Page 1 of 1

PRC: The Weaponmaster

Posted: Tue Feb 03, 2009 9:09 pm
by ZER0
This is a PrC I'm making for a player based off of a PrC from Neverwinter Nights. I've never actually played NWN, so all I have to base this off is what I'm told of the class. This is a work-in-progress; please only comment on what's been made so far, else you'll sound like a goof.

The Weaponmaster

Prerequisites: To qualify for the Weaponmaster Prestige Class, a character must meet the following requirements.

BAB: +5
Feats: Whirlwind Attack
Proficiency in at least three separate exotic weapons

The class features of the Weaponmaster are as follows.

BAB: Good
Saves: All Good
Skills: (later, 6/level)
Proficiency: Upon becoming a Weaponmaster, a character gains proficiency in one exotic weapon of his choice.

Level/Abilities
1 Striking Mastery, Weapon Mastery
2 Finesse Mastery
3 Technique Mastery
4 Ability Mastery
5 Fencing Mastery
6 Crushing Mastery
7 Dodging Mastery
8 Charging Mastery
9 Energy Mastery
10 Whirlwind Mastery

Striking Mastery (Ex): A Weaponmaster is able to find even the smallest holes in his opponent's defences and twist his blade to greatest effect. A Weaponmaster gains a bonus to hit and damage equal to his BAB; in addition, any miss chances that would normally apply to an attack made by a Weaponmaster are reduced by 5% per BAB. This bonus only applies when the Weaponmaster is using a weapon with which he is proficient.

Weapon Mastery (Ex): A Weaponmaster is able to almost instantly familiarise himself with any form of weapon. A Weaponmaster who studies a weapon for one round can make a DC 10 Intelligence check (can not take 10) to become proficient with that weapon.

Finesse Mastery (Ex): Even the greatest brutes are capable of style and finesse. A Weaponmaster using a weapon with which he is proficient increases the critical threat range of that weapon by 1 per two levels of Weaponmaster. This increase is gained after any other effects that would normally increase critical threat range (such as a Keen weapon, or the Insightful Strike feat). In addition, a Weaponmaster gains the Kiai ability of a Samurai, usable a number of times per day equal to 1/2 his BAB +2. This stacks with the normal amount of uses for Kiai.

Technique Mastery (Ex): A Weaponmaster is able to turn a lucky strike into an uncannily lucky strike. When using a weapon with which he is proficient, a Weaponmaster increases the critical hit multiplier of any weapon he wields by 1 for every three levels of Weaponmaster. The Weaponmaster is also able to acheive critical hits on creatures normally immune to such; in these cases, the critical hit multiplier for any weapon becomes 1 + (1 per three Weaponmaster levels).

Ability Mastery (Ex): Some learn to attack and defend with something other than strength, but the Weaponmaster knows the greatest effect is in combination rather than substitution. Upon reaching the 4th level of Weaponmaster, a character may add either his Dexterity, Intelligence, or Wisdom score as a miscellaneous bonus to attack rolls, damage rolls, and armour class (this stacks with the normal bonuses/penalties gained from said ability scores); the selected ability score can be changed once each round as a free action. This bonus can not be greater than 1/2 the Weaponmaster's BAB (rounded down), and can only be gained when the Weaponmaster is using a weapon with which he is proficient.

Fencing Mastery (Ex): A Weaponmaster knows defence as well as he knows offence. Upon reaching his 5th level of Weaponmaster, a character may trade off double his BAB when using the Expertise option, so long as he is attacking with a weapon with which he is proficient.

Crushing Mastery (Ex): For all the technique and finesse possessed by a Weaponmaster, they are also fully capable of winding up and baseball batting an enemy right off the field. Upon reaching his 6th level of Weaponmaster, a character may trade off double his BAB when using the Power Attack option, so long as he is attacking with a weapon with which he is proficient.

