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Exotic Weapon Master

(Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers variant, p. 53)

The only real requirement for exotic weapon master is commitment and perseverance.

Requirements

Base Attack Bonus: +6

Feats: Exotic Weapon Proficiency (any three)

Special: Ability to rage.


Hit die

d10

Skill points

2 + Int

Class Features

Weapon and Armor Proficiency: Exotic weapon masters gain no weapon or armor proficiencies.

Partial Exotic Proficiency: At 1st level, the exotic weapon master can use any exotic weapon with which she is not already proficient at a —2 penalty instead of a —4 penalty on the attack roll. This penalty is reduced to —1 at 2nd level.

Full Exotic Proficiency: At 3rd level, the exotic weapon master becomes proficient with all exotic weapons.

Improvised Throwing Weapons: At 3rd level, the exotic weapon master can use artisan's tools to fashion a usable throwing weapon from any object (rock, branch, melee weapon, or the like) that she can lift. This process takes at least 1 hour, or more if conditions are poor. The range increment for such an improvised weapon is 10 feet. It deals 1d6 points of damage (×2 on a critical hit), and its threat range is 20. The exotic weapon master is automatically proficient with her improvised throwing weapon; anyone else who wishes to use it must spend an Exotic Weapon Proficiency feat to avoid the —4 nonproficiency penalty. Most objects do bludgeoning damage; sharp items do piercing damage instead.

Exotic Focus: At 4th level, the exotic weapon master gains a +1 bonus on her attack rolls when using any exotic weapon. This bonus does not stack with that provided by the Weapon Focus feat.

Improvised Melee Weapons: Also at 4th level, the exotic weapon master can use artisan's tools to fashion a usable melee weapon from any object (rock, branch, projectile weapon, or the like) that she can lift. This process takes at least 1 hour, or more if conditions are poor. Such an improvised melee weapon deals 1d6 points of damage (×2 on a critical hit), and its threat range is 20. The exotic weapon master is automatically proficient with her improvised melee weapon; anyone else who wishes to use it must spend an Exotic Weapon Proficiency feat to avoid the —4 nonproficiency penalty. Most objects do bludgeoning damage; sharp items do piercing damage instead. Long items (such as ladders) have reach according to their length, and items with many protrusions (such as chairs) give the exotic weapon master a +2 bonus on disarm attempts.

Exotic Specialization: At 5th level, the exotic weapon master gains a +2 bonus on damage rolls when using any exotic weapon. (For ranged weapons, this damage bonus applies only if the target is within 30 feet.) This
modifier does not stack with that provided by the Weapon Specialization feat.

Greater Improvised Weapons: At 5th level, the exotic weapon master can make an improvised throwing or melee weapon that deals 2d6 points of damage. This ability otherwise functions like the improvised throwing weapons or improvised melee weapons ability, depending on the kind of weapon desired.

Advancement

Level BAB Fort Ref Will Special
1st +1 +2 +0 +0 Partial exotic proficiency +2
2nd +2 +3 +0 +0 Partial exotic proficiency+3
3rd +3 +3 +1 +1 Full exotic proficiency, improvised throwing weapons
4th +4 +4 +1 +1 Exotic focus, improvised melee weapons
5th +5 +4 +1 +1 Exotic specialization, greater improvised weapons

Class skills

Skill name Key ability Trained only Armor check penalty
Craft INT no no
Profession WIS yes no

Also appears in

  1. Complete Warrior

Spells for Exotic Weapon Master

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