Exotic Weapons Master

Exotic Weapons Master

Swords and axes do not a warrior make. Such might be the unvoiced motto of the exotic weapon master-a student of her world's most unusual and bizarre weapons. For the exotic weapon master, the intricacies of the shuriken, the siangham, the dire flail, and the hand crossbow pose no difficulty at all. These unusual weapons are her trade, and in her hands, they become instruments of destruction.

Characters of any race or background can become exotic weapon masters ; the only real requirement is commitment and perseverance. Nevertheless, most are human, because members of that race have the most exposure to new cultures and thus the most opportunities to take up exotic weapons.

Hit Die: d10.

Requirements

To become an exotic weapon master, a character must fulfill the following criteria.

Base Attack Bonus: +6.

Feats: Exotic Weapon Proficiency (any three).

Special: Ability to rage.

Skill Points at Each Level: 2 + Int modifier.

Class Skills

The exotic weapon master's class skills (and the key ability for each skill) are Craft (any) (Int) and Profession (any) (Int). See Chapter 4of the Player's Handbook for skill descriptions.

Class Features

The following are class features of the exotic weapon master prestige class. Weapon and Armor Proficiency: Exotic weapon masters gain no weapon or armor proficiencies. Partial Exotic Proficiency: At 1st level, the exotic weapon master can use any exotic weapon with which she is not already proficient at a -2 penalty instead of a -4 penalty on the attack roll. This penalty is reduced to -1 at 2nd level.

Full Exotic Proficiency: At 3rd level, the exotic weapon master becomes proficient with all exotic weapons. Improvised Throwing Weapons: At 3rd level, the exotic weapon master can use artisan's tools to fashion a usable throwing weapon from any object (rock, branch, melee weapon, or the like) that she can lift. This process takes at least 1 hour, or more if conditions are poor. The range increment for such an improvised weapon is 10 feet. It deals ld6 points of damage (x2 on a critical hit), and its threat range is 20. The exotic weapon master is automatically proficient with her improvised throwing weapon; anyone else who wishes to use it must spend an Exotic Weapon Proficiency feat to avoid the -4 nonproficiency penalty. Most objects do bludgeoning damage; sharp items do piercing damage instead. Exotic Focus: At 4th level, the exotic weapon master gains a +1 bonus on her attack rolls when using any exotic weapon. This bonus does not stack with that provided by the Weapon Focus feat. Improvised Melee Weapons: Also at 4th level, the exotic weapon master can use artisan's tools to fashion a usable melee weapon from any object (rock, branch, projectile weapon, or the like) that she can lift. This process takes at least 1 hour, or more if conditions are poor. Such an improvised melee weapon deals ld6 points of damage (x2 on a critical hit), and its threat range is 20. The exotic weapon master is automatically proficient with her improvised melee weapon; anyone else who wishes to use it must spend an Exotic Weapon Proficiency feat to avoid the -4 nonproficiency penalty. Most objects do bludgeoning damage; sharp items do piercing damage instead. Long items (such as ladders) have reach according to their length, and items with many protrusions (such as chairs) give the exotic weapon master a +2 bonus on disarm attempts.

Exotic Specialization : At Sth level, the exotic weapon master gains a +2 bonus on damage rolls when using any exotic weapon. (For ranged weapons, this damage bonus applies only if the target is within 30 feet.) This modifier does not stack with that provided by the Weapon Specialization feat. Greater Improvised Weapons: At Sth level, the exotic weapon master can make an improvised throwing or melee weapon that deals 2d6 points of damage. This ability otherwise functions like the improvised throwing weapons or improvised melee weapons ability, depending on the kind ofweapon desired.