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Warrior Kit: Weapon Master

Description:
The Weapon Master is based upon the character Garet Jax, from the novel "The Wishsong of Shannara" by Terry Brooks.  The Weapon Master has devoted him/herself totally to the art of personal combat - nothing else matters.  Weapon Masters are monks of a sort, they follow a strict training schedule that leaves them no time for anything else.  Because of the strength of will necessary to follow this career, Weapon masters require a wisdom and intelligence 
of 14, and they must be lawful.  Because of the complexity of the skills they learn, a dexterity of 16 or higher is also required.  Also, only Fighters may become Weapon Masters.  Paladins and Rangers cannot devote the time necessary, they must also concentrate on their class skills (Tracking, Turning, Spell Casting, etc....)

Role:
Weapon Masters fill a unique niche in society.  They serve no man, and are not a member of any standing army. They are not mercenaries: money means very little to them. They have no time for politics, and so they never become involved in petty squables.  Weapon Masters have only one goal - to improve themselves.  This becomes increasing difficult over time, and many Weapon Masters become cynical after many years.  They tend to side with the underdogs of combat, because it is more challenging.  Most Weapon Masters do not advertise their skill, they have no desire to be accosted by apprentices or people who "need" their help.

Secondary Skills:
If you are using the Secondary Skills system, the Weapon Master must choose from the following list:
	Bowyer/Fletcher, Weaponsmith.

Weapon Proficiencies:
	See Special Benefits.

Non-Weapon Proficiencies:
	Bonus Proficiencies:  Blind Fighting, Ambidexterity. 
	Recommended: (General) Direction Sense, Fire-Building, 
		Fishing, Swimming, Weather Sense, (Rogue) Jumping, Tumbling, 
		(Warrior) Bowyer/Fletcher, Endurance, Hunting, Running, Set 
		Snares, Survival, Tracking, Weaponsmithing

Equipment:
The Weapons Master has less gold to spend than other fighters (see Wealth Options, below), but may spend it on anything.  However, note the special hindrances given below.

Special Benefits:
		The Weapons Master is throughly skilled with weapons. They gain one extra       weapon proficiency every level - this includes levels in which they would normally get no       weapon proficiency. They can also use their non-weapon proficiencies as weapon  proficiencies.  Weapon Masters cannot wear armor (see Special Hindrances, below),       however, their combat ability improves in such a way that they are able to block many   attacks. A Weapon Master is able to AUTOMATICALLY parry any one melee attack -  however, this uses up one of their attacks.  They can do this without declairing their  intentions to do so at the beginning of the round, and they can do this any number of   times in a round (up to the number of remaining attacks).  If using a polearm, they can        also use this ability to block attacks not aimed directly at them.  Weapon Masters have         bonus attacks - they use the following table to determine the number of attacks per     round.  If they completely specialize in a weapon (by spending the points), they gain an        additional attack bonus of one row on the table:

Weapon Master Attacks per Round:

Lt      Hv      Thr     Thr
Level   Melee   XBow    XBow    Dag     Dart    Other
1-5     3/2     1/1     1/2     3/1     4/1     3/2
6-10    2/1     3/2     1/1     4/1     5/1     2/1
11-15   5/2     2/1     3/2     5/1     6/1     5/2
16-20   3/1     5/2     2/1     6/1     7/1     3/1
21-25   7/2     3/1     5/2     7/1     8/1     7/2
26-30   4/1     7/2     3/1     8/1     9/1     4/1
30+     9/2     4/1     7/2     9/1     10/1    9/2

Weapon Masters slowly gain the ability to affect creatures that are normally affected only by magical weapons. This is summarized  in the following chart:

Level   Can Hit 
5-9     +1
10-14   +2
15-19   +3
20-24   +4
25+     +5

These bonuses do not affect the actual roll to hit, nor do they affect damage rolled.  If an optional fumble system is being used (usually, a natural one rolled on a to hit roll), the Weapon Master makes a dexterity check when one occurs. If the Weapon Master makes the check, the fumble does not occur.  Finally, a Weapon Master gains a +2 reaction with Warriors - they are impressed by his/her fighting prowess.

Special Hindrances:
		With all of these impressive abilities, Weapon Masters have many hindrances.
	Weapon Masters are wanderers, and never stay in one place.  Thus, they can only keep    possessions that they can carry on their person. They cannot store items in other       places, nor can they use pack animals (or NPCs) to carry items/wealth.  Weapon  Masters are not good conversationalists. They have a -3 on all reaction rolls with people       who are not Warriors.  Weapon Masters cannot wear any armor or use any shield.          Weapon Masters spend almost all of their time learning weapons, and so they do not      have thhe time to pick up non-weapon proficiencies.  As a result, they pay one extra    proficiency slot for each non-weapon proficiency picked except for the following: All   Warrior Skills, Jumping, and Tumbling. Note that this slot is in addition to any slot that is   required because of selecting a non-warrior non-general skill (i.e., it would cost a    Weapon Master 4 slots to learn Herbalism).  Weapon Masters concentrate on skill and     technique, rather than brute bashing. As a result, they do not get to use strength      modifiers for to-hit rolls or damage - either their own or strength granted by magical item     or spell.  Weapon Masters cannot gain followers (even though many may offer to join     with a Weapon Master, he/she does not have the time to deal with such henchmen).        Weapon Masters cannot be multi-classed. If a Weapon Master should happen to     become a dual-class character, they lose all of the Weapon Master benefits, becoming   normal fighters.  They do, however, keep all of the previously learned  proficiencies/specializations.

Wealth Options:
Weapon Masters are not as concerned with wealth as other characters are - they start the game with half the funds that a normal fighter would possess (5d4x5 gp).

Races:
Halflings cannot be Weapon Masters - they do not possess the drive that is neccessary to become one. All other races are acceptable.








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