Re: DEX 2Her - Master of the Longsword
Posted: Sat Apr 29, 2017 1:54 am
Anywho, tweaked:
Master of the Longsword
The Master of the Longsword is a professional warrior trained in the use of two-handed swords and polearms who, rather than relying on raw power, makes use of speed and finesse to harry his opponents with an accurate barrage of blows to keep them off-balance. Unlike the Weapon Master he doesn't heavily specialize in one type of weapon, but has instead studied the synergy between a wide range of equipment, and is able to utilize them all equally to their fullest extent, if at the cost of hitting power.
Hit Dice: D8
BAB: High
Proficiencies
Weapons: Simple, Martial
Armor: Light
Saves
High: Reflex
Low: Fort
Skill Points: 3
Class Skills: Bluff, Intimidate, Lore: History, Lore: Local, Lore: Martial (New Skill, this could be made a class skill for Fighter, Weapon Master, Dwarven Defender, etc., as well), Parry, Spot, Taunt, Tumble
Note: This class does NOT qualify as Fighter levels for Feat purposes.
Master of the Longsword abilities only work when wearing light or no armor (IE if a Master of the Longsword takes the Medium Armor Proficiency, he no longer benefits from those abilities if wearing medium armor). All require him to be using a two-handed sword or polearm no larger than one size class larger than him (IE, for a human they only apply to Medium and Large weapons, and only wielded in two hands).
Level 1 Measured Blows
Level 2
Level 3 Parting Strike
Level 4
Level 5 Half-Sword
Level 6 Disarm
Level 7 Skillfull Defense
Level 8
Level 9 Weapon Synergy I
Level 10 Scholar of Arms
Level 11 Feint
Level 12 Disabling Blow
Level 13 Vor
Level 14 Wrestling at Sword
Level 15
Level 16 Coup-de-Gras I
Level 17 One With The Blade
Level 18 Mordhau
Level 19 Weapon Synergy II
Level 20 Provost of Arms
Level 21 Relentless Barrage
Level 22 Coup-de-Gras II
Level 23
Level 24 Aggressive Defender
Level 25 Chink in the Armor
Level 26 Combat Insight
Level 27 Master's Defense
Level 28
Level 29
Level 30 Master of Arms
Feat Descriptions
Measured Blows: At Level 1, he 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: At Level 3, as a full round action the Master of the Longsword 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 is blinded for the next round.
Half-Sword: (Scripted Modal) At Level 5, when fighting in Measured Blows, the MotLS can elect to move one hand onto the blade of his sword, shortening up his reach and reducing his power, but further increasing precision. Once activated, when wielding any sword two-handed or polearm the damage type changes to Piercing (if not already) and critical threat range increases by +2, but at the cost of a further -2 damage. It does not stack with the Weapon Master's increased multiplier, but will stack with Keen or Improved Critical. If the Master comes out of Measured Blows for any reason once activated, Half-Sword is disabled.
Disarm: At Level 6 the Master of the Longsword receives the Disarm feat for free, even if he doesn't meet the requirements.
Skillful Defense: At Level 7, the Master of the Longsword has learned to defend himself with his weapons as if they were a shield in melee combat. He gains +1 AC (Shield) for every 10 ranks of Parry when fighting in Measured Blows. This only applies against melee weapons, and only against his current target.
Weapon Synergy: At Level 9 the Master of the Longsword may wield any sword or sword-like weapon (IE bastard sword and katana) and polearm even if he lacks the proficiency feat for it, as long as he does so two-handed. At Level 19, he has undertaken sufficient study that he has mastered the similarities in how his weapons are wielded, and may apply any bonuses from Weapon Focus, Power Critical, or Improved Critical feats to all weapons in its type (two-handed swords, or polearms). Note that having feats in more than one weapon of the same type (IE if the character has Weapon Focus Longsword and Weapon Focus Greatsword) does not stack.
