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155 lines
6.5 KiB
Plaintext
155 lines
6.5 KiB
Plaintext
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-----=====Earth's Dreamlands=====-----
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(313)558-5024 {14.4} - (313)558-5517
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A BBS for text file junkies
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RPGNet GM File Archive Site
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.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.
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-- Andy Akins
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Iowa State University
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=============================================================
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Warrior Kit: Weapon Master
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Description:
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The Weapon Master is based upon the character
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Garet Jax, from the novel "The Wishsong of Shannara" by Terry
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Brooks. The Weapon Master has devoted him/herself totally to
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the art of personal combat - nothing else matters. Weapon Masters
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are monks of a sort, they follow a strict training schedule that
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leaves them no time for anything else.
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Because of the strength of will necessary to follow
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this career, Weapon masters require a wisdom and intelligence
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of 14, and they must be lawful. Because of the complexity of
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the skills they learn, a dexterity of 16 or higher is also
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required.
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Also, only Fighters may become Weapon Masters. Paladins
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and Rangers cannot devote the time necessary, they must also
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concentrate on their class skills (Tracking, Turning, Spell
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Casting, etc....)
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Role:
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Weapon Masters fill a unique niche in society. They
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serve no man, and are not a member of any standing army. They
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are not mercenaries: money means very little to them. They have
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no time for politics, and so they never become involved in petty
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squables.
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Weapon Masters have only one goal - to improve themselves.
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This becomes increasing difficult over time, and many Weapon
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Masters become cynical after many years. They tend to side with
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the underdogs of combat, because it is more challenging.
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Most Weapon Masters do not advertise their skill, they
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have no desire to be accosted by apprentices or people who "need"
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their help.
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Secondary Skills:
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If you are using the Secondary Skills system, the Weapon
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master must choose from the following list: Bowyer/Fletcher,
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Weaponsmith.
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Weapon Proficiencies:
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See Special Benefits.
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Non-Weapon Proficiencies:
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Bonus Proficiencies: Blind Fighting, Ambidexterity.
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Recommended: (General) Direction Sense, Fire-Building,
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Fishing, Swimming, Weather Sense, (Rogue) Jumping, Tumbling,
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(Warrior) Bowyer/Fletcher, Endurance, Hunting, Running, Set
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Snares, Survival, Tracking, Weaponsmithing
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Equipment:
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The Weapons Master has less gold to spend than other
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fighters (see Wealth Options, below), but may spend it on anything.
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However, note the special hindrances given below.
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Special Benefits:
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The Weapons Master is throughly skilled with weapons. They
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gain one extra weapon proficiency every level - this includes levels
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in which they would normally get no weapon proficiency. They can also
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use their non-weapon proficiencies as weapon proficiencies.
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Weapon Masters cannot wear armor (see Special Hindrances,
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below), however, their combat ability improves in such a way that
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they are able to block many attacks. A Weapon Master is able to
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AUTOMATICALLY parry any one melee attack - however, this uses up one
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of their attacks. They can do this without declairing their intentions
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to do so at the beginning of the round, and they can do this any number
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of times in a round (up to the number of remaining attacks). If using
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a polearm, they can also use this ability to block attacks not aimed
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directly at them.
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Weapon Masters have bonus attacks - they use the following
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table to determine the numbe of attacks per round. If they completely
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specialize in a weapon (by spending the points), they gain an
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additional attack bonus of one row on the table:
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Weapon Master Attacks per Round:
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LtHvThrThr
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LevelMeleeXBowXBowDagDartOther
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1-53/21/11/23/14/13/2
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6-102/13/21/14/15/12/1
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11-155/22/13/25/16/15/2
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16-203/15/22/16/17/13/1
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21-257/23/15/27/18/17/2
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26-304/17/23/18/19/14/1
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30+9/24/17/29/110/19/2
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Weapon Masters slowly gain the ability to affect creatures
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that are normally affected only by magical weapons. This is summarized
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in the following chart:
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LevelCan Hit
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5-9+1
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10-14+2
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15-19+3
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20-24+4
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25++5
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These bonuses do not affect the actual roll to hit, nor do they
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affect damage rolled.
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If an optional fumble system is being used (usually, a natural
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one rolled on a to hit roll), the Weapon Master makes a dexterity check
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when one occurs. If the Weapon Master makes the check, the fumble does
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not occur.
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Finally, a Weapon Master gains a +2 reaction with Warriors -
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they are impressed by his/her fighting prowess.
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Special Hindrances:
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With all of these impressive abilities, Weapon Masters have
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many hindrances.
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Weapon Masters are wanderers, and never stay in one place.
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Thus, they can only keep possessions that they can carry on their
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person. They cannot store items in other places, nor can they use pack
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animals (or NPCs) to carry items/wealth.
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Weapon Masters are not good conversationalists. They have a -3
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on all reaction rolls with people who are not Warriors.
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Weapon Masters cannot wear any armor or use any shield.
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Weapon Masters spend almost all of their time learning weapons,
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and so they do not have thhe time to pick up non-weapon proficiencies.
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As a result, they pay one extra proficiency slot for each non-weapon
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proficiency picked except for the following: All Warrior Skills, Jumping,
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and Tumbling. Note that this slot is in addition to any slot that is
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required because of selecting a non-warrior non-general skill (i.e., it
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would cost a Weapon Master 4 slots to learn Herbalism).
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Weapon Masters concentrate on skill and technique, rather than
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brute bashing. As a result, they do not get to use strength modifiers
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for to-hit rolls or damage - either their own or strength granted by
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magical item or spell.
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Weapon Masters cannot gain followers (even though many may offer
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to join with a Weapon Master, he/she does not have the time to deal
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with such henchmen).
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Weapon Masters cannot be multi-classed. If a Weapon Master
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should happen to become a dual-class character, they lose all of the
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Weapon Master benefits, becoming normal fighters. They do, however,
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keep all of the previously learned proficiencies/specializations.
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Wealth Options:
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Weapon Masters are not as concerned with wealth as other
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characters are - they start the game with half the funds that a normal
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fighter would possess (5d4x5 gp).
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Races:
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Halflings cannot be Weapon Masters - they do not possess the
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drive that is neccessary to become one. All other races are acceptable.
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<EFBFBD>
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