Weaponmaster (3.5e Class)

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Weaponmaster
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This is meant to be used in conjuncture with the WGCS Campaign. This is not using the normal D&D Rules.

The Weaponmaster[edit]

To know the war, you must know the fight. To know the fight, you must know the weapon. To know the weapon, you must know yourself. Do not underestimate the path of the warrior. It is a long and hard – but very rewarding – journey. Believe me, I know of what I speak. — Xilix Sharptooth, male tshy

The weaponmaster is the undisputed fighter, a true master of weapons. Be it gladiator, mercenary, general, or cutthroat – all those are proud to walk the way of the warrior. Most weaponmasters begin their career as milita members, soldiers, or slave fighters, learning their trade from an instructor or at an academy of war. But there are also some few self-taught weaponmasters, travelling freely across Aeryl, making a living as a sword for hire. Weaponmasters have no common theme to them. While one is a shining example of chivalry and manners, the next may be a bloodthirsty murderer. The weaponmaster usually is a party’s first line of defense and offense, engaging their enemies with his weapons, be they melee or ranged. Unable to provide any magical abilities by themselves, weaponmasters always look out for allies capable of employing magic. An effective weaponmaster primarily needs a high Constitution score. This allows him to withstand many physical and magical attacks and prevents him from being taken out of the combat easily. A high Strength score is important for weaponmasters who focus on melee combat, as it increases their offensive abilities. A high Dexterity score prooves useful to weaponmasters who focus on light weapons and armor as well as ranged combat specialists, as it increases their defensive abilities and combat efficiency.

Playing a weaponmaster[edit]

Weaponmasters are a common sight amongst almost all races – the arcaeli being the proud exception – because all races have need for powerful and competent warriors. The most prominent and dangerous weaponmasters hail from the dwarves and tshy. Whether the weaponmaster focuses on melee or ranged combat is his choice. Both have benefits and drawbacks. The weaponmaster’s abilities work with both combat styles, and therefore provide a wide range of possible roles – from heavily armored defender, to two-weapon fighting dervish, to crossbow-sniper.

Arcaeli weaponmasters are perhaps the best defensive fighters one can find, usually relying on weapons with reach or other abilities to hinder their foes.

Dwarven weaponmasters favor heavy armor and hammers or axes, making them proud defenders of their homesteads, using their great endurance to outwear their opponents.

Elven weaponmasters are the most competent two weapon fighters on all Aeryl, employing their superior training and dexterity to perform feats far above any other races’ warriors.

Human weaponmasters are as diverse as humans are in general, and no single fighting style seems to be prevalent amongst the various human peoples.

Jaegroj weaponmasters are more often than not vicious combatants, preferring light armor and quick, terrible weapons that rend and maim their foes, adding to their own fury and brutality.

Spriteling weaponmasters favor ranged weapons and very light armor, using their racial flying ability to outmaneuver their opponents whenever possible.

Tshy weaponmasters are most often fearsome close combat warriors, employing their carapace and natural weapons to devastating effect.

Xym weaponmasters often employ unconventional styles, combinations that would be regarded ”unwieldy” or ”cumbersome” by other races, making use of their unnatural physiology and bodies.

The weaponmaster can stem from a multitude of possible backgrounds. Viable choices include the military of almost all races, as well as ritualistic or knightly orders. Self-trained weaponmasters are rare but exist, as do those who work on the other side of the law, like assassins and thugs. Even with combats being very dangerous and lethal in the World Gate Campaign Setting, there’s nothing preventing a player from wishing for some stylish combat ability for his character. Especially the weaponmaster with his wide array of class abilities provides a variety of opportunities to come up with detailed descriptions and maneuvers. Therefore, a DM is encouraged to work with his player to create a for both appealing and for the campaign suitable combat style for the new weaponmaster.

Game rule information[edit]

All the following are class features of the weaponmaster.

Favored skills: The weaponmaster has the following favored skills:

  • Concentration.
  • Heal.
  • Knowledge (warfare).
  • Ride.
  • Survival.

Bonus skill points: At every gained level the weaponmaster receives two bonus skill points.

Bonus feat points: At every 3rd gained level the weaponmaster receives one bonus feat point (see table 4.6). He may spend these points on any feat from the [Combat], [General], and [Weaponmaster] categories.

Armor and weapon groups: The weaponmaster gains the basic armor group and may select any other five. He gains the basic weapon group and may select any other five.