Scholar of Arms: The Master of the Longsword's knowledge of weapons lends him an intuitive grasp of their inherent properties, granting him bonuses in his skill at wielding his qualifying weapons. He gains an additional +1 AB for every 5 ranks of Lore (Martial).
Feint: At Level 11 the Master of the Longsword receives the Feint feat for free, even if he doesn't meet the requirements.
Disabling Blow: At Level 12 he may, as a full round action, make an attack that cripples his opponent and reduces their AB and Damage by -2, as well as reducing their movement speed, for a number of rounds equal to 1 round per five class levels. The target must make a Fort Save with a DC of 10 + 1/2 the Master's class level + 1/2 his DEX modifier to avoid the penalty. It has a cool down of 2 minutes.
Vor: At Level 13 the Master of the Longsword's unrelenting assault takes the initiative, and keeps his opponent off-balance and forces them to react to him. As a full round action, the Master of the Longsword makes an attack at his full BAB. If the attack is successful, for the next 1 round per five class levels the Master takes control of the fight, and during this time the opponent's DC for Concentration Checks on any spells and abilities used by the opponent when engaged in melee combat are increased by 1 for every 6 class levels. It has a 2-minute cool down.
Wrestling at Sword: At Level 14 the Master of the Longsword now uses DEX for Knockdown checks in place of STR. If Half-Sword is active, he may add his weapon's Enhancement Bonus to his roll.
Coup-de-Gras: At Level 16, as a standard action the Master may deliver an attack against a prone opponent at his full BAB. If the attack is successful the hit is an automatic Critical at the weapon's maximum damage. At Level 22 this is upgraded even further by granting +1 to the Critical Multiplier. This attack has a 2 minute cool down.
One With The Blade: At Level 17 the Master of the Longsword has achieved sufficient mastery with his weapons they have effectively become an extension of his body. Whenever wielding any polearm or a sword two-handed, his weapon is considered to be a finesse weapon, and may use DEX for AB.
Mordhau: At Level 18, as a full round action, the Master of the Longsword takes his sword by the blade, and swings it like a mace or hammer. If the blow connects, it deals his weapon's normal dice and enhancement bonus in bludgeoning damage (IE a longsword would deliver 1d8 + EB Bludgeoning). The target must then make a Fort save with a DC of 10 + 1/2 the Master's class level + 1/2 his DEX modifier + his weapon size or be dazed for 1 round per 6 class levels. If the target fails this check by 10 or more, he is stunned for the same duration. Regardless of whether the attack hits or misses, the Master suffers an AB penalty of -2 for the next round. It has a cool down of 60 seconds.
Provost of Arms: At Level 20 the Master of the Longsword has further refined his technique for harrying his opponents, and can now inflict devastating bleeding wounds against his opponent. Disabling Blow now applies one point bleeding damage per six class levels for its duration of effect.
Relentless Barrage: At Level 21, whenever the Master of the Longsword succeeds with his Vor attack, his opponent must make a Reflex save modified by the Vor penalty against a DC of 10 + 1/2 the Master's class level + 1/2 his DEX modifier. If this roll fails, he suffers an additional penalty of -2 to AC and AB for as long as the Master is in Vor.
Aggressive Defender: At Level 24 the Master of the Longsword is constantly moving his weapon, ready to intercept any incoming blow even when he's attacking. Whenever using Measured Blows, he gains +3 AC in addition to his AB bonus against his current opponent. It only applies against melee attacks.
Chink in the Armor: At Level 25 the Master of the Longsword has learned to spot and target the weaknesses in his opponent's armor. As a full round action he makes a spot check against a DC of (10 + Armor AC + Armor Enhancement) x 2. If successful, for the next 1 round per 3 class levels he gains an additional +2 to his Critical Threat range against that target. This ability has a 2 minute cooldown, and stacks with the critical threat bonus from Half-Sword.
