Shadow Sight Weaponmaster (3.5e Class)
Shadow Sight Weaponmaster[edit]
Shadow Sight Weaponmasters are the peak of physical combatants meant to make any situation their advantage. They pride themselves on neutralizing opponents as quick as possible, as well as showing off their strength to those around them. Their presence is foreboding and has a tendency to startle non-warrior types the moment they walk into the room.
Making a Shadow Sight Weaponmaster[edit]
The Shadow Sight Weaponmaster is the ultimate front-line fighter.
Abilities: Strength, dexterity, and constitution are all important in battles. The mental abilities are less useful than the physical ones.
Races: Shadow Sight Weaponmaster can be any race, but are typically found in Elven-kind, Humans, and Halflings.
Alignment: Any.
Starting Gold: As rogue
Starting Age: Complex.
Level | Base Attack Bonus |
Saving Throws | Special | ||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +1 | +2 | +2 | +2 | Bonus Feat, Sneak Attack 1d8, Favored Enemy | ||||||||||||||||||||||||||||||||||||
2nd | +2 | +3 | +3 | +3 | Evasion | ||||||||||||||||||||||||||||||||||||
3rd | +3 | +3 | +3 | +3 | Friends vs Foe | ||||||||||||||||||||||||||||||||||||
4th | +4 | +4 | +4 | +4 | Bonus Feat, Sneak Attack 2d8, Uncanny Dodge | ||||||||||||||||||||||||||||||||||||
5th | +5 | +4 | +4 | +4 | Exotic Intelligence, Favored Enemy | ||||||||||||||||||||||||||||||||||||
6th | +6/+1 | +5 | +5 | +5 | Physical Prowess 1/day | ||||||||||||||||||||||||||||||||||||
7th | +7/+2 | +5 | +5 | +5 | Sneak Attack 3d8 | ||||||||||||||||||||||||||||||||||||
8th | +8/+3 | +6 | +6 | +6 | Bonus Feat, Return to Sender, Improved Uncanny Dodge | ||||||||||||||||||||||||||||||||||||
9th | +9/+4 | +6 | +6 | +6 | Challenge | ||||||||||||||||||||||||||||||||||||
10th | +10/+5 | +7 | +7 | +7 | Sneak Attack 4d8, Favored Enemy | ||||||||||||||||||||||||||||||||||||
11th | +11/+6/+1 | +7 | +7 | +7 | Masterful Strikes | ||||||||||||||||||||||||||||||||||||
12th | +12/+7/+2 | +8 | +8 | +8 | Bonus Feat, Physical Prowess 2/day | ||||||||||||||||||||||||||||||||||||
13th | +13/+8/+3 | +8 | +8 | +8 | Sneak Attack 5d8 | ||||||||||||||||||||||||||||||||||||
14th | +14/+9/+4 | +9 | +9 | +9 | |||||||||||||||||||||||||||||||||||||
15th | +15/+10/+5 | +9 | +9 | +9 | Inspiring Blow, Favored Enemy | ||||||||||||||||||||||||||||||||||||
16th | +16/+11/+6/+1 | +10 | +10 | +10 | Bonus Feat, Sneak Attack 6d8 | ||||||||||||||||||||||||||||||||||||
17th | +17/+12/+7/+2 | +10 | +10 | +10 | |||||||||||||||||||||||||||||||||||||
18th | +18/+13/+8/+3 | +11 | +11 | +11 | Physical Prowess 3/day | ||||||||||||||||||||||||||||||||||||
19th | +19/+14/+9/+4 | +11 | +11 | +11 | Sneak Attack 7d8 | ||||||||||||||||||||||||||||||||||||
20th | +20/+15/+10/+5 | +12 | +12 | +12 | Bonus Feat, Never Say Die, Favored Enemy | ||||||||||||||||||||||||||||||||||||
Class Skills (4 + Int modifier per level, ×4 at 1st level) |
Class Features[edit]
All of the following are class features of the Shadow Sight Weaponmaster.
The Shadow Sight Weaponmaster is treated as a fighter for any feats that have fighter as a prerequisite.
Weapon and Armor Proficiency: The Shadow Sight Weaponmaster is proficient in all simple and martial weapons, and in all light, medium, and shields (Excluding Tower Shields).
Bonus Feat You may select any feat whose prerequisites you meet. Bonus feat as a warrior.
Sneak Attack (Ex): Starting at 1st level, the Shadow Sight Weaponmaster can strike at enemy weak points while they are distracted or the Shadow Sight Weaponmaster is undetected. They gain and additional 1d8 damage to their attacks in this fashion, and an additional 1d8 every 3 levels thereafter (Check progression). This may not be used during the Shadow Sight Weaponmaster's Physical Prowess.
Favored Enemy: At 1st level, a Shadow Sight Weaponmaster may select a type of creature from among those given on. The Shadow Sight Weaponmaster gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the Shadow Sight Weaponmaster may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.
If the Shadow Sight Weaponmaster chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the Shadow Sight Weaponmaster’s bonuses do not stack; he simply uses whichever bonus is higher.
For a list of Favored Enemies, View the Ranger Favored Enemy Table.
Evasion: At 2nd level, the Shadow Sight Weaponmaster is able to avoid seemingly impossible to dodge attacks. Upon a successful reflex check (DC dictated by DM), the Shadow Sight Weaponmaster avoids all damage on an incoming attack in which reflex is a viable avoidance.
Friends vs Foe: Every Shadow Sight Weaponmaster gains access to the Wild Cohort Feat. Along their travels a Shadow Sight Weaponmaster might encounter a creature in the wild that may need assistance or gain the trust of them, as such they become friends for their travels and often for life as well as trusted comrades.
