Author Topic: Weapon Master  (Read 5394 times)

Mystify

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Weapon Master
« on: March 14, 2013, 04:13:27 PM »
Weapon Master
https://docs.google.com/a/mtu.edu/document/d/1hN1K3-l-Fae12p_rQHQZgxWZ-59Ek70KmnG7gs20rFw/edit
A weapon master studies the use of weapons, learning how to utilize them in more sophisticated ways than your run of the mill soldier. Some of them favor a single type of weapon above all others, while other weapon masters utilize a wide variety of weapons to suit the situation at hand. Their skill is unparralleled.

Circle 1: Weapon Specialist - You are unmatched in your skill with weaponry, and can utilize your weapons even more effectively than most. Choose 3 abilities. You must be wielding a weapon with the listed property to use the ability, and can take the ability as many times as the weapon has the property. These abilities can be rechosen each time you pick up, draw, or otherwise change your wielded weapon properties, or as a swift action or part of a move action.

[Arcane] - You may treat this weapon as being [Arcane] or not [Arcane] simultaneously; it retains its item bonus to attack rolls, and enchantments still trigger on hits with the weapon.
[Barbed]- If your weapon is sticking in an opponent within [Melee] range, you may use a swift action to draw it. You resume wielding the weapon, and deal damage to the opponent as if they had removed the weapon, plus your level in damage.
    special- you may keep this ability even when you are not wielding a [barbed] weapon
[Brutal] - Once per round, you may inflict [hp reduction] equal to the damage from [brutal] to an opponent you just hit.
[Deft]- You gain a +1 bonus to reflex saves
[Devastating] - the DC to resist your bull rush attempts is increased by 1
[Disarming] - You may pick up an item as a swift action when you successfully disarm it.
[Distant] - Your range for ranged attacks with this weapon increases by 20ft. If you take this twice, it increased by 80ft. If you take it three times, it increases by 200 ft.
[Elemental] - Once per round, an enemy hit by your attack starts [Burning]. 
[Guardian] - You may grant all allies within [Melee] range a +1 deflection bonus. This counts as the bonus from a [Guardian] weapon.
[Holdout] - Once per [Encounter],when you draw this weapon, one opponent within range of this weapon must make a reflex save (DC 10+1/2 level + your KOM) or be [Flat footed]
[Magnum] - You ignore AC bonuses your opponents have from [Covered]
[Parrying] - You may parry attacks made against allies within your [Melee] range
[Point blank] - You do not provoke attacks of opportunity from the target of your attack when attacking with this weapon
[Reach] - You gain a +2 bonus to AC against charges
[Reacting]- You may take an additional 5ft step on turns you do not move.
[Quick draw] - You can [Dazzle] one opponent within range of your current weapon when you switch between [Quick draw] weapons
[Scything] - You may target 3 people with your attack
[Thrown] - *tbd*
[Traumatizing] - Your crit range expands by 1
[Tripping] - When an opponent fails their save against your trip attempt, you may force another opponent within [Melee] range to make a reflex save (DC the same as your trip DC) or fall [Prone]
[Unbalancing] - Your crit range expands by 1

----
[Ambush]
[Flanking] You may grant the bonus from flanking to any ally which allows you to get the flanking bonus.
[Hooked] The first time you hit with this property in a [Round], that opponent must make a fortitude save (DC 10 + 1/2 your level + KOM) or be [Checked] away from you for 1 [Round]
[Impeding] The first time you hit with this property in a [Round], that opponent must make a fortitude save (DC 10 + 1/2 your level + KOM) or be [Entangled] for 1 [Round]
[Rending]If you crit with this weapon, your crit range expands by 1. This counts against the limit imposed by rending.
[Sundering] The penalty to attack rolls also applies to AC
[Swarm] The damage dealt on a miss ignores [Resitance] and [Damage reduction]
[Trapping] When successfully grapple an opponent, you gain a +1 bonus to AC against them
[Weakening] *tbd*

2nd Circle- Weapon finesse
   You rely on your skill with a weapon, not on some silly magic. You gain a +1 item bonus to attacks with weapons for every circle of weapon master you possess.