Dodging Mastery (Ex): A Weaponmaster rolls with the punches and avoids damage like no other. Upon reaching his 7th level of Weaponmaster, a character gains the Defensive Roll ability of a Rogue, except that it can be used against any physical attack.

Charging Mastery (Ex): A Weaponmaster is good at ranged combat, but better at melee, and learns to close the distance between himself and his opponent near-instantly. Upon reaching his 8th level of Weaponmaster, a character making a charge need not move in a straight line, can charge over difficult terrain, no longer takes a -2 penalty to AC for charging, and can make a full-attack action at the end of a charge.

Energy Mastery (Ex): A Weaponmaster's skill with a blade is such that it seems magical... but it's not. A 9th level Weaponmaster can choose to deal half the damage from any attack as energy damage (energy type of his choice at the time of attack).

Whirlwind Mastery (Ex): When using a weapon he is proficient with and making a Whirlwind attack (as per the Whirlwind feat), a Weaponmaster may choose to expend a single daily use of Kiai to automatically gain a critical hit on all targets hit by his Whirlwind attack.

Posted: Fri Feb 20, 2009 6:38 pm
by ZER0
Okay. That's done then. Critique away!

Posted: Fri Feb 20, 2009 6:59 pm
by Fallen Hero
The only thing that I could think of off the bat is this:

Finesse Master at level 10 Weapon master. Critical range on a rapier/scimitar reaches 13-20/x2 without keen or any other bonus or special property. That seems a little large to me, the fix being perhaps every 3 or 4 levels (min bonus of one) thus by level ten it would be either a critical range of 15-20 or 16-20 which are both still quite reasonable without any added bonuses in my opinion.

- Scud

Posted: Fri Feb 20, 2009 7:12 pm
by CatharzGodfoot
Seems a little heavy on the bonuses.

Energy Mastery doesn't really seem to fit with the other abilities. Adding some kind of flavor for why it works, or possibly changing it do deal something like (only) force damage could help.

Also, I'm not sure what the point of this class is: 'I'm really good at killing things with weapons'? Seriously, what melee class doesn't fit that description to some degree? When I see "Weaponmaster", I think of some sort of specialist. Maybe someone who took Combat School.

What you have here is a 'Weapons Master'.

Sorry to be such a Negative Nancy, but this is after all TGD.

Posted: Fri Feb 20, 2009 7:50 pm
by koz
CatharzGodfoot wrote:Seems a little heavy on the bonuses.

Energy Mastery doesn't really seem to fit with the other abilities. Adding some kind of flavor for why it works, or possibly changing it do deal something like (only) force damage could help.

Also, I'm not sure what the point of this class is: 'I'm really good at killing things with weapons'? Seriously, what melee class doesn't fit that description to some degree? When I see "Weaponmaster", I think of some sort of specialist. Maybe someone who took Combat School.

What you have here is a 'Weapons Master'.

Sorry to be such a Negative Nancy, but this is after all TGD.
I would have to agree. Right now, I'm seeing a class that gratuitously hands out bonuses, but seems quite conceptually light.

Re: PRC: The Weaponmaster

Posted: Fri Feb 20, 2009 11:39 pm
by Avoraciopoctules
ZER0 wrote: Dodging Mastery (Ex): A Weaponmaster rolls with the punches and avoids damage like no other. Upon reaching his 7th level of Weaponmaster, a character gains the Defensive Roll ability of a Rogue, except that it can be used against any physical attack.
Can Dodging Mastery be used more than once per day? "any physical attack" could be interpreted in a number of ways in the absence of an explicit usage limit. One might assume that the wording supercedes the normal use limit on Defensive Roll.