Signature weapon (Ex): At 1st level the weaponmaster selects his signature weapon. He has exceptional training withthis sort of weapons and gains increasing benefits with itwith increasing level (see ”Signature weapon”, below).The signature weapon is not a single specific weapon,but rather the whole weapon category (e.g. longswords,greataxes, or longbows). Therefore, the weaponmastergains the associated benefits for as long as he wields any weapon that matches his choice of signature weapon. The bonuses are permanent. Once chosen the signature weapon is permanent. The signature weapon improves at level 5, and again at levels 10, 15, 20, 25, and 30.

Signature style (Ex): When reaching 3rd level the weaponmaster has also begun to train for a specific combat style, maximizing his combat efficiency (see ”Signature style”, below). The signature style is composed of one combat style and one armor style. The combat style list includes unarmed, one-handed weapon, two-handed weapon, two weapons, weapon and shield, and ranged. The armor style list includes unarmored, light armor, medium armor, and heavy armor. The bonuses only apply if the weaponmaster actually uses his signature style. The bonuses are permanent. Once chosen the signature style is permanent. The signature style improves at level 8, and again at levels 13, 18, 23, and 28.



Table 1-1: The Weaponmaster
Level Damage resistance bonus Base attack bonus Saving throws Bonus feat points Special
Fortitude Reflexes Willpower
1 1.25 1.25 0.66 0.5 0.33 - Signature weapon I
2 2.5 2.5 1.33 1 0.66 - -
3 3.75 3.75 2 1.5 1 1 Signature style I
4 5 5 2.66 2 1.33 - -
5 6.25 6.25 3.33 2.5 1.66 - Signature weapon II
6 7.5 7.5 4 3 2 1 -
7 8.75 8.75 4.66 3.5 2.33 - -
8 10 10 5.33 4 2.66 - Signature style II
9 11.25 11.25 6 4.5 3 1 -
10 12.5 12.5 6.66 5 3.33 - Signature weapon III
11 13.75 13.75 7.33 5.5 3.66 - -
12 15 15 8 6 4 1 -
13 16.25 16.25 8.66 6.5 4.33 - Signature style III
14 17.5 17.5 9.33 7 4.66 - -
15 18.75 18.75 10 7.5 5 1 Signature weapon IV
16 20 20 10.66 8 5.33 - -
17 21.25 21.25 11.33 8.5 5.66 - -
18 22.5 22.5 12 9 6 1 Signature style IV
19 23.75 23.75 12.66 9.5 6.33 - -
20 25 25 13.33 10 6.66 - Signature weapon V
21 26.25 26.25 14 10.5 7 1 -
22 27.5 27.5 14.66 11 7.33 - -
23 28.75 28.75 15.33 11.5 7.66 - Signature style V
24 30 30 16 12 8 1 -
25 31.25 31.25 16.66 12.5 8.33 - Signature weapon VI
26 32.5 32.5 17.33 13 8.66 - -
27 33.75 33.75 18 13.5 9 1 -
28 35 35 18.66 14 9.33 - Signature style VI
29 36.25 36.25 19.33 14.5 9.66 - -
30 37.5 37.5 20 15 10 1 Signature weapon VII

Signature weapon[edit]

The weaponmaster’s supreme training with his favored weapon allows him to perform better than any other man with that weapon. The associated benefits are all mundane, and based on the superior martial skill of the weaponmaster. The weaponmaster gains the following abilities from his signature weapon:

  • Signature weapon I: A +1 competence bonus to attack rolls involving the signature weapon and a +1 competence bonus to the signature weapon’s damage rating. The bonus damage is of the same damage type as the weapon’s base damage type.
  • Signature weapon II: An additional +1 competence bonus to attack rolls involving the signature weapon (for a total of +2) and a +4 competence bonus to all rolls made to resist disarm or sunder attempts.
  • Signature weapon III: An additional +1 competence bonus to attack rolls involving the signature weapon (for a total of +3) and an additional +1 competence bonus to the signature weapon’s damage rating (for a total of +2). The bonus damage is of the same damage type as the weapon’s base damage type.
  • Signature weapon IV: An additional +1 competence bonus to attack rolls involving the signature weapon (for a total of +4) and the ability to change the weapon’s damage type once per round as a free action. The change in damage type remains in effect until the weaponmaster’s next round.
  • Signature weapon V: An additional +1 competence bonus to attack rolls involving the signature weapon (for a total of +5) and an additional +1 competence bonus to the signature weapon’s damage rating (for a total of +3). The bonus damage is of the same damage type as the weapon’s base damage type.
  • Signature weapon VI: An additional +1 competence bonus to attack rolls involving the signature weapon (for a total of +6) and the ability to strike bleeding wounds with the signature weapon. If the target rolls a natural 1 on the damage check it suffers a bleeding wound (independently of the actual damage check result), and suffers a cumulative -1 penalty to its damage resistance check each round until it is healed (either by magic or by using the Heal skill).
  • Signature weapon VII: An additional +1 competence bonus to attack rolls involving the signature weapon (for a total of +7) and an additional +1 competence bonus to the signature weapon’s damage rating (for a total of +4). The bonus damage is of the same damage type as the weapon’s base damage type.

