Difference between revisions of "Weapon Master (D&D class)"

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Revision as of 07:39, 21 May 2007

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Unofficial rules compendium


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Hit Die: d10.

Requirements

To qualify to become a Weapon Master, a character must fulfill all of the following criteria.

Choose a weapon.

Weapon Focus (chosen weapon), Weapon Specialization (chosen weapon), Greater Weapon Focus, (chosen weapon), Greater Weapon Specialization (chosen weapon), Improved Critical (chosen weapon).

Base Attack Bonus: +12.

Class Skills

The Weapon Master's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).

Skill Points at Each Level: 2 + Int modifier.

Table: The Weapon Master

Lvl BA Fort Ref Will Special
1 +1 +2 +0 +0 Weapon Flurry
2 +2 +3 +0 +0 Supreme Weapon Focus
3 +3 +3 +1 +1 Improved Critical Multiplier
4 +4 +4 +1 +1 Supreme Weapon Specialization
5 +5 +4 +1 +1 Supreme Weapon Flurry

Weapon Flurry: The Weapon Master gains the ability to make an extra attack at full base attack bonus when making a full attack with his chosen weapon. All attacks during this round suffer a -2 modifier.

Supreme Weapon Focus: The Weapon Master gains an additional +1 to hit with his chosen weapon.

Improved Critical Multiplier: The Weapon Master gains an additional multiplier to his critical hit damage with his chosen weapon.

Supreme Weapon Specialization: The Weapon Master gains an additional +2 damage with his chosen weapon.

Supreme Weapon Flurry: As Weapon Flurry, except that the Weapon Master's attacks no longer suffer a -2 modifier.