Don't just hack and slash like a fresh recruit! Rise above the rank and file to become a true artist of combat with the secrets found within Pathfinder Player Companion: Weapon Master's Handbook! Emulate the fighting style of your patron deity, learn to use your weapons in tricky new ways, or simply enchant your boring old sword with new and exciting magical abilities. Whether you want to perfect the use of a single weapon, become an expert on a whole group of them, or dedicate yourself to a specific fighting style, this player-friendly volume contains everything you need!
Inside this book, you'll find:
Weapon style feats giving characters focusing on one type of weapon or weapon combination new options unavailable to less specialized combatants.
Advanced weapon mastery options that let specialized fighters continue to improve with their chosen weapons, even at higher levels.
Magic item mastery, which pits a character's martial spirit against the essential nature of their magic items, resulting in radically different magic effects.
An expansion of the combat trick and stamina system introduced in Pathfinder RPG Pathfinder Unchained to cover combat feats from several Pathfinder Campaign Setting sourcebooks.
A weapon design system that allows Game Masters to let their imaginations run wild, adding almost any conceivable weapon to their campaigns.
This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be incorporated into any fantasy world.
ISBN-13: 978-1-60125-796-3
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This book started it all for Fighters in 2106. Finally, the class gets options that lift it from bottom of the barrel.
Combine whats in this book with the combat stamina system from pathfinder unchained, get the armor master handbook and magic tactics toolbox, google "Iron Caster", and enjoy playing fighters that are amazing.
I bought this book from my local game store some time ago and just now bought the PDF so I could have a copy on my tablet. This is, in my opinion, probably one of the best books Paizo has put out including other product lines such as the Core books and APs. It's chock full of interesting options for martial characters, especially the Fighter. The Fighter, which has traditionally been the most boring class in the game, got elevated to one of my favorite classes to tinker with thanks to this book alone. Not everything's a hit, like the weapon creation rules which are kind of funky and seem more like a tool to powergame weapon groups in weird ways, but they're minor enough issues or just not bad enough to detract from the book as a whole.
Absolutely pick this book up, if for no other reason than to support this kind of content in the future.
You have a plethora of worthwhile options to build the fighter you want to. Some things i love. You ever watch a movie and your hero does some neat trick like blind the bad guy by pulling his helmet over his eyes while stabbing someone else, this book legalizes this! There are bunch of trick options to give you legal ways to do neat things in combat.
They have some combat styles that definitely have their niche. More feats for throwing weapons that are long over due, and they are very potent. Almost essential for someone relying on thrown weapons.
They have ways for warrior types to use magical items in ways not intended. Now I do not see this fitting a weapon master thing to use my incredible health to force a goblin fire drum to make me fly! There issue with this, but it is neat if not out of place. I would have used cha for this ability option.
This was a great book done well. Anyone that like variety in their fighters this is a must buy. Great job Paizo!
Have you ever wanted to ricochet a hammer across the skulls of 3 orcs? Are you intrigued by the idea of lockpicking with a crossbow? Do you ever just want to punch a disintegration ray out of your way with a gauntlet while smugly proclaiming "Not today, buddy!" All this, plus more is possible in the Weapon Master's Handbook. Paizo is pushing the limits of what martial characters can achieve in the Pathfinder ruleset, and I freaking love every bit of it.
Highlights from the book include:
Alternate bonuses fighters can take at each tier of weapon mastery, such as adding bravery to all will saves, applying weapon finesse to any weapon group, proficiency with all exotic weapons, replacing skill requirements with BAB, and more.
New style feats. Who says they have to be restricted to monks? These include a style that specializes in whacking people with bows/guns, one that specializes in 5-foot steps and lunges, and a style that turns spears into double weapons.
Butt loads of other feats. What I love about them is just how usable they are. In Ultimate Combat, maybe 10-25% of the feats seemed usable, but in here, I can find uses and potential build ideas for most of the ones in this book. Some of my favorites are Spellcut (substitute base saves with BAB against magic), Smash from the Air (knock away magic attacks and freaking boulders), and Cayden Cailean's Blade and Tankard, which specializes in using a tankard as an off-hand weapon!
The only potential downside I can see to this book, is that a lot of the features are specific to fighters, or require weapon mastery as a class feature to qualify. That being said, I was disappointed by their lack of inclusion in Pathfinder Unchained, so I feel they were overdue for some love.
I really hope Paizo continues in this direction for fun, flavorful, and most importantly, useful combat options. This is probably my favorite player companion of all time, and I can't wait to try out all these new builds swimming around in my head.
A book on martials, in particular Fighters, getting cool things. Like flying without having to rely upon a spellcaster. Or getting more out-of-combat options, which you likely did not expect from a book like this. Excellent, well-thought, innovative material.
The new direction of Player Companions under Owen is excellent. If Armor Master Handbook will be half as good... my only gripe will be that these too should be put together into a hardcover.
I call it a trap because while I fully admit it gives a decent benefit on its own, usually it doesn't go anywhere else unless you plan on going specialization etc. or something specific. I'm really excited for there to be more options that include weapon focus, and beyond that options that aren't just going to be to damage things.
Combat can be more than every turn exchanging attacks, and I'm hoping these tricks will make everything more exciting. I use the readied action rules as far as I can take them, amongst other rules people overlook, and these combat tricks have pumped.
