A weapon master seeks to unite this weapon of choice with the body to make them one and to use the weapon as naturally and without thought as any other limb.
I wish to like to know more about it.. How can i improve the band between my weapon and the body... is it spiritual bindings?
Thanks
Last edited by W1shM4k3r on Sat, Jul 14 2012, 19:49 PM, edited 1 time in total.
There's very little lore about weapon masters. Some of their abilities have a connection to Ki, so you could take inspiration from monk RP. Then again, it can be seen as a pretty strange and out-of-place addition, so it's not like more mundane weapon masters would be "wrong."
Basically, it's all wide open for interpretation. I think it's safe to say weapon masters take their vocation seriously, but how exactly their focus manifests itself is very vague.
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If you want, you might try some research on Samurai. I think they're a good example of how a warrior might devote themselves to their weapon of choice. I can't think of another example from another culture though. I think the Samurai is the most prominent example given the reference to 'Ki' which is ...I believe....japanese for 'energy'.
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Wow!! that is awesome!!! Any ideas how to improve in a devilish blooded way?
Infernal inspired WM: a Lawful evil bend. As I've seen WMs, a WM seeks to make their weapon of choice like an extension of their body, or even an extension of their will if they want to get all zen-like. For an Infernal WM, they'd be -very- high on the discipline, accepting nothing less than absolute perfection and mastery over their chosen weapon. They would likely be very 'monk-like' in their fighting style and discipline, except they apply similar concepts to fighting with a weapon rather than a pursuit of self perfection and enlightenment. They'd probably be very calm and collected as they fought too, seeing it as being as innate as breathing or walking. They'd also likely be utterly ruthless in their fighting style, though more of an elegant and refined ruthlessness rather than an impulsive and unpredictable one that a demonic WM might be.
This at least, is my take on it. I do get the impression that WMs are more than just super-specialized soldiers.
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If you're looking for a classical samurai/kensai inspiration, the stereotypical source would probably be Miyamoto Musashi's Book of Five Rings. It's kind of vague and not full of actual practical technique, but there's a lot of flavor and pseudo-philosophy to be mined from it.
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A mortal warrior who sold his soul for a great and terrible magic weapon in life then has to serve as a great and terrible magic weapon in death... as his essence is bound into the blade making it a semi-sentient item that imparts the wielder some of the talant the warrior had in life? Also gives you a chance to talk to your weapon, argue with your weapon, play sudoku with your weapon, etc...
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Analog Kid wrote:
If you want, you might try some research on Samurai. I think they're a good example of how a warrior might devote themselves to their weapon of choice. I can't think of another example from another culture though. I think the Samurai is the most prominent example given the reference to 'Ki' which is ...I believe....japanese for 'energy'.
I couldn't agree more. The Complete Warrior is not Faerunian, but the samurai class in it is great food for thought when considering how to build and role play a weapon master.
The Complete Warrior wrote:
Known for their matchless bravery and strict code of honor, the samurai were the noble soldiers of feudal Japan. In a fantasy setting, the samurai brings that courage and honor to the service of a lord, general, or other leader. The reputation of samurai for being tenacious in combat often precedes them in battle, and their mere presence is often enough to make dishonorable enemies slink away in the darkness.
Adventures: Samurai undertake quests and other adventures at the behest of their lord, who often uses mid- to high- level samurai as troubleshooters. A samurai might be ordered to defend a village beset by bandits, to lead allies in battle, or to hunt down and duel a rival who has stained the lord's honor.
Characteristics: Wielding their signature katana (bastard sword) and Wakizashi (short sword) simultaneously, samurai are as potent in melee as a fighter, although they are less versatile. Their adherence to the code of bushido is intimidating to their foes, and the fixed stare of a samurai can unnerve most opponents.
Alignment: Almost every aspect of a samurai's life is ruled by the code of bushido, which demands total obedience to one's lord, bravery in the face of utmost peril, and honor and respect to superiors, peers, and lessers alike. Samurai are always lawful, stoic in demeanor, and implacable when matters of honor and justice are concerned.
Religion: In a fantasy world, some samurai worship no deity, instead relying on the code of bushido for guidance on moral and ethical issues. Others gravitate to the worship of deities of law, honor, and justice, such as Kayagura and .... Some evil samurai find the tyrannical teachings of ... acceptable.
Background: Samurai are traditionally of noble birth, although folk tales are replete with samurai who were orphans adopted by noble families or foot soldiers who showed outstanding bravery in battle. Becoming a samurai means untold hours learning to use the katana and Wakizashi, lessons in manners and etiquette, and relentless instruction in the tenets of bushido.
