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View Full Version : Weapon Master Base Class (Revisited)



Ralasha
2011-01-13, 04:42 AM
Hit Die: D10
(This is merely a repost of the original from this forums. I had actually gotten a lot of work done on it, and many of the kinks worked out, but it ended up being lost when a virus ate my old HDD)

Class Skills
Weapon Masters have the following skills as class skills: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (warcraft, military, history, tactics, nobility/royalty; Int), Profession (Wis), Ride (Dex), Survival (Wis), Swim (Str), and Tumble (Dex).
Skill points per level: 4 + Intelligence bonus

Proficiencies: The Weapon Master is proficient with all Light, Medium and Heavy Armors, Shields, Tower Shields, Unarmed Strikes (As a monk), and Shields and Tower Shields as weapons. In addition to whatever weapon type the Weapon Master chooses to train in.

The Weapon Master
{table]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special
1st | +1 | +0 | +2 | +2 | Weapon of Choice, Weapon Focus |
2nd | +2 | +0 | +3 | +3 | Weapon Specialization |
3rd | +3 | +1 | +3 | +3 | Bonus Feat |
4th | +4 | +1 | +4 | +4 | Improved Critical, Critical Strike |
5th | +5 | +1 | +4 | +4 | Bonus Feat |
6th | +6/+1 | +2 | +5 | +5 | Preferred Weapon, Maximum Damage |
7th | +7/+2 | +2 | +5 | +5 | |
8th | +8/+3 | +2 | +6 | +6 | Bonus Feat |
9th | +9/+4 | +3 | +6 | +6 | |
10th | +10/+5 | +3 | +7 | +7 | Signature Weapon, Greater Critical |
11th | +11/+6/+1 | +3 | +7 | +7 | Bonus Feat |
12th | +12/+7/+2 | +4 | +8 | +8 | Superior Weapon Focus |
13th | +13/+8/+3 | +4 | +8 | +8 | Weapon Mastery, Destructive Critical |
14th | +14/+9/+4 | +4 | +9 | +9 | Bonus Feat |
15th | +15/+10/+5 | +5 | +9 | +9 | Supreme Weapon |
16th | +16/+11/+6/+1 | +5 | +10 | +10 | Superior Critical |
17th | +17/+12/+7/+2 | +5 | +10 | +10 | Superior Weapon Specialization |
18th | +18/+13/+8/+3 | +6 | +11 | +11 | Bonus Feat |
19th | +19/+14/+9/+4 | +6 | +11 | +11 | Bonus Feat |
20th | +20/+15/+10/+5 | +6 | +12 | +12 | Weapon Perfection |
[/table]

