New Prestige Class: Weapon Generalist (PEACH) [Archive] - Wizards Community

Post/Author/DateTimePost
LordQwert

11-21-07, 04:46 PM
Weapon Generalist

“Always use the right tool for the job.”

Some warriors choose to focus their martial might into a single weapon. Others find a specific tactic for destroying their foes and hone that ability to a razor's edge. Not so with the Weapon Generalist. The Weapon Generalist is a fighter's fighter. By not focusing on a single weapon to the exclusion of others, the Weapon Generalist is capability of dealing with all threats equally. A werewolf threatens? My trusty silver greatsword! Rocs dropping rocks? Arrows will dispatch the beast! An opponent wrapped too thickly in armor? An adamantine axe will sunder that shield in two!

The Weapon Generalist is capable of many useful abilities that can give him an edge in nearly any situation. Although not capable of dealing the raw damage that other fighters gloat about, he finds himself instead controlling the battle, removing a weapon from an adjacent enemy's hands, while he trips another from afar with his bow. One never knows what to expect from this wily fighter.

Hit Die: d10

Requirements:
Base Attack Bonus: +6
Feats: Combat Expertise, Martial Weapon Proficiency (all), Point Blank Shot, Quick Draw, Two-Weapon Fighting, any feat from the Fighter Bonus feats list that begins with “Improved”.
Skills: Craft (Weaponsmithing) 5 ranks.
Special: Cannot have taken the feats Weapon Focus, Improved Critical, Weapon Specialization, or any other feat which requires you to select a single weapon for it to apply to.

Class Skills:
The Weapon Generalist’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft(Weaponsmithing)(Int), Intimidate(Cha), Jump(Str), Ride(Dex), Sleight of Hand(Dex), Spot(Wis), Swim(Str), and Tumble(Dex).
Skill Points per Level: 2 + Int modifier.

Class Features:


Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +2 +0 +0 Generalist, Weapon Tactic
2nd +2 +3 +0 +0 Weapon Expertise
3rd +3 +3 +1 +1 Weapon Tactic
4th +4 +4 +1 +1 Bonus Feat
5th +5 +4 +1 +1 Weapon Tactic
6th +6 +5 +2 +2 Bonus Feat
7th +7 +5 +2 +2 Weapon Tactic
8th +8 +6 +2 +2 Bonus Feat
9th +9 +6 +3 +3 Weapon Tactic
10th +10 +7 +3 +3 Assured Critical


Generalist: A Weapon Generalist may never take the feats Weapon Focus, Improved Critical, Weapon Specialization, or any other feat which requires you to select a single weapon for it to apply to. If one does, he or she loses all special abilities of this class, except the bonus feats.

Weapon Tactics: At every odd level the Weapon Generalist may select one of the following abilities:

Exotic Weapon Savant: Reduce the penalty for using a weapon with which the Weapon Generalist is not proficient by 2. This weapon tactic can be taken twice, in which case the Weapon Generalist is considered proficient in all weapons.

Find the Right Tool: After making an attack against any target the Weapon Generalist can immediately tell the amount of damage reduction that the opponent had against the weapon used. Also, with an Intelligence or appropriate Knowledge check at DC 10, the Weapon Generalist can know exactly what kind of weapon is needed to overcome any creature’s natural damage reduction.

Improvised Weapon: As the drunken master class ability Improved Improvised Weapons, except that the damage is not in addition to regular damage. This means the Weapon Generalist can use improvised weapons to deal 1d4 damage and not take a -4 on the attack roll for using them. Additionally long objects may be used to provide reach and objects with many protrusions provide a +2 bonus on disarm attempts. Tables and the like may be used as tower shields.

Leave it In: The Weapon Generalist may take a standard action to make a single attack with a piercing weapon. If the attack is successful and deals at least 1 point of damage (after damage reduction), the Weapon Generalist may try to leave the weapon in his target. The target may make a reflex save (DC 10 + damage dealt) to avoid this. Doing so causes the target to take a -2 on attack rolls, reflex saves, and dexterity based skill checks until the weapon is removed. Additionally, any damage dealt in the attack cannot be healed in any way until the weapon is removed. Removing the weapon takes the target a standard action. If the weapon still remains in the target at a later round, the Weapon Generalist may remove it by making an attack on the target as if with the weapon itself, which catches the target flat-footed and deals damage as normal for the weapon. Treat this attack as otherwise normal in regards to all feats. The Weapon Generalist must have a free hand to retrieve a weapon this way.

