Arcane Weaponmaster (Homebrew Prestige Class)

The Arcane Weaponmaster is an expert with her chosen weapon. She has spent so long refining her skills with a single weapon that her skills have become almost legendary.

#### Requirements

* **Base Attack Bonus**: +5
* Chosen Weapon or Weapon Training class feature
* **Feats**: Weapon Focus, Weapon Specialization (in chosen weapon)

#### Class Skill

The Arcane Weaponmaster's class skills are Acrobatics (Dex), Climb (Str), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex) and Stealth (Dex)

Skill Points at Each Level: 4 + Int modifier.

#### Class Features

**Weapon and Armor Proficiency**: Arcane Weaponmasters do not gain any armor proficiencies and lose proficiency in every weapon except for their specific chosen weapon, these lost weapon proficiencies cannot be regained in any way.

**Spellcasting**: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming an arcane Weaponmaster, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

**Weapon Training (Ex)**: The Arcane Weaponmaster may add her Arcane Weaponmaster level to her fighter levels (or another class that grants the feature) for the purpose of your bonus for the chosen weapon or weapon training ability.

**Weapon Expertise (Ex)**: Your focused training with your singular chosen weapon has improved your skills with that singular weapon to legendary levels. You qualify for feats that usually require a minimum number of fighter levels (such as Weapon Specialization) as if you had a fighter level equal to your hit dice plus your Arcane Weaponmaster level. Each morning, you can spend 1 hour in weapon practice to change the designated weapon for any feat or ability you have that applies only to a single weapon (such as Weapon Focus) to function with your chosen weapon. You must have the newly designated weapon available during your practice session to make this change. For example, if you wish to change the designated weapon for your Weapon Focus feat from greatsword to longsword, you must have a longsword available to practice with during your practice session. You can adjust any number of your feats or abilities in this way, and you don’t have to adjust them all in the same way. However, you can’t change the weapon choices in such a way that you no longer meet the prerequisite for some other feat you possess. For instance, if you have both Weapon Focus (longsword) and Weapon Specialization (longsword), you can’t change the designated weapon for Weapon Focus unless you also change the weapon for Weapon Specialization in the same way.

**Cunning Initiative (Ex)**: At 1st level, the arcane weaponmaster adds her Intelligence modifier and her chosen weapons enhancement bonus on initiative checks, in addition to her Dexterity modifier.

**Stamina Pool (Su)**: At 1st level, the Arcane Weaponmaster gains a reservoir of stamina that she can draw upon to fuel her talents that she gains below. This stamina pool has a number of points equal to 5 x her Constitution modifier (minimum 1) and this pool increases by 5 + her Constitution modifier per level thereafter. The pool refreshes once per day when the Arcane Weaponmaster rests for a full 8 hours. Sustained modes take up a static amount of stamina points from the Arcane Weaponmaster’s current and maximum stamina pool and most sustained modes stack. If the character has a stamina pool from another class, she then only increases her stamina pool by 5 + her Constitution modifier per level instead.

By spending 5 stamina points, the Arcane Weaponmaster can do one of the following:

* Increase her speed by 10 feet for 1 round, or
* Delay and suppress her fatigue or exhaustion for 1 round, or
* Increase one saving throw by +1 for 1 round.

Each of these powers is activated as a swift action.

**Arcane Weaponmaster Talents:**

As an Arcane Weaponmaster gains experience, she learns a number of talents that aid him and her allies. Starting at 1st level, a Arcane Weaponmaster gains one Arcane Weaponmaster talent chosen from the talent tree below. She gains an additional Arcane Weaponmaster talent for every Arcane Weaponmaster level attained after 1st level. An Arcane Weaponmaster cannot select an individual talent more than once.

