The Weaponsmaster Weapons Masters are highly trained Men at Arms that are picked at an early age and put upon a strictregime of vigorous training and conditioning.The training of the Weapons Master is to, first, forgehis/her body and soul into a lethal weapon, and second , to then train with various weapon typesuntil s/he choses those weapons that will be used for the rest of the Weapons Master's life. Thesechosen weapons become an extension of his body. Three weapons are chosen. Only these 3weapons and those given in O.C.C. skills are used from then on. A Weapons Master never uses anyother types of weapons. Because of specialized training, Weapons Master have access to fightingtechniques usually restricted to other Men at Arms Classes. The training of the Weapons Masterteaches him to use his weapons in moves, actions and techniques not taught or capable by otherfighting classes. The Weapons Master knows the capabilities, weight, balance and exact length ofeach of his weapons as well as he known his own body. He is always aware of this as he trains.Because of this he gains addition Strike, Parry and Dodge bonuses in combat. Various fighting techniques are acquired with experience. Knowing the weapon's capabilities allows the characterto inflict more damage against a foe. The Weapons Master is a honourable fighter and will not go back on his word if given. He does notgive it lightly. He angers at dishonour, deceit and dishonourable acts. Because he enters the fighting school at a early age, (preteen or equivalent), the Weapons Master hasnot been exposed to outside life, if seldom. Schooling is of fighting arts, the ways of armour andweapon crafting, strategies of war, training and of other skills to allow him to survive. Arts,communications and academic lores are not taught, seeing they are not needed in training. WeaponsMaster usually acquire some outside skills once they have left their school, but it is not theirpriorities. This is illustrated in the selection of Electives and Secondary skills with bonus tothem. At the end of training, a Weapons Master will spend time in seclusion, then enter the School Forge.Here he will craft his own Weapons. This is a time of reflection and almost a religiousexperience. The weapon is crafted, then marked with the symbols of his School, his TrainingMaster, and his own Symbol. A Weapons Master can identify the symbols on another Weapons Master'sweapons, telling him of the school etc. of that Weapons Master. The Weapons Master is never without hisweapons and to touch the weapon of a Weapons Master, without his permission is a possible insult,unless it is done with no intent to harm or insult. There are several Schools of Training, each Symbolizing a Animal Totem. Each Animal Totemis chosen to illustrate a exceptional trait of an animal. All Schools are in harmony with eachother, usually inviting training and competition between each School. Each School styleattempts to instill in the Weapons Master the animal it embodies. The training provides certainbonuses to the Weapons Master. These bonuses cannot be increased by more training. Schools Characters must select a School when creating a Character. The School type cannot be changedafter the creation of the character. - Grizzly Totem: +2 to Damage. This illustrates the mass and strength of the Grizzly Bear.
- Puma Totem: +1 to Strike and Parry. This training endows the character with the striking andagility of the Predatory Cat.
- Falcon Totem: +1 to Strike and Dodge: This school instills the speed of striking and the agilityof a Falcon in flight.
- Serpent Totem: +1 to Strike and Damage: The striking movement and deadliness of a Snake isinstilled in the character.
- Elk Totem: +1 to Parry and +2 to Dodge. The Fleetness of foot and the agility of a Elk isreflected in the fighting stances of this School.
- Heron Totem: +2 to Parry and +1 to Dodge. The Grace of the heron is reflected in the fightingstances of this School.
Schools sponsored by the Gods These schools are sponsored by certain gods and maintained by the churches. Only certainpupils are accepted as dictated by the sponsor. - Spider Totem: +2 to Strike and +1 Damage, Use Poison (+5%), Prowl (+5%). The strikingmovement, deadliness and cunning of a spider is instilled in the character. School Requirements: Drow elf or worship of a Drow God(note: This school for Weapons Masters teaches a slightly different Hand to Hand Combat. SeeSpider Hand to Hand.).