Gives free falcata prof and at level 5 it makes the crit range 15-20. The dream!
You say that like you think it's unlikely.
But I guess everyone will have to wait and see. :)
If you trade Charmed Life for a defensive ability that actually functions then you would have an very potent and valuable archetype... but this book can't be that perfect, right?
Gives free falcata prof and at level 5 it makes the crit range 15-20. The dream!
You say that like you think it's unlikely.
But I guess everyone will have to wait and see. :)
If you trade Charmed Life for a defensive ability that actually functions then you would have an very potent and valuable archetype... but this book can't be that perfect, right?
currently I'm running that 12 charisma life, but a bonus to saves is a bonus to saves... I just forget I have the feature though :(
Gives free falcata prof and at level 5 it makes the crit range 15-20. The dream!
You say that like you think it's unlikely.
But I guess everyone will have to wait and see. :)
If you trade Charmed Life for a defensive ability that actually functions then you would have an very potent and valuable archetype... but this book can't be that perfect, right?
currently I'm running that 12 charisma life, but a bonus to saves is a bonus to saves... I just forget I have the feature though :(
I can't imagine Charmed Life ever being up when I need it. I know on my Daring Champion I was parrying pretty much every turn, and the turns that I wasn't parrying I was on my last panache point and could not afford to parry.
Any examples of how these combat tricks work? Exclusive ones for a particular class? Activate by using swift and immediate actions?
Are there options to increase your ac? You've mentioned before there's nothing similar to crane style which uses the dreaded improved strike as a prereq, but I'm hoping for other ways to be more defensive.
I fear I'll never get to use this stamina system especially in pfs.
April is forever away, but it sounds great for my character that abuses the rules like crazy. Whoever made siegebreaker fighter, I thank you!
This companion might be as helpful as I want it to be since I have limited sources for my upcoming ap, but for everything else I can't wait to do cool hood rat sheeit with all my martial friends with these combat tricks and stuff.
Gives free falcata prof and at level 5 it makes the crit range 15-20. The dream!
You say that like you think it's unlikely.
But I guess everyone will have to wait and see. :)
If you trade Charmed Life for a defensive ability that actually functions then you would have an very potent and valuable archetype... but this book can't be that perfect, right?
Would you say that
you want something else to get you through this semi-charmed kind of life?
I've seen many post for people wanting weapon finesse with double weapons (mainly quarterstaff)
Is something like that in the book?
I would LOVE a finessable quarterstaff. It can keep the crappy d6 x2 damage profile, I just want an unchained rogue with a double quarterstaff that can be used for TWF or two-handed as needed. It would finally let you make the old Thief-Acrobat.
Oh well, I'm still looking forward to the book anyway
An off the wall question...
In the blog mentioning the weapon groups for this book it had the Aldori holding the sword in a bokken style that could go slashing or piercing. Do many feats and classes come from real world items?
All day I've been checking my email like crazy for the pdf.
You've stated there's nothing like crane style, but are there ways to be more defensive in this book? The swashbuckler archetype going to be more defensive?
Some of them are more flavor, Cayden Cailean's lets you treat a tankard as a light mace plus some minor benefits for example. Gorum's is based off vital strike, so meh, but the advanced benefit is very anti-caster (after hitting a caster with a vital strike from a great sword, or higher version, your damage counts as continuous damage for concentration check). Calistria's lets you poison whips better. Abadars gives you some ranged maneuvers with crossbows. Iomedae's is pretty good. Reverse dazzling display (grants allies bonuses) with a longsword, then grant the same bonuses with a charge. Zun-kuthons lets you inflict some conditions a spiked chain.
The racial styles in the book are pretty awesome as well.
Styles:
The dwarven style boosts hatred bonuses. The next feat lets you apply hatred to any one foe that attacks you. The last feat lets you use the first feat against any number of enemies.
Elven style lets you make combat maneuvers with elven melee weapons(those from racial familiarity) without AoOs. So a half version of all the improved feats. The next feat lets you use Int for damage with theose weapons. The last feat lets make one AoO a round against a foe that misses you while you use defensive combat options.
Gnome style lets you sacrifice spells to boost feint checks. The next feat lets you give your weapon a quality instead of deny dex when you feint. Last feat lets you deny and gain a special quality, or gain two qualities.
Orc style is really really good. The style feat lets you use bullying blow as part of a full-attack or cleave, so its basically cornugon smash, with orc weapon familiarity weapons.. The first feat gives you +1 to attack and damage against shaken foes, and removes the bullying blow penalty. And the last feat is crazy, +4 to saves against shaken foes.
Halfling style lets you reload slings without AoO, +1 damage with slings, and anything with sling in the name is sling for anything that requires slings. The first feat lets you sling an alchemical weapon as a standard action for normal+alchemy damage(no bombs). Second feat lets you do this as a free action for full-attacks.
Quick mention: I love the new Paladin Archetype, Tempered Champion. It's the simple non spellcasting Paladin that I often want to play.
Tempered Champion:
It simply removes Paladin spellcasting (but not lay on hands, smites, etc) to give a bonus feat every 4 from a specific list (Like Greater Weapon Focus, Weapon Specialization, etc), and for this list the paladin's levels count as fighter levels for feat prerequisites.
It also grants the warpriet's sacred weapon sacred weapon damage die increase.