Ranged Expertise: The Weapon Generalist may make disarm, sunder, or trip attacks using a ranged weapon, provided that he or she is within 30ft of the target and possesses the corresponding “Improved” feat.

Rending Cut: The Weapon Generalist may take a standard action to make a single attack with a slashing weapon. If the attack is successful and deals at least 1 point of damage (after damage reduction), the target must make a fortitude save (DC 10 + damage dealt) or take a -4 penalty to natural armor (minimum 0) and lose 5 damage reduction if applicable. These penalties apply only to the wounded area; thus to take advantage of these penalties attackers must target the wound, which incurs a -4 penalty to hit. Also, these penalties apply only to innate damage reduction and natural armor, not those magically or mechanically granted, such as from an amulet of natural armor or adamantine armor. Any amount of healing will end these penalties.

Stunning Blow: The Weapon Generalist may take a standard action to make a single attack with a bludgeoning weapon. If the attack is successful and deals at least 1 point of damage (after damage reduction), the target must make a will save (DC 10 + damage dealt) or be stunned for 1 round.

Superior Improvement: Any feat the Weapon Generalist takes which begins with “Improved” and provides a +4 bonus to any type of check or attack roll now provides an additional +2 bonus to that check or attack roll. This weapon tactic may be taken twice and its effects stack.

Turnabout: After making a successful bull rush, overrun, trip, or disarm the Weapon Generalist may make an additional attack against the target with their own weapon. This attack is made exactly as though the Weapon Generalist was wielding the weapon, except that he or she takes a -4 penalty on the attack roll. This only works with manufactured (not natural) weapons.

Weapon Switch: The Weapon Generalist may switch weapons in the middle of a full attack, but only once per hand. This can allow the Weapon Generalist to make melee and ranged attacks in a single full attack.


Weapon Expertise: At 2nd level the Weapon Generalist may double any special bonus derived from using a specific weapon, such as a flail’s +2 bonus to trip attacks. The Weapon Generalist gains +4 on rolls to avoid being disarmed. The Weapon Generalist is considered to have Weapon Focus in all weapons only for the purpose of taking Weapon Style feats. Finally the Weapon Generalist may deal subdual or lethal damage with any weapon without taking a -4 penalty.

Bonus Feat: At 4th, 6th, and 8th level the Weapon Generalist may choose any feat from the Fighter’s Feat list, except those specifically disallowed by the Generalist class feature.

Assured Critical: At 10th level the Weapon Generalist may roll twice to confirm a critical hit, choosing whichever result he wishes.



Please let me know what you think. Overpowered? Underpowered? Especially concerning the three weapon's tactics Leave It In, Rending Cut, and Stunning Blow. Should these be 3/day abilities? On critical hits abilities? Standard actions? What should the DC be? 10 + damage dealt? 10 + 1/2 class level + Int bonus (Str bonus?)? Something else entirely? Feedback please!
LordQwert

11-23-07, 07:51 PM
Sorry, just trying to bump myself up to the top again since no one has replied to this. :-(
CountMRVHS

11-23-07, 08:29 PM
Cool idea!

I especially like Weapon Switch.

About the 3 that you mentioned, I'm not sure (not having a ton of experience at this game) but you might consider making them full-round actions if you want to limit their use. I'm not so much a fan of combat abilities that can only be used a certain number of times per day.

For DCs, how about 10 + 1/2 class level + damage dealt? Just throwing it out there -- that way the DC would advance as the Generalist got better but also be (logically) tied to specific damage. If you make these single actions require a full-round action then that might reduce the damage dealt so it's within reasonable limits (I'd worry about DCs in the 50s range being a bit too much, in other words....).

