So, I was thinking...
WeaponmasterHit Die: d12
BAB: Good
Saves: Good Will, one other good save
Class Skills:Skill Points at 1st Level:Skill Points at Each Additional Level: 4 + Int modifier.
1 Chosen weapon
2 Bonus feat
3 Weapon bond
4 Flexible feat
5 Weapon ability
6 Bonus feat
7 Weapon ability, Weapon Sapience
8 Flexible feat
9 Weapon ability
10 Bonus feat
11 Weapon ability
12 Flexible feat
13 Weapon ability
14 Bonus feat
15 Weapon ability
16 Flexible feat
17 Weapon ability
18 Bonus feat
19 Weapon ability
20 Flexible feat, Perfect Self
Chosen weapon: At 1st level, a weaponmaster chooses one weapon in his possession. He receives the Weapon Focus feat with that type of weapon. Until 3rd level, the weaponmaster may change his chosen weapon by training with a new weapon for 24 hours.
Bonus feats: At 2nd level and every four levels thereafter, a weaponmaster gets a bonus combat-oriented feat. These bonus feats must be drawn from the feats noted as fighter bonus feats. A weaponmaster must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
Flexible feats: At 4th level and every four levels thereafter, a weaponmaster gains a flexible feat. These feats function as his normal bonus feats, but he may change them with 10 minutes of practice.
Weapon bond: At 3rd level, a weaponmaster bonds his chosen weapon to his soul, granting it a +1 enhancement bonus. From now on, he can only change his chosen weapon when he gains a level. However, if his chosen weapon is lost or destroyed, he may recreate it at his side by meditating for 1 hour. Similarly, his chosen weapon crumbles to dust if separated from him for more than 1 hour. He may also use the following abilities:
Invest Life Energy: A weaponmaster of 6th level or lower may invest a portion of his life force into his chosen weapon, receiving bonus XP in return. These XP are actually part of the weapon, however, so if the weapon is lost or destroyed, the character loses not only the bonus but a quantity of his existing XP as well. When a weaponmaster chooses to invest his life energy into his chosen weapon, his current XP total and all future XP awards increase by 10%. However, if the weaponmaster loses the weapon, he loses all bonus XP gained, plus an additional 200 XP per character level. These penalties last until he recreates the weapon.
Invest Skill Ranks: Whenever a weaponmaster gains skill points, he may choose to put some or all of those skill points into his chosen weapon. He assigns the skill points normally, but notes that they now reside in the chosen weapon. For every 3 ranks he assigns to the item familiar, he gains a +1 bonus that he can apply to any single skill. This bonus can be applied to a skill in which he already has maximum ranks. He can apply multiple bonuses to the same skill, but he may not have more points of bonus in a skill than he has ranks. If the weaponmaster loses his chosen weapon or if the chosen weapon is destroyed, these skill points and the bonuses related to them are lost until he recreates it.
Invest Spell Slots: Only weaponmasters with levels in a spellcasting class may choose to use this option. A weaponmaster may choose to invest a single spell slot in his weapon and gain a bonus spell slot in return. The single spell slot must be of the highest spell level he can cast, and the bonus spell slot is always two levels lower than the slot invested in the item. As the character gains (or loses) levels, the spell slot invested in the item changes so that it is always of the highest spell level he can cast, and the bonus spell slot also changes accordingly, remaining two levels lower than that. If he does not have a spell slot two levels lower than the highest spell level he can cast (if he can cast only 0- and 1st-level spells), he cannot use this option. As with all other investiture options, if the chosen weapon is lost or destroyed, so are both spell slots.
Weapon Sapience:Weapon ability: At 5th level and every two levels thereafter, a weaponmaster may increase his chosen weapon's enhancement bonus by 1, or add a special quality equivalent to a +1 bonus. These abilities function only for him. He may also choose one of the following options:
Cantrips/Orisons:cure minor woundsImproved Senses: A weapon empowered with this special ability gains darkvision out to 60 feet.
- Greater Senses: A weapon empowered with this special ability gains blindsense out to 30 feet. The weapon must already have the improved senses special ability.
Increased Sapience:Spell Use:Other abilities: A weaponmaster may add other effects to his weapon, as long as the new cost of his total enchantments does not exceed that of a weapon with an effective enhancement bonus equal to the number of weapon abilities he possess.
For instance, coating a dagger with pandemoniac silver (CW) adds +9,000gp to the item's cost. A 5th-level weaponmaster could not add this property to his weapon, as his chosen weapon has an effective +2 bonus (cost 8,000gp-2,000gp=6,000gp). At 7th level, he increases the cost of his weapon from 8,000gp to 18,000gp, allowing him to add the property with 1,000gp to spare.
Adding enchantments to a weapon follows the normal enchantment rules with the following exceptions. A weaponmaster does not need to meet any of the prerequisites for an enchantment (except caster level, for which he uses his weaponmaster level). He also ignores the cost increase for adding multiple abilities to the same item, and for adding abilities to an uncustomary item type. He may not give his weapon an enchantment which requires charges (unless the charges return after 24 hours). The chosen weapon may gain the benefits of being constructed from multiple materials (payed for separately).
A weaponmaster may change his weapon's abilities when he gains a new level, allowing him to gain enchantments which require +2 bonuses or higher. These enchantments overlap (do not stack) with any effects his weapon has gained through standard methods.
Perfect Self (Ex):New FeatsRapid Recreation [General, Fighter]Prerequistes: Weapon bond class feature
Benefit: As a move action, you may cause your chosen weapon to crumble to dust and reform in your hand. If your weapon has been destroyed, it reforms in your hand.
Normal: A weaponmaster requires 1 hour of meditation to recreate his weapon.
Rapid Training [General, Fighter]Prerequistes: Flexible feat
Benefit: You may change your flexible feats as a full-round action.
Normal: A weaponmaster requires 10 minutes to change his flexible feats.