Bandoleer Master [Archive] - Wizards Community

Post/Author/DateTimePost
Pyraeus

04-20-04, 01:44 PM
Bandoleer Master
This is pursuant to a post from a while ago where someone mentioned using worn items as weapons. I suggested bandoleers, but the idea didn't fit in with what they wanted. I really like the idea, so here's a five-level build intended for lower level characters. Comment, please.

Background:
The strange man walked into the town with his gear strapped haphazardly to strange leather belts he wore across his chest. Most of the townsfolk just laughed at the odd little man and his weird outfit. Then the bandits arrived. That evening, he walked down the road leading away from the town, the thieves’ bodies still bleeding into the dust. Stroking one of his fallen enemies’ blades that lay strapped across his body, his ears snapped up as he heard a rustling in the bushes. Spinning on his back leg, he flicked the bandoleer off his shoulder and sent the weapons on it flying towards the source of the noise. The last thing that went through the hidden bandit’s head, before the flying longsword, was “But…it’s just a bandoleer.”


Short Description:
Bandoleer Masters use this mundane item as a weapon with some unexpectedly powerful qualities.

Prerequisites:
BAB: +3
Feats: Exotic Weapon Proficiency (Bandoleer)
Special: Must have owned a bandoleer for at least one year.

Hit Die: d10

Skill points: 2 + Int modifier
Skills: Balance (Dex), Climb (Str), Listen (Wis), Spot (Wis), Survival (Wis), Swim (Str)


BAB Fort Ref Will Abilities
1. +1 +0 +2 +0 Weighted Bandoleer, Steal Weapon
2. +2 +0 +3 +0 Bandoleer Throw
3. +3 +1 +3 +1 Bandoleer Defense
4. +4 +1 +4 +1 Smash Potion, Belt Climb
5. +5 +1 +4 +1 Death Bind, Improved Defense


New Weapon:
The bandoleer is an exotic weapon (1d6, 19-20/x2, bludgeoning, medium). Anyone proficient with this weapon can take Weapon Finesse (Bandoleer). Putting something in a wielded bandoleer is a move-equivalent action that requires a free hand, and Quick Draw applies to this weapon when drawing it from a usual worn position.

Weighted Bandoleer:
For every non-fragile item in his bandoleer he does an additional +1 damage up to a maximum of his Bandoleer Master level, which is multiplied on a critical hit. Also, a Bandoleer master fighting with two bandoleers can consider the bandoleer in his off hand to be a light weapon.

Steal Weapon:
The Bandoleer Master gets a +2 bonus to all disarm rolls for each bandoleer he is wielding. Whenever the Bandoleer Master successfully disarms a target, he may choose to have the weapon be immediately stored in any bandoleer he is wearing or wielding.

Bandoleer Throw:
By latching weapons onto the loops on his bandoleer, the Bandoleer master can throw multiple projectiles at one time. A number of times per day equal to his Bandoleer Master level, he can throw a number of weapons equal to his Bandoleer Master level simultaneously at a single target within 45' as a standard action, making a separate ranged attack roll for each item at his second-highest BAB. The weapons need not be ranged weapons but they must be weapons that the Bandoleer Master could wield one-handed without penalty. This action does not provoke attacks of opportunity, and he can apply no strength bonus to the weapons’ damage.

Bandoleer Defence:
The bandoleer’s stitching offers defensive benefits to the Bandoleer Master. If the Bandoleer Master fights defensively, takes the full defence action, or uses the Combat Expertise feat, he gains an additional +1 bonus to AC for each bandoleer he is wielding. Also, the Bandoleer Master gains the benefits of the Deflect Arrows feat whenever he wields at least one bandoleer.

Smash Potion:
Using the bandoleer’s pouches, the Bandoleer Master can smash a potion against an opponent, thus affecting them with the potion’s contents. A number of times per day equal to his class level, the Bandoleer Master can make a touch attack with a bandoleer that has a potion in it. If he hits, the potion’s container smashes and affects the target with its contents as if they had drunk it.

Belt Climb:
The loops on a bandoleer turn out to be very useful for assisting in climbing. For each empty bandoleer he wields, the Bandoleer Master gets a +3 bonus to climb checks.

Death Bind:
His mastery over the bandoleer is so extensive that the Bandoleer Master can now tighten it during battle. Twice per day, the Bandoleer Master can make a grapple attack while holding a single bandoleer. If the attack succeeds, he can tighten the bandoleer around his opponent as a free action. This does 1d4 points of subdual damage and 1d4 points of lethal damage each round. Escaping from the bandoleer is a full-round action, and has an Escape Artist DC of 10 + Bandoleer Master level + Int bonus. The break DC is 15 (Normal), 18 (Masterwork)and 20 + Weapon's Bonus (Magical).