Narzaghulian Mace Master (ver 1.2)
Prestige Class

The Aurora Knights have protected the City of Narzaghul for generations. Members of five noble of Narzaghul houses lead the Knights. Each of the houses has three Grand Masters that teach chosen followers how to master their chosen weapon.

The House of Reniets focuses on power and strength. The followers of this path believe that a few powerful blows are preferable to many weak ones, and are trained to maximize the damage their chosen weapon deals.

Most members of House Reniets are devout followers of [Neutral God here], god of [Justice?, Retribution?, Revenge?]. Full members of the Clergy are often found working in close asociation with high ranking members of this house to influence the outcome of political struggles in Narzaghul.

Hit Die: d8

Requirements:
Base Attack Bonus: +10
Skills: Craft (Weaponsmith): 8 ranks
Feats: Power Attack, Sunder, Weapon Focus: Bludgeon Weapon. Weapon Specialization: Bludgeon Weapon.
Special: Must be accepted by a Grand Master as an apprentice to begin training in the mastery of the mace.
Special: Must make his own masterwork mace.
Class Skills:
The Master of the Mace’s class skills (and the key abilities for each skill) are Climb (Str), Craft (Any) (Int), Jump (Str), Intimidate (Cha), Ride (Dex), Swim (Str).
Skill Points at Each: 2 + Int modifier

Class Features:

Weapon and Armor Proficiency: All simple and martial maces. All Armor and shields.

Table 1 - The Master of the Mace
Class Level Base Attack Fort Save Ref Save Will Save Special
1 +1 +2 +0 +0 Shatter Weapon
2 +2 +3 +0 +0 Greater Weapon Focus
3 +3 +3 +1 +1 Solid Blow
4 +4 +4 +1 +1 Greater Weapon Specialization
5 +5 +4 +1 +1 Mastery of the Mace


Shatter Weapon: When attempting the sunder maneuver, the master gains a +4 class bonus to his attack roll, and a +4 class bonus to his damage. This is an extraordinary ability.

Greater Weapon Focus: The Master gains a +1 Mastery bonus to his attack roll when fighting with a mace. This is an extraordinary ability.

Solid Blow: When fighting with a mace, the master may forego all attacks in an attempt to stun his opponent with a single powerful blow. On a successful attack, the target will receive normal damage and he must succeed at a Fort save (DC 12+Master's Level) or be stunned for 1d3 rounds. This is an extraordinary ability.

Greater Weapon Specialization: The Master gains a +2 Mastery bonus to his damage when fighting with a mace. This is an extraordinary ability.

Mastery of the Mace: When attempting to beat Damage Reduction (and only for DR), the master’s weapon is considered to have an enhancement bonus higher by 1, to a max enhancement of +5. For example a normal warhammer is considered a +1 magical warhammer for the effects of beating damage reduction, but a +5 Warhammer is still considered a +5 Warhammer. This is an extraordinary ability.


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