Posted: Sun Feb 22, 2009 1:04 am
by Aktariel
Fallen Hero wrote:Finesse Master at level 10 Weapon master. Critical range on a rapier/scimitar reaches 13-20/x2 without keen or any other bonus or special property. That seems a little large to me, the fix being perhaps every 3 or 4 levels (min bonus of one) thus by level ten it would be either a critical range of 15-20 or 16-20 which are both still quite reasonable without any added bonuses in my opinion.
Actually, that would be 13-20/x5 on that scimitar, due to Technique Mastery. (13-20/x4 against undead!) And wait... checking that, wouldn't it be 14-20? original range is 19-20, plus an additional five points of range, for a total of 14-20x5

Better yet, how about a scythe, and take Insightful Strike while you're at it. Final result? 15-20/x10! On a scythe, that's 20d4 every hit. I'll trade you one point of threat for five points of multiplier.. take ten levels of samurai and ten levels of this and kick ass.

Posted: Sun Feb 22, 2009 7:16 am
by JonSetanta
Have you considered giving characters a bit more choice in which abilities they get at each level?

It seems like every Weaponmaster would be a bit too similar in comparison, even with different weapons, races, and stats.

For instance, and not limited to, Finesse and Technique masteries are so similar they might as well be interchangeable.

Posted: Tue Feb 24, 2009 1:51 am
by ZER0
To be honest, I really had no idea what to go for with this class. The example I was given was really... light. It was apparently some kind of character with a whole lot of crit, both in range and damage. The player specifically requested a ten-level class; with a five-level I'd be much more comfortable about making this work properly.

I've never liked the idea behind a class that focuses on one specific kind of weapon; the term 'Weaponmaster' says to me someone who is a master of weapons, not someone carrying fifteen scythes in case he meets a Nightwalker.

The only thing I was really given to go on with this class is that it's supposed to have a bunch of straight bonuses, which is not something I'm particularly fond of any more than anyone else here.

As for giving options, I think that might work, except then I'd have to come up with at least another 9 abilities (I don't think Whirlwind Mastery needs to be touched; that, at least, does what it's supposed to). I'm going to see if I can get the player to agree to a five-level class; that'd make things much easier.

Posted: Tue Feb 24, 2009 2:20 am
by koz
ZER0 wrote:To be honest, I really had no idea what to go for with this class. The example I was given was really... light. It was apparently some kind of character with a whole lot of crit, both in range and damage. The player specifically requested a ten-level class; with a five-level I'd be much more comfortable about making this work properly.

I've never liked the idea behind a class that focuses on one specific kind of weapon; the term 'Weaponmaster' says to me someone who is a master of weapons, not someone carrying fifteen scythes in case he meets a Nightwalker.

The only thing I was really given to go on with this class is that it's supposed to have a bunch of straight bonuses, which is not something I'm particularly fond of any more than anyone else here.

As for giving options, I think that might work, except then I'd have to come up with at least another 9 abilities (I don't think Whirlwind Mastery needs to be touched; that, at least, does what it's supposed to). I'm going to see if I can get the player to agree to a five-level class; that'd make things much easier.
The thing is, none of these are enough to conceptualise a class behind. At best, this is represented by a feat that already exists: Combat School.

If you wanna make this into a class, you have to find some kind of thematic stuff to go behind it.

My best suggestion would be to build the 'wise swordmaster' archetype, which has heaps of stuff related to perception, knowing his enemy and using the weapon to the point where they are 'at one with it'.

And, lastly, straight-up bonuses like that are NEVER good.

As an example of what I mean:

The Wise Weaponmaster (needs a better name)

There are those who treat weapons as tools. However, to a wise weaponmaster, a weapon is far more than this - it is an extension of himself, a devotion, a life, a part of himself - and most importantly, the thing that defines him above all else. Those who pursue this path are more than mere sword-swingers - they seek to understand all life, themselves, and ultimately, the universe, through their weapons' eyes.

