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Weaponsmaster
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xp table)

Kits

Zedek Warrior (Psionicist)

New Player Character Classes and Kits

Weaponsmaster

        The Weaponsmaster was a class I created in 1985, right after the release of Unearthed Arcana, before the release of Oriental Adventures. I was trying to form a class which captured the mystery and hand-to-hand prowess of the Ninja with the sword skill of Terry Brooks' Shanara weaponsmaster. The class became a sort of fighter/thief-acrobat. I've attempted to mold this class into a viable second edition class, cutting a lot of things, while others I left, first edition powers which will be evident to all who read this.
        Training of this sort doesn't come easily, so from this evolved The Realm, also known as The Secret Society or the Black Togas, set in the world of Lankhmar. While the city is run mostly by the thieves guild, the Realm trained a type of mercenary rogue who evaded all attempts at discovery. Promising young people were recruited into the society and sworn to secrecy. Once initiated, they trained in all forms of weapon and weaponless combat as well as training in stealth and acrobatics.
        The Lankhmar society is sometimes called The First Realm. Her most famous member, Val Urora, left after a modest advancement and set upon the worlds adventuring. Finding his way to Terra Dyne, he staked his claim to fame and fortune, helping defeat an alliance of Demon Princes who sought the power of Terra Dyne for their own.
        Val settled down with an armorer and weaponsmithing business, but was soon sought out by one and then another retired Realmsmaster from Lankhmar. The two completed the man's training and encouraged him to initiate the Terra Realm, which he eventually did.
        To date, only humans have been members of the Realms, though there may be some room in the future for non-humans to join the Terra Realm. To join is to dedicate your life to training, though the personal reward is great.
        Initiates must first spend time learning the trades of armorer and weaponsmith. These are key knowledge to the weaponsmaster, and some also study bowyer/fletchering or leather work. Only after this can he begin his combat training.
        Weaponsmasters start first level by choosing four weapons to learn. One of each, edged, blunt, bow (including crossbows) and pole arm. After these four are learned, the weaponsmaster must choose one weapon of any type to train in. Upon reaching the next level, he will receive his proficiency in that chosen weapon and choose another. Each level he gains his picked weapon until he reaches 10th level. Due to his aptitude at learning new weapons, he may choose two weapons per level to train and receive at each subsequent level. After 19th level, the weaponsmaster can pick five weapons per level.
        A weaponsmaster starts at first level with non-weapon proficiencies in Armorer and Weaponsmithing. He has three more slots to fill with his choice of Bowyer/Fletcher, Leather Working, Jumping, Tumbling, Tightrope Walking or Tacking. He gains 1 additional non-weapon proficiency per three levels and must take all of the choices from the above list before he can take any other proficiencies.
        At third level begins the weaponsmaster non-weapon combat training. He gains a specialized proficiency in martial arts (see The Complete Gladiator's Handbook, pg. 48) plus one special maneuver at each 4th and 5th level. After that, special maneuvers may be taken to fill weapon or non-weapon slots, after the required proficiencies are taken.
        The weaponsmaster also learns the art of defending himself through martial arts and so gains an armor class bonus for every four levels above 3rd (+1 at 3rd - 6th, +2 at 7th - 10th, +3 at 11th - 14th, +4 at 15th - 18th, +5 at 19th and up).
        They also gain a damage bonus in unarmed combat, punching, wrestling and martial arts. (same schedule as AC bonus above) This bonus is for damage only and only when attacking unarmed.
        When armed, weaponsmasters have one attack per round from 1st to 5th level, 3/2 rounds from 6th to 10th level, 2 per round from 11th to 13th level, 5/2 rounds from 14th to 21st levels and 3 per round from 22nd to 23rd levels.
        Weaponsmasters start with the backstab ability of rogues and advance similarly. They also gain the rogue abilities of Move Silently at 10%, Hide in Shadows at 5% and Climb Walls at 60% (armor and dexterity adjustments apply). They gain 25 points to be distributed at first level, with no more than 15 points to any single ability. Each level thereafter they gain 12 points to distribute, no more than 8 points to any single ability. The maximum for any score is 95% regardless of level, armor or dexterity factors.
        13th level is the "name level" for this class where all are called Weaponsmaster as such. The 14th level is the real entry into the upper echelon. At this point, each weaponsmaster chooses one attribute to focus on (Strength, Intelligence, etc.). After five levels of advancement, study, work and preparation, that attribute raises by one (Strength raises to bottom of next highest bracket).
        At 20th level, the masters reveal to the weaponsmaster the true harmony of being with nature and magic. Each level thereafter, the weaponsmaster gains one ability usable once per day each.

20th level Ice Knife (range: 120'; casting time: 10; AOE:One or more creatures in 5' radius; Save: Neg.; to hit roll is made as if thrown by the weaponsmaster, success does 2d4 damage; upon contact, releases a wave of numbing cold, all within 5' save vs paralyzation or take 1-4 damage and be numbed for 1-3 rounds. Those numbed move at half, -1 penalty to AC, half their attacks and -2 to hit.)
21st level Fire Shuriken (range: 60'; casting time: 3; AOE: one or more creatures; save: none; weaponsmaster must roll to hit roll for each shuriken-shaped wheel of fire he throws, each doing 2d8 damage. Weaponsmaster can throw 1d4 shurikens. Each explodes on contact emitting thick smoke which obscures the opponent's vision and makes them -2 to hit on next attack.)
22nd level Sword of Darkness (range: 60'; casting time: 5; AOE: one creature; save: none; Creates jet black sword of negative material. weaponsmaster must concentrate on actions of the sword as it attacks any one person in the area of effect. Upon a hit, the sword drains 1-3 levels/hit dice. At 0 level the opponent is dead. Otherwise, the levels return 1-3 turns after they are taken.)
23rd level Wind Walk (range: touch; casting time: 10; AOE: special; save: none; The weaponsmaster can transform his body into a cloud-like mist, moving 6" to 60" per round, for up to one hour. He may take up to two man sized creatures with him and, while visible, may be mistaken for clouds 80% of the time if dressed in white.)

        Leaving the Realm: Weaponsmasters who leave the Realm to adventure or for any other reason find will gain few of the benefits of the class. They no longer advance in the bonus' to armor class and damage for unarmed combat. Neither will they receive the special abilities at 20th through 23rd levels. Those who choose to leave will still gain their proficiencies as normal, but will have to stay on the experience table as show as well.
        Those who leave can choose to come back and renew their training at a later date, but they need to gain another one-third of their total experience points to catch up to where they should be.

Experience Tables

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