* **Quick Hit (Su):** At a cost of 10 stamina points, as part of a full attack, a Arcane Weaponmaster can make one additional attack with her chosen weapon. This attack is at the Arcane Weaponmaster’s highest base attack bonus, but each attack in the round (including the extra one) takes a –2 penalty.
* **Dark Attack (Su):** At a cost of 10 stamina points, the Arcane Weaponmaster makes a chosen weapon attack enchanted with blinding magic. If struck, the target takes damage as normal and must succeed a Fortitude save (DC 10 + the Arcane Weaponmaster’s level + her Dexterity modifier) or be inflicted with the Blind status effect for 1d4 rounds.
* **Silence Attack (Su):** At a cost of 10 stamina points, the Arcane Weaponmaster makes a chosen weapon attack enchanted with anti-magic magic. If struck, the target takes damage as normal and must succeed a Will save (DC 10 + the Arcane Weaponmaster’s level + her Dexterity modifier) or be inflicted with the Silence status effect and be unable to cast spells or use spell-like abilities for 1d4 rounds.
* **Sleep Attack (Su):** At a cost of 10 stamina points, the Arcane Weaponmaster makes a chosen weapon attack enchanted with sleep magic. If struck, the target takes damage as normal and must succeed a Will save (DC 10 + the Arcane Weaponmaster’s level + her Dexterity modifier) or be inflicted by the Sleep status effect and fall unconscious for 1d4 rounds.
* **Delay Attack (Su):** At a cost of 10 stamina points, the Arcane Weaponmaster makes a chosen weapon attack with even more vigor. If struck, the target takes damage as normal and must make a Fortitude save (DC 10 + the Arcane Weaponmaster’s level + her Dexterity modifier) or be stunned for 1 round.
* **Dark Buster (Su):** At a cost of 15 stamina points, the Arcane Weaponmaster makes a chosen weapon attack enchanted with more powerful magic. If struck, the target takes damage as normal and must succeed a Fortitude save (DC 10 + the Arcane Weaponmaster’s level + her Dexterity modifier) or be inflicted with permanent blindness. **Prerequisite:** Dark Attack
* **Silence Buster (Su):** At a cost of 15 stamina points, the Arcane Weaponmaster makes a chosen weapon attack enchanted with more powerful magic. If struck, the target takes damage as normal and must succeed a Will save (DC 10 + the Arcane Weaponmaster’s level + her Dexterity modifier) or be inflicted with the Silence status effect and be unable to cast spells or use spell-like abilities for 3d4 rounds. **Prerequisite:** Silence Attack
* **Sleep Buster (Su):** At a cost of 15 stamina points, the Arcane Weaponmaster makes a chosen weapon attack enchanted with more powerful magic. If struck, the target takes damage as normal and must succeed a Will save (DC 10 + the Arcane Weaponmaster’s level + her Dexterity modifier) or be inflicted by the Sleep status effect and fall unconscious for 3d4 rounds. **Prerequisite:** Sleep Attack
* **Delay Buster (Su):** At a cost of 15 stamina points, the Arcane Weaponmaster makes a chosen weapon attack enchanted with more powerful magic. If struck, the target takes damage as normal and must make a Fortitude save (DC 10 + the Arcane Weaponmaster’s level + her Dexterity modifier) or be stunned for 1d4 rounds. **Prerequisite:** Delay Attack
* **Power Dampen (Su):** At a cost of 15 stamina points, the Arcane Weaponmaster makes a chosen weapon attack that saps the enemy’s Strength. If struck, the target takes damage as normal and must make a Fortitude save (DC 10 + the Arcane Weaponmaster’s level + her Dexterity modifier) or take 1d4 points of Strength damage.
* **Magic Dampen (Su):** At a cost of 15 stamina points, the Arcane Weaponmaster makes a chosen weapon attack that saps the enemy’s Intelligence or Wisdom (decided when the Arcane Weaponmaster makes the attack roll). If struck, the target takes damage as normal and must make a Fortitude save (DC 10 + the Arcane Weaponmaster’s level + her Dexterity modifier) or take 1d4 points of Intelligence or Wisdom damage.
* **Speed Dampen (Su):** At a cost of 10 stamina points, the Arcane Weaponmaster makes a chosen weapon attack that saps the enemy’s speed. If struck, the target takes damage as normal and must make a Fortitude save (DC 10 + the Arcane Weaponmaster’s level + her Dexterity modifier) or have their movement speed halved for 1d4 rounds.
* **Power Break (Su):** At a cost of 20 stamina points, the Arcane Weaponmaster makes a chosen weapon attack that greatly saps the enemy’s Strength. If struck, the target takes damage as normal and must make a Fortitude save (DC 10 + the Arcane Weaponmaster’s level + her Dexterity modifier) or take 3d4 points of Strength damage. **Prerequisites:** Arcane Weaponmaster 6, Power Dampen
* **Magic Break (Su):** At a cost of 20 stamina points, the Arcane Weaponmaster makes a chosen weapon attack that greatly saps the enemy’s Intelligence or Wisdom (decided when the Arcane Weaponmaster makes the attack roll). If struck, the target takes damage as normal and must make a Fortitude save (DC 10 + the Arcane Weaponmaster’s level + her Dexterity modifier) or take 3d4 points of Intelligence or Wisdom damage. **Prerequisites:** Arcane Weaponmaster 6, Magic Dampen
* **Speed Break (Su):** At a cost of 15 stamina points, the Arcane Weaponmaster makes a chosen weapon attack that greatly saps the enemy’s speed. If struck, the target takes damage as normal and must make a Fortitude save (DC 10 + the Arcane Weaponmaster’s level + her Dexterity modifier) or be inflicted with Immobilize status effect for 3d4 rounds. **Prerequisites:** Arcane Weaponmaster 6, Speed Dampen
* **Triple Foul (Su):** At a cost of 30 stamina points, the Arcane Weaponmaster makes a chosen weapon attack enchanted with more powerful magic, applying Dark Buster, Silence Buster, and Sleep Buster. If struck, the target takes damage as normal and must make a Fortitude or Will save (DC 10 + the Arcane Weaponmaster’s level + her Dexterity modifier) for each buster or suffer the effects. **Prerequisites:** Dark Buster, Silence Buster, Sleep Buster
* **Full Break (Su):** At a cost of 30 stamina points, the Arcane Weaponmaster makes a chosen weapon attack that greatly saps the enemy, applying Power Break, Magic Break, and Speed Break. If struck, the target takes damage as normal and must make a Fortitude save (DC 10 + the Arcane Weaponmaster’s level + her Dexterity modifier) for each break or suffer the effects. **Prerequisites:** Power Break, Magic Break, Speed Break

