H geocities.com /area51/vault/6396/rules39.html oocities.com/area51/vault/6396/rules39.html elayed x J @ 4
OK text/html _ 4
b.H Sun, 19 Apr 1998 19:52:27 GMT C Mozilla/4.5 (compatible; HTTrack 3.0x; Windows 98) en, * J 4
Weapons Master
Weapons Master
Warrior Kit
Requirements:- Str 12, Int 15, Dex 15, Wis 14
Races allowed:- Human, elf, half-elf
Hindrances:
1. Does not get warrior constitution bonus for exceptional scores (constitutions of 17 and
18).
2. Begins with no nonweapon proficiency slots, although character may have slots because
of high intelligence.
3. Must come from upper-class family or military background.
4. Cannot dualclass or multiclass.
5. Experience progression as ranger/paladin.
6. Character cannot be chaotic in alignment, as chaotics lack the discipline necessary to
master these skills. However, a character that becomes chaotic does ot lose the skills he
already possesses.
Benefits:
1. Begins with 5 weapon proficiency slots, but 3 must go to a broad weapon group.
2. Gets a free weapon specialization with a weapon he is proficient in.
3. He may reserve weapon slots for later choosing of a weapon.
4. The character may choose to exchange nonweapon proficiencies for weapon proficiencies,
but only at a rate of 1 exchange per level.
5. Can teach proficiencies of weapons he is proficient in.
Weapons masters have the ability to become quite deadly with any weapon at the expense of
other skills that most people take for granted. They are like idiot-savants, skilled with
wepons of destruction but unable to perform in the other abilities that comoners use to
ply a trade or entertain themselves. A good DM will create situations in which a nonweapon
proficiency is important in order for the player to be impacted by the weaknesses of an
otherwise very powerful character.
By ? (Don't have e-mail address. Mail me if this is your
work).
This page hosted by Geocities. Get your own free page!