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The Weapons Masters of Artorius are mystics who have dedicated
themselves completely to one weapon.
Hit Die:d10
Requirements:
Alignment:
Lawful Neutral, Lawful Good,
Neutral Good
Base Attack Bonus: +6
Skills: Profession (Teacher) 3 ranks, Tumble 3 ranks,
Balance 3 ranks.
Feats: Combat Reflexes, Weapon Focus with at least two
weapons, Quick Draw, Weapons Master
Special: Must be a member of the Church of Artorius
Special: Must receive training from a Weapons Master
Class Skills:
The skills of an Weapons Master (and the key ability for each
skill) are: Balance (Dex), Bluff (Cha), Jump (Str), Knowledge
(Religion) (Int), Perform (Cha), Sense Motive Wis), Tumble (Dex).
Skill points at each level: 4+Int modifier.
Class Features:
All of the following are class features of the Weapons Master prestige class:
Weapon and Armor: Weapons masters are proficient in the
use of all simple and martial weapons and all armor (heavy, medium
and light) and shields.
Armor Mastery - At seventh level, the maximum dexterity
modifier for any armor the Weapons Master wears is increased by 2
and the check penalty for any armor he wears is reduced by 2.
Cut Arrows - At fourth level, the Weapons Master
can cut arrows in mid-air. This works exactly like the
Deflect Arrow feat, except that it requires the Weapons Master to
have a weapon in hand.
Improved Critical - Gain the Improved Critical feat.
Perfect Strike - At tenth level, a Weapons Master can
declare up to 1 critical threat per day per level to be a a
critical hit without rolling to confirm.
Superior Combat Reflexes - This ability lets you make a
total number of attacks of opportunity in a round equal to your
Dexterity modifier plus your Wisdom modifier.
Superior Weapon Focus - Stacking with any existing
weapon focus bonus, this adds an additional +1 to all attack rolls
with the Weapons Master's chosen weapon.
Superior Weapon Specialization - Stacking with any
existing weapon specialization bonus, this adds an additional +2
to all damage rolls with the Weapons Master's chosen weapon.
Tumble Bonus - At first and seventh level, a Weapons
Master gains +2 competence bonuses to Tumble checks.
Uncanny Dodge - At third level, the Weapons Master
retains his bous to AC (if any) regardless of being caught
flat-footed or struck by an invisible assailant. He still
loses his Dexterity bonus to AC if immobilized). At eighth
level, the Weapons Master can no longer be flanked, except by a
Rogue at least four levels higher than the Weapons Master.
Whirlwind Attack - This feat is gained at 5th level.
| Class Level |
Base Attack
Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
| 1st |
+1 |
+2 |
+0 |
+0 |
Improved Critical, Tumble
bonus |
| 2nd |
+2 |
+3 |
+0 |
+0 |
Superior Weapon Focus |
| 3rd |
+3 |
+3 |
+1 |
+1 |
Uncanny Dodge |
| 4th |
+4 |
+4 |
+1 |
+1 |
Cut Arrows |
| 5th |
+5 |
+4 |
+1 |
+1 |
Whirlwind Attack |
| 6th |
+6 |
+5 |
+2 |
+2 |
Superior Combat Reflexes |
| 7th |
+7 |
+5 |
+2 |
+2 |
Armor Mastery, Tumble bonus |
| 8th |
+8 |
+6 |
+2 |
+2 |
Uncanny Dodge |
| 9th |
+9 |
+6 |
+3 |
+3 |
Superior Weapon
Specialization |
| 10th |
+10 |
+7 |
+3 |
+3 |
Perfect Strike |
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