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Rentaromon
2011-10-07, 12:21 PM
My idea for a new pathfinder class, it is a mix of the fighter and the monk. Taking the fighters feats and love of weapons and combining it with a monks speed, grace, and love of weapons. Feel free to give any review you want and any ideas you have to improve, also id love to hear ideas for new specializations!

The near perfect skill with weapons of all sorts that increase over time. The weapon master is a skilled fighter who has devoted his life to endless training with weapons that surpasses all others. Commonly weapon masters are self trained or studied under a master of higher level, large schools and even monk temples are common starting places for their training but these schools are often outgrown quickly. The constant training and regiments commonly leads to a weapon master leading a more ordered life commonly full of strict practices but sometimes these practices do not stay in order with the law of the land.

Their is no race incapable of learning the way of the weapon master but the less physically strong races who prefer magic like gnomes tend to stay away from the class.


Role: a weapon master is primarily a striker, he can deal huge damage at close range and can move around quickly, however even with a large bonus to AC he is not a tank. He can even be a disabler if he specializes in a combat maneuver.

Alignment: Any non-chaotic

Hit Die: d8

Starting Wealth: 3d6 × 10 gp

Class Skills

The monk’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Perception (Wis), Perform (Cha), Profession (Wis), and Swim (Str).

Skill Ranks per Level: 2 + Int modifier.

Table: Weapon Master

Levels | BaB | Fort | Ref | Will | Special | AC Bonus | Fast Movement

1st | +1 | +0 | +2 | +2 | Unparalleled Skill | +0 | +0 ft
2nd | +2 | +0 | +3 | +3 | Bonus Feat, 1st Style Adept | +0 | +0 ft
3rd | +3 | +1 | +3 | +3 | Chosen Weapon +1 | +0 | +10 ft
4th | +5 | +1 | +4 | +4 | Bonus Feat | +1 | +10 ft
5th | +6 | +1 | +4 | +4 | 1st Style Master | +1 | +10 ft
6th | +7 | +2 | +5 | +5 | Bonus Feat | +1 | +20 ft
7th | +8 | +2 | +5 | +5 | Chosen Weapon +2 | +1 | +20 ft
8th | +10 | +2 | +6 | +6 | Bonus Feat, 2nd Style Adept | +2 | +20 ft
9th | +11 | +3 | +6 | +6 | | +2 | +30 ft
10th | +12 | +3 | +7 | +7 | Bonus Feat, Master | +2 | +30 ft
11th | +13 | +3 | +7 | +7 | 2nd Style Feat | +2 | +30 ft
12th | +15 | +4 | +8 | +8 | Bonus Feat | +3 | +40 ft
13th | +16 | +4 | +8 | +8 | Chosen Weapon +3 | +3 | +40 ft
14th | +17 | +4 | +9 | +9 | Bonus Feat, 3rd Style Adept | +3 | +40 ft
15th | +18 | +5 | +9 | +9 | | +3 | +50 ft
16th | +20 | +5 | +10 | +10 | Bonus Feat | +4 | +50 ft
17th | +21 | +5 | +10 | +10 | 3rd Style Master | +4 | +50 ft
18th | +22 | +6 | +11 | +11 | Bonus Feat | +4 | +60 ft
19th | +23 | +6 | +11 | +11 | Chosen Weapon +4 | +4 | +60 ft
20th | +25 | +6 | +12 | +12 | Bonus Feat, Grand Master | +5 | +60 ft


Weapon and Armor Proficiency: A Weapon Master is proficient with all simple and martial weapons and with no armor or shields.

Unparalleled Skill:
A weapon master is the most skilled striker there is, he has BaB equal to 1.25, the fastest progression yet. Additionally the weapon master gains exotic weapon proficiency in a weapon of his choice at lvl 1.

AC Bonus (Ex)
When unarmored and unencumbered, the Weapon Master adds his Wisdom bonus (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.

Fast Movement (Ex)
At 3rd level, a Weapon Master gains an enhancement bonus to his land speed, as shown on Table: Weapon Master. A Weapon Master in armor or carrying a medium or heavy load loses this extra speed.

Bonus Feats
At every even level a Weapon Master gains a bonus feat in addition to those gained from normal advancement (meaning that the Weapon Master gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a Weapon Master can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the Weapon Master loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A Weapon Master can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Chosen Weapon:
At level 3 a weapon master chooses a weapon to be his chosen weapon. He picks 1 weapon he is proficient in that is effected by his specialization at level 2 and gains a +1 bonus to attack and damage rolls with the weapon. This bonus increases by 1 at levels 7, 13, and 19.

Master:
At lvl 10 a weapon master is considered a real master of the art of combat. He gains proficiency with all exotic weapons. He chooses a second weapon as his chosen weapon and his first weapon gains a +1 bonus to attack and damage rolls.

Grand Master:
At lvl 20 a weapon master is considered a grand master of the art of combat. He chooses a 3rd weapon to be his chosen weapon and his first weapon gains another +1 bonus to attack and damage rolls. He may choose to teach himself or another person to learn a new combat feat by replacing an old combat feat once per day. In effect, the person loses the combat feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability.

