Weapon Master

Weapon Master

People that devote their entire life to the perfection of a tool of war, weapon masters are prized for their unmatched power when using their weapon of choice. Schools are found all over the world churning out a constant stream of young adventurers set on proving the superiority of their style, or to seek new insight into their art in the world abroad. Whatever their goals, the weapon masters of the world are deadly opponents.

Role: In combat the weapon master is a damage dealing powerhouse. Out of combat the weapon master can leverage their discipline for insight into life’s problems. Every test is a lesson and every little moment might carry some kind of insight into the art of combat.

Alignment: Any lawful

Hit Die: d8.

Class Skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (History, Nobility) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Stealth (Dex), Swim (Str).

Skill ranks per level: 4 + Int Modifier.

Table: Weapon master

Level Base Attack Bonus Fort Save Ref Save Will Save Focus

Weapon

Damage

AC bonus Special
1st +1 +2 +2 +2 1d6 0 Discipline, Bonus Combat Feat, Focus Weapon
2nd +2 +3 +3 +3 1d6 0 Bonus Combat Feat
3rd +3 +3 +3 +3 1d6 0 Studied Combat, Studied Strike 1d6
4th +4 +4 +4 +4 1d6 1 Bonus Combat Feat
5th +5 +4 +4 +4 1d8 1 Studied Strike 2d6
6th +6/+1 +5 +5 +5 1d8 1 Bonus Combat Feat
7th +7/+2 +5 +5 +5 1d8 1 Studied Strike 3d6
8th +8/+3 +6 +6 +6 1d8 2 Bonus Combat Feat
9th +9/+4 +6 +6 +6 1d8 2 Studied Strike 4d6
10th +10/+5 +7 +7 +7 1d10 2 Bonus Combat Feat
11th +11/+6/+1 +7 +7 +7 1d10 2 Studied Strike 5d6
12th +12/+7/+2 +8 +8 +8 1d10 3 Bonus Combat Feat
13th +13/+8/+3 +8 +8 +8 1d10 3 Studied Strike 6d6
14th +14/+9/+4 +9 +9 +9 1d10 3 Bonus Combat Feat
15th +15/+10/+5 +9 +9 +9 2d6 3 Studied Strike 7d6
16th +16/+11/+6/+1 +10 +10 +10 2d6 4 Bonus Combat Feat
17th +17/+12/+7/+2 +10 +10 +10 2d6 4 Studied Strike 8d6
18th +18/+13/+8/+3 +11 +11 +11 2d6 4 Bonus Combat Feat
19th +19/+14/+9/+4 +11 +11 +11 2d6 4 Studied Strike 9d6
20th +20/+15/+10/+5 +12 +12 +12 2d8 5 Bonus Combat Feat

Class Features:

The following are class features of the Weapon Master.

Weapon and Armour Proficiency: A weapon master is proficient with all simple, martial, and monk weapons. A weapon master is not proficient in any kind of armour or shield.

Martial Prowess: Weapon master levels count as fighter levels for qualifying for feats and prestige classes.

AC Bonus (Ex): When unarmoured and unencumbered, the weapon master adds his current Discipline (if any) to his AC and his CMD. In addition, a weapon master gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four weapon master levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the weapon master is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Focus Weapon (Ex): At first level a weapon master chooses one weapon that they can wield. They get a masterwork weapon of that type at no cost, gifted by their teacher or as graduation from their school usually. This is the weapon master’s focus weapon. A weapon master can choose to use either the weapon damage dice or their focus weapon damage when attacking. This choice is a free action made before the attack is rolled.

At 4th level, his training allows his focus weapon attacks to be treated as a magic weapon for the purpose of overcoming damage reduction. At 7th level, his focus weapon attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, his focus weapon attacks are also treated as lawful for the purpose of overcoming damage reduction. At 16th level, his focus weapon attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

A weapon master can’t get the benefit of their focus weapon damage or use it with any class abilities if it is under the effect of a magical enhancement bonus. The magic field disrupts the finely honed training of the weapon master, and is considered a crutch of the less skilled besides. Effects that add additional damage that do not provide magical enhancement bonuses do not disrupt the weapon master’s abilities, so a spell that adds fire damage would not disrupt the weapon master while a spell that adds bane or holy to the weapon would.

If the weapon master’s focus weapon is destroyed, they must find a masterwork weapon to replace it of the same type, and must spend at least one day training and meditating with the weapon to regain their bonuses.

Discipline (Ex): At 1st level the weapon master chooses one craft or perform skill. They begin play with 3 Discipline points, and gain 1 maximum discipline point for every 4 skill ranks in the skill they chose with this class ability. This points pool is added to your AC as explained above but also has a number of uses besides.

You can spend 1 point of discipline to add 1d6 to a physical skill roll (any skill that relies on Str, Dex or Con modifiers). At 9th level you can add this bonus to any class skill, at 13th level the bonus increases to 1d8, and at 17th level you can add the bonus to any skill roll.

You can spend 1 point of discipline to perform a combat maneuver as a move action. At 9th level you can perform the maneuver as a swift action instead.

At 7th level, the weapon master can spend one point of discipline to re-roll a failed save once per turn.

Studied Combat (Ex): With a keen eye and calculating mind, a weapon master can assess the mettle of his opponent to take advantage of gaps in talent and training. At 3rd level, a weapon master can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his weapon master level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature, so long as he wields his focus weapon. This effect lasts for a number of rounds equal to his current Discipline (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit.

A weapon master can only have one target of studied combat at a time, and once a creature has become the target of a weapon master’s studied combat, he cannot become the target of the same weapon master’s studied combat again for 24 hours unless the weapon master expends one use of discipline when taking the move action to use this ability.

Studied Strike (Ex): At 3rd level, a weapon master can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack using his focus weapon, to deal additional damage. The damage is 1d6 at 3rd level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 19th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike.

If the weapon master’s attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the weapon master chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage.

The weapon master must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A weapon master cannot use studied strike against a creature with concealment.

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