Weapons Master

Weapons Master

Weapons_Master.png

Weapons Master. Yet another peculiar type of Trainer in the Pokemon world. Most that use weapons only have a cursory understanding of them; sure, they can use them, but only on a basic level. There are some that can use them skillfully, cutting down their foes. And then their are Weapon Masters. For a Weapon Master, their chosen type of weapon is not a tool or a piece of metal. It is an extension of their very form. Weapon Masters fight not viciously, not ferociously, but in a dance, swaying too and fro to dodge attacks as they cut their opponent into ribbons or shoot their eyes out Well, except the ones that use clubs. They're just really damn good at swinging that club.

New Weapon Edges

Clean Shot – Weapon Edge
Prerequisites: Expert Combat
Static
Effect: You learn the Move Drill Peck. Drill Peck does Normal Type damage when used this way, and you may only use Drill Peck when using a Long Ranged Weapon such a bow, blowgun, or similar, and Drill Peck has a range equal to your Weapon's instead of its usual range. This includes the stipulation of not being able to attack opponents within 4 meters.

Bombard – Weapon Edge
Prerequisites: Expert Combat
Static
Effect: You learn the Move Barrage. You may use Barrage only when using a Short Ranged Weapon that must be thrown (such as throwing knives) and Barrage has a range equal to your Weapon's instead of its usual range. If your GM deals with ammunition, each Five Strike hit counts as 1 piece of ammunition.

Coiling Strike - Weapon Edge
Prerequisite: Expert Combat
Static
Effect: You learn the Move Vine Whip. Vine Whip does Normal Type damage when used this way and has a DB of 6 instead of 4, and you must be using a whip, rope, or other weapon of the like.

Weapon Master Mechanics

Upon choosing Weapon Master, choose a specific type of weapon, knowing which Combat Edge it would run off. Then, choose a size of weapon (this is not applicable for Ranged Weapons). The "Weapons" section explains the weapon sizes. Here are a few examples below.

1. Katana (Way of the Blade), Small
This character specializes in one-handed katanas.

2. Greatclub (Smashing Good Time), Large
This character specializes in two-handed greatclubs.

3. Longbow (Clean Shot)
This character specializes in Longbows, which are a Long Range weapon.

Finally, the Class

Weapons Master
[Class][+2 Attack]
Prerequisites: Adept Combat, Combat Training
Static
Effect: Choose a Weapon as your Weapon Master Weapon as detailed in the Weapon Master Mechanics section. You instantly gain the Combat Edge related to your Weapon whether you qualify or not. This is your Weapon Masters Strike, and will be referred to as such for the rest of the class.

Weapon's Sense
[+2 Attack]
Prerequisite: Master's Maneuvers Rank 1
Static
Effect: Choose an Ability based on your Weapon Choice. You gain this Ability as long as you are wielding your Weapons Master Weapon.
Any: Hyper Cutter
Melee Weapon: Parry
Ranged Weapon: Sniper

Continuous Strikes
[+2 Attack]
Prerequisite: Master's Maneuvers Rank 1
1 AP - Swift Action
Trigger: You roll 16-20 on an Accuracy Check.
Effect: Gain 1 Attack Combat Stage.

Master's Technique
[+2 Attack]
Prerequisite: Master's Maneuvers Rank 3, Master Combat
Static
Effect: Choose one of the following bonuses. Whenever you use Weapon's Master Strike that bonus is applied.
Masterful Strikes: You gain STAB on your Weapons Master Strike.
Rapid Recovery: Act as if your Weapons Master Strike has had a PP Up applied to it.
True Strike: You receive a +2 Accuracy Bonus to hit with your Weapons Master Strike.

Master's Maneuvers
[Ranked 3][+2 Attack]
Rank 1 Prerequisite: Weapons Master
Rank 2 Prerequisite: Weapons Sense, Expert Combat
Rank 3 Prerequisite: Master's Maneuvers Rank 2
Effect: Learn one Maneuver. The chosen Maneuver must have the Combat Edge you took Weapons Master listed. You may only use Maneuvers when you are wielding your Weapon Master Weapon. You may only choose a Maneuver with a Rank equal or lower to the rank of this feature you are taking.

Maneuvers

Cold Dead Hands
Rank 1
All Combat Edges
Static
Effect: You may not be disarmed of your Weapons Master Weapon by any means.