Signature style[edit]

The weaponmaster’s training not only extends to his weapon, but also takes into account his armor and personal style of combat. The associated benefits are all mundane, and based on the superior martial skill of the weaponmaster. The weaponmaster gains the following abilities from his signature style:

Unarmored:

  • Signature style I: A +1 competence bonus to dodge defense.
  • Signature style II: A +4 competence bonus to Climb, Jump, and Swim checks.
  • Signature style III: An additional +1 competence bonus to dodge defense (for a total of +2).
  • Signature style IV: A +2m competence bonus to his base movement rate.
  • Signature style V: An additional +1 competence bonus to dodge defense (for a total of +3).
  • Signature style VI: An additional +2m competence bonus to his base movement rate (for a total of +4m).

Light armor

  • Signature style I: A +1 competence bonus to armor defense.
  • Signature style II: A +1m competence bonus to his base movement rate.
  • Signature style III: An additional +1 competence bonus to armor defense (for a total of +2).
  • Signature style IV: A reduction of all light armors’ check penalties by one point (to a minimum of 0).
  • Signature style V: An additional +1 competence bonus to armor defense (for a total of +3).
  • Signature style VI: A reduction of all light armors’ check penalties by one additional point (to a minimum of 0).

Medium armor

  • Signature style I: A +2 competence bonus to armor defense.
  • Signature style II: A reduction of all medium armors’ check penalties by one point (to a minimum of 0).
  • Signature style III: An additional +2 competence bonus to armor defense (for a total of +4).
  • Signature style IV: A reduction of all medium armors’ speed penalties by 1m (to a minimum of 0m).
  • Signature style V: An additional +2 competence bonus to armor defense (for a total of +6).
  • Signature style VI: A reduction of all medium armors’ speed penalties by an additional 1m (to a minimum of 0m).

Heavy armor

  • Signature style I: A +3 competence bonus to armor defense.
  • Signature style II: A reduction of all heavy armors’ speed penalties by 1m (to a minimum of 0m).
  • Signature style III: An additional +3 competence bonus to armor defense (for a total of +6).
  • Signature style IV: A +1 competence bonus to damage resistance checks.
  • Signature style V: An additional +3 competence bonus to armor defense (for a total of +9).
  • Signature style VI: An additional +1 competence bonus to damage resistance checks (for a total of +2).

Unarmed

  • Signature style I: A +2 competence bonus to all grapple checks. In addition, all attacks are treated as armed attacks.
  • Signature style II: The ability to make a burst strike. If the weaponmaster uses two half actions to make attacks, he gains one additional attack at a -5 penalty from his highest attack bonus.
  • Signature style III: An additional +2 competence bonus to all grapple checks (for a total of +4).
  • Signature style IV: The ability to make an improved burst strike. If the weaponmaster uses two half actions to make attacks, he gains two additional attacks at a -5 penalty from his highest attack bonus.
  • Signature style V: An additional +2 competence bonus to all grapple checks (for a total of +6).
  • Signature style VI: The ability to make a greater burst strike. If the weaponmaster uses two half actions to make attacks, he gains three additional attacks at a -5 penalty from his highest attack bonus.

One-handed weapon

  • Signature style I: A +2 competence bonus to all disarm checks.
  • Signature style II: The ability to make a precise strike. If the weaponmaster uses a full action to make only a single attack, all his target’s combat defenses suffer a -4 penalty.
  • Signature style III: An additional +2 competence bonus to all disarm checks (for a total of +4).
  • Signature style IV: The ability to make an improved precise strike. If the weaponmaster uses a full action to make only a single attack, all his target’s combat defenses suffer a -8 penalty.
  • Signature style V: An additional +2 competence bonus to all disarm checks (for a total of +6).
  • Signature style VI: The ability to make a greater precise strike. If the weaponmaster uses a full action to make only a single attack, all his target’s combat defenses suffer a -12 penalty.