3rd circle- Weapon focus
 Choose a weapon property. You may add this property to any weapon you wield or are about to wield. You may now use 4 abilities from weapon specialist at once.
Choose one of the following abilities. This choice is permanent.
Critical strike- As a move action, you may double your crit range. This does not stack with other effects which multiply your crit range.
Swift blows- You may take a [Bonus attack] whenever you use an attack action, and have a 10ft bonus to your movement speed.

4th circle- Weapon style
   Your unique weapon style is hard for other people to understand. Attempts to identify abilities you use involving a weapon have a +5 to their DC. You have a +5 bonus to saves against the disarm combat maneuver. Additionally, gain a bonus [Style] feat. You may use 2 [Style] feats at the same time.

5th circle- Weapon Supremacy
 Choose a weapon property. You may add this property to any weapon you wield or are about to wield. You may now use 5 abilities from weapon specialist at once.
Once per [Round], you may make an attack roll with a weapon you are wielding, and use the result in place of your AC or a save.

6th circle- Weapon Mastery
   Choose one of the following abilities. This choice is permanent.
   Critical perfection- Your skill with weapons lets you deliver the perfect blow. Once per [Round], you can make a successful attack into a critical hit, inflicting all normal effects
of critical hits.
   Battle Sense- You are one with the battlefield, and are keenly aware of what is going on around you. You shall not be fooled. You are [Immune] to the in-combat use of acrobatics, intimidate, perception, bluff, and diplomacy. Once per [Round], you may turn a crit against you into a normal hit.
   

7th circle - Ultimate Weapon
   Once per [Encounter], as a swift action, you can achieve perfection with your weapons. For your next attack action this [turn], all attacks you make with weapons automatically hit AC and are not subject to miss chance.
« Last Edit: July 10, 2015, 11:07:55 AM by Mystify »
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Mystify

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Re: Weapon Master
« Reply #1 on: March 14, 2013, 04:20:15 PM »
Uses:
For those who like a more mundane fighter type
Combo with serpent for lots of weapon properties, pick up spectacular beats to utilize improvised weapons effectively, make a habit of disarming your opponent and fighting them with their own weapon.
Hit people with barbed weapons, then pull them back out for extra damage.
Utilize all KOM of your weapons
take [Thrown] as one of your free properties to do Throw Anything
take [Quick draw] as one of your free properties to quick draw anything
Use it for a crit based character
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Timeless Error

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Re: Weapon Master
« Reply #2 on: March 14, 2013, 08:53:10 PM »
Overall, this seems pretty cool.  A few critiques:

4th circle: I don't have any concerns balance-wise, but tracks, as a rule of thumb, don't grant feats (although that's not necessarily relevant to homebrew projects like this, since it's more of a style thing than anything else).

5th circle: How would you want this to interact with things like I Am Not Left-Handed or My Name Is War (both of which have a line saying "the first time you make an attack roll that is not an intentional miss, you gain one focus point")?
Hm...now that I think about it, that actually raises a similar question with regard to Ricochet.

7th circle: This ability puts me on edge.  Consider, for example, how it would work in conjunction with A Masterpiece in Violence.  That would mean making ten automatically successful attacks in a single [Round].
Also, if you're automatically hitting, do you still make attack rolls?  How would that interact with Skirmish or I Am Not Left-Handed?  Would you still get a chance to benefit from critical hits?
« Last Edit: March 14, 2013, 08:56:52 PM by Timeless Error »
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Mystify

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Re: Weapon Master
« Reply #3 on: March 14, 2013, 09:19:45 PM »
Overall, this seems pretty cool.  A few critiques:

