Author Topic: [3.5] Arcane Weapon Master  (Read 1159 times)

Offline Kazimir_Iskander

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[3.5] Arcane Weapon Master
« on: September 18, 2021, 03:29:56 PM »
ARCANE WEAPON MASTER



Why would I choose a common blade when magic grants me such wonders?

The Arcane Weapon Master is a master of one specific weapon granted by spellcasting.

BECOMING AN ARCANE WEAPON MASTER
Most Arcane Weapon Masters were previously Sorcerers or Warmages with some martial training. Others are Fighters with minor magical abilities. Still others walk the line between, Coming from the Bard or Duskblade classes.

ENTRY REQUIREMENTS
:Ability to cast one arcane spell that produces a wield-able weapon. (a blade of pure force, a bow of lightning, etc.)
:Knowledge of 2 Diamond Mind Maneuvers.
:BAB 5


Class Skills
The Arcane Weapon Master's class skills (and the key ability for each skill) are:
Climb, Concentration, Craft, Handle Animal, Intimidate, Jump, Knowledge, Martial Lore, Ride, Spellcraft, and Swim.
Skills Points at Each Level: 2 + int modifier.

Hit Dice: d10


Weapon Proficiencies: An Arcane Weapon Master gains no new proficiencies.
   BAB  Fort    Ref    Will  Abilities
1   +1    +2     +0     +0    +1 level of existing Martial Adept class, Arcane Weapon Devotion, Summon Weapon
2   +2    +3     +0     +0    +1 level of existing arcane spellcasting class
3   +3    +3     +1     +1    +1 level of existing arcane spellcasting class, Persistent Weapon
4   +4    +4     +1     +1    +1 level of existing arcane spellcasting class
5   +5    +4     +1     +1    +1 level of existing Martial Adept class, Permanent Weapon


Martial Advancement: At levels 1 and 5 the Arcane Weapon Master gains Maneuvers (Including the maneuver swap) and Initiator Level as if he had gained a level in the Martial Adept class that qualified him. If he does not have Martial Adept levels (using martial study to gain Diamond Mind maneuvers) then he only gains the extra Initiator Levels.

Spellcasting: At levels 2, 3, and 4 the Arcane weapon master gains new spells known and new spells per day as if he had gained a level in the spellcasting class that qualified him for this class. He does not gain any other abilities of the previous class.

Arcane Weapon Devotion: Choose any one spell that qualified you for this class. The weapon generated by that one spell is your chosen weapon. You gain the benefits of Weapon Focus with the chosen weapon. The weapon is treated as a discipline weapon for the Diamond Mind discipline, and is usable as a normal weapon of its type (meaning it can make full attacks if it wasn't already able to). This spell may be changed at each level.

Summon Weapon: You can call your weapon to hand with the speed of any hardened warrior. Your chosen weapon spell may be cast as a swift action, as if effected by quicken spell. This does not change the spell level of the spell, and may be used by spontaneous casters. If you possess the Quick Draw feat, you may summon your weapon as a free action instead.

Persistent Weapon: When you summon your chosen weapon, you may choose to expend another identical spell slot. If you do, the weapon's base duration is increased to hour/level.

Permanent Weapon: The Arcane Weapon Master's chosen weapon is now fully sustained by his magic power. Permanently sacrifice one spell slot of the level needed to cast your weapon spell. The spell is now a continuous effect. Entering an antimagic field suppresses it until you leave the field and dispelling the weapon temporarily banishes it (It may not be resummoned until your next turn). The weapon is enchantable like any normal weapon. This can be repeated at will, permanently sacrificing a spell slot for each weapon.
(Some characters might want to apply metamagic to the spell, using a higher level spell slot later in their career or making a second weapon for dual wielding)

PLAYING AN ARCANE WEAPON MASTER
An Arcane Weapon Master is a classic Gish class, with one notable exception. He shuns nonmagical weapons entirely in favor of one generated by a spell.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: Arcane Weapon Masters often move on to become Abjurant Champions or Spellswords.
Resources: Arcane Weapon Masters are largely independent, needing no blacksmith to repair his weapons, and relying on innate spellcasting or martial prowess to survive.

ARCANE WEAPON MASTERS IN THE WORLD
He didn't seem much different from other spellswords. If it weren't for his weapon I would have never even known he was such a formidable foe.
Organizations: Arcane Weapon Masters are beholden to no specific organization, but they make excellent mercenaries.


ARCANE WEAPON MASTERS IN THE GAME
Adaptation: As any Spellsword
Encounters: ^

Sample Build

Desthin Sinkropht
Sorcerer9/Warblade1/Abjurant Champion5/Arcane Weapon Master 5
This build misses 9th level spells, but gets martial progression.

Alternate build (Gets 9th level spells)
Wizard10/AC5/AWM5
Note: Very feat starved, and misses out on martial progression.