Weapon Mastery
This system is based on ideas from Dread Pirate Mike and Galen (of War of Shadows fame). Feel free to fold, spindle, mutilate, and distribute.
Before Mastery:
Unskilled (0 slots)
This is the default for all
weapon skills. It levels a penalty against the weilder (as in PHB).
Proficent (1 slot)
Anyone who wants to actually
use the weapon has this much. No benifit or penalty.
Specialization
(2 slots)
Open to all classes, unlike
in the PHB. However, non-warriors must wait until 5th level to acheive
this stature. Non-warriors are always one rank behind in attacks.
A 15th level thief specialized in a melee weapon gets 2 attacks.
An 11th level non-warrior dart specialist gets 5.
Melee Weapons:
As per the PHB, except the
bonus can be +2 to hit, +1 to damage. Anything with 1d6/1d4+1 or
less damage potential should get +2/+1. Larger weapons are up to
the user. Extra attacks are as in the PHB 3/2 for levels 1-7, 2 for
8-12, 5/2 for 13+.
Thrown Weapons:
As in the PHB, but the bonus
is +2 to hit, +1 to damage. Extra attacks are gained in the same
method as in the PHB.
Bows:
Bows are different.
They are +2 to hit at all ranges and do not get a point blank bonus.
Adds an attack per round, regardless of level (3 attacks, no matter what).
Crossbows:
Crossbows are only slightly
different. Keep the point blank bonus, and add +3 to hit. They
get extra attacks as in the PHB.
Mastery
To acheive mastery requires
much training and skill. It also requires an open weapon proficeny
slot. Warriors must be at least 6th level. Other classes can't
even get mastery.
Every master needs a trainer.
That individual must be a master in the same weapon (or a very similar
weapon). They can only teach techniques that they themselves know.
DMs can keep this restriction on for as long as they like, but I'd suggest
letting up around 13th level.
Mastery Techniques:
When a character gets mastery,
they receive one Technique free. After that, each one costs one weapon
slot. Be sure to note the prerequisites.
Only Technical Skill, Flawless
Excecution, Quicksilver Motion, Lighting Motion, Bloodsense, Skewer, and
Deathblow can be learned by ranged weapons users.
Most characters start with
Technical skill.
Technical Skill (requires:
nothing)
Technical skill is the basic
expression of mastery. It raises the bonuses of melee and thrown
weapons to +3/+3. Bows to +4 to hit. Crossbows to the same.
Quicksilver Motion (requires:
none)
The master has learned the
art of speed. Subtract two from his weapon's speed factor when determining
initiative.
Overpower
(requires: Strength 15, Bludgeoning or Slashing)
This art is prized amoung
the ogres and barbarians of the world. Anytime one of your blows
is parried by a weapon of equal or lesser size than your weapon (Buckler
counts as Small, Small Sheild as Medium, Medium Sheild as Large, and Body
Sheild as Huge) you may make an Open Doors roll to brush aside the parry
and hit as normal. This technique can only be used once per round.
A weapon of one size larger can be forced with a Bend Bars/Lift Gates.
Any fragile weapon on either side of this arrangement has to make a save
vs. crushing blow every time this technique is used.
Note: Some monsters have this
technique as an simple fact of their immense physical strength. As
a rule, any monster with strength 24 or better has this technique as an
innate ability.
Smash
(requires: Strength 16, Size M or larger weapon, Bludgeoning or Piercing)
This technique emphasizes
raw power; it is an extremely effective, if inefficient, application of
brute force. It takes the entire round in preperation. This usually involves
spinning the weapon violently and screaming like a maniac. The attack
he makes lands with monstrous force, inflicting damage as follows: normal
dice for weapon + skill bonus (+2 for specialists, etc.) + magic bonuses
+ strength score. Note that normal strength bonuses do not apply. This
blow arrives with such force that any attempt to parry is simply knocked
aside without hindering the attack.
Flawless Execution (requires:
Technical Skill, Dexterity 15)
A natural "1" results in a
miss, with no other penalty.
Secondary Attack (requires:
Technical Skill)
A master can follow up an
opening with multiple shots. Any critical hit allows a second, lesser attack
at normal chances. If successful, it does damage accordingly: use
the damage die one "less" than normal (i.e. d8 to d6, etc.). Add magical
and strength bonuses (no more than +1 bonus from strength, though; the
fighter doesn't have enough time to completely follow through). Any skill
bonuses are ignored (i.e. no specialization or mastery bonuses to damage).
If a critical is rolled on
a secondary attack, there is not another attack.
Feint (requires: Technical
Skill)
The master tries to get his
opponent to commit his defenses, and then quickly shift the direction of
his attack, catching the victim from an unguarded angle. This effectively
negates the first parry the opponent may have had this round. If
they had no parry, ignore all sheild (except body sheild) and dexterity
bonuses to their AC for the master's first attack every round.
Overbear (requires:
Overpower)
Whenever the master is in
melee with an opponent of their size class or less, they make use this
technique every round as a free action. The master and the target
must make opposed strength rolls (Str + 1d20 for each of them, higher wins).
The looser forfeits one attack for that round.
Lightning Motion (requires:
Quicksilver Motion, Dexterity 16)
This skill removes 2 points
from the weapon's speed factor, for a minimum of 1. Lightning Motion is
cumulative with Quicksilver Motion's bonus.
Bloodsense (requires:
Wisdom 12, Flawless Execution)
The master gains a strange
sense of just where to hit the opponent. This allows them to critical
on 17s. This technique is most common amoung warrior-monks and the
like. The DM should require a certain amount of introspection by
the PC.
Skewer (requires: Technical
Skill, Quicksilver Motion, Strength 15, Dexterity 17)
This technique is focused
on accheiving a single, devistating blow. This, like smash, can be
the only attack for the round. If this attack hits, it is considered
a critical. If they score an actual critical as well, it does four
times normal damage (including skill bonuses, but not strength or magic).
This attack never sets off
secondary attack or chain combination.
Flurry of Blows (requires:
Lightning Motion)
This allows the fighter to
launch an obscence number of minor attacks. Unfortunately, it leaves
them basically defenseless. In the round they are using this technique,
they are -2 to AC and gain no benifits from sheilds or dexterity.
The master gains the attacks of two rounds, but each attack is small and
poorly followed through. The attacks are all -2 to hit and
gain no bonus to damage from strength or skill. These attacks can
not critical except on a natural 20.
Numb (requires: Bloodsense)
Whenever the master successfully
makes a called shot (-4 for arms/legs, -6 for head, -8 for neck).
The target, in addition to taking normal damage, must make a save vs. paralysis
or loose all functioning in that area for 1d6+1 rounds. If this area
is the head or neck, the subject is knocked unconcious with a failed save.
Deathblow
(requires: Skewer, Bloodsense)
The master makes only one
attack this round. Damage is inflicted as normal, but, if the victim has
less levels or Hit Dice than the Grand Master, he must make a save versus
Death or die instantly. If the master criticals, the save vs. death
is at -4 and the target automatically fails their save vs. the effects
of the critical.
Chain Combination (requires:
Secondary Attack, Dexterity 16, single handed weapon)
A Master can put several attacks
together into a single motion, occasionally scoring a startling number
of hits. This skill works just like Secondary Attack, but the additional
attacks can also trigger additional attacks. The damage bonus from
skill is also included, unlike Secondary Attack.