Combat Insight: At Level 26, the Master of the Longsword receives the Combat Insight Feat, even if he doesn't meet the requirements.
Master's Defense: At Level 27, the Master of the Longsword may add 1/2 his weapon's Enhancement Bonus as AC (Shield) against his current target. This bonus stacks with his bonus for Skillful Defense, and only applies against melee attacks.
Master of Arms: The Master of the Longsword has fully mastered his weapons, to the point that his attacks come so quickly and furiously he may press his opponents beyond their ability to keep up. As a result, each round the Master lands a successful attack while Vor is active, the AC and AB penalties suffered by his opponent increase by 2.
Additional Feats
The following feats are some ideas for additional abilities available for selection at level-up:
Penetrating Thrust (Requires Half-Sword, 17 INT): When fighting in Half-Sword, the Master of the Longsword gains 1 point of penetration against non-magical damage reduction per 10 class levels. Chink in the Armor increases this to +2 per 10 levels.
Expanded Synergy (Requires Weapon Synergy II, 19 INT): The Master of the Longsword may apply his bonuses from Weapon Focus, Improved Critical, or Power Critical to all qualifying weapons.
Break Fall (Require DEX 21): If knocked down, the Master of the Longsword can make a second check using his DEX modifier. If the roll succeeds, he escapes the knockdown.
Multifighting (Require DEX 25, INT 19, Aggressive Defender): The Master of the Longsword has carefully studied footwork and angles to better defend himself against multiple opponents. He may now apply his AC bonuses to all opponents engaging him in melee range, not just his current target.
A note on the below: Because harnischfechten (armored fighting) is a central part of the martial arts from which this class draws influence, I'm trying to find SOME way to work it in.
Harness Fighting (Requires Mobility, Heavy Armor Proficiency, Chink in the Armor): If the Master of the Longsword takes the Heavy Armor Proficency, he may now utilize his abilities when wearing Full or Half Plate armor.
Agile Harness Fighter (Requires Harness Fighting, DEX 25): The Max DEX bonus for wearing Full or Half Plate is increased by 2. This also stacks with the bonus for Mithral armor.
General Feats
These are some general feats that could be available to any character.
Ward of the Fool: The character assumes a ward position offering his opponent an opening, intending to lure him into an attack to set up a counter. Whenever Parry is enabled, he gains a +5 bonus to his check.
Deft Hands (Require Feint, DEX 21): Whenever the character uses Feint against his opponent, he may use his DEX bonus for his Bluff roll rather than CHA (because it makes no sense whatsoever that your Charisma should determine how good you are at making it look like your sword is going somewhere other than where it actually is).
Additional Equipment
Some ideas for new equipment:
Rondel
Type: Martial Weight: 1.0 pound(s)
Dmg Type: Piercing Size: Tiny
Critical: 20/x3 Damage: 1d4
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-gras 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)
Dmg 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: Martial Weight: 4 pounds
Dmg Type: Piercing Size: Medium
Critical: 18-20/x2 Damage: 1d8
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)
Dmg Type: Slashing and Piercing Size: Large
Critical: 20/x3 Damage: 3d4
Feats: Martial
The largest and most impressive of swords, these massive blades range as much as 6ft in total length. Because of their size these swords are actually wielded like polearms, and are often favored by wealthy mercenaries for contending with pike formations.
I've put Parting Strike into the class progression as an early harrying ability, and replaced Insightful Strike with Combat Insight: First, since INT is probably going to be the secondary stat for this class because of the need for lots of skill points, most builds are probably going to take it, anyway. Also, opening up the Combat Insight/Insightful Strike stack would be pretty unbalancing, and not fitting the lore of sacrificing damage for AB.
I'd forgotten that Chink in the Armor was an additional +AB on successful Spot, so I've changed this to an additional bonus to the Critical Threat range against that target, instead.
I've currently left Master of Arms as-is, but I'm open to hearing alternatives if the AB/AC penalty progression is too stiff. Doubling as a potential feat at level up has been removed under the understanding that it's not possible to script.
