Connoisseur
Background: In a Wold of generalists, the Connoisseur is truly unusual; an unsurpassed combat specialist explicitly versed in the use of a single unique melee weapon. The Connoisseur epitomizes everything there is that has to do and can be done with a specific weapon. The Weapon Connoisseur devotes his life to the study of his one particular melee weapon (but not a double weapon). He knows it inside and out. He understands his weapon's strengths and weaknesses, in both offensive and defensive maneuvers, and because of his exclusive devotion to the study of that melee weapon, has risen to the top in more ways than one. Over time the Connoisseur becomes so attached to his / her weapon that using another, even one that is the same type, seems wrong to the connoisseur. In fact often times the Connoisseur as well as others will swear that their weapon communicates with them and allows them to perform feats that they would not normally be able to otherwise do. The drawback of this exclusive devotion is that the Connoisseur is much less effective with any other type of melee weapon. If for some reason the Connoisseur's weapon is ever destroyed or lost, The Connoisseur is severely hampered, until they take time to bond with or create a new weapon using their weaponsmithing skills.
While Connoisseurs must be sturdy enough to take blows as they head up the front lines on combat, they must also be able to dish it out as well in order to survive. Connoisseurs come from a myriad of races and social classes, but it takes brains to learn a weapon so well as to be able to call themselves Connoisseurs. Paladins, fighters, and rangers make good Connoisseurs, while the occasional bard, rogue and barbarian will sometimes take to the role of Connoisseur. Mages, druids and clerics, due to their other areas of focus, will very rarely take on this role.
As NPCs, Connoisseurs are always in high demand, as they are wanted as personal weapons instructors to the wealthy and royal. Connoisseurs are also desired as leaders of personal guard squads, members of an adventuring team, or even as a personal bodyguard. Some are loyal to a community, a family, a cause, or a place. Some are devoted to an individual. Some go wherever they feel they are most needed. Wherever they go, they promote the art of combat perfection with their particular weapon. Weapon Connoisseurs are desired to fill many of these posts as well, but many have chosen other paths. Some Connoisseurs form groups and become the elite troops of an army, others form groups to act as enforcing agents in other organizations, while others still have taken to the fight circuit as specialist gladiators and gladiator trainers, in order to cash in on their special skills and talents.
Alignment: Any
Hit die: d10.
Requirements:
To qualify to become a Combat Connoisseur, a character must fulfill all of the following criteria.
• Base Attack Bonus: +7
• Feats: Combat Expertise, Weapon Focus (chosen melee weapon).
• Special: A Connoisseur must be a member of The Club of Connoisseurs of Combat .
• Special: A Connoisseur must choose one individual melee weapon with which to train and bond. This melee weapon may not be a double weapon and must be of masterwork quality steel or hardwood, not enchanted, and not made of any special material. The connoisseur must form a bond with that single particular weapon. There are several ways to forge this bond. 1) The connoisseur has taken the Woldian Heirloom feat, in the form of the weapon. 2) The connoisseur has a bond-forming class ability, such as a familiar or animal companion, that is unused. 3) The connoisseur has crafted the weapon himself, never spending more than 3 minutes away from the weapon being made, and during the final two quenchings must include a mixture of his own sweat and blood. This requires 10 ranks in Craft (Weapon) and a DC20 Craft (Weapon) check.
Ethos of Specialization: Connoisseurs may not employ two-weapon fighting and still use their class abilities. They only gain the benefits of their class abilities while using that particular weapon. Connoisseur levels stack with the fighter levels in meeting the requirements of fighter-only feats. If the Connoisseur’s bonded weapon is discarded, lost, or destroyed, he cannot gain the use of his class abilities until either (1) he crafts a new one, as described above, using a DC20 Craft check and 10 ranks in Craft, or (2) he uses a replacement weapon of the same type for the duration of a complete module, including at least one combat in which the weapon is used. A replacement bonded weapon must not be enchanted when it is bonded, although it can be enchanted later (see below).
Club Code of Conduct: Connoisseurs must be members (active or inactive) in good standing of the Club of Connoisseurs of Combat. A Connoisseur who loses his good standing cannot progress in the prestige class. The Connoisseur is under no obligation to accept Club invitations to events or combats, but over time, continual refusal may jeopardize one's standing.
Class Skills: The Connoisseur's class skills are Balance, Bluff, Concentration, Climb, Craft (Weapon), Gather Info, Intimidate, Jump, Knowledge (history), Knowledge (local), Knowledge (nobility), Sense Motive, and Tumble.
Skill points at each level: 4 + Intelligence modifier.
Weapon and Armor Proficiency: A Connoisseur gains no proficiency with weapons. He gains proficiency with light armor, but not with shields. A Connoisseur's class abilities, while powerful, only work under certain circumstances — they function only if the Connoisseur is holding his dedicated weapon in one hand, wearing light armor, and using no shield. Therefore, most of the time Connoisseurs wear only light armor, and do not use shields. Also note that armor check penalties for certain armors apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets, and Tumble.
Class Abilities: All of the following are usable only when the Connoisseur is drawing or holding his dedicated weapon: . Bonding Gift (Ex): When using his bonded weapon, the Connoisseur receives an unnamed bonus to attack rolls but not to damage rolls. This bonus is referred to as his Bonding Gift and stacks with all other modifiers to attack rolls. This benefit increases as the Connoisseur increases in ability.
Quick to Hand (Ex): The Connoisseur can draw and sheathe his weapon as a free action.
