Author Topic: Weaponmaster (Fighter replacement)  (Read 3884 times)

0 Members and 1 Guest are viewing this topic.

Prime32

  • Administrator
  • Organ Grinder
  • *
  • Posts: 7534
  • Modding since 03/12/10
Weaponmaster (Fighter replacement)
« on: October 25, 2008, 08:40:51 PM »
So, I was thinking...


Weaponmaster
Hit 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:
Quote
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:
Quote
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 Feats
Rapid 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.
« Last Edit: October 27, 2008, 11:08:50 AM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Prime32

  • Administrator
  • Organ Grinder
  • *
  • Posts: 7534
  • Modding since 03/12/10
Re: Weaponmaster (Fighter replacement concept)
« Reply #1 on: October 25, 2008, 08:41:39 PM »
What do you think? It's a bit stronger than a fighter, and restricting the 1st-level bonus feat reduces dipping.
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

SixthDeclension

  • King Kong
  • ****
  • Posts: 907
  • "Wit is educated insolence."
    • Email
Re: Weaponmaster (Fighter replacement concept)
« Reply #2 on: October 25, 2008, 08:57:38 PM »
I kind of see it as a soulknife/kensai/fighter. It is definitely stronger than the fighter, seeing as it gets the bonus feats and other things, and that sets it on the right path. You essentially can get a +8 Bonus on your weapon for free, d12 HD, and some room for versatility. I would play it, if that means anything.  :)
My choice place for buying Magic: the Gathering Singles: adventuresOn.com

Currently DMing a Solo PbP, Check it out here

Like the leaves of the forest when Summer is green,
That host with their banners at sunset were seen:
Like the leaves of the forest when Autumn hath blown,
That host on the morrow lay withered and strown.


Risada

  • Grape ape
  • *****
  • Posts: 1827
  • Wearing this outfit in the name of SCIENCE!
    • Email
Re: Weaponmaster (Fighter replacement concept)
« Reply #4 on: October 26, 2008, 02:08:18 AM »
Prime, you might want to specify in the Weapon ability text if it allows for stacking with any existing enhancement, and if yes,if the weaponmaster can grab epic stuff...


Oh shit more Fighter fixes NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

Why that? It like this (as well as bkdubs' Warlord)... I don't really mind having lotses of Fighters...

Prime32

  • Administrator
  • Organ Grinder
  • *
  • Posts: 7534
  • Modding since 03/12/10
Re: Weaponmaster (Fighter replacement concept)
« Reply #5 on: October 26, 2008, 10:06:04 AM »
Prime, you might want to specify in the Weapon ability text if it allows for stacking with any existing enhancement, and if yes,if the weaponmaster can grab epic stuff...
It overlaps. I don't think epic stuff should be allowed.

Note that by the enchantment rules, you can give your sword the powers of gauntlets of ogre power, a mirror of opposition and an immovable rod if you want.
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Ubernoob

  • Man in Gorilla Suit
  • *****
  • Posts: 2217
  • Happy Panda
    • Email
Re: Weaponmaster (Fighter replacement)
« Reply #6 on: November 03, 2008, 12:10:24 AM »
Item Familiar is Bullshit with a capital 'B' and you should be smacked upside the head for ever trying to base a real mechanic off it.  Bonus XP?  Bullshit.  Bonuses to skills at no cost?  Bullshit.  Bonus spell slot?  Bullshit.  Bonus action to cast said spell?  Bullshit.  Forcing your DM to never separate you from your weapon?  Bullshit.

In short:
Item Familiar = Bullshit
Ubernoob is a happy panda.

bkdubs123

  • Organ Grinder
  • *****
  • Posts: 2724
    • Email
Re: Weaponmaster (Fighter replacement)
« Reply #7 on: November 03, 2008, 08:01:42 AM »
In short:
Item Familiar = Bullshit

I pretty much have to agree with this, if not the tone and method of the rest of Ubernoob's post. For all of the reasons he gave that Item Familiar is bullshit, though he's right. It's a pretty bullshit concept to give any one of those out to a character, let alone all of them. Just make this character's weapon intelligent, perhaps vastly more intelligent than normal intelligent items, and give it other unique qualities over and beyond normal intelligent items, but don't make it an Item Familiar. At least not as per the existing shit rules.

My favorite thing about this class is that you can add oddball enchantments to your weapon. Seriously cool.

Midnight_v

  • Organ Grinder
  • *****
  • Posts: 2660
  • Dulce et decorum est pro alea mori.
Re: Weaponmaster (Fighter replacement)
« Reply #8 on: November 08, 2008, 12:18:59 AM »
Item Familiar is Bullshit with a capital 'B' and you should be smacked upside the head for ever trying to base a real mechanic off it.  Bonus XP?  Bullshit.  Bonuses to skills at no cost?  Bullshit.  Bonus spell slot?  Bullshit.  Bonus action to cast said spell?  Bullshit.  Forcing your DM to never separate you from your weapon?  Bullshit.

In short:
Item Familiar = Bullshit
Wow uber for every person like Bkdubs who don't agree with your tone? I'm some where going:  :lmao I'm taking this guy out for sushi dinner! Fuck yeah.
 :lmao
\\\"Disentegrate.\\\" \\\"Gust of wind.\\\" \\\"Now Can we PLEASE resume saving the world?\\\"