Prerequisites

BAB: +6
Feats: Combat School (must include weapon to be chosen)
Skills: Listen 9 ranks, Sense Motive 9 ranks, Spot 9 Ranks

Class features

BAB: Good
Saves: Fort poor, Ref good, Will good
Hit die: d10
Class skills: Balance, Climb, Concentration, Craft, Diplomacy, Handle Animal, Intimidate, Jump, Knowledge (all skills, taken individually), Listen, Ride, Sense Motive, Spot, Swim, Tumble, Use Rope
Skill points per level: 6+Int

Weapon and armour proficiency: The wise weaponmaster is proficient with all simple and martial weapons, with all types of armour and all shields, including great shields.
As one with his sword (Su): A wise weaponmaster is bound to his weapon in ways that others can only begin to understand. Choose a single type of weapons, approved by your DM ('all swords' is a valid category; 'all weapons I will find in this game' are not). Any weapon of this type in his hands is considered to have an enhancement bonus equal to his character level/3 and has its critical threat range increased by 2 points.
You strike the sword (Su): For the wise weaponmaster, it is not the weapon that meets the foe, but the other way around. He receives an additional number of AOOs every round equal to his Wisdom modifier or his class level, whichever is lower, and receives his class level as a damage bonus on all AOOs.
Step aside (Ex): By tuning his awareness of all things, a 2nd level or higher wise weaponmaster can simply sidestep attacks that would hit him. By spending an immediate action, a wise weaponmaster can force an attack roll against him to be rerolled.
Chink in the armour (Su): The wise weaponmaster's weapon is guided by an almost prenatural sense of the environment. At 2nd level, a wise weaponmaster may make a special attack as a standard action. He must make a Spot check (DC = opponent's AC+Wis modifier). If he passes, the attack is considered a touch attack.
Zone of blows (Ex): A 3rd level or higher wise weaponmaster creates a field of impenetrable weapon attacks all around him. Any square within 5ft of the wise weaponmaster is considered to be difficult terrain, and entry into it provokes an AOO.
Defence of blinding speed (Su): From 3rd level, a wise weaponmaster is extremely difficult to hit. He continuously benefits from a 5% miss chance per class level. Furthermore, no more than half of this can be negated by anything which normally pierces miss chances.
Bonus Combat feat: At 4th level, and again at 8th level, the wise weaponmaster receives a bonus [Combat] feat.
See the attack, avoid the attack (Su): Starting at 6th level, a wise weaponmaster may use a Sense Motive check in place of his Will save.
See the unseen, hear the unheard (Su): The wise weaponmaster's senses at 6th level become so finely tuned that he is considered to have blindsight out to 60ft.
Raging cyclone attack (Su): As a full-round action, a wise weaponmaster of 7th level can execute a powerful attack. During this attack, he may move up to his speed, provoking no AOOs for this movement. Every opponent that would get an AOO from this movement against him instead provokes an AOO from the wise weaponmaster, and the attacks deal additional damage equal to his Wisdom modifier.
Free the mind, the body will follow (Su): Starting at 7th level, the wise weaponmaster may use a Spot check in place of his Reflex save.
Deathbringer (Su): A weapon in the hands of a 9th level wise weaponmaster has the ability to kill in a single blow. As a standard action, the wise weaponmaster may attempt a single attack. If it hits, the opponent must make a Reflex save (DC 10 + 1/2 wise weaponmaster's character level + wise weaponmaster's Wis bonus) or die immediately.
Ruinous (Su): Even those who do not live are not safe from a wise weaponmaster's attacks. A wise weaponmaster can score critical hits on those who would normally be immune. Additionally, against such opponents, his attacks receive a bonus to damage equal to his Wisdom modifier.
Strike of One Perfection (Su): At 10th level, the ultimate awareness of reality possessed by a wise weaponmaster knows no bounds. Once per hour, he may declare that a single attack of his hits automatically, without recourse to an attack roll. This must be declared before the attack is rolled.
Perfect awareness (Su): At 10th level, the wise weaponmaster gains mindsight out to 120ft.

How's this?

Posted: Tue Feb 24, 2009 2:39 am
by ZER0
One question.

What's Mindsight?

Posted: Tue Feb 24, 2009 2:43 am
by koz
You can find it in LoM. It's a form of blindsight that works against anything with an Int score. And, in light of that, the class needs an edit.