Weaponmaster PrC


Description

Note from Guardian: The Weaponmaster was originally created by Guardian for the simple reason that playing a kickass swordsman was a lot of fun. It went through several evolutions, eventually settling on a combination that was about equal to a 2nd Edition fighter of equal experience points, who had maxed out his specialization, had a good set of magical devices, and similar stats. For 3rd Edition, two of my players created an updated version of the class, but we had trouble with it. I finally settled on the Weaponmaster as a prestige class, different from what was available in Sword and Fist.

The Weaponmaster is a professional dedicated to the supreme mastery of a weapon or fighting style. They specialize in the use of one fighting style to the exclusion of all other skills. This prestige class replaces the Weaponmaster presented in the Sword and Fist supplement.

For Avamor, there are essentially three locations where one can get training as a weaponmaster: The Empire of the Hartland (either being from the Southern Isles, or trained at Court), Dandria, or the Silver Forest. All the Paths are taught on the Sourthern Isles. Dandria almost exclusively has the Mountain Way. The Elves favor Two Souls, One Body.

Weaponmasters are religious about following their chosen Path. Those students who lack the necessary dedication and discipline, or who fall out of favor with their teachers, quickly find themselves without a Master to teach them. Such renegades are often hunted down and killed, though some have survived and passed on their knowledge.

Essentially, each Path is its own Weaponmaster prestige class. It is possible to gain Path Skills from other Paths by multiclassing to additional prestige classes. However, the prospective student would again have to find a willing teacher. In other words, it'd take a miracle.

Weaponmasters continually test their skills against opponents and each other. They may freely challenge any other student below the rank of Master. Only Masters, or those aspiring to Master level, may challenge a Master or the Lord of Swords. A challenge by a student of equal level cannot be refused except for reasons of illness or injury. All such battles are always one on one, skill versus skill. Use of magic, or other forms of "cheating" marks the offending student for death. Outsiders who interfere in these challenges will have both students turn on the interlopers and attempt to slay them.

Once every five years, the Southern Isles hosts a Gathering where all weaponmasters who attend compete for the title Lord of Swords, the supreme weaponmaster. The title holds considerable honor. Only Masters and former Lords may directly challenge the current Lord of Swords. Furthermore, the Lord is recognized as the supreme weaponmaster by the Empire of the Hartland - a distinction that dates back to the time when the greatest swordsmen of the Isles acted as the personal bodyguards to the Emperor. The Lord reigns over the Gathering and officiates in challenges, save those that he fights in. He or she may also call upon the Islanders, or all Weaponmasters, in fact, to fight in a battle. The Lord of Swords may also declare any Weaponmaster a renegade to be hunted down and killed.


Game Rule Information

Abilities:

Strength and Dexterity are important for Weaponmasters, depending on the specific Path they follow. Constitution allows weaponmasters to perform incredible feats of combat more often, as well as giving them more hit points to offset their lack of armor.

Requirements:

Class Skills

Climb, Craft, Spot, Jump, Sense Motive, Swim, Tumble


Class Features

Armor Proficiency: Weaponmasters are also proficient with shields and light armor. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of armor and equipment carried.

Chosen Weapon: The weaponmaster must choose either a single melee weapon, melee weapon and shield, or pair of melee weapons when he takes this class. That weapon determines the Path the weaponmaster follows. All melee weapons are available, even two-handed and exotic weapons, provided the weaponmaster is physically capable of wielding it and meeting the Path requirements. All class abilities, Path abilities, and Path skills require the use of the chosen weapon. If a weaponmaster using a two-weapon path loses one of those weapons, she still gains all the prestige class abilities. However, she cannot use Path skills that require both weapons.

Damage Resistance (Su): Through training, skill, and almost magical attunement with her chosen weapon, the weaponmaster gains limited damage resistance (up to 4/+1) when using her chosen weapon. Unlike most Damage Resistance, this DR stacks with any other applicable DR.

Focused Strike (Su): The weaponmaster can penetrate creatures' damage resistance as if his weapon were of the given magical enchantment (+1, +2, or +3). The Focused Strike allows the weaponmaster's attacks to penetrate most damage resistant creatures' hides.