**Arcane Pool (Su)**: At 1st level, the Arcane Weaponmaster gains a reservoir of mystical arcane energy that she can draw upon to fuel her powers and enhance her weapon. This arcane pool has a number of points equal to her Arcane Weaponmaster level (minimum 1) + her Intelligence modifier. The pool refreshes once per day when the Arcane Weaponmaster rests for 8 hours.

At 1st level, an Arcane Weaponmaster can expend 1 point from her arcane pool as a swift action to grant any weapon she is holding a +2 enhancement bonus for 1 minute. For every level beyond 1st, the weapon gains another +2 enhancement bonus, to a maximum of +10 at 5th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement. This ability cannot grant more than a +5 magical enhancement bonus to the weapon on it's own. Multiple uses of this ability do not stack with themselves. You may instead add weapon special abilities to your weapon in place of the magical enhancement bonus.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the Arcane Weaponmaster uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the Arcane Weaponmaster.

An Arcane Weaponmaster can only enhance one weapon in this way at one time. If she uses this ability again, the first use immediately ends

**Rigorous Training (Ex)**: The Arcane Weaponmaster gains a pool of feats that represent her training and experience. At 2nd level, the Arcane Weaponmaster may add any two combat feats for which she meets the prerequisites to this pool and gains their benefits. The Arcane Weaponmaster may add two more combat feats to this pool at 3rd level. These feats do not qualify for prerequisites, except for other feats that are added to the pool at higher levels. If the Arcane Weaponmaster gains access to a feat within her pool from another method (such as leveling up), then the feat leaves the Arcane Weaponmaster’s pool and she may select a new combat feat to take its place immediately. In addition, the Arcane Weaponmaster gains the Greater Weapon Focus feat as a bonus feat.

**Bonus Feats**: At 2nd and 4th level, the Arcane Weaponmaster gains a bonus feat. This feat must be selected from feats normally able to be selected by a fighter.

**Fighter Talents:** The Arcane Weaponmaster gains a fighter talent at 2nd, 3rd and 4th level. she is allowed to choose from fighter advanced talents at 4th level instead of a normal fighter talent. The chosen talent must work with the Arcane Weaponmasters chosen weapon.

**Weapon Training (Ex)**: The Arcane Weaponmaster may add her Arcane Weaponmaster level to her fighter levels (or another class that grants the feature) for the purpose of your bonus for that ability.

**Improved Power Attack:** At 3rd level, an Arcane Weaponmaster gains a +2 bonus on her damage rolls with her chosen weapon for every —1 penalty she takes on her attack rolls when using the Power Attack feat (or +3 for every —1 penalty if wielding a two-handed weapon other than a double weapon). This benefit stacks with the effects of Power Attack or any feat or ability that modifies it.

**Supreme Power Attack:** At 5th level, an Arcane Weaponmaster gains a +4 bonus on her damage rolls with her chosen weapon for every —1 penalty she takes on her attack rolls when using the Power Attack feat (or +6 for every —1 penalty if wielding a two-handed weapon other than a double weapon). This benefit stacks with the effects of Power Attack or any feat or ability that modifies it.