Races: The clan-based, lawful society of the dwarves would make a good match for samurai culture. Elves' long lives and sense of history could lead them down the samurai's path. Most Halflings wander too much to make effective samurai, and gnomes show no particular affinity for the class. Least likely of all are half-orcs, who rarely attain a high enough station in civilized society to become samurai.
Other Classes: Because both classes live their lives according to a code of behavior, samurai tend to get along well with paladins, although samurai are sometimes puzzled when paladins ask, "Is this the right thing to do?" (A typical samurai's response might be "You dishonor the lord by questioning his orders.") Monks are likewise admired for their strict training regimen and self-discipline. Samurai also get along well with fighters, especially if they have served in an army, and bards whose art reflects appropriate themes. Barbarians are tolerated with only a thin veneer of politeness, as are rogues who focus on larceny and other dishonorable activities.
Role: With heavy armor and a razor-sharp blade in each hand, samurai are front-line melee combatants. They also benefit from a series of abilities that give morale penalties to their foes. In addition, because they are trained in matters of etiquette, samurai make good negotiators and spokesmen.
Game Rule Information
1st : Base Attack Bonus +1, Fort +2, Ref +0, Will +0, Special-Daisho proficiency 2nd : Base Attack Bonus +2, Fort +3, Ref +0, Will +0, Special-Two swords as one 3rd : Base Attack Bonus +3, Fort +3, Ref +1, Will +1, Special-Kiai smite 1/day 4th : Base Attack Bonus +4, Fort +4, Ref +1, Will +1, Special- 5th : Base Attack Bonus +5, Fort +4, Ref +1, Will +1, Special-Iaijutsu master 6th : Base Attack Bonus +6/+1, Fort +5, Ref +2, Will +2, Special-Staredown 7th : Base Attack Bonus +7/+2, Fort +5, Ref +2, Will +2, Special-Kiai smite 2/day 8th : Base Attack Bonus +8/+3, Fort +6, Ref +2, Will +2, Special-Improved initiative 9th : Base Attack Bonus +9/+4, Fort +6, Ref +3, Will +3, Special- 10th : Base Attack Bonus +10/+5, Fort +7, Ref +3, Will +3, Special-Mass Staredown 11th : Base Attack Bonus +11/+6/+1, Fort +7, Ref +3, Will +3, Special-Improved swords as one 12th : Base Attack Bonus +12/+7/+2, Fort +8, Ref +4, Will +4, Special-Kiai smite 3/day 13th : Base Attack Bonus +13/+8/+3, Fort +8, Ref +4, Will +4, Special- 14th : Base Attack Bonus +14/+9/+4, Fort +9, Ref +4, Will +4, Special-Improved Staredown 15th : Base Attack Bonus +15/+10/+5, Fort +9, Ref +5, Will +5, Special- 16th : Base Attack Bonus +16/+11/+6/+1, Fort +10, Ref +5, Will +5, Special-Greater Two swords as one 17th : Base Attack Bonus +17/+12/+7/+2, Fort +10, Ref +5, Will +5, Special-Kiai smite 4/day 18th : Base Attack Bonus +18/+13/+8/+3, Fort +11, Ref +6, Will +6, Special- 19th : Base Attack Bonus +19/+14/+9/+4, Fort +11, Ref +6, Will +6, Special- 20th : Base Attack Bonus +20/+15/+10/+5, Fort +12, Ref +6, Will +6, Special-Frightful presence
Samurai have the following game statistics.
Abilities: Strength is of paramount importance to the sword-wielding samurai, and Dexterity and Constitution help him survive in the midst of battle. Many of the samurai's other class features depend on Charisma---a samurai's force of personality can make his enemies quake in fear.
Alignment: Any lawful.
Hit Die: d10
Class Skills: The samurai's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (history) (Int), Knowledge (nobility and royalty) (Int), Ride (Dex), and Sense Motive (Wis).
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Class Features: All of the following are class features of the samurai.
Weapon and Armor Proficiency: A samurai is proficient with all simple and martial weapons, and with all types of armor, but not with shields.
Daisho Proficiency (Ex): In melee combat a samurai favors the katana (a masterwork bastard sword) and the Wakizashi (a masterwork short sword). Many samurai receive an heirloom set of these two blades, known as the Daisho. Because a samurai is trained in their use he gains Exotic Weapon Proficiency (bastard sword) as a bonus feat.