The other way to go would be to make these abilities crit-only, as you suggested, but I'd worry then that they'd be too unreliable to be of consistent use as a class feature (especially since Assured Critical is a 10th-level thing).

For Turnabout, how about making the Generalist make some sort of check to determine if he can in fact use his opponent's weapon? Some kind of Dex check, perhaps? Then you could let him get in the extra attack at a regular bonus. Just a thought.

Looks great, though! Good luck with it. And not to, ahem, shamelessly plug my own stuff, but if you should find your way to the Swordthane PrC posted here and have comments of your own, I'd appreciate it! :D

CountMRVHS
Zylo_Drizzt

11-23-07, 09:01 PM
how about the ability to switch some of his fighter bonus feats like a warblade does. that would truly be a weapons generalist.
LordQwert

11-24-07, 03:25 PM
About the 3 that you mentioned, I'm not sure (not having a ton of experience at this game) but you might consider making them full-round actions if you want to limit their use. I'm not so much a fan of combat abilities that can only be used a certain number of times per day.

For DCs, how about 10 + 1/2 class level + damage dealt? Just throwing it out there -- that way the DC would advance as the Generalist got better but also be (logically) tied to specific damage. If you make these single actions require a full-round action then that might reduce the damage dealt so it's within reasonable limits (I'd worry about DCs in the 50s range being a bit too much, in other words....).

The other way to go would be to make these abilities crit-only, as you suggested, but I'd worry then that they'd be too unreliable to be of consistent use as a class feature (especially since Assured Critical is a 10th-level thing).


As a standard action you can only do one attack when attempting one of these manuevers. This way you can still move and make these attempts, but can't do them as part of a full attack. Also, DCs based on damage dealt can get a bit out of control. I'm running a campaign where, with power attack, one of my players routinely does a minimum of 30-40 damage a hit. Of course, he's a specialized fighter, so that's a bit different. Adding 1/2 class level to the DC would pushing up higher a DC I think might be too high already. Maybe 10 + 1/2 damage dealt?

how about the ability to switch some of his fighter bonus feats like a warblade does. that would truly be a weapons generalist.

I really like the idea of a floating fighter feat, like the chameleon class has (Races of Destiny). I might throw that in, but it could be unbalancingly good. Suggestions? Maybe split the Weapon Expertise abilities up and just have one bonus fighter feat, which can be the floating one?
CountMRVHS

11-24-07, 03:40 PM
Good point about DCs based on damage dealt.

I'd say that 1/2 damage dealt would maybe involve more number-crunching at the table than people would want to do. But that's just me; I was a humanities major.

Something tied to the character's str modifier then? Or just making it tied to the level.
HyperFreak

11-27-07, 12:06 PM
Cool Prc, me likey.

I Think that the DCs for Rending Cut and such could be DC 10+1/2 class level (rounded down?) +*appropriate ability modifier* though. That seems to be common for PrC abilities

1/2 class level isn't too hard to determine, I'm abyssmal at math, and I find it simple enough.

levels 1-3 = +1
levels 4-5 = +2
" " 6-7 = +3
" " 8-9 = +4
and level 10 is +5

easy!
LordQwert

11-27-07, 02:04 PM
I Think that the DCs for Rending Cut and such could be DC 10+1/2 class level (rounded down?) +*appropriate ability modifier* though. That seems to be common for PrC abilities

1/2 class level isn't too hard to determine, I'm abyssmal at math, and I find it simple enough.

levels 1-3 = +1
levels 4-5 = +2
" " 6-7 = +3
" " 8-9 = +4
and level 10 is +5

easy!

That was the original setup I had when I made the class. I think I used Int mod as the relevant ability modifier. I'm not sure why anymore. I think maybe Str would make more sense. Or maybe Dex if the character has Weapon Finesse? Either way, the problem is that that leaves you with a DC that tops out at 15 + ability modifier, which is around maybe 21 or 22 tops. It becomes an ability that is useless at higher levels, when anything worth using it on has saves that easily defeat that DC. Which is why the player I have who took the class doesn't take those abilities. Which is why I thought scaling it to damage would work better. Not sure now though. Anyone else have any thoughts?