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Weapon Master

The weapon master is a deadly expert with their weapon of choice. Whenever possible, the weapon master engages an opponent one on one, and they prefer to begin combat unarmed and use their Swift Blow to catch a foe unawares.

Recall Knowledge - Humanoid (Society): DC 33

Elite | Normal | Weak

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite Weapon MasterCreature 13

Source Pathfinder #166: Despair on Danger Island pg. 22
Perception +25
Languages Common, Tien
Skills Acrobatics +25, Athletics +28, Intimidation +24, Survival +26, Warfare Lore +25
Str +5, Dex +2, Con +4, Int +2, Wis +3, Cha +1
Items +1 resilient studded leather, +1 striking sling, +2 greater striking katana
AC 35; Fort +28, Ref +24, Will +26
HP 270
Attack of Opportunity ReactionReaction
Speed 25 feet
Melee Single ActionSingle Action katana +30 [+25/+20] (deadly d8, magical, two-hand d10, versatile P), Damage 3d6+2+11 slashingRanged Single ActionSingle Action sling +24 [+19/+14] (magical, propulsive, range increment 50 feet, reload 1), Damage 2d6+2+11 bludgeoningDueling Expertise The weapon master deals an extra 2d10 damage to creatures that are not adjacent to any allies or other foes.Swift Blow Two ActionsTwo Actions (flourish) Requirement The weapon master is not wielding a weapon; Effect The weapon master Interacts to draw a melee weapon without triggering reactions and makes a Strike with that weapon. The target is flat-footed against this Strike. The weapon master deals an extra 2d8 persistent bleed damage with the Strike.