Master of the Longsword
The Master of the Longsword is a professional warrior trained in the use of two-handed swords and polearms who, rather than relying on raw power, makes use of speed and finesse to harry his opponents with an accurate barrage of blows to keep them off-balance. Unlike the Weapon Master he doesn't heavily specialize in one type of weapon, but has instead studied the synergy between a wide range of equipment, and is able to utilize them all equally to their fullest extent, if at the cost of hitting power.
Hit Dice: D8
BAB: High
Proficiencies
Weapons: Simple, Martial
Armor: Light
Saves
High: Reflex
Low: Fort
Skill Points: 3
Class Skills: Bluff, Intimidate, Lore: History, Lore: Local, Lore: Martial (New Skill, this could be made a class skill for Fighter, Weapon Master, Dwarven Defender, etc., as well), Parry, Spot, Taunt, Tumble
Note: This class does NOT qualify as Fighter levels for Feat purposes.
Master of the Longsword abilities only work when wearing light or no armor (IE if a Master of the Longsword takes the Medium Armor Proficiency, he no longer benefits from those abilities if wearing medium armor). All require him to be using a two-handed sword or polearm no larger than one size class larger than him (IE, for a human they only apply to Medium and Large weapons, and only wielded in two hands).
Level 1 Measured Blows
Level 2
Level 3 Parting Strike
Level 4
Level 5 Half-Sword
Level 6 Disarm
Level 7 Skillfull Defense
Level 8
Level 9 Weapon Synergy I
Level 10 Scholar of Arms
Level 11 Feint
Level 12 Disabling Blow
Level 13 Vor
Level 14 Wrestling at Sword
Level 15
Level 16 Coup-de-Gras I
Level 17 One With The Blade
Level 18 Mordhau
Level 19 Weapon Synergy II
Level 20 Provost of Arms
Level 21 Relentless Barrage
Level 22 Coup-de-Gras II
Level 23
Level 24 Aggressive Defender
Level 25 Chink in the Armor
Level 26 Combat Insight
Level 27 Master's Defense
Level 28
Level 29
Level 30 Master of Arms
Feat Descriptions
Measured Blows: At Level 1, he 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: At Level 3, as a full round action the Master of the Longsword 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 is blinded for the next round.
Half-Sword: (Scripted Modal) At Level 5, when fighting in Measured Blows, the MotLS can elect to move one hand onto the blade of his sword, shortening up his reach and reducing his power, but further increasing precision. Once activated, when wielding any sword two-handed or polearm the damage type changes to Piercing (if not already) and critical threat range increases by +2, but at the cost of a further -2 damage. It does not stack with the Weapon Master's increased multiplier, but will stack with Keen or Improved Critical. If the Master comes out of Measured Blows for any reason once activated, Half-Sword is disabled.
Disarm: At Level 6 the Master of the Longsword receives the Disarm feat for free, even if he doesn't meet the requirements.
Skillful Defense: At Level 7, the Master of the Longsword has learned to defend himself with his weapons as if they were a shield in melee combat. He gains +1 AC (Shield) for every 10 ranks of Parry when fighting in Measured Blows. This only applies against melee weapons, and only against his current target.
Weapon Synergy: At Level 9 the Master of the Longsword may wield any sword or sword-like weapon (IE bastard sword and katana) and polearm even if he lacks the proficiency feat for it, as long as he does so two-handed. At Level 19, he has undertaken sufficient study that he has mastered the similarities in how his weapons are wielded, and may apply any bonuses from Weapon Focus, Power Critical, or Improved Critical feats to all weapons in its type (two-handed swords, or polearms). Note that having feats in more than one weapon of the same type (IE if the character has Weapon Focus Longsword and Weapon Focus Greatsword) does not stack.
