Darkstar Weaponmaster (Prestige Class)

Once each generation, a great black comet visits the night skies, a portent of great and terrible events. Beneath its dark light, kings rise or fall, weird monsters and magical plagues appear to scour the land, and strange and ancient secrets are revealed. Glorious and sinister auroras glimmer in the dusk for weeks on end, and from time to time shooting stars of burning onyx fall from the sky. These fallen stars are the only known source of darkstar, a rare and precious ore infused with mighty magical power.

A Darkstar Weaponmaster is the master of the strange and powerful ore derived from the darkstar comet. He travels the land, searching for more of the comet’s fallen substance and mastering its eldritch power. At each appearance of the comet, only a handful of adepts can complete the rites necessary to achieve the knowledge and skills to make use of this ultra rare metal. Sorcerers and wizards are most capable of understanding the strange arcana of the mystic comet, but clerics and oracles do rarely follow the path. Of them, wizards are more likely to master the astrological calculations and meticulous observations required to divine the secrets of the Darkstar. Some Darkstar adepts, however, come from entirely different origins, having picked up the necessary arcane knowledge along the way. Such rare individuals might be learned monks or warlocks, sinister rogue/sorcerers, or any other character diligent enough to learn the secrets of the Darkstar comet. All Darkstar adepts are bitter rivals, since all who follow the path are in constant competition for the rare and precious starmetal.

#### Requirements

To qualify to become an darkstar weaponmaster, a character must fulfill all the following criteria:

* **Proficiency**: Proficient with at least 2 exotic weapons
* **Feats**: Weapon Focus
* **Skills**: Acrobatics 1 ranks and Craft (weaponsmith) 1 ranks

#### Class Skills

The darkstar weaponmaster's class skills are Acrobatics, Climb, Craft, Diplomacy, Intimidate, Knowledge (history), Knowledge (local), Perception and Swim.

Skill Points at Each Level: 4 + Int modifier.

#### Class Features

**Weapon and Armor Proficiency**: Darkstar weaponmaster's gain proficiency with two exotic weapons.

**Spells per Day/Spells Known**: At each level an darkstar weaponmaster gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (such as the bonus feat sometimes gained by a wizard, or bloodline abilities of a sorcerer). If she had more than one spellcasting class before becoming a darkstar weaponmaster, she must decide to which class to add each level for the purpose of determining spells per day and spells known.

**AC Bonus (Ex)**: When armed, unarmored and unencumbered, the darkstar weaponmaster adds his Intellect bonus (if any) to his AC and his CMD. In addition, a darkstar weaponmaster gains a +1 bonus to AC and CMD at 2nd and 4th levels.

These bonuses to AC apply even against touch attacks or when the darkstar weaponmaster is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

**Darkstar Alloy Formulation (Ex)**: The darkstar weaponmaster gains the skills and knowledge nescessary to refine Darkstar Alloy from their guild.

**Exotic Weapon Stunt (Ex)**: At each level, an darkstar weaponmaster learns a special trick that he can use with any exotic weapon for which he has proficiency. He must select the trick learned when he gains the level, and once selected, the choice cannot later be changed. He can't select the same stunt more than once.

*Close-Quarters Ranged Combat*: A character who knows this stunt doesn't provoke an attack of opportunity when using an exotic ranged weapon.

*Double Weapon Defense*: When wielding an exotic double weapon with both hands, the character gains a +1 shield bonus to AC.

*Exotic Reach*: When wielding an exotic weapon with reach, the character may make an attack of opportunity against a foe that provokes such an attack even if the foe has cover (but not total cover).

*Exotic Sunder*: When wielding a one-handed or two-handed exotic weapon, the character deals an extra 1d6 points of damage on any successful sunder attempt.

*Flurry of Strikes*: When wielding an exotic double weapon or a spiked chain with both hands, the character can elect to use a full attack action to make a flurry of strikes. When doing so, he may make one extra attack in the round at his full base attack bonus, but this attack takes a -2 penalty, as does each other attack made in that round and until the darkstar weaponmaster's next turn. The extra attack may be with either end of the double weapon.

*Ranged Disarm*: The character can make a disarm attempt even on a ranged attack. Such an attack provokes no attack of opportunity (except as normal for using a ranged weapon). For the purpose of this disarm attempt, treat the character's ranged weapon as a light weapon. If the character fails this disarm attempt, the defender can't attempt to disarm him.

