- Category: Classes
- Published on Wednesday, 03 March 2010 05:00
- Written by Pops
Hit Die: d10
Class SkillsAcrobatics (Dex), Bluff (Cha), Climb (Str),Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local)(Int), Perception (Wis), Sense Motive (Cha) and Swim (Str)
Skill Ranks Per Level: 4 + Int modifier
|Level||Base Attack||Fort||Ref||Will||Special Abilities|
|1st||+0||+0||+2||+0||Summon Weapon, Animate Weapon
|5th||+3||+1||+4||+1||Summon Weapon, Living Weapon
|6th||+4||+2||+5||+2||Fan of Knives, Animate Weapon
|9th||+6/+1||+3||+6||+3||Fan of Knives
|10th||+7/+2||+3||+7||+3||Living Weapon, Summon Weapon
|12th||+9/+4||+4||+8||+4||Animate Weapon, Fan of Knives, Living Weapon
|15th||+11/+6/+1||+5||+9||+5||Summon Weapon, Fan of Knives
|17th||+12/+7/+2||+5||+10||+5||Armed to the Teeth
|18th||+13/+8/+3||+6||+11||+6||Living Weapon, Fan of Knives
|20th||+15/+10/+5||+6||+12||+6||Living Weapon, Summon Weapon, Perfect Self
Weapon and Armor Proficiency: Weapon Masters are proficient with all simple and martial weapons. They are proficient with light and medium armor but not with shields.
Summon Weapon (Sp): This ability summons one Light Weapon of your choice. This Weapon appears in your hands, at your feet, or the Weapon Master can choose to animate the weapon as it appears. At Level 1 only one weapon appears per casting, and it will be wielded only by you. You can't summon a weapon too large to be held in one hand. The summoned weapon lasts for 2 min./ level and requires a full round action to summon.
- At Level 5 the Weapon Master can summon two Light Weapons of your choice and can be summoned as a standard action.
- At level 10 the Weapon Master can summon two One-handed Weapons of your choice and can be summoned as a move action.
- At Level 15 the Weapon Master can summon one Two-handed Weapon of your choice and can be summoned as a swift action.
- At Level 20 the Weapon Master can summon three of any combination of Light, One-handed, or Two Handed weapons as a free action.
Animate Weapon (Sp): As a standard action, the Weapon Master can choose to animate a weapon to have it attack on its own in either a defensive or offensive style. When the weapon is activated, the Weapon Master must choose the fighting style for the duration of the effect. During this time, the weapon shares the same space as the activating character. The Weapon Master cannot actively control the animated weapon, but when the weapon is summoned the Weapon Master must choose the fighting style of the weapon. The weapon fights for a number of rounds equal to the Weapon Master's level +4 then drops to the ground. While it is acting on its own, the animated weapon accompanies the person who activated it everywhere, whether he moves by physical or magical means. If the wielder who loosed it has an unoccupied hand, he can grasp it while it is attacking on its own as a free action. If so retrieved, the weapon ceases to act on its own and this ability cannot be activated again for 4 rounds. The weapon cannot make attacks of opportunity nor is the person who activated it considered armed with the weapon. The weapon is considered wielded or attended by the creature for all maneuvers and effects that target items.
While fighting offensively, the weapon uses the same base attack bonus as the person who activated it and can attack adjacent foes (weapons with reach can attack opponents up to 10 feet away). The weapon attacks any enemies that come within range, beginning with the closest.
If fighting defensively, the animated weapon defends the one who activated it, giving them a +2 bonus to AC while active.
The Weapon Master can use this ability a number of times per day equal to 4 + the Weapon Master’s wisdom modifier.
- At Level 6 the Weapon Master gains additional uses of Animate Weapon per day equal to 2 + the Weapon Master’s Wisdom modifier and can animate weapons as a move action.
- At Level 12 the Weapon Master can animate any number of Weapons per day but can only have 2 animated weapons active at any time and can animate weapons as a swift action.
- At Level 18 the Weapon Master can have 3 animated weapons active at the same time and can animate weapons as a free action.
Living Weapon (Su): At Level 5 through some significant event the Weapon Master gains an intelligent weapon that is of Masterwork Weapon quality and gains Levels as he gains Levels. Depending on the type of weapon chosen it gains the following special qualities. As the Living Weapon gains levels as its owner gains Levels. When the Living Weapon reaches level 8 it can speak to its owner, when the Living Weapon reaches level 10 its enhancement bonus becomes +2 and at every even level beyond level 10 this bonus increases by +1. At Level 20 the Living Weapon gains Dancing weapon quality but can dance permanently. Also upon reaching 20 it can manifest itself a body, this functions as if the Living Weapon was casting Alter Self. The Living Weapon can do this at will.
Bludgeoning – A Bludgeoning Living Weapon gains Defending: A defending weapon allows the wielder to transfer some or all of the weapon’s enhancement bonus to his AC as a bonus that stacks with all others. As a free action, the wielder chooses how to allocate the weapon’s enhancement bonus at the start of his turn before using the weapon, and the bonus to AC lasts until his next turn.
Piercing – A Piercing Living Weapon gains Wounding: A wounding weapon deals 1 point of bleed damage when it hits a creature. Multiple hits from a wounding weapon increase the bleed damage. Bleeding creatures take the bleed damage at the start of their turns. Bleeding can be stopped by a DC 15 Heal check or through the application of any spell that cures hit point damage. A critical hit does not multiply the bleed damage. Creatures immune to critical hits are immune to the bleed damage dealt by this weapon.
Slashing – A Slashing Living weapon gains Speed: When making a full-attack action, the wielder of a speed weapon may make one extra attack with it. The attack uses the wielder’s full base attack bonus, plus any modifiers appropriate to the situation. (This benefit is not cumulative with similar effects, such as a haste spell.)
Fan of Knives (Sp): At Level 6 as a standard action the Weapon Master can create and hurl a flurry of illusionary knives at multiple enemy targets around him. The Weapon Master creates illusionary daggers and casts them at all nearby enemies. Creates 1d4 +1 Daggers, each dagger deals 1d2 damage. Creatures who believe the daggers to be real are dealt 1d4 damage instead of 1d2. Any creature that interacts with the spell can make a Will save to recognize its true nature. The DC for this will save is 10 + ½ the character’s Weapon Master Level + his wisdom modifier. A single Creature can be hit by a maximum of 3 daggers. This ability can be used a number of times per day equal to ½ the Character’s Weapon Master level (Minimum 1) +2.
- At Level 9 the number of daggers becomes 1d6 +1
- At Level 12 the number of daggers becomes 2d4 +1
- At Level 15 the number of daggers becomes 2d6 +1
- At Level 18 the number of daggers becomes 3d4 +2
- At Level 20 the number of daggers becomes 3d6 +2
Armed to the Teeth (Ex): At Level 17 the weapon master gains the ability to wield an additional Slashing or Piercing Weapon in his teeth. The third weapon is essentially a second offhand weapon and works as such.
Perfect Self (Su): The Weapon Master gains the ability to transform into a Weapon and be wielded by a companion or his Living Weapon while using its Alter Self Ability. The character may choose which weapon he becomes and gains a +5 Enhancement Bonus and also gains 2 Special Qualities appropriate for such a weapon along with the Dancing Quality.
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