Improved Critical (Ex): The weaponmaster gains the Improved Critical feat with his chosen weapon. If the Weaponmaster already has the Improved Critical feat with his chosen weapon, this ability stacks.

Lethal Strike (Ex): As a full attack action, the weaponmaster simply kills a humanoid opponent with one blow. The opponent is allowed a Reflex save (DC 20) to take an automatic critical hit instead. If the save is successful, the weaponmaster rolls damage for a critical hit with his weapon, with all appropriate modifiers.

Magic Weapon Restriction: Weaponmasters cannot use intelligent or aligned weapons. The weapon's tendency to move of its own accord ruins the skills the weaponmaster has spent years mastering.

Multiple Attacks: Weaponmasters gain additional attacks faster than even a fighter, as shown on the Advancement chart. They gain their first extra attack each round at the usual point (when BAB is +6, they get a second attack at +1). After that, however, they gain a new attack once every +4 bonus to base attack, rather than at the usual +5 - so long as the weaponmaster is using his or her chosen weapon. Thus, if a 5th level fighter (BAB +5) takes a level as a Weaponmaster, he gets two attacks at +6/+1. If he continues to take levels in the prestige class, his attack progression looks like this: +7/+2 at 2nd level, +8/+3 at 3rd, +9/+4/+1 at 4th, +10/+5/+2 at 5th, +11/+6/+3 at 6th, +12/+7/+4/+1 7th level, +13/+8/+5/+2 at 8th, +14/+9/+6/+3 at 9th, and +15/+10/+7/+4/+1 at 10th level. Certain paths, such as Two Souls, One Body, and feats, such as Two Weapon Fighting, can increase the number of attacks a Weaponmaster gets.

With any other weapon, weaponmasters progress as shown in the Base Attack (other weapon) column. They gain additional attacks with other weapons at the normal rate.

Off-hand Fighting: Weaponmasters suffer no penalties for using their chosen weapon(s) in the off hand. Unless their Path dictates otherwise, all normal bonuses apply for two-weapon fighting.

Paths, Path Bonuses, and Path Skills

Path: The weapons and fighting style (the Path) a weaponmaster chooses determine the class abilities available to him or her.

Path Bonus: The Path Bonus is a special advantage a weaponmaster gains for choosing a particular Path.

Path Skills: Path skills are abilities that a weaponmaster gains by following a particular way, or Path, of teaching and training. The Path a weaponmaster follows *must* be chosen when the class is first taken. Path skills are taught by a Master of a given Path.

Paths, Path Bonuses, and Path Skills are explained in more detail below.

Practice: Each weaponmaster must spend a minimum of eight hours each week in practice, mastering the skills and disciplines of his Path. Any skipped practice time must be made up before a weaponmaster can gain a class level. A student can practice a maximum of 4 hours a day. However, doing so exhausts him, giving him a -6 penalty on all Strength and Constitution checks.

Protective Parry (Ex): Weaponmaster can give his full defense or fight defensively AC Dodge bonus to any ally within his weapon's reach instead of using it for himself. The weaponmaster can combine any other skill or ability that grants Dodge bonus with Protective Parry.

Weapon Proficiency: Weaponmasters are proficient with all simple weapons of the same size category as their chosen weapon. Weaponmasters whose Path allows the use of unequal weapons (dual-wielding a small weapon and medium weapon, for example) must choose one weapon's size category. Weaponmasters lose all class abilities with missile weapons and other melee weapons. Note that weaponmasters cannot select a missile weapon, such as any type of bow or sling, as their chosen weapon, unless that weapon is also a melee weapon (such as a dagger).