- Dragon Totem: +2 to Strike and +1 Damage and gain the ability to cast 1 extra spell/day. Thedeadliness, Intelligence and mystic nature of the Dragon is reflected in the fighting stances ofthis School. School Requirements: Worship of the Dragon Gods and the ability to cast spells(note: This school for Weapons Masters teaches a slightly different Hand to Hand Combat. SeeDragon Hand to Hand.)
Special Bonuses: Regardless of which school they belong to, all Weapons Masters recieve a +3 bonus to strike, parry and dodge with their weapon of specialization.Weapons Master O.C.C.Attribute Requirements: P.S.: 12 P.P.: 13 P.E.:12 (plus any special requirements of the schoolpicked) Alignment: Any, but usually Honourable Gender: Male or Female Race: Any O.C.C. Skills: Hand to Hand: Weapons Master W.P. Unarmed W.P. Small Shield W.P. Paired Weapons Select Three Weapon Proficiencies Weaponsmith (+15%) Armourer (+15%) Armour/Weapons Decoration Horsemanship: General Blind Fighting (+10%) Languages: Native tongue at 98% plus 1 of choice (+15%) Literacy: Native Language (+20%) O.C.C. Related Skills: Choose 2 other skills form the Military skill category and five otherskills at level 1 , plus 1 per level starting at level 2. All new skills start atLvl. one proficiency. Communications: Any (+5%) Domestic: Any Espionage: Any (+5%) Horsemanship: Exotic Only.(+5%) Labour: Any Medical: First Aid Only. Military: Any (+20%) Naval Skills: Any (+15%) Performing Arts: Any Physical: Any Rogue: Any Science: Math Only Scholar/Noble/Technical: Any Weapon Proficiencies: Targeting, and Sniper ONLY (these don't really count as W.P.'s as they are refinements of existing W.P.'s) Wilderness: Any Secondary Skills: Choose 4 at level 1, plus 1 per level starting at level 2. All new skills start atLvl. one proficiency. These are additional areas of knowledge that don't get the O.C.C. bonus.
Level | Experiance | Hand to Hand: Weapons Master | Spider | Dragon | 1 | 0-2,400 | 2 Attacks per Melee, +3roll | 2 Attacks per Melee,+3 roll | 2 Attacks per melee, +3roll | 2 | 2,401-4,800 | 3 to Parry/Dodge | +3 toStrike/Parry/Dodge | +3 toStrike/Parry/Dodge | 3 | 4,801-9,600 | +2 to Damage | 3 Attacks per Melee | 3 Attacks per Melee | 4 | 9,601-17,000 | Disarm Opponent: 18 to20 | Disarm Opponent: 18to 20 | Disarm Opponent: 17 to20 | 5 | 17,001-25,000 | 3 Attacks per Melee | +2 to Damage | +1 to Damage | 6 | 25,001-35,000 | Critical Strike: 17 to 20 | Critical Strike: 17 to20 | Critical Strike: 17 to 20 | 7 | 35,001-50,000 | +2 to Strike | 4 Attacks per Melee | 4 Attacks per Melee | 8 | 50,001-70,000 | Stun Opponent: 18 to 20 | Stun Opponent: 18 to20 | Stun Opponent: 17 to 20 | 9 | 70,001-95,000 | 4 Attacks per Melee | +2 to Strike | +2 to Strike | 10 | 95,001-135,000 | Death Blow: 19 or 20 | Death Blow: 19 or 20 | Death Blow: 19 or 20 | 11 | 135,001-177,000 | +5 to Parry/Dodge | 5 Attacks per Melee | 5 Attacks per Melee | 12 | 177,001-227,000 | +3 to Strike | Critical Strike behindx3 | +3 to Strike | 13 | 227,001-277,000 | 5 Attacks per Melee | +4 Damage | +4 Damage | 14 | 277,001-327,000 | +3 to Damage | +7 toStrike/Parry/Dodge | 6 Attacks per Melee | 15 | 327,001-377,000 | +4 to Strike | 6 Attacks per Melee | +4 toStrike/Parry/Dodge |
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