Scholar of Arms: The Master of the Longsword's knowledge of weapons lends him an intuitive grasp of their inherent properties, granting him bonuses in his skill at wielding his qualifying weapons. He gains an additional +1 AB for every 5 ranks of Lore (Martial).
Feint: At Level 11 the Master of the Longsword receives the Feint feat for free, even if he doesn't meet the requirements.
Disabling Blow: At Level 12 he may, as a full round action, make an attack that cripples his opponent and reduces their AB and Damage by -2, as well as reducing their movement speed, for a number of rounds equal to 1 round per five class levels. The target must make a Fort Save with a DC of 10 + 1/2 the Master's class level + 1/2 his DEX modifier to avoid the penalty. It has a cool down of 2 minutes.
Vor: At Level 13 the Master of the Longsword's unrelenting assault takes the initiative, and keeps his opponent off-balance and forces them to react to him. As a full round action, the Master of the Longsword makes an attack at his full BAB. If the attack is successful, for the next 1 round per five class levels the Master takes control of the fight, and during this time the opponent's DC for Concentration Checks on any spells and abilities used by the opponent when engaged in melee combat are increased by 1 for every 6 class levels. It has a 2-minute cool down.
Wrestling at Sword: At Level 14 the Master of the Longsword now uses DEX for Knockdown checks in place of STR. If Half-Sword is active, he may add his weapon's Enhancement Bonus to his roll.
Coup-de-Gras: At Level 16, as a standard action the Master may deliver an attack against a prone opponent at his full BAB. If the attack is successful the hit is an automatic Critical at the weapon's maximum damage. At Level 22 this is upgraded even further by granting +1 to the Critical Multiplier. This attack has a 2 minute cool down.
One With The Blade: At Level 17 the Master of the Longsword has achieved sufficient mastery with his weapons they have effectively become an extension of his body. Whenever wielding any polearm or a sword two-handed, his weapon is considered to be a finesse weapon, and may use DEX for AB.
Mordhau: At Level 18, as a full round action, the Master of the Longsword takes his sword by the blade, and swings it like a mace or hammer. If the blow connects, it deals his weapon's normal dice and enhancement bonus in bludgeoning damage (IE a longsword would deliver 1d8 + EB Bludgeoning). The target must then make a Fort save with a DC of 10 + 1/2 the Master's class level + 1/2 his DEX modifier + his weapon size or be dazed for 1 round per 6 class levels. If the target fails this check by 10 or more, he is stunned for the same duration. Regardless of whether the attack hits or misses, the Master suffers an AB penalty of -2 for the next round. It has a cool down of 60 seconds.
Provost of Arms: At Level 20 the Master of the Longsword has further refined his technique for harrying his opponents, and can now inflict devastating bleeding wounds against his opponent. Disabling Blow now applies one point bleeding damage per six class levels for its duration of effect.
Relentless Barrage: At Level 21, whenever the Master of the Longsword succeeds with his Vor attack, his opponent must make a Reflex save modified by the Vor penalty against a DC of 10 + 1/2 the Master's class level + 1/2 his DEX modifier. If this roll fails, he suffers an additional penalty of -2 to AC and AB for as long as the Master is in Vor.
Aggressive Defender: At Level 24 the Master of the Longsword is constantly moving his weapon, ready to intercept any incoming blow even when he's attacking. Whenever using Measured Blows, he gains +3 AC in addition to his AB bonus against his current opponent. It only applies against melee attacks.
Chink in the Armor: At Level 25 the Master of the Longsword has learned to spot and target the weaknesses in his opponent's armor. As a full round action he makes a spot check against a DC of (10 + Armor AC + Armor Enhancement) x 2. If successful, for the next 1 round per 3 class levels he gains an additional +2 to his Critical Threat range against that target. This ability has a 2 minute cooldown, and stacks with the critical threat bonus from Half-Sword.
Combat Insight: At Level 26, the Master of the Longsword receives the Combat Insight Feat, even if he doesn't meet the requirements.