Advancement

Level Base Attack (chosen weapon) Base Attack (other weapon) Fort Save Ref Save Will Save Special Abilities
1 +1 +0 +1 +1 +1 Path, Path Bonus, Path Skill
2 +2 +1 +1 +2 +1 Protective Parry, Focused Strike +1
3 +3 +1 +2 +2 +1 Path Skill
4 +4/+1 +2 +2 +3 +2 Damage Resistance (1/+1), Improved Critical
5 +5/+2 +2 +3 +3 +2 Path Skill, Focused Strike +2
6 +6/+3 +3 +3 +4 +3 Damage Resistance (2/+1), Bonus Feat
7 +7/+4/+1 +3 +4 +4 +3 Path Skill
8 +8/+5/+2 +4 +4 +5 +4 Bonus Feat, Focused Strike +3
9 +9/+6/+3 +4 +5 +5 +4 Damage Resistance (3/+1), Path Skill
10 +10/+7/+4/+1 +5 +5 +6 +5 Lethal Strike, Damage Resistance (4/+1), Master Level

Path Descriptions

Path: Two Souls, One Body

Student fights with two weapons. Both weapons must be the same type (two shortswords, picks, flails, etc.), and must be light or medium. Weaponmasters of Large size can use large weapons (if they are able to wield it easily one-handed). This Path emphasizes grace and endurance.

Path Bonus (Ex): The weaponmaster's Dodge feat AC bonus is doubled.

Path Skills:

Balanced Spirit (Ex): Student no longer takes penalties for fighting with two weapons. Requires: Wielding chosen weapon in each hand.

Divided Soul (Ex): Student may make one attack with each weapon in hand normally, even if he has moved that round. This ability is similar to Mobility. Requires: Wielding chosen weapon in each hand.

Zen Defense (Ex): Student can sacrifice one attack in a round and use that attack's base attack as a Dodge AC bonus. This AC bonus applies to one opponent, designated by the weaponmaster. The weaponmaster must declare Zen Defense against an opponent before the attack occurs (i.e., before dice are rolled). The weaponmaster must have at least one regular attack left that round, such as a readied action. The student makes any remaining attacks that round at -2 to hit. This ability may be used a number of times a day equal to the student's Con modifier +1. Requires Divided Soul.

Wind of the Spirit (Ex): Student dances, spins, and whirls, each movement flowing so evenly and unpredictably into the next that he cannot be grappled, held, or tripped. This ability can be used a number of times per day equal to the student's Con or Dex modifier + 1. Requires Balanced Spirit.

Storm of Souls (Ex): In place of a full attack action, the student can make a Whirlwind Attack with 2 attacks on each opponent in reach using his best base attack bonus for each attack. . Requires: Balanced Spirit path skill, Wind of the Spirit, wielding chosen weapon in each hand.

Twin Souls (Su): The student spins, ducks, dodges, and moves so quickly and gracefully that it appears there are two of him. This effectively gives the student 20% cover. Twin Souls reduces the student's movement by 10'. Requires: Balanced Spirit, Divided Soul, and Zen Defense path skills.

Path: The Void

Student fights with a single weapon of any size. This Path does not allow the use of a shield. This Path emphasizes total perfection and concentration. Intelligence or Wisdom are very useful for this Path.

Path Bonus (Ex): Abyss - student's concentration is so great that in combat, he gains his weaponmaster level as a concentration bonus for all Will saves.

Path Skills:

Void (Su): Student has complete and total awareness of all things within his weapon's reach. She immediately detects the incoming blow and can dodge or counter-attack as appropriate, even if the attacker is invisible or incorporeal. As a result, opponents in any area that the student threatens cannot surprise, flank, or sneak attack her. Penalties, such as the percent chance to miss opponents who are incorporeal or have cover, still apply.

Light Step (Ex): Increase Speed by 10'.

Lightning Strike (Ex): Make 1 attack a round as if you rolled a 20 for initiative. This attack can be used in combination with any other applicable Feats.

Setting Sun (Ex): The student can focus all his concentration into one blow, dealing more damage than normal. The extra damage is equal to the student's Weaponmaster class level. The student can use this ability a number of times each day equal to his Int or Wis modifier +1.

Move Like Thought (Su): Student's mind and body are so in tune that she moves with the speed of thought. This Path skill has several effects. First, the student can use it for Evasion for magical or unusual attacks. If the student makes a Reflex save against an attack that normally deals half damage on a successful save (such as a red dragon's fiery breath or a fireball), he takes no damage instead. Second, the student can use this skill to avoid all attacks of opportunity in one round.

Blade of the Mind (Ex): Student can make a Spot check with a DC = opponent's AC. If successful, he negates all of his opponent's Dodge and Dex modifiers for AC as if the opponent were flatfooted for that round. If the spot check fails, opponent gets an attack of opportunity on the student before the student can attack. This ability can be used a number of times per day equal to the student's Int or Wis modifier + 1. Requires Lightning Strike path skill, Power Attack feat.