Two Swords as One (Ex): At 2nd level, a samurai has learned to wield the katana and Wakizashi together, He is treated as having the Two-Weapon Fighting feat when wielding a katana and Wakizashi, even if he does not meet the prerequisites for that feat.
Kiai Smite (Ex): Once per day, a samurai of 3rd level or higher can give a great cry during combat that invigorates him. When a samurai shouts (a free action), his next attack gains a bonus on the attack roll and damage roll equal to his Charisma bonus (minimum +1). As the samurai gains levels, he can make a Kiai smite more often.
Iaijutsu Master (Ex): By 5th level, a samurai has become adept at Iaijutsu, a fighting technique that concentrates on drawing his weapon and striking a foe in one fluid motion. He is treated as having the Quick Draw feat, but only when he draws his katana or Wakizashi.
Staredown (Ex): At 6th level, a samurai becomes able to strike fear into his foes by his mere presence. He gains a +4 bonus on Intimidate checks and can demoralize an opponent (as described in the Intimidate skill description, page 76 of the Player's Handbook).
Improved Initiative (Ex): At 8th level, the samurai has practiced Iaijutsu techniques used in ritual duels between two samurai, and he is able to anticipate when any enemy will attack. He now has the Improved Initiative feat.
Mass Staredown (Ex): At 10th level, a samurai has sufficient presence that he can cow multiple foes. Using a Intimidate check, the samurai can demoralized all opponents within 30 feet with a single standard action.
Improved Two Swords as One (Ex): At 11th level, a samurai's prowess with the katana and Wakizashi improves. He is treated as having the Improved Two-Weapon Fighting feat when wielding a katana and Wakizashi, even if he does not meet the prerequisites for the feat.
Improved Staredown (Ex): At 14th level, even a glance from the hard eyes of a samurai is enough to give his foes pause. The samurai can demoralize opponents within 30 feet as a move action, not a standard action.
Greater Two Swords as One (Ex): At 16th level, fighting with a katana and Wakizashi becomes second nature for a samurai. He is treated as having the Greater Two-Weapon Fighting feat when wielding a katana and Wakizashi, even if he does not meet the prerequisites for that feat.
Frightful Presence (Ex): A 20th-level samurai's bravery, honor, and fighting prowess have become legendary. When the samurai draws his blade, opponents within 30 feet must succeed on a Will save (DC 20 + samurai's Cha modifier) or become panicked for 4d6 rounds (if they have from 5 to 19 Hit Dice). Creatures with 20 or more Hit Dice are not affected. Any foe that successfully resists the effect cannot be affected again by the same samurai's frightful presence for 24 hours.
Ex-Samurai:A samurai who ceases to be lawful or who commits an act of grave dishonor loses all samurai class features that depend on Charisma or Charisma-based checks. Minor embarrassments don't count, but major breaks with the code of bushido do. Acts that could lose a samurai his status include disobeying an order from a superior officer or feudal lord, fleeing in cowardice from an important battle, being caught in a major lie or other breach of integrity, and appallingly rude behavior. A disgraced character may not progress any farther as a samurai. He regains his class features and the ability to advance in the class if he atones for his violations (see the atonement spell, page 201 of the Player's Handbook), assuming the feudal lord offers a chance at redemption. (Some feudal lords demand ritual suicide as the only act that cleanses the stain of dishonor.) Like a member of any other class, a samurai may be a multi-class character, but multi-class samurai face a special restriction. A samurai who gains a level in any class other than samurai may never again raise his samurai level, though he retains all his current samurai abilities. The way of the samurai demands constant adherence to the code of bushido. Samurai may sometimes take levels in particular prestige classes without violating this code. The Kensai and the knight protector (both in the Complete Warrior) and the Dwarven defender (in the Dungeon Master's Guide) are three such examples. The Dungeon Master may designate other prestige classes as available to a samurai. Some disgraced samurai take levels in the ronin prestige class (described in Chapter 2 of the Complete Warrior), which gives them a chance to regain their lost class features.
I'm no build specialist but i'm sure it's possible in amia to get most of this with fighter/weapon master or fighter/weapon master/knight commander.
Another take (especially for a Lawful character) might be for that character to focus on the "science" of wielding that particular weapon. I think this might give you an idea of what I mean with that.
It might even be an interesting interpretation for a monk.
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Some meditations and mental exercises have a part where people "travel through their body" in their minds eye. So extrapolating from that to the weapon of choice shows an example of a mental bond between the person and his/her weapon.
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