Master of Arms
The Master of Arms is a professional warrior who, unlike the Weapon Master, seeks to become proficient in a wide variety of equipment rather than focusing on a singular weapon. He can harry his opponent with an accurate barrage of blows interspersed with special techniques to keep his opponent off-balance and never knowing what to expect next.
Requirements
BAB: +6
Feats: Measured Blows, Combat Expertise, Combat Focus
Skills: 4 Ranks Tumble
Hit Dice: D10
BAB: High
Proficiencies
Weapons: Master of Arms
Saves
High: Fortitude, Will
Low: Reflex
Skill Points: 4 + Int Modifier
Class Skills: Bluff, Intimidate, Lore: History, Lore: Local, Lore: Martial, Parry, Taunt, Tumble
Feat Progression
Level 1 Master of Arms
Level 2 1d6 Sneak Attack
Level 3 Parting Strike
Level 4 Combat Vigor
Level 5 Improved Weapon Finesse
Level 6 2d6 Sneak Attack
Level 7 Relentless Barrage
Level 8 Combat Awareness
Level 9 Weapon Synergy
Level 10 Combat Insight, 3d6 Sneak Attack, Combat Strike
New Feat Descriptions
Break Fall (General)
Requirement: DEX 21, Wrestling at Sword
If knocked down, the character can make a second check to escape the knockdown.
Crooked Strike (General)
As a standard action the character makes an attack at his opponent’s hands and wrists that reduces their AB and Damage by -2, for five rounds. The target must make a Fort Save with a DC of 10 + 1/2 the attacker’s level to avoid the penalty. It has a cool down of 1 minute.
Deft Hands (General)
Requirements: Feint, DEX 21
Whenever the character uses Feint against his opponent, if his DEX modifier is higher than his CHA, he may add the difference between his to his Bluff roll.
Improved Weapon Finesse (Class)
A character with this feat is adept at using medium and large weapons subtly and effectively, allowing him to make melee attack rolls with his dexterity modifier instead of strength (if his dexterity is higher than his strength). This feat does not allow the character to use medium or large sized weapons with other abilities that require light or tiny weapons.
Master of Arms (Class)
This proficiency allows the Master of Arms to wield Bastard Sword, Estoc, Falchion, Greatsword, Halberd, Katana, Longsword, Polehammer, Quarterstaff, Scimitar, Spear, Zweihander
Measured Blows (General)
Requirement: Weapon Finesse
The character has trained to make precise attacks when wielding one of his weapons by tightening up his movements and making smaller and quicker strikes, gaining accuracy at the expense of damage. When this mode is activated, he gains +3 AB at the expense of -3 Damage.
Parting Strike (Class)
As a standard action the Master of Arms executes a quick cut to the top of his opponent's scalp to distract him by opening a wound that will bleed into his eyes. The attack is made at his full BAB, and if it connects the target must succeed at a Fort Save with a DC of 10 + the Master’s class level + 1/2 his DEX modifier or be blinded for the next round. It has a cooldown of 1 minute.
Relentless Barrage (Class)
As a standard action, the Master of Arms makes an attack at his full BAB. If it successfully hits, the defender must make a Reflex save modified against a DC of 10 + the Master's class level + 1/2 his DEX modifier. If this roll fails, the target suffers a penalty of -2 to AC and AB for one round per two class levels
Strike of Wrath (General)
As a Full Round Action you execute an attack at your full Base Attack Bonus. If it hits, the defender must succeed a Fort Save with a DC of 10 + 1/2 the attacker’s level, or sustain -2 CON damage for five rounds. It has a cooldown of 2 minutes.
Weapon Synergy (Class)
The Master of Arms has undertaken sufficient study that he has mastered the similarities in how his weapons are wielded, and may apply any bonuses from Weapon Focus, etc. feats from one weapon type, to another weapon of his choice (IE, if he has Weapon Focus and Improved Critical Longsword, he may apply these bonuses when wielding a Polehammer, as well).
Wrestling at Sword (General)
Requirement: DEX 13, Knockdown
If the character’s DEX modifier is higher than his STR, the character may add the difference to his Knockdown checks.
New Equipment
Rondel
Type: Martial Weight: 1.0 pound(s)
Damage Type: Piercing
Size: Tiny
Critical: 20/x3 Damage: 1d4
Bonus Feat: Coup-De-Grâce
Feats: Martial
The rondel is a specialized form of dagger with a long, slender, needle-like point designed specifically for penetrating between the joints of plate armor. Its main purpose is to deliver a coup-de-grâce to fallen opponents or to serve as a knight's last line of personal defense, however it has also become popular among merchants and tradesmen.
Polehammer
Type: Martial Weight: 8.0 pound(s)
Damage Type: Bludgeoning and Piercing
Size: Large
Critical: 20/x3 Damage: 2d6
Feats: Martial
As armor grew heavier, weapons evolved to better contend with it, leading the conventional warhammer to develop into the polehammer. The polehammer consists of a hammer head at the end of a 6-8ft shaft, and is a favored weapon of heavily-armored knights. In addition to the hammer head, polehammers generally featured a reverse spike for punching holes through armor or for hooking knights off their horse, and a spike at the end for thrusting like a spear.
Estoc
Type: Exotic Weight: 4 pounds
Damage Type: Piercing
Size: Medium
Critical: 18-20/x2 Damage: 1d8
Feats: Exotic
A particular form of longsword featuring a narrow, pyramidal blade for thrusting. Unlike the conventional longsword it has no cutting ability, and was designed for piercing the joints in plate armor.
Zweihander
Type: Martial Weight: 10.0 pound(s)
Damage Type: Slashing and Piercing
Size: Large
Critical: 20/x3 Damage: 3d4
Feats: Exotic
The largest and most impressive of swords, these massive blades range as much as 6ft in total length. Because of their size these swords have much more in common with polearms, and are often favored by wealthy mercenaries for contending with pike formations (note: mechanically a Zweihander would be considered a polearm).