Path: Mountain Way

This Path concentrates on strength and power, and requires the use of a weapon and shield.

Path Bonus (Ex): The weaponmaster's armor check penalty for shields is reduced by 2.

Path Skills:

Setting the Wall (Ex): Usable with shield only. When fighting defensively or using the full defense action, the student may double the AC value of his shield.

Wall of Stone (Ex): The student can set her shield in place, effectively converting it to a barrier that she fights around. She can convert the base attack bonus of one of her attacks to a Cover bonus. Requires Setting the Wall path skill.

Strength of the Mountain (Ex): 1 attack of the weaponmaster's choice (declared before dice are rolled) also counts as an automatic Sunder attack against the opponent's shield or armor each round.

Falling Stone (Ex): Student can use the shield as if it were a light off-hand weapon of equal length to his chosen weapon. All normal two-weapon penalties apply.

Avelanche (Ex): Student can add his Weaponmaster class level to the damage of each attack. This ability can be used a number of times each day equal to his Con modifier +1. Requires Strength of the Mountain path skill, Power Attack feat.

Descent of the Mountain (Ex): The student foregoes all shield bonuses to AC and instead uses his shield and weapon to attack. All normal two-weapon penalties apply. However, all attacks that round automatically inflict maximum damage. The student still needs to make to hit rolls for critical hits, which also inflict maximum damage. Requires Falling Stone path skill, Avelanche path skill.

Path: Heaven and Earth

The student uses two weapons of unequal length. Both weapons must be light or medium and easily wielded in one hand. The second weapon must be one size category smaller than the primary. Large-size weaponmasters may use larger weapons, provided they can easily wield the weapon in one hand. A finely-tuned sense of balance and complete awareness of one's surroundings are required for this Path.

Path Bonus (Ex): The weaponmaster may take the Weapon Specialization feat with his second weapon.

Path Skills:

Rising Sun (Ex): Student picks one attack each round. This attack also counts as an Improved Disarm against his opponent.

Rhythm of the World (Ex): Student no longer suffers any penalties for fighting with his two chosen weapons. Requires: Wielding both chosen weapons.

Tree in the Wind (Ex): Student can dodge and move so quickly that he can move through threatened and enemy-occupied areas without drawing attacks of opportunity using a movement action (normal movement, double-move, hustle, run, etc). The student can use this ability Dex modifier + 1 times per day.

Sweeping Wind (Ex): The student sweeps through all his opponents within reach. The weaponmaster moves past his opponents up to his full speed, making one attack on each (up to his maximum number of attacks per round), provided each opponent is within reach. Can't tumble. [Intention is that this is an improvement on Spring Attack] Requires: Tree in the Wind Path skill, wielding both chosen weapons.

Thousand Stars (Ex): The student makes a flurry of attacks this round, gaining two additional attacks with a -5/-8 penalty to his base attack bonus. The student can use this ability Dex modifier +1 times per day. Requires: Wielding both chosen weapons, Turning the Moon Path skill, Rhythm of the World Path skill.

Turning the Moon (Ex): When fighting defensively or using the full defense action, the student can riposte one attack made on him as a free action. The student must make a dexterity check, adding in his Dexterity modifier and class level, with a DC=opponent's total attack roll. If the student succeeds, he gains a free attack on his opponent.


DM Notes

After playing around with NPC Weaponmasters, I have a few suggestions to offer other DMs using this prestige class. Most of the play has revolved around a few NPCs using the Two Souls, One Body path:

Two Souls, One Body gives serious combat advantages to the character. He can dish out a huge amount of damage. Basically, every four levels of Weaponmaster in this path increases the character's equivalent CR by about +2 for combat. If the Weaponmaster wins initiative, he'll probably kill anything within reach in one round or less. In non-combat situations, this path severely limits the character's abilities, especially with skill use. Put him out in the wilderness, and he may starve. Magical items, of course, can compensate for this a lot. However, most PCs will probably go for the most bang and spend their loot on magical weapons, armor, and protections.