The Weapon Master
Bonus Feat: The character may choose any bonus feat for which it meets all of the prerequisites. It counts as fighter of its level in this class for the purposes of selecting bonus feats.
Weapon of Choice: The character must choose a type of weapon, into which she will devote most of her training. The bonuses from this class apply only to weapons of the same type. Regardless of whether or not the type of weapon chosen is normally granted, this character is considered proficient with it.
Note:Bludgeoning, Slashing, Piercing, Thrown, Ranged(does not include thrown), Double Ended, etc.
Weapon Focus: The weaponmaster gains Weapon Focus as a Class Ability. In addition, the bonus granted by this feat increases by +1 for every two class levels. At 4th level he is considered to have the Greater Weapon Focus feat for the purposes of prerequisites. (This applies to weapon of choice.)
Weapon Specialization: At 2nd level the weaponmaster gains Weapon Specialisation as a class feature. In addition, the bonus granted by this feat increases by +2 for every four class levels. At 6th level he is considered to have the Greater Weapon Specialization feat for the purposes of prerequisites. (This applies to weapon of choice.)
Improved Critical: The character gains Improved Critical as a class feature. (This applies to the Weapon of Choice.)
Critical Strike: The character has learned to hit where it hurts. Before making an attack roll, the player may declare she is using this ability. If the attack hits, it results in a confirmed critical hit, regardless of the critical threat. This ability applies only to the weapon of choice. (Usable once per day at fourth level, and an extra time each four levels after. So 2 at 8, 3 at 12, 4 at 16, and 5 at 20.) This applies to any enchantments upon the weapon as well, such as flaming burst.
Preferred Weapon: The character chooses a specific weapon type, from the type he/she selected. This weapon will ignore up to 20% of concealment, and light fortification.Note:[spoiler]lets say I picked slashing, I must now pick a specific type of slashing weapon. So I choose... one handed swords.
Maximum Damage: The character is now capable of dealing as much damage as possible in a single blow. The player rolls the attack normally. But does not roll damage, instead, any and all applicable damage under the circumstances is maximized. This ability is usable one per day at level 6 and an extra time each day per 5 levels. (so 2 at 11th) The player must declare that it is using this ability before making the attack roll, however if the attack misses, that use of the ability is not expended for the day.
Signature Weapon: The character must now choose one specific kind of the type of weapon. Such as... Long Swords, or Bastard Swords. This weapon will ignore up to 40% of concealment, and medium fortification.
Greater Critical: The Base Critical Threat Range of the Signature Weapon is now doubled. This effect stacks with Improved Critical, but is calculated beforehand. And applies only to the Signature Weapon.
Note:I.E. Longsword, 19-20, with improved critical is 18-20. with this, the base becomes 17-20, and improved critical makes it 15-20.
Superior Weapon Focus: The character gains an additional +1 to hit with the signature weapon at level 12, and again each 3 levels after. (+2 at 15, +3 at level 18) This effect stacks with Weapon Focus, and Greater Weapon Focus. But applies only to the Signature Weapon.
Weapon Mastery: The character now gains an additional +2 to attack and damage with any weapon of the same basic type, that deals the same kind of damage. (melee slashing, melee piercing, ranged piercing, melee bludgeoning, etc.)
Destructive Critical The character's critical multiplier with the signature weapon increases by 2. So, with a longsword it would be x4, rather than the standard x2.
Supreme Weapon: The character must now choose a personal weapon, one which they have had on their person for at least 5 levels. While wielding this weapon they may take a 10 when making a melee attack. They gain a +1 Dodge bonus to AC. They may attack normally with their weapon, even when grappled, or prone; they may even attempt to attack something holding them in place, such as a spiders webbing. (This does not mean they can continue to fight normally when under effects, such as Hold Person.) They may also ignore up to complete concealment, and ethereal/astral effects, treating the weapon as ghost touch. They also ignore Critical Hit Immunity.
Note:if the supreme weapon is lost or stolen, and cannot be retrieved, the character must choose a new weapon to make their supreme, This takes 24 hours and it cannot leave their grip for the duration of the atunement. It must be exactly the same as their previous Supreme Weapon in all ways other than magical enchantments I.E A Longsword must be replaced by a Longsword, etc..
Superior Critical The character may now choose to both critical, and deal maximum damage, using this ability. This ability is usable once per encounter. It may only be done with the weapon chosen for their Supreme Weapon. This ability ignores the effects of concealment, and fortification.
Superior Weapon Specialization: The character gains an additional 2 damage with their Supreme Weapon at this level and for every 3 levels after. (+4 at level 20.) This effect stacks with any other feats, or abilities.
Weapon Perfection: The characters weapon becomes a part of the character itself. Can be hidden within the character, cannot be disarmed, dropped, or stolen. Can not harm the character, even if wielded by another, and its locations is always known to the character, even if in another plane, the character will feel drawn to it. In addition The weapon cannot be harmed. Any attempt to damage it will instead result in the damage being applied to the character, reduced by the weapons hardness, as though the character were the weapon. After all... the character is the weapon, and the weapon is the character.

Satyrus
2011-01-13, 11:55 AM
Quick question as I have yet to look through the class thoroughly.

For the Maximum Damage ability did you intend to allow them to use this ability after they make an attack roll or must they declare the use before the roll and if it must be declared before the roll is that use expended for the day if the attack misses?

Ralasha
2011-02-13, 08:06 AM
It is not expended if the attack misses. I will clarify it.

Prime32
2011-02-13, 09:58 AM
Not exactly high-tier, but good for meeting prerequisites of weapon-based PrCs. (though the language "The character gains Weapon Focus as a class feature" rather than "The character gains Weapon Focus as a bonus feat" is odd and might shut that down)

You could clean up the class a little by making it something like:

Weapon Focus: The weaponmaster gains Weapon Focus as a bonus feat. In addition, the bonus granted by this feat increases by +1 for every four class levels. At 7th level he is considered to have the Greater Weapon Focus feat for the purposes of prerequisites.

Weapon Specialisation: At 2nd level the weaponmaster gains Weapon Specialisation as a bonus feat. In addition, the bonus granted by this feat increases by +1 for every two class levels. At 9th level he is considered to have the Greater Weapon Specialisation feat for the purposes of prerequisites.

(remove Superior WF and WS)

I'd say ghost touch should come a lot earlier, maybe even lv1, since plenty of incorporeal enemies have low CRs (http://www.d20srd.org/srd/monsters/allip.htm). Add in the ability to ignore cover as well as concealment, the ability to ignore DR (since you can't switch between different weapons to overcome it), and the ability to sunder magical barriers (so a mage can't defeat you instantly with forcecage). Maybe the ability to score criticals on creatures immune to them at high levels.

Ignoring up to 40% concealment is odd, since there are very few effects which grant that specific amount. Better just to go with the full 50%.