Uncanny Dodge: At 4th level, the Shadow Sight Weaponmaster can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. Unlike the rogue however, this does not grant Improved Uncanny Dodge as a class feature if another class already grants it.
Exotic Intelligence: Starting at 5th level, a Shadow Sight Weaponmaster is able to learn how to use a weapon on the go. This makes things easier for them in their travels. The Shadow Sight Weaponmaster is able to roll an intelligence check (DC 20) to learn the weapon. This can only be done once a week, and if it fails the Shadow Sight Weaponmaster must wait 24 hours to try again.
Physical Prowess: At 6th level, the Shadow Sight Weaponmaster can go into a battle-trance state, allowing for it to make an additional attack on top of its base attack at a -2. This additional attack strikes at 1 1/2 strength and can be made up to half the character's strength modifier, as overexertion often leads to weakened motions in the future. Note that this -2 stacks per additional attack made. This feature leaves the character Fatigued for all intents and purposes of the status effect until the end of combat. Fatigue persists if a short rest is not taken, and may lead to Exhaustion. While in this trance, the Shadow Sight Weaponmaster is unable to use any other activated class features, as its main goal is to utterly defeat their opponent in man to man combat. This feature may be used once per day, and every 6 levels after gain an additional use.
Return to Sender: At 8th level the Shadow Sight Weaponmaster has gained enough experience in combat to take advantage of his opponent's gaudy strikes. When wielding a shield, or a dagger in the off-hand, the Shadow Sight Weaponmaster may catch his enemy's weapon and send the would be attack back towards them. The Shadow Sight Weaponmaster rolls a Sleight of Hand check, DC to beat is the attack roll. If successful the enemy takes the damage they would have dealt to the Shadow Sight Weaponmaster accordingly. This may only be done in melee combat, and will not work against projectiles such as darts or arrows, or against spells with the Melee Touch Attack indicator. This may be done 3 times per encounter.
Improved Uncanny Dodge: A Shadow Sight Weaponmaster of 8th level or higher can no longer be flanked.
This defense denies another rogue or shadow sight weaponmaster the ability to sneak attack, or a ninja's ability to use their sudden strike against the character by flanking him, unless the attacker has at least four more rogue, shadow sight weapon master, or ninja levels than the target does.
Challenge: Shadow Sight Weaponmasters live for the thrill of the fight, showing off their martial prowess, as such they are known to insight challenges against their opponents. Once per encounter, you may select a number of enemies equal to 1/3 their class level to designate as targets for a challenge. They must make a Will Save (DC 10 + 1/2 character level + highest Ability Modifier) Will Save or be coerced into engaging and focusing only on the Shadow Sight Weaponmaster. Enemies coerced into fighting the Shadow Sight Weaponmaster are treated as flatfooted against any outside influence, as well as the Shadow Sight Weaponmaster takes a -4 penalty to AC from all outside sources.
Masterful Strikes: At 11th level, any weapon wielded by the Shadow Sight Weaponmaster is treated as having Keen while in hand. Unlike the Keen enchantment, or Improved Critical feat, this does stack with other effects that increase critical range. For example, a weapon with a critical range of 20 with a multiplier of 2, with the keen enchantment would have a 19-20 x2 critical range and multiplier, increasing further to 17-20 x2 with this feature. Weapons lose the effects of this feature should they be discarded, sold, or no longer wielded by the Shadow Sight Weaponmaster
Inspiring Blow: At 15th Level, the Shadow Sight Weaponmaster is able to show his companions how its done. The Shadow Sight Weaponmaster designates a target, and their next attack against that creature, if successful, is treated as an automatic critical at a x4 multiplier rather than the normal critical modifier of the weapon. In addition their comrades in arms gain a +10 bonus to their next attack and damage rolls. This may be used once per encounter.
Never Say Die: At 20th level, the Shadow Sight Weaponmaster is able to deny the knockout blow, or the kill shot, even if for one last hurrah. In their final moments the Shadow Sight Weaponmaster may make a final attack in an attempt to bring their target down with them. This acts as a coup de gras if the attack is a successful Critical Hit, however does not act as a touch attack. After this final attempt, actions proceed as normal. As a side note, this may not be used with Inspiring Blow, and Masterful Strikes is not applied to this.
Campaign Information[edit]
Playing a Shadow Sight Weaponmaster[edit]
Religion: Shadow Sight Weaponmasters worship any deity they choose to. They are not limited to a specific pantheon, however certain gods may be unwilling to entertain certain races.
Other Classes: Shadow Sight Weaponmasters are often viewed as excellent teachers for those aspiring to learn how to fight. Although spellcasters may be wary of them and believe their actions as reckless or foolish.
Combat: Shadow Sight Weaponmasters are at home on the front line taking on hordes of enemies themselves, they are the tanks, and often the DPS of any adventuring party. However their lack of spellcasting makes them more vulnerable than a Warmage, Paladin, or Cleric.
Advancement: Shadow Sight Weaponmaster is a somewhat complex class, It may take away from other front-line combatants, however blends well with the support from ranged and magic casters. Most do not find themselves with the aptitude for magic, as such hone their skills in the blade to make up for that shortcoming.
Shadow Sight Weaponmasters in the World[edit]
“ | Everyone has the ability to fend for themselves, even the infirm, even women, even children. You just have to give them a reason to fight. | ” |
—Sylvia Moonfang, High Elf Shadow Sight Weaponmaster |
Daily Life: Shadow Sight Weaponmasters typically are in conflicts. They usually find little peace when lounging around.
Organizations: Its rare to find a collective of Shadow Sight Weaponmasters unless they are meeting up for a tournament.
NPC Reactions: NPCs will often confuse Shadow Sight Weaponmasters for mercenaries, of course without intent to be rude.
Back to Main Page → 3.5e Homebrew → Classes → Base Classes