Weapons Master

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Advancement

Level
Base Attack Bonus
Fort. Save
Ref. Save
Will Save
AC Bonus
Unarmored Speed
Special
1
+1
+0
+2
+0
+0
30 ft.
Bonus Feat, Combat Prowess (1/day), 1st Favored Weapon
2
+2
+0
+3
+0
+0
30 ft.
Bonus Feat
3
+3
+1
+3
+1
+0
40 ft.
Evasion
4
+4
+1
+4
+1
+0
40 ft.
Bonus Feat, Combat Prowess (2/day)
5
+5/
+1
+4
+1
+1
40 ft.
2nd Favored Weapon
6
+6/+1
+2
+5
+2
+1
50 ft.
Bonus Feat
7
+7/+2
+2
+5
+2
+1
50 ft.
Uncanny Dodge (Dex Bonus to AC)
8
+8/+3
+2
+6
+2
+1
50 ft.
Bonus Feat, Combat Prowess (3/day)
9
+9/+4
+3
+6
+3
+1
60 ft.
Uncanny Dodge (Can't be flanked)
10
+10/+5
+3
+7
+3
+2
60 ft.
Bonus Feat, 3rd Favored Weapon
11
+11/+6/+1
+3
+7
+3
+2
60 ft.
Improved Evasion
12
+12/+7/+2
+4
+8
+4
+2
70 ft. (CP Only)
Bonus Feat, Combat Prowess (4/day)
13
+13/+8/+3
+4
+8
+4
+2
70 ft. (CP Only)
Uncanny Dodge (+1 vs. traps)
14
+14/+9/+4
+4
+9
+4
+2
70 ft. (CP Only)
Bonus Feat
15
+15/+10/+5
+5
+9
+5
+3
80 ft. (CP Only)
4th Favored Weapon, Greater Prowess
16
+16/+11/+6/+1
+5
+10
+5
+3
80 ft. (CP Only)
Bonus Feat, Combat Prowess (5/day)
17
+17/+12/+7/+2
+5
+10
+5
+3
80 ft. (CP Only)
Uncanny Dodge (+2 vs. traps)
18
+18/+13/+8/+3
+6
+11
+6
+3
90 ft. (CP Only)
Bonus Feat
19
+19/+14/+9/+4
+6
+11
+6
+3
90 ft. (CP Only)

20
+20/+15/+10/+5
+6
+12
+6
+4
90 ft. (CP Only)
Bonus Feat, Combat Prowess (6/day), No longer winded after prowess, 5th favored weapon

Adventures

Weapon masters tend to view adventures as an opportunity to sharpen the edge on their potent combat skills.


Characteristics

Weapon masters are expert in lightly armed and armored combat,

using speed, agility, and tactical training to outclass opponents rather than overpowering them.  Weapon masters believe that mobility and agility are the prime aspects of combat, besides tactics of course, and therefore shun the use of any kind of armor. Weapon masters are highly trained in light weapons, and receive particular fighting specialties of their own. Many weapons masters take two weapon fighting, as the twin-sword style is very popular

among the members of this group


Alignment

Learning the art of unarmored combat requires a good amount of discipline, hence weapons masters cannot be chaotic.


Abilities:

Intelligence is the basis of the weapons masters combat ability,

and is the class's prime statistic.  Weapon masters add their intelligence as a bonus to AC, and use their intelligence bonus in place of their strength bonus for attack rolls.  Dexterity is useful for improving the weapon master's AC.. Strength and constitution are useful as well, but tend to be

low due to the high intelligence and dexterity requirements for the class.

Alignment

Any non-chaotic.

Hit Die

d8

Class Skills

The weapon master uses the monk's skill list, except diplomacy

is replaced with intimidate.

4+Int. Bonus skill points for level


Class Features

Weapon and Armor Proficiency: The weapon master focuses on light

arms. This means that the weapon master is only proficient with weapons weighing 4 lbs. or less. He is also specifically trained in a style of combat that places a premium on dodging, parrying, and mobility. Hence the class cannot

wear any armor, or even heavy clothing.


Bonus Feat

As per the fighter class.


Favored Weapons

The weapon master's training deals in incredibly detailed training

and tactics in their chosen weapons. Hence, the weapon master has five weapon slots. The fourth and fifth slots are always dagger and unarmed, respectively, unless the player chooses to place them in higher level slots. The weapon master chooses weapon upon taking this class, and is then considered non-proficient with all other weapons. The incredible precision of the weapon master's skill requires that he specialize in certain weapons to the exclusion of all others.

In return, however, he gains proficiency in these weapons beyond normal expertise. Beginning at first level, the weapon master gains a +1 to all attack rolls with his first favored weapon. At 5th level, and every five levels thereafter, he gains a bonus with a new weapon, the previous bonus increases by +1.  (Hence, at 10th level, his first weapon is +3, second +2, third +1, etc.) The weapon master loses benefit of this ability if he

is wearing any sort of armor or heavy clothing.


Combat Prowess

The weapon master has the ability to induce a intense concentration

during combat, increasing their agility and calculation in combat. The weapon master gains a bonus of +4 to his dexterity and intelligence scores for a number of rounds equal to 3 plus his newly improved intelligence modifier. He may  not use this ability while wearing any armor, or using a non-proficient weapon.  This increases his AC by 4, and his attack rolls by +2. At the end of the combat prowess, the weapon master is fatigued for the remainder

of the encounter.


Fast Movement

Starting at 3rd level, the weapons master moves faster than normal,

gaining the speed shown on the table. The weapon master cannot move faster

than 60 ft./round unless he is using combat prowess.


Evasion/Improved Evasion

As per Player's Handbook


Uncanny Dodge

As per Player's Handbook

Weapons Master ©2001 Myrkabah (Developer)