Daring Weaponeer (3.5e Class)

Summary:: An expert with a single type of light weapon who relies more on finesse than brute force. Minimum Level::0 Class Ability::Simple Mundane Fighting Class Ability Progression::Full

Daring Weaponeer
Martial combat is about brute strength for many combatants such as barbarians and soldiers. However, a few practitioners of martial combat prefer to use finesse to best their foes instead. Some of these individuals choose to focus their training to use one specific weapon above all others and become a master with regards to it's use.

Making a Daring Weaponeer
Daring weaponeers are effective in melee combat but should take care to avoid taking too many hits by bolstering their defenses. In a standard party they function as damage dealers and can serve as a front-line fighter for a few rounds if necessary.

Abilities: Dexterity drives the damage and chance to hit of this class while giving making it tougher to hit. Constitution is also handy for increased survivability given the necessity to engage in close combat.

Races: Elves are very likely to become daring weaponeers given their affinity for swordsmanship and natural grace. Halflings and, to a lesser extent, humans may choose to train in this manner given their natural aptitudes. Members of other races are much less likely to become daring weaponeers.

Alignment: Any.

Starting Gold: 3d4&times;10 gp (75 gp).

Starting Age: Moderate.

Class Features
All of the following are class features of the daring weaponeer.

Weapon and Armor Proficiency: A daring weaponeer is proficient with all simple and martial weapons. Daring weaponeers are proficient with light armor, but not with shields.

 :

At 1st level, whenever a daring weaponeer makes an attack with his specialized weapon roll 1d4 and on a 4 he ignores damage reduction. This chance improves to 3 or higher at 3rd level, 2 or higher at 6th level, and at 9th level he automatically ignores damage reduction when attacking with his specialized weapon.

 :

At 1st level, a daring weaponeer must choose a light weapon to specialize with over the course of his adventuring career (he may not change this choice later on). He gains the weapon focus feat for that weapon, is treated as having the weapon finesse feat for that weapon as long as he wears no heavier than light armor, and is treated as a fighter with level equal to his class level for the purpose of taking feats related to that weapon (if a daring weaponeer has fighter levels then those levels stack with his daring weaponeer levels for taking feats but only with regards to his specialized weapon).

 :

At 2nd level, a daring weaponeer becomes immune to fear effects.

 :

At 4th level, while using his specialized weapon and wearing no heavier than light armor, a daring weaponeer may add his dexterity bonus to damage rolls. At 8th level, the daring weaponeer ignores the maximum dexterity bonus for light armor that he wears.

 :

At 7th level, a daring weaponeer can deal uninhibited damage against even creatures and objects against which his specialized weapon would not work as effectively by virtue of mundane aspects of their form (such as swarms and oozes with a piercing weapon or rope with a bludgeoning weapon but not incorporeal creatures). Furthermore, when attacking a target with natural or worn armor while using his specialized weapon he adds a +2 on his attack roll. At 14th level, this bonus to attack rolls against natural or worn armor increases to +4.

 :

At 10th level, a daring weaponeer gains a single extra attack in a round at his highest bonus when making a full attack with his specialized weapon while wearing no heavier than light armor. At 20th level, he gains another extra attack in a round with his specialized weapon using the same rules as the first one granted by this ability.

 :

At 11th level, a daring weaponeer can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the daring weaponeer is wearing light armor or no armor. A helpless daring weaponeer does not gain the benefit of evasion.

 :

At 17th level, a daring weaponeer gains the benefits that would be provided by a freedom of movement spell.

Epic Daring Weaponeer
Find the Weak Spot: This ability does not improve further.

Specialized Training: This ability does not improve further, however it does continue to allow the daring weaponeer to take feats with regards to his specialized weapon as though he were a fighter of equivalent level.

Graceful Fighter: This ability does not improve further.

Adaptive Fighter: This bonus to attack rolls from this ability improves by 2 at 21st level and every 7 levels thereafter.

Rapid Strike: The daring weaponeer receives another bonus attack at 30th level and every 10 levels thereafter.