Master's Defense: At Level 27, the Master of the Longsword may add 1/2 his weapon's Enhancement Bonus as AC (Shield) against his current target. This bonus stacks with his bonus for Skillful Defense, and only applies against melee attacks.
Master of Arms: The Master of the Longsword has fully mastered his weapons, to the point that his attacks come so quickly and furiously he may press his opponents beyond their ability to keep up. As a result, each round the Master lands a successful attack while Vor is active, the AC and AB penalties suffered by his opponent increase by 2.
Additional Feats
The following feats are some ideas for additional abilities available for selection at level-up:
Penetrating Thrust (Requires Half-Sword, 17 INT): When fighting in Half-Sword, the Master of the Longsword gains 1 point of penetration against non-magical damage reduction per 10 class levels. Chink in the Armor increases this to +2 per 10 levels.
Expanded Synergy (Requires Weapon Synergy II, 19 INT): The Master of the Longsword may apply his bonuses from Weapon Focus, Improved Critical, or Power Critical to all qualifying weapons.
Break Fall (Require DEX 21): If knocked down, the Master of the Longsword can make a second check using his DEX modifier. If the roll succeeds, he escapes the knockdown.
Multifighting (Require DEX 25, INT 19, Aggressive Defender): The Master of the Longsword has carefully studied footwork and angles to better defend himself against multiple opponents. He may now apply his AC bonuses to all opponents engaging him in melee range, not just his current target.
A note on the below: Because harnischfechten (armored fighting) is a central part of the martial arts from which this class draws influence, I'm trying to find SOME way to work it in.
Harness Fighting (Requires Mobility, Heavy Armor Proficiency, Chink in the Armor): If the Master of the Longsword takes the Heavy Armor Proficency, he may now utilize his abilities when wearing Full or Half Plate armor.
Agile Harness Fighter (Requires Harness Fighting, DEX 25): The Max DEX bonus for wearing Full or Half Plate is increased by 2. This also stacks with the bonus for Mithral armor.
General Feats
These are some general feats that could be available to any character.
Ward of the Fool: The character assumes a ward position offering his opponent an opening, intending to lure him into an attack to set up a counter. Whenever Parry is enabled, he gains a +5 bonus to his check.
Deft Hands (Require Feint, DEX 21): Whenever the character uses Feint against his opponent, he may use his DEX bonus for his Bluff roll rather than CHA (because it makes no sense whatsoever that your Charisma should determine how good you are at making it look like your sword is going somewhere other than where it actually is).
Additional Equipment
Some ideas for new equipment:
Rondel
Type: Martial Weight: 1.0 pound(s)
Dmg Type: Piercing Size: Tiny
Critical: 20/x3 Damage: 1d4
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-gras 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)
Dmg 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: Martial Weight: 4 pounds
Dmg Type: Piercing Size: Medium
Critical: 18-20/x2 Damage: 1d8
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)
Dmg Type: Slashing and Piercing Size: Large
Critical: 20/x3 Damage: 3d4
Feats: Martial
The largest and most impressive of swords, these massive blades range as much as 6ft in total length. Because of their size these swords are actually wielded like polearms, and are often favored by wealthy mercenaries for contending with pike formations.
I've put Parting Strike into the class progression as an early harrying ability, and replaced Insightful Strike with Combat Insight: First, since INT is probably going to be the secondary stat for this class because of the need for lots of skill points, most builds are probably going to take it, anyway. Also, opening up the Combat Insight/Insightful Strike stack would be pretty unbalancing, and not fitting the lore of sacrificing damage for AB.
I'd forgotten that Chink in the Armor was an additional +AB on successful Spot, so I've changed this to an additional bonus to the Critical Threat range against that target, instead.
I've currently left Master of Arms as-is, but I'm open to hearing alternatives if the AB/AC penalty progression is too stiff. Doubling as a potential feat at level up has been removed under the understanding that it's not possible to script.