ARMSMASTER
While some warriors bind themselves to a small selection of weapons and styles limiting their choices the armsmaster is a skilled master with all weapons ever conceived. Unhindered by an devotion to a given weapon and the tactics inherent to that choice an armsmaster can shift his armament to suit any eventuality of battle.
This class is well suited to fighters and fighter/monks, members of other martially minded classes may make their way into these classes but they are the exception. Armsmaster training is an attractive choice for myriad races but humans find it particularly valuable given the high premium many place on versatility.
Hit Dice:d10
Requirements
To qualify to become an armsmaster, a character must fulfill all the following criteria.
Base attack bonus: +7
Weapon Proficiency: Must be proficient with all simple and martial weapons.
Feats:Improved Unarmed Strike, Combat Expertise, Exotic Weapon Proficiency (any two)
Skills:Perform (weapon drill): 5 ranks
Class skills
The armsmaster's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Perform (Cha), Ride (Dex), and Swim (Str).
Skill Points at Each Level: 2 + Int Modifier.
Class Features:
All of the following are features of the armsmaster prestige class.
Weapon and Armor Proficiency: Maven do not initially gain any proficiency with any weapons. They gain no proficiency with armor.
Simple Focus (Ex): At 1st level, a Maven receives a +1 bonus to attack rolls made with all simple weapons and unarmed strikes. This bonus does not stack with the bonus granted by the weapon focus feat, nor can it be counted as a feat prerequisite.
Partial exotic proficiency (Ex): At 1st level, the armsmaster can use any exotic weapon with which she is not already proficient at a -2 penalty instead of a -4 penalty. At 2nd level this penalty is reduced to -1.
Improvise Feat (Ex): At 2nd level, at the beginning of each day, an armsmaster may select a single feat from the list of combat feats available to fighters. The armsmaster must meet all prerequisites for that feat and may not use the feat as a prerequisite for other feats or classes. At the beginning of each day the armsmaster may change this feat to another valid combat feat. At 4th level an armsmaster may select two improvised feats each day. At 7th level an armsmaster may select three. The armsmaster must have had some kind of exposure to any feat so improvised, such as witnessing the feat used in combat or learning of a the technique through research
Martial Focus (Ex): At 3rd level, an armsmaster receives a +1 bonus to attack rolls made with all martial weapons. This bonus does not stack with the bonus granted by the weapon focus feat, nor can it be counted as a feat prerequisite.
Dwoemer Transference: (Su): At 3rd level as a swift action the armsmaster may transfer the enhancement bonus and other special abilities of one magic weapon (not ammunition) on his person to another non-magic weapon of at least masterwork quality similarly on his person. This does not transfer spells on other temporary effects on the weapon, nor does it change the material composition of either weapon. While the transfer is in effect the formerly enchanted weapon is treated as thou it were merely masterwork. Should either weapon leave the possession of the armsmaster both revert to their normal state at the end of the round. If either weapon is destroyed or disjoined then the enchantment is permanently lost. This ability has duration equal to the armsmaster's class level in minutes. It is initially usable once per day. At 5th level it is usable three times per day. At 7th level it is usable five times per day. For the purposes of this ability the armsmaster's fists are considered masterwork weapons.
Full exotic proficiency (Ex): At 4th level, the Maven becomes proficient with all exotic weapons, unlike similar armsmaster abilities this may be counted as a feat prerequisite for subsequent feats tied to specific exotic weapons (e.g. Improved Critical).
Simple mastery (Ex): At 4th level, an armsmaster receives a +2 bonus to all damage rolls made with simple weapons. This bonus does not stack with the bonus granted by the weapon specialization feat, nor can it be counted as a feat prerequisite.
Exotic Focus (Ex): At 5th level, an armsmaster receives a +1 bonus to attack rolls made with all martial weapons. This bonus does not stack with the bonus granted by the weapon focus feat, nor can it be counted as a feat prerequisite.
Martial mastery (Ex): At 6th level, an armsmaster receives a +2 bonus to all damage rolls made with martial weapons. This bonus does not stack with the bonus granted by the weapon specialization feat, nor can it be counted as a feat prerequisite.
Exotic Mastery (Ex): At 7th level, an armsmaster receives a +2 bonus to all damage rolls made with exotic weapons. This bonus does not stack with the bonus granted by the weapon specialization feat, nor can it be counted as a feat prerequisite.
Class Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+1
+2
+2
+0
Simple focus, Partial Exotic proficiency -2
2nd
+2
+3
+3
+0
Partial exotic proficiency -1, Improvise feat 1
3rd
+3
+3
+3
+1
Martial focus, Dwoemer transference 1/day
4th
+4
+4
+4
+1
Full exotic proficiency, Simple Mastery, Improvise Feat 2
5th
+5
+4
+4
+1
Exotic focus, Dwoemer transference 3/day
6th
+6
+5
+5
+2
Martial mastery
7th
+7
+5
+5
+2
Exotic mastery, Dwoemer transference 5/day, Improvise Feat 3