Where other spellswords imbue their weapons with destructive magic or magically enhance their own combat capabilities, others prefer to lay the enemy low with debilitating spells before taking them to task with magically-empowered weapons. An eclectic blend of frontline fighter and offensive support, the power weapons master controls the battlefield from the thickest of it, freely swapping between melee and spellcasting to confound and thwart his enemies while supporting his allies.
Hit Die: d8.
To qualify to become an power weapons master, a character must fulfill all the following criteria.
Feats: Combat Casting.
Special: Caster level 7th.
The power weapons master’s class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), and Spellcraft (Int).
Skill Points Per Level: 4 + Int modifier
Table: Power Weapons Master
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special|
|1st||+0||+1||+0||+1||Power Weapon Training I, Power Weapons Warrior, Limit Break|
|2nd||+1||+1||+1||+1||Spell Power +1, Combat Support Casting, +1 level to existing spell-casting class|
|3rd||+2||+2||+1||+2||Power Weapons Magery, +1 level to existing spell-casting class|
|4th||+3||+2||+1||+2||Spell Power +2, Power Weapon Training II, +1 level to existing spell-casting class|
|5th||+3||+3||+2||+3||Strike the Weakness, Superior Power Weapons Expertise|
|6th||+4||+3||+2||+3||Power Weapons Magery, Spell Power +3, +1 level to existing spell-casting class|
|7th||+5||+4||+2||+4||Power Weapon Training III, +1 level to existing spell-casting class|
|8th||+6||+4||+3||+4||Spell Power +4, +1 level to existing spell-casting class|
|9th||+6||+5||+3||+5||Power Weapons Magery, Power Weapon Mastery, +1 level to existing spell-casting class|
|10th||+7||+5||+3||+5||Spell Power +5, Enfeebled Culmination|
All of the following are class features of the power weapons master prestige class.
Weapon and Armor Proficiency
A power weapons master gains proficiency with all melee power weapons.
MP per Day / Spells Known
At each level except 1st, 5th, and 10th, a power weapons master gains MP per day and spells known as if he had also gained a level in a spell-casting class to which he belonged before adding the prestige class level and an increased effective level of spellcasting. He does not, however, gain any other benefit a character of this class would have gained. If he had more than one spell-casting class before becoming an power weapons master, he must decide to which class to add each level for the purpose of determining MP per day and spells known.
Limit Break (Su)
At 1st level, the power weapons master receives the Limit Break (Spell Flurry).
Spell Flurry (Su): This Limit Break allows the power weapons master interweave melee attacks and spells. For a duration of 1 round + 1 round per two power weapons master levels after 1st, once per round, any time the power weapons master makes a melee attack, he can cast a 1st-level spell as a free action (every two power weapons master levels after 1st, he can cast 1 spell level higher as a free action, to a max of 5th spell level at 9th level). This limit break requires only a swift action.
Power Weapon Training I (Ex)
At 1st level, a power weapons master gain Weapon Focus with all melee power weapons.
Power Weapons Warrior (Ex)
At 1st level, a power weapons master counts half his power weapons master levels (minimum 1) as his fighter level for the purpose of qualifying for feats. If he has levels in fighter, these levels stack.
At 5th level, he instead counts half his combined power weapons master and any spell-casting class levels. At 8th level, he instead counts his power weapons master and any spell-casting class levels combined at –3.
Spell Power (Ex)
Starting at 2nd level, a power weapons master can more easily overcome the spell resistance of any opponent he successfully injures with a melee attack. If the power weapons master has injured an opponent with a melee attack, he gains a +1 bonus on his caster level check to overcome spell resistance for the remainder of the encounter. This bonus increases to +2 at 4th level, to +3 at 6th level, to +4 at 8th level, and to +5 at 10th level. If the power weapons master has Spell Power from levels in another class, those levels stack with levels in power weapons master and use whichever progression is more beneficial to the power weapons master.
Combat Support Casting (Ex)
At 2nd level, whenever a power weapons master makes a melee attack, until the end of his next turn, he does not provoke an attack of opportunity when casting a 1st level spell that deals no damage. This takes effect regardless of whether the attack succeeds, but does not stack when making multiple attacks. At 4th level and every two power weapons master levels thereafter, this ability extends to the next spell level of enhancing and enfeebling spells, to a maximum of 5th level spells at 10th level.
Power Weapons Magery (Ex)
At 3rd, 6th, and 9th level, a power weapons master increases his power with his power weapons. At each such opportunity, he can choose from the list of the following (with a maximum of 2 per):
- MP Absorb: Whenever the power weapons master deals damage with a melee power weapon, he gains 1 MP. This increases by 1 if picked a second time.
- Power Weapons Proficiency: This increases the number of dice a melee power weapon deals by 1 (of the same type the melee power weapon normal deals).
Power Weapon Training II (Ex)
At 4th level, a power weapons master gains Improved Power Weapons Wielder as a bonus feat without needing to meet its prerequisites. If the power weapons master already has this feat, he may pick another Combat feat that he meets the prerequisites for.
Strike the Weakness (Ex)
At 5th level, whenever a power weapons master casts a spell, he gains a morale bonus equal to the MP spent on that spell on his next attack roll against any of that spell’s targets. This bonus does not stack, and expires at the end of the power weapons master’s next turn.
Superior Power Weapons Expertise (Ex)
Also at 5th level, a power weapons master no longer is limited by attacks made by melee power weapons, allowing him to use his full BAB iterative set of attacks via full attacking. In addition, having Improved Power Weapons Wielder and gaining Advanced Power Weapons Wielder feats allows the power weapons master to make 1 additional attack when full-attacking per feat. These additional attacks do not stack with haste or any other class feature that grants additional attacks.
Power Weapon Training III (Ex)
At 7th level, a power weapons master gains Advanced Power Weapons Wielder as a bonus feat without needing to meet its prerequisites. If the power weapons master already has this feat, he may pick another Combat feat that he meets the prerequisites for.
Power Weapon Mastery (Ex)
At 9th level, a power weapons master gains a +2 bonus to critical threat range with melee power weapons, which is applied after all other feats and class features that modify this range.
Enfeebled Culmination (Ex)
At 10th level, as a standard action, a power weapons master may make a single attack with a melee power weapon against a creature. This attack deals an additional 10d6 points of damage. This extra damage is not multiplied on a critical hit.