*Show Off*: As a standard action, the character can display his mastery with an exotic weapon and confound his opponent. The character may make an Intimidate check against a single opponent within 30 feet that can see him, adding his base attack bonus to the result. If the result exceeds the opponent's modified level check, the opponent becomes shaken (-2 penalty on attack rolls, ability checks, and saving throws) for 1 round per class level of the darkstar weaponmaster.

*Stunning Blow*: If the character has the Stunning Fist I feat, he can utilize the feat while wielding an exotic melee weapon.

*Throw Exotic Weapon*: The character can throw an exotic weapon with no penalty on the attack roll, even if it isn't designed to be thrown (such as an orc double axe or a spiked chain). When he throws a double weapon, only one end of the weapon (character's choice) can strike the target. Exotic weapons thrown in this way have a range increment of 10 feet.

*Twin Exotic Weapon Fighting*: When wielding the same exotic weapon in each hand, the character is treated as having the Two-Weapon Fighting feat. If he already has the feat, the penalties on attack rolls are lessened to 0 for both the primary hand and the offhand when fighting in this manner.

*Trip Attack*: The character can use a one-handed or two-handed exotic weapon to make a trip attack. If he is tripped during his own trip attempt, he can drop the weapon to avoid being tripped. If the exotic weapon already allows its wielder to make trip attacks, the character instead adds a +2 bonus on any trip attempt.

*Uncanny Blow*: When wielding an exotic melee weapon, the character can focus the power of his attack so that he deals extra damage equal to his Strength bonus x2 instead of his Strength bonus x 1.5. If he has the Power Attack feat, he treats the weapon as two-handed for purposes of determining his bonus on damage rolls.

**Weapon Aptitude (Ex)**: Your training with a wide range of weaponry and tactics gives you great skill with particular weapons. 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 -2. You also have the flexibility to adjust your weapon training, but only with weapons made from darkstar alloy. 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). 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.

**Weapon Focus**: At 2nd level, the darkstar weaponmaster gains greater weapon focus as a bonus feat.

**Cunning Initiative (Ex)**: At 2nd level, the darkstar weaponmaster adds her Intelligence modifier and her darkstar weapons enhancement bonus on initiative checks, in addition to her Dexterity modifier.

**One with the Blade (Ex)**: At 3rd level, the darkstar weaponmaster truly starts to show his connection to his unique weaponry. Every day after 8 hours of rest, he gains temporary hit points for every hit die equal to the enhancement bonus on his darkstar alloy weapon. These temporary hit points are always expended and healed first and stack with all other forms of temporary hit points.

**Zealous Surge (Ex)**: Your boundless energy and dedication to your search allow you to throw off the effect of a special attack, spell, or other attack that would otherwise hinder or harm you. A number of times per day equal to the enhancement bonus on your darkstar weapon, from 3rd level on, you can opt to reroll a single saving throw. You must abide by the result of the new, second saving throw, even if it is lower than the first. This ability does not require an action. You simply decide to use it after seeing the result of your saving throw roll.

**Mettle (Ex)**: You can resist magical attacks with greater effectiveness than other warriors. Beginning at 4th level, by drawing on your boundless energy and dedication to your cause, you can shrug off effects that would hinder even the toughest warrior. If you succeed on a Fortitude or Will save against an attack that would normally produce a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), you instead negate the effect. You do not gain the benefit of mettle when you are unconscious or sleeping.

**Weapon Specialization**: At 4th level, the darkstar weaponmaster gains weapon specialization as a bonus feat.

**Permanent Bond (Su)**: At 5th level, the darkstar weaponmaster has become so close to his darkstar weaponry that he knows where it is at all times, even if it is located on another plane. In addition, as an immediate action, he can call any darkstar weaponry he owns to an empty hand he possesses.

#### Advancement

Darkstar Alloy:

This superior alloy is made from meteoric iron. Darkstar Alloy is extraordinarily hard, and is equal to adamantine and cold iron for all purposes, including overcoming damage reduction or granting damage reduction when used in armor construction. Darkstar Alloy also possesses an inherent magical connection to the Material Plane, meaning that weapons made of the alloy are especially effective against creatures from other planes. Weapons made of Darkstar Alloy deal an extra 1d6 points of damage to any extraplanar creatures while they are on the Material Plane. Creating a weapon from Darkstar Alloy costs 10,000 gp more than creating a similar weapon of steel. Creating armor from Darkstar Alloy costs twice as much as armor created from adamantine.