Specialization:
A weapon master likes to concentrate on a certain weapon or piece of equipment, learning to use it to the best of his abilities and eventually mastering it. At level 2 a Weapon Master chooses a primary specialization, it becomes master at level 5. At level 8 he chooses a secondary specialization to learn, that becomes master at level 11. He gains a 3rd specialization at lvl 14 and masters it at lvl 17.


Scabbard- when wielding a scabbard, can not be first specialization

Adept: you can use a scabbard in your off hand as if it was a buckler.
Master: you may make a shield bash with your scabbard and are treated as if you have all feats for the equipment trick requirement for scabbard tricks.


Reaping-when wielding a weapon with critical damage of 4x or higher

Adept: you choose a single critical feat that you meet the requirements for, except for BaB when choosing this specialization, you gain its effect.
Master: your critical multiplyer is increased by 1 (to 5x for a 4x weapon), additionally you may apply 2 critical feats to the weapon.


Vital- when wielding a weapon that crits on a 18 or lower, Can only be chosen at level 14

Adept: add 1 to your roll to confirm a critical hit, this bonus increases by 1 each 5 levels of weapon master you have to a maximum of your wisdom modifier.
Master: you may choose to increase you chance to crit by 1 at the cost of dealing no damage on a regular attack.


Trip-when wielding a weapon with the disarm feature

Adept: any attack made on an opponent that is prone deals bonus damage equal to half your weapon master level.
Master: the target of a successful trip attempt it treated as staggered for their next turn.


Disarm-when wielding a weapon with the disarm feature

Adept: attacking a humanoid who has no weapon or shield in hand they are treated as flat footed.
Master: When making a successful disarm attempt you gain a free attack of opportunity on the target.


Nonlethal-when wielding a weapon that deals nonlethal damage or can
choose to deal nonlethal damage at no penalty(and choosing to do so)

Adept: you ignore damage resistance equal to half your weapon master level.
Master: you may attack at a -5 penalty to deal double damage.


Reach-when wielding a weapon with the reach feature

Adept: you may choose to use power attack with a negative to AC instead of the normal negative to bab.
Master: you may make an additional attack at your highest attack bonus as part of an attack, this attack allows an attack of opportunity from the target.


Concealed- when wielding a weapon that grants a bonus to sleight of hand

Adept: you gain sneak attack 1d6 and your weapon master levels count tward sneak attack damage but only at half the rate of normal(each 2 levels count as 1 level for determining sneak attack damage).
Master: you may make a single attack as a swift action if you take no other attack action that turn, if this attack would not be a sneak attack you take a -5 to hit.


Bludgeoning- when wielding a weapon that deals bludgeoning damage

Adept: you stagger a target when dealing maximum damage with a hit.
Master: you increase the damage of each dice rolled by 1 to a maximum of what the dice could roll( a roll of 2 becomes a 3 on a d6 but a roll of 6 stays as a 6).


Slashing- when wielding a weapon that deals slashing damage

Adept: you deal 1 bleed damage(+1 for eack 5 weapon master levels to a maximum of your wisdom modifier) when attacking with power attack or landing a critical hit, if multiple conditions are met you deal the bleed damage that many times. The heal check is equal to your bab.
Master: you may use power attacks effects twice.


Piercing- when wielding a weapon that deals piercing damage

Adept: you may choose to double your targets shield ac but ignore half your opponent’s armor ac for the turn when you attack.
Master: you deal an additional 1 precision damage for each 2 points you exceed the enemies AC with your attack.


Gauntlet-when wielding a gauntlet or similar weapon that grants a bonus to cmd against disarm(or full immunity)

Adept: you may use power attack even if the weapon is light and gain a +1 shield bonus to ac when not attacking with the weapon as if it was a shield(this does not stack with any other ac it might give)
Master: you may use feats and abilitys that are restricted to unarmed strikes with your weapon.


Sunder-when wielding a weapon with the sunder feature

Adept: you gain a +1 bonus to damage against an opponent in sundered and to ac against people wielding a broken weapon. This bonus increases by 1 for each 4 weapon master levels you have to a maximum of your wisdom modifier.
Master: your adept damage bonus now applies to people in no armor and ac bonus to people attacking with unarmed strikes.


Duel Weapon-when wielding 2 weapons or more at the same time

Adept: each time you strike an opponent the next attack you deal that turn gains a +1 to hit, this effects is cumulative with multiple hits.
Master: the adept bonus also applies to damage, additionally if you have 16 or more bab, 21 dexterity, and greater 2 weapon fighting you may make a 4th attack at a -15 penalty.


2 handed-when wielding a 2 handed weapon in 2 hands

Adept: you may add half your wisdom modifier to your 1.5 strength modifier for attack and damage bonus.
Master: you may wield a weapon 1 size greater than normal for your race in 2 hands with a -2 penalty to hit. This penalty lowers by 1 at lvl 10 and again at lvl 20.


Open Hand-when fighting with at least 1 open hand(or gauntlet or other weapon
that allows you to wield a weapon in it but not doing so), can not be first specialization

Adept: you gain a bonus to CMB and CMD equal to your wisdom modifier.
Master: on a successful maneuver gain a bonus to attack and damage equal to your wisdom modifier.

Rentaromon
2011-10-08, 11:09 AM
wow no replys? is the idea that bad?

Hoggins
2012-05-21, 07:53 PM
This class is so bad that when I read it out loud my dog threw up.