Two-handed weapon

  • Signature style I: A +2 competence bonus to all sunder checks.
  • Signature style II: The ability to make a shattering strike. If the weaponmaster uses a full action to make only a single attack, his target’s armor (if it defends with armor defense), shield (if it defends with block defense), or weapon (if it defends with parry defense) is subject to an attack with damage rating four. This ability does not draw free attacks.
  • Signature style III: An additional +2 competence bonus to all sunder checks (for a total of +4).
  • Signature style IV: The ability to make an improved shattering strike. If the weaponmaster uses a full action to make only a single attack, his target’s armor (if it defends with armor defense), shield (if it defends with block defense), or weapon (if it defends with parry defense) is subject to an attack with damage rating eight. This ability does not draw free attacks.
  • Signature style V: An additional +2 competence bonus to all sunder checks (for a total of +6).
  • Signature style VI: The ability to make a greater shattering strike. If the weaponmaster uses a full action to make only a single attack, his target’s armor (if it defends with armor defense), shield (if it defends with block defense), or weapon (if it defends with parry defense) is subject to an attack with damage rating 12. This ability does not draw free attacks.

Two weapons

  • Signature style I: A +1 competence bonus to parry defense against an opponent who was hit with both primary and secondary weapon at least once. This bonus resets with each new round.
  • Signature style II: The ability to make a rapid strike. If the weaponmaster uses two half actions to make attacks, he gains one additional attack at a -5 penalty from his highest attack bonus. This attack is made with the primary weapon.
  • Signature style III: An additional +1 competence bonus to parry defense against an opponent who was hit with both primary and secondary weapon at least once (for a total of +2). This bonus resets with each new round.
  • Signature style IV: The ability to make an improved rapid strike. If the weaponmaster uses two half actions to make attacks, he gains two additional attacks at a -5 penalty from his highest attack bonus. The first additional attack is made with the primary weapon, while the second additional attack is made with the secondary weapon.
  • Signature style V: An additional +1 competence bonus to parry defense against an opponent who was hit with both primary and secondary weapon at least once (for a total of +3). This bonus resets with each new round.
  • Signature style VI: The ability to make a greater rapid strike. If the weaponmaster uses two half actions to make attacks, he gains three additional attacks at a -5 penalty from his highest attack bonus. The first additional attack is made with the primary weapon, while the second and third additional attacks are made with the secondary weapon.

Weapon and shield

  • Signature style I: A +1 competence bonus to block defense against an opponent who has missed with one of his attacks at least once. This bonus resets with each new round.
  • Signature style II: The ability to take a defensive stance. If the weaponmaster uses at most one half action to make attacks, he gains one free block defense in addition to any other combat defenses he has. Additionally, he can make this additional block defense even if he already has tried another defense form against a given attack (but before armor defense is resolved).
  • Signature style III: An additional +1 competence bonus to block defense against an opponent who has missed with one of his attacks at least once (for a total of +2). This bonus resets with each new round.
  • Signature style IV: The ability to take an improved defensive stance. If the weaponmaster uses at most one half action to make attacks, he gains two free block defenses in addition to any other combat defenses he has. Additionally, he can make these additional block defenses even if he already has tried another defense form against a given attack (but before armor defense is resolved).
  • Signature style V: An additional +1 competence bonus to block defense against an opponent who has missed with one of his attacks at least once (for a total of +3). This bonus resets with each new round.
  • Signature style VI: The ability to take a greater defensive stance. If the weaponmaster uses at most one half action to make attacks, he gains three free block defenses in addition to any other combat defenses he has. Additionally, he can make these additional block defenses even if he already has tried another defense form against a given attack (but before armor defense is resolved).

Ranged weapon

  • Signature style I: A +3m competence bonus to the maximum range of all ranged attacks.
  • Signature style II: The ability to make a ricochet strike. If the weaponmaster uses a full action to make only a single attack, he can let his attack bounce off of a solid surface or creature with a deviation of 60 degrees or less once and thus can attack one additional target. This ability can be used to circumvent cover.
  • Signature style III: An additional +3m competence bonus to the maximum range of all ranged attacks (for a total of +6m).
  • Signature style IV: The ability to make an improved ricochet strike. If the weaponmaster uses a full action to make only a single attack, he can let his attack bounce off of a solid surface or creature with a deviation of 60 degrees or less twice and thus can attack two additional targets. This ability can be used to circumvent cover.
  • Signature style V: An additional +3m competence bonus to the maximum range of all ranged attacks (for a total of +9m).
  • Signature style VI: The ability to make a greater ricochet strike. If the weaponmaster uses a full action to make only a single attack, he can let his attack bounce off of a solid surface or creature with a deviation of 60 degrees or less thrice and thus can attack three additional targets. This ability can be used to circumvent cover.



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