Greater Critical: The Base Critical Threat Range of the Signature Weapon is now doubled. This effect stacks with Improved Critical, but is calculated beforehand. And applies only to the Signature Weapon.
Note:I.E. Longsword, 19-20, with improved critical is 18-20. with this, the base becomes 17-20, and improved critical makes it 16-20.Improved Critical doesn't work that way. And if you're doubling twice, what does it matter the order you do it in? :smallconfused:

Improved Critical
20 -> 19-20
19-20 -> 17-20
18-20 -> 15-20

If your ability worked the way it said it did, stacking it with Improved Critical would result in
20 -> 18-20
19-20 -> 15-20
18-20 -> 12-20


What your example seems to be doing is "Increase the critical threat range of your Signature Weapon by 1. Apply this benefit after Improved Critical and similar effects."

Ralasha
2011-02-13, 09:59 AM
*gank* (Steals things) Unfortunately for you example of improved critical, it does not work that way, if you manage to have two things which double an effect the effect is only tripled instead of quadrupled. Improved Critical, there for, would make a weaponmaster's longsword which is now 17-20 due to its critical threat being doubled, would be 15-20.

Prime32
2011-02-13, 10:08 AM
Unfortunately for you example of improved critical, it does not work that way, if you manage to have two things which double an effect the effect is only tripled instead of quadrupled. Improved Critical, there for, would make a weaponmaster's longsword which is now 17-20 due to its critical threat being doubled, would be 15-20.That... was my example. :smallconfused:

Improved Critical
20 -> 19-20
19-20 -> 17-20
18-20 -> 15-20

If your ability worked the way it said it did, stacking it with Improved Critical would result in
20 -> 18-20
19-20 -> 15-20
18-20 -> 12-20

Ralasha
2011-02-13, 10:08 AM
How funny, since that is what my Weaponmaster Base Class says. >.>

And, that is exactly how it is intended to work.

Prime32
2011-02-13, 10:11 AM
How funny, since that is what my Weaponmaster Base Class says. >.>Suuuure. You also forgot to take out Superior WF/WS. :smalltongue:

Ralasha
2011-02-13, 10:12 AM
*cough*lies*cough* I forget nothing, I merely misplace the memories or recollections for a time. :smallbiggrin:

Also, as far as a tank goes, this is a good class. It gains the benefits of weapon specialization, weapon focus and greater WS/WF, without actually having the feats. Thus a character in this class could still take those feats and have the effects applied to a weapon. This allows the character to take the Weapon Focus feat tree a second time, and grants them extra bonuses to attack and damage with their chosen weapon. I think if you read the capstone you will find it to be moderately powerful. Allowing the character to defeat most attempts to stop him from using his weapon, and defeating most attempts to take his weapon away. In example, a rust monster is fail. It cannot damage his weapon, and since he is not metal, it cannot damage him by attempting to eat his weapon, which it cannot do since that would be a disarm attempt.

On the other hand, it is also slightly broken, since I can have a Vicious anything with a character of this class, and not take damage when I attack or deal damage with the weapon.

Prime32
2011-02-13, 10:27 AM
Also, as far as a tank goes, this is a good class. It gains the benefits of weapon specialization, weapon focus and greater WS/WF, without actually having the feats. Thus a character in this class could still take those feats and have the effects applied to a weapon. This allows the character to take the Weapon Focus feat tree a second time, and grants them extra bonuses to attack and damage with their chosen weapon.Which isn't really that hot, given that I could get +5 attack/damage on all attacks by taking the Knowledge Devotion feat. And even then that's only worth taking because it applies to everything including spells. The Spirited Charge feat doubles all my damage, for instance, and Power Attack + Shock Trooper gets me a free +40 damage or more. Weapon Focus is useful mainly because it's a common prereq.


I think if you read the capstone you will find it to be moderately powerful. Allowing the character to defeat most attempts to stop him from using his weapon, and defeating most attempts to take his weapon away. In example, a rust monster is fail. It cannot damage his weapon, and since he is not metal, it cannot damage him by attempting to eat his weapon, which it cannot do since that would be a disarm attempt.There's another way to stop that. Improved Unarmed Strike. Or just use a claw or something. Hardly world-shattering power there. :smalltongue: Though if you could count the weapon as a natural weapon it would open up more buffs for you.


On the other hand, it is also slightly broken, since I can have a Vicious anything with a character of this class, and not take damage when I attack or deal damage with the weapon.An extra 3.5 damage at lv20? :smallconfused:

Ralasha
2011-02-13, 10:30 AM
An Enchantment that no one else can use without taking injury.

Prime32
2011-02-13, 10:31 AM
An Enchantment that no one else can use without taking injury.An injury of 3.5 damage. When you have hp in the hundreds. Compare valorous for +2, which doubles your damage while charging.

Ralasha
2011-02-13, 10:33 AM
Add in the +2 damage every 3 levels. The +1 to attack every 2 levels, the extra attack bonus and damage in addition to those from the later selections, the ability to deal maximum damage, to automatically critical, the ability to automatically deal maximum critical damage, etc.