Special Attack Defense (Ex): Due to his knowledge of his weapon and the bond he has formed with it, the Connoisseur employs his knowledge to keep his weapon from being broken or taken away. This ability results in a +4 bonus to his Sunder Special Attack DC and Disarm Special Attack DC when the weapon is the target of the attack.
Specialization Defense (Ex): The Connoisseur gains a +1 competence bonus to AC if he has the Weapon Specialization feat. If the character also has Greater Weapon Specialization, this bonus rises to +2. You must not be flat-footed or denied your dexterity bonus to gain the use of this bonus. And it only applies to foes faced in melee combat, not against ranged attacks.
Penetrate Damage Reduction (Ex): Due to the Connoisseur's understanding of the use of his weapon he gains the ability to penetrate a foe's damage reduction. Connoisseur's attacks decrease any named damage reduction by five points at level 4. Moreover, his attacks ignore the first ten points of named damage reduction at level 8.
Expand Critical (Ex): Due to the Connoisseurs complete understanding of the effectiveness of his weapon, he is more likely to cause a critical injury with his attacks. This ability expands the Connoisseur's critical hit threat range by 2. This stacks with other similar bonuses.
Skillful Parry (Ex): Due to the complete understanding of how their weapon can be wielded defensively, the Connoisseur gains a +2 shield bonus to AC. You must not be flat-footed or denied your dexterity bonus to gain the use of this bonus. And it only applies to foes faced in melee combat, not against ranged attacks.
The Connoisseur
-- Lvl.....BAB....Fort.....Ref.....Will...... Special -- 1st...... +1...... +2...... +2.......+0..... Bonding Gift +1, Quick to Hand -- 2nd......+2...... +3...... +3.......+0..... Special Attack Defense, Specialist Defense -- 3rd......+3...... +3...... +3...... +1...... Bonding Gift +2 -- 4th......+4...... +4...... +4...... +1...... Penetrate DR 5 -- 5th......+5...... +4...... +4...... +1...... Bonding Gift +3 -- 6th......+6...... +5...... +5...... +2...... Expanded Critical -- 7th......+7...... +5...... +5...... +2...... Bonding Gift +4 -- 8th......+8...... +6...... +6...... +2...... Penetrate DR 10 -- 9th......+9...... +6...... +6...... +3...... Bonding Gift +5 -- 10th....+10..... +7..... +7..... +3...... Skillful Parry
- Lvl.....BAB....Fort.....Ref.....Will...... Special - 1st...... +1...... +2...... +2.......+0..... Bonding Gift +1, Quick to Hand - 2nd......+2...... +3...... +3.......+0..... Special Attack Defense, Specialist Defense - 3rd......+3...... +3...... +3...... +1...... Bonding Gift +2 - 4th......+4...... +4...... +4...... +1...... Penetrate DR 5 - 5th......+5...... +4...... +4...... +1...... Bonding Gift +3 - 6th......+6...... +5...... +5...... +2...... Expanded Critical - 7th......+7...... +5...... +5...... +2...... Bonding Gift +4 - 8th......+8...... +6...... +6...... +2...... Penetrate DR 10 - 9th......+9...... +6...... +6...... +3...... Bonding Gift +5 - 10th....+10..... +7..... +7..... +3...... Skillful Parry
The Connoisseur’s Weapon
Throughout the Connoisseur's life, his devotion to his weapon causes a change in his weapon as well as within himself. As the Connoisseur gains levels, his bonded melee weapon over time gains a mind, a personality, and the attributes of an intelligent item. Because of the nature of the Connoisseur and the relationship between his weapon and himself, the abilities the weapon gains tend to work in concert with their combined function as a fighting unit. These abilities and attributes only function when the weapon is contact with its partner. These abilities increase over time at the same rate that their bond strengthens.
Connoisseur Level 1-2: Int 10, Wis 12, Chr 12. 30 ft. vision and hearing. 2 ranks each in Spot and Listen. Empathy. Connoisseur Level 3-4: Int 10, Wis 13, Chr 13. 60 ft. vision and hearing. 4 ranks each in Spot and Listen. Empathy. Connoisseur Level 5-6: Int 10, Wis 14, Chr 14. 120 ft. vision and hearing. 6 ranks each in Spot and Listen. Empathy, Speech. Connoisseur Level 7-8: Int 10, Wis 15, Chr 15. 60 ft. darkvision and hearing. 8 ranks each in Spot and Listen. Empathy, Speech, Literacy. Connoisseur Level 9-10: Int 10, Wis 16, Chr 16. 120 ft. darkvision and hearing. 10 ranks each in Spot and Listen. Telepathy (wielder only), Speech, Literacy.
• At level 7-8 & 9-10, the weapon can also use cure moderate wounds (2d8+3) on wielder 3/day.
Any rules question on the bonded weapons capabilities should be answered by reference to the standard rules on intelligent items. The weapon has the same alignment as the Connoisseur, even changing if the Connoisseur's alignment changes.
The Connoisseur can cast or have cast any spell on his bonded weapon, as usual. He can also permanently enchant his bonded weapon, but not through the Catacombs. Instead, he must find a caster in game to enchant the weapon, and the Connoisseur must be present every moment the caster is enchanting the weapon, and the Connoisseur pays any experience point cost, not the caster. If the Connoisseur is a caster, he can enchant it himself, and he can purchase the raw materials to do so through the Catacombs.