4th circle: I don't have any concerns balance-wise, but tracks, as a rule of thumb, don't grant feats (although that's not necessarily relevant to homebrew projects like this, since it's more of a style thing than anything else).
I realize this, but based on how this particular circle works, the normal issues with it don't really apply. You don't really get any issues of "I want this feat, but my track grants it later, so I shouldn't take it yet". Using 2 weapon feats at once is an interesting ability, but I wouldn't feel comfortable having the track demand you spend 2 feats on it. Esp. with the potential crit chain synergy.
5th circle: How would you want this to interact with things like I Am Not Left-Handed or My Name Is War (both of which have a line saying "the first time you make an attack roll that is not an intentional miss, you gain one focus point")?
Hm...now that I think about it, that actually raises a similar question with regard to Ricochet.
I guess it allows you to qualify for your focus point this round. It seems perfectly reasonable to me, its not giving you any extra points.
7th circle: This ability puts me on edge.  Consider, for example, how it would work in conjunction with A Masterpiece in Violence.  That would mean making ten automatically successful attacks in a single [Round].
Also, if you're automatically hitting, do you still make attack rolls?  How would that interact with Skirmish or I Am Not Left-Handed?  Would you still get a chance to benefit from critical hits?
Hmm, I should reword it to just apply to your attack action this round.
The latter is something I have not decided on yet. I could just say" you auto-hit, no rolls, which means no crits" if it needs nerfed. I also need to decide whether it should allow power attack(A lot of free damage, so probably not). This can help adjust it to the appropriate power level, I just need to figure out where that power level should be.
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Mystify

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Re: Weapon Master
« Reply #4 on: July 17, 2013, 09:36:40 PM »
I've added an ability for [Arcane] weapons; it basically lets you benefit from the arcane and use it as a normal weapon simultaneously. This will make the track slightly more compatible with gishing
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Tim4488

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Re: Weapon Master
« Reply #5 on: July 17, 2013, 11:31:44 PM »
Does C1's [Quick Draw] ability require both weapons to be [Quick Draw], or only one of them?
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Mystify

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Re: Weapon Master
« Reply #6 on: July 18, 2013, 12:24:27 AM »
Does C1's [Quick Draw] ability require both weapons to be [Quick Draw], or only one of them?
both. switching weapons when only one is quick-draw doesn't actually do anything special. You can draw from nothing, you can put it away, and you can switch between quick-draw weapons, but you if a non-quick draw weapon is involved it still takes the action.
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Sethala

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Re: Weapon Master
« Reply #7 on: July 19, 2013, 11:16:59 PM »
Interesting ideas.  How does the first circle work if you use a Variable weapon?  Do you just switch abilities every time you activate the Variable property?

Mystify

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Re: Weapon Master
« Reply #8 on: July 20, 2013, 12:25:43 AM »
Interesting ideas.  How does the first circle work if you use a Variable weapon?  Do you just switch abilities every time you activate the Variable property?
I've clarified the text, you can switch properties whenever you activate variable.
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Tim4488

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Re: Weapon Master
« Reply #9 on: July 20, 2013, 08:27:02 AM »
For [Thrown], you could just let them throw out to [Medium] range? I realize that's basically a free [Distant], but I think it might be balanced with the other options presented, honestly.
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Mystify

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Re: Weapon Master
« Reply #10 on: July 20, 2013, 09:38:01 AM »
For [Thrown], you could just let them throw out to [Medium] range? I realize that's basically a free [Distant], but I think it might be balanced with the other options presented, honestly.
I really don't want to duplicate the effect of other properties.
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Tim4488

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Re: Weapon Master
« Reply #11 on: July 20, 2013, 09:58:09 AM »
[Thrown] could let you pick a single combat maneuver (permanent choice) and apply it to attacks with [Thrown] weapons. Like a toned down Way of the Gun.
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Mystify

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Re: Weapon Master
« Reply #12 on: July 10, 2015, 11:08:24 AM »
I've added options for most of the new weapon properties
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