Punishing Blows
Rank 1
Smashing Good Time
Static
Effect: You may push your target 1 space in any direction on a successful hit. If you are wielding a Large Smashing Good Time Weapon, increase this to 2 spaces.

Whip Crack
Rank 1
Coiling Strike
Static
Effect: You gain a +2 bonus to Disarm and Trip attempts when wielding a Coiling Strike weapon.

Point Blank Shot
Rank 1
Clean Shot
Static
Effect: You may attack opponents within 4 meters with your Long Range Weapon with no penalty. When used in this way, increase the Damage Base by 1.

Debilitating Blow
Rank 1
Piercing Blow, Smashing Good Time, Way of the Blade
At-Will, Swift Action
Trigger: You roll 18-20 on an Attack Roll with your Weapons Master Strike.
Effect: The Target loses 1 Defense Combat Stage.

Stretch
Rank 1
Coiling Strike
Static
Effect: Vine Whip's Range is increased by 2.

Skilled Strikes
Rank 1
Bombard, Fury of Blows
Static
Effect: You always hit at least twice with your Five Strike Moves. If you roll a 1, count it as a 2.

Focus
Rank 2
All Weapons
2 AP - Swift Action
Effect: Your next Attack deals Typeless damage.

Power Attack
Rank 2
Smashing Good Time (Large), Way of the Blade (Large)
At-Will, Swift Action
Effect: Increase the Accuracy Check of your next attack by 4. Increase the Damage Base by 2. You may not use any Accuracy Check increasing Feats, Edges, Items, Moves, or any other effects in conjunction with Power Attack.

Arcran's Note: The "No Accuracy Boost" does include True Strike from Master's Technique.


Steely Blows
Rank 2
Fury of Blows, Piercing Blow, Smashing Good Time, Way of the Blade
2 AP - Swift Action
Trigger: You hit with your Weapons Master Strike
Effect: You deal Steel Type damage instead of Normal.

Aerial Assault
Rank 2
Clean Shot, Bombard, Coiling Strike
2 AP - Swift Action
Trigger: You hit with your Weapons Master Strike
Effect: You deal Flying Type damage instead of Normal.

Dizzying Assault
Rank 2
Fury of Blows, Smashing Good Time (Small), Way of the Blade (Small), Coiling Strike, Bombard
1 AP - Swift Action
Trigger: You roll 16-20 on an Accuracy Check.
Effect: The Target is Confused.

Stunning Assault
Rank 2
Piercing Blow, Smashing Good Time (Large), Way of the Blade (Large), Clean Shot
2 AP - Swift Action
Trigger: You roll 16-20 on an Accuracy Check.
Effect: The Target is Flinched.

Strategic Whip
Rank 2
Coiling Strike
Static
Effect: You may make Disarm and Trip attempts with your Coiling Strike weapon at its range.

True Blow
Rank 3
All Weapons
2 AP - Swift Action
Effect: Your attack deals Special Damage. You still add your Attack, just when calculating damage the foe subtracts Special Defense instead of Defense.

Many Strike
Rank 3
Fury of Blows, Smashing Good Time, Way of the Blade
2 AP - Swift Action
Effect: Your next Weapons Master Strike either gains the Pass Keyword or Melee, 3 Targets.

Deep Thrust
Rank 3
Piercing Blow
2 AP - Swift Action
Effect: Your next Weapons Master Strike gains the Line 4 Keyword.

Rapid Shot
Rank 3
Bombard, Clean Shot, Coiling Strike
2 AP - Swift Action
Effect: Your next attack gains the Ranged, 3 Targets keyword.

Artilley Rain
Rank 3
Clean Shot
X AP - Swift Action
Effect: Your next attack gains the Ranged Blast X keyword, with X being the AP spent with a maximum of 3.

Coil
Rank 3
Coiling Strike
Static
Effect: You may make Ranged Grapple attacks with your Coiling Strike Weapon. You receive a +2 on these Grapple Checks.

Whirlwind Attack
Rank 3
Smashing Good Time, Way of the Blade
2 AP - Swift Action
Effect: Your next Weapon Masters Strike gains the Burst 1 Keyword.

Rapid Strike
Rank 3
Bombard, Fury of Blows
2 AP - Swift Action
Trigger: You roll to see how many times Five Strike hits
Effect: You may roll twice and take the best result.

Pierce
Rank 3
Piercing Blow
1 AP - Swift Action
Trigger: You hit with a Weapons Master Strike
Effect: The Target is Stuck for a number of rounds equal to 1/2 your Combat Skill.

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