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| LordQwert07-14-07, 04:20 PM | I created this prestige class, because I found that fighters often became either one weapon monsters of destruction and death, or became useless lumps of unusable versatility. When one of my players started making the latter and became dissatisfied with his characters power level I made this class to emphasize and work with that versatility. I do need a little help tweaking it though, especially the three save abilities: Leave it In, Rending Cut, and Stunning Blow. I'm not sure what the save DC should be, or what kind of action they should be. Should they be usable 3/day? As a standard action? Just part of any old full attack? Only work if damage is done? Doable past a certain damage threshold? Should the save be based on Strength or Intelligence? Or maybe based entirely on damage done? If it's class and ability score, should it be full class levels or half class levels or full or half character levels? What seems appropriate to you guys? Weapons Master “Always use the right tool for the job.” 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 weapons master’s class skills (and the key ability for each skill) are 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: I can't get this block to look good. Basically it has good fortitude saves, bad reflex and will saves, fighter BAB and these Special abilitiesin this order for 10 levels: Generalist, Weapon Tactic Weapon Expertise Weapon Tactic Bonus Feat Weapon Tactic Bonus Feat Weapon Tactic Bonus Feat Weapon Tactic Assured Critical 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 weapons master 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 weapons master may select one of the following abilities: Exotic Weapon Savant: Reduce the penalty for using a weapon with which the Weapons Master is not proficient by 2. This weapon tactic can be taken twice, in which case the Weapons Master is considered proficient in all weapons. Find the Right Tool: After making an attack against any target the weapons master 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 weapons master 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. Leave it In: The Weapons Master 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 weapons master may try to leave the weapon in his target. The target may make a reflex save (DC 10 + ½ class levels + Int modifier) 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 Weapons Master 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 weapons master must have a free hand to retrieve a weapon this way. Ranged Expertise: The Weapons Master 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 Weapons Master 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 + ½ class levels + Int modifier) or take a -4 penalty to natural armor (minimum 0) and lose 5 damage reduction. 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 Weapons Master 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 + ½ class levels + Int modifier) or be stunned for 1 round. Superior Improvement: Any feat the weapons master 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 Weapons Master may make an additional attack against the target with their own weapon. This attack is made exactly as though the Weapons Master 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 weapons master may switch weapons in the middle of a full attack, but only once per hand. Weapon Expertise: At 2nd level the Weapons Master may double any special bonus derived from using a specific weapon, such as a flail’s +2 bonus to trip attacks. The Weapons Master gains a +4 on rolls to avoid being disarmed. The Weapons Master is considered to have Weapon Focus is all weapons only for the purpose of taking Weapon Style feats. Finally the Weapons Master may deal subdual or lethal damage with any weapon without taking a -4 penalty. Bonus Feat: At 4th, 6th, and 8th level the Weapons Master 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 Weapons Master may roll twice to confirm a critical hit, choosing whichever result he wishes. |