Weapon master
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Weapon Master is a default base class with Arelith specific changes.
Contents
Introduction
Arelith Weapon Masters have minor changes to their class skills. Mechanical changes are included in the #Class Mechanics on this page and explained in the #Arelith Changes section. Base mechanics can be found on NWNWiki. The #Roleplay Tips section provides suggestions for character development.
Class Mechanics
Requirements
Alignment restrictions: none
Base attack bonus: +5
Skills: intimidate 4
Feats: dodge, mobility, expertise, spring attack, weapon focus in a melee weapon, and whirlwind attack
Class Features
Hit die: d10
Proficiencies: No additional proficiencies are granted.
Skill points: 4 + int modifier
Class Skills: concentration, craft mastery, discipline, heal, intimidate, listen, lore, parry, perform, ride, sail, spot, taunt
Bonus feats: weapon of choice
Unavailable feats: scribe scroll, craft wand, weapon specialization
Primary saving throw(s): reflex
Base attack bonus: +1/level
Level Progression
Hit points rolls on Arelith are always maximum.
Level | BAB | Fort | Ref | Will | Feats | HP | AB bonus | Ki uses per day |
1st | +1 | +0 | +2 | +0 | ki damage, weapon of choice | 10 | - | 1 |
2nd | +2 | +0 | +3 | +0 | 20 | - | 2 | |
3rd | +3 | +1 | +3 | +1 | 30 | - | 3 | |
4th | +4 | +1 | +4 | +1 | 40 | - | 4 | |
5th | +5 | +1 | +4 | +1 | increased multiplier, superior weapon focus (+1 AB) | 50 | +1 | 5 |
6th | +6 | +2 | +5 | +2 | 60 | +1 | 6 | |
7th | +7 | +2 | +5 | +2 | ki critical | 70 | +1 | 7 |
8th | +8 | +2 | +6 | +2 | 80 | +1 | 8 | |
9th | +9 | +3 | +6 | +3 | 90 | +1 | 9 | |
10th | +10 | +3 | +7 | +3 | 100 | +1 | 10 |
Epic Weapon Master
Bonus feats: The epic weapon master gains a bonus feat every three levels. In other words, at levels 13, 16, and 19.
Epic bonus feats: armor skin, blinding speed, epic damage reduction, epic toughness, epic prowess, epic weapon focus, improved whirlwind attack, overwhelming critical, planar turning, superior initiative, weapon of choice
Unavailable epic feats: outsider shape, construct shape, dragon shape, undead shape
Level | Feats | HP range | AB bonus | Ki uses per day |
11th | 110 | +1 | 11 | |
12th | 120 | +1 | 12 | |
13th | bonus feat | 130 | +2 | 13 |
14th | 140 | +2 | 14 | |
15th | 150 | +2 | 15 | |
16th | bonus feat | 160 | +3 | 16 |
17th | 170 | +3 | 17 | |
18th | 180 | +3 | 18 | |
19th | bonus feat | 190 | +4 | 19 |
20th | 200 | +4 | 20 |
Arelith Changes
Change | Level | Description |
---|---|---|
Class skills | - | Weapon masters on Arelith gain access to Concentration, Craft mastery, Parry, Perform, Ride, Sail and Taunt as class skills. |
Roleplay Tips
These are tips. They are not enforced as rules to follow in your RP.
Weapon Masters are not unlike monks, striving through sheer discipline and martial prowess to become one with their favored weapon, either harnessing the essence of their willpower, ki, in the process, or consequentially.
Weapon Masters by the books
There are few appearances of the WM in the source books, they had at least one major review and transformation from Sword and Fist to Complete Warrior, but considering their abilities, they are certainly very similar to the original idea presented in Sword and Fist, if only tweaked by Bioware to fit nicely in NWN.
Weapon Masters, by Sword and Fist:
The monk, the red avenger, the drunken master, and the master samurai all harness ki energy as part of their martial disciplines, they are not, however, the only such persons to do so. Some pursue the study of ki by mastering a single melee weapon. To unite this weapon of choice with the body to make them one, to use the weapon as naturally and without thought as any other limb is the goal of the weapon master.
External Links
- Information about default NWN class are available on NWNWiki.