increasing chance to hit every level (as monsters).  At first level, they must choose a primary weapon.  This is their weapon of mastery.  They receive +1 to hit with this weapon at 1st level and may ready or sheathe the weapon without using a combat action.  This bonus becomes +2 at 7th level, and +3 at 13th level.  They may choose any two other weapons with which they are proficient.  Due to their focused training, they may not use any other weapon. 

Weapon masters may choose two methods of fighting (choose from  two weapon fighting,  weapon and shield, or two handed weapon) based on their primary weapon.   If they choose a two-handed only weapon (e.g. two-handed sword) they get the weapon focus proficiency (for their primary weapon only) for free, and can only fight two handed or with a weapon in one hand.

The class gains +1 to damage rolls at level 1, and +1 every three levels thereafter. The class may perform one cleave attack per level. Their quick thinking while in combat results in a +1 to initiative and surprise rolls (1 power @ 1st).  They save as fighters of the same level.  They use the monster chart for combat advancement (+1 to hit per level).  They also gain a bonus class proficiency at 1st level, depending on their fighting style and weapon of choice.

Weapon masters rely on quick footwork and skill with a weapon instead of armor to protect themselves in combat.  At first level, when fighting with their primary weapon, they get +1 AC.  This increase to +2 AC at level 7 and +3 AC at level 13.  To ensure freedom of movement, they wear leather armor or lighter and use shields (IF they choose the ability to fight with a weapon and shield).

A weapon master’s skill and accuracy with their primary weapon is unmatched.  They are trained to take advantage of any drop in an opponent’s guard, giving them the ability to backstab as a 1st level thief.   At 2nd level they gain the Combat Trickery Proficiency for a single maneuver when attacking with their primary weapon.  They gain this ability with a second maneuver at 8th level and a third maneuver at 14th level.   At 12th level the Weapon Master’s skill and focus become legendary.  He/she can enter a state of enhanced focus a number of times equal to their level, granting them +1 to initiative, to hit, saving throws, and damage lasting for one combat.  

At 9th level a Weapon Master can establish a school and attract 2d6 level 0 followers and 1d6 level 1-3 weapon masters

CLASS Proficiencies:

Acrobatics, Alertness, Berserkergang, Blind Fighting, Combat Reflexes, Combat Trickery (disarm, force back, knock down, overrun, sunder), Command, Craft, Endurance, Fighting Style, Intimidation, Leadership, Martial Training, Manual of Arms, Military Strategy, Moderately Armored, Performance, Precise Shooting, Riding, Running, Skirmishing, Swashbuckling, Weapon Finesse, Weapon Focus

 

 

Weapon Master Level Progression

Experience

Title

Lvl

Hit Dice

Damage

AC

BTH

Ability

0

(weapon) (wo)man

1

1d6 (6)

+1

+1

0 (+1)

Bonus Proficiency

3000

Savvy (weapon) (wo)man

2

2d6 (9)

+1

+1

+1 (+2)

Combat Trickery x1

6000

Skilled (weapon) (wo)man

3

3d6 (12)

+2

+1

+2 (+3)

Class

12000

Deft (weapon) (wo)man

4

4d6 (15)

+2

+1

+3 (+4)

 

24000

Expert (weapon) (wo)man

5

5d6 (18)

+2

+1

+4 (+5)

Class, General

48000

Superior (weapon) (wo)man

6

6d6 (21)

+3

+1

+5 (+6)

 

90000

Elite (weapon) (wo)man

7

7d6 (24)

+3

+2

+6 (+7)

Class

180000

Virtuoso

8

8d6 (27)

+3

+2

+7 (+8)

Combat Trickery x2

300000

Master

9

9d6 (30)

+4

+2

+8 (+9)

Class, General

420000

Grandmaster

10

9d6+2 (32)

+4

+2

+9 (+10)

 

540000

Grandmaster 11th level

11

9d6+4 (34)

+4

+2

+10(+11)

Class

680000

Grandmaster 12th level

12

9d6+6 (36)

+5

+2

+11(+12)

 Combat Focus

800000

Grandmaster 13th level

13

9d6+8 (38)

+5

+3

+12(+13)

Class. General

920000

Legendary Master

14

9d6+10(40)

+5

+3

+13(+14)

Combat Trickery x3

Weapon Master Templates

Roll

Template

Proficiencies

Fighting Style

 

3-4

Wandering Monk

Blind fighting

Healing

Swashbuckling

2 handed weapon

WF: (sanjiegun)

Red Maple Sanjiegun (triple staff/flail), 2 bolas, sling (worn around forearm) 30 stones in small leather sack, leather belt, knife, simple robes worn over hide armor, wool breeches, leather shoes, belt pouch with 2 lbs. ea. of comfrey, and woundwort, 1 week iron rations in large burlap sack.

5-6

Slayer

Beserkergang

Intimidation

Survival

2 handed weapon

WF: (Great Axe)

Various animal skins and furs (Hide armor), Great Axe, 2 hand axes, dagger, fur lined high leather boots, wool tunic and pants, leather belt, backpack w/ 1 week iron rations, tinderbox, 12 torches, 2 small burlap sacks, 1 10 GP jade gem.

7-8

Kensai

Combat Reflexes

Swashbuckling

Art (Caligraphy)

2 handed weapon

2 weapons

Katana with an ivory inlaid hilt, matching Wakizashi (short sword), longbow, quiver with 20 arrows, leather sandals, leather rokugo armor, scroll case with 12 sheets of paper, belt pouch with ink, brushes, and quill, small leather pouch with 10 GP, 1 week iron rations in leather shoulder bag.

9-10

Armsmaster

Martial Training (spears, pole arms)

Manual of Arms

FS:weapon & shield

Weapon and Shield

2 handed weapon

Flail with 2 chains, worn mace with leather grip, arbalest, case w/ 20 quarrels, well-worn round metal shield, leather armor, wool pants and shirt, short leather boots, 2 flasks of military oil, backpack, 1 week iron rations, tinderbox, 12 torches, belt pouch w/ 15 GP

11-12

Duelist

Acrobatics

Knowledge (swordsmanship)

Weapon Finesse

Two weapons

Weapon & Shield

Basket hilted rapier, dirk, buckler, crossbow, case with 20 bolts, leather armor, fine leather pants, leather cloak, gloves, high boots, belt pouch w/ 25 GP, 1 week iron rations in 2nd pouch.

13-14

Spearman

FS: Pole Weapon

Skirmishing

Running

2 handed

Weapon & Shield

2 battle tested spears, 2 balanced throwing daggers, short sword, well-worn round metal shield, leather armor w/ leather skirt, tall leather boots, Shoulder Bag, (4 stone) 2 flasks of military oil, 50’ rope 1 week iron rations, tinderbox, 12 torches, belt pouch w/ 15 GP

15-16

Elite Bodyguard

Alertness

Combat reflexes

Lip Reading

2 handed weapons

WF: (Halberd)

 

Halberd,

17-18

Tournament Lancer

FS: Pole weapon

Moderately Armored

Riding

2 handed

Weapon & Shield

 

 

weapon master

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