Warrior Kit: Blade Master Requirements: Str 12 Dex 15 Int 9 Description: The blade master is a warrior who has dedicated their early training and life to a strict regiment focused around one weapon and personal martial arts. The weapon chosen is covered below, under Weapon Proficiencies. Regardless of the weapon chosen, the blade master is an individual of very singular concentration, rare physical coordination, and at least athletic musculature. Generally a blade master is from an older, aggressive culture, like imperial Japan, or the Old Mali of Africa. The weapon limits are based on this assumption, so the Game Master may wish to change the weapons if the culture is different. Role: The blade master is respected for his strong dedication, but is no higher socially than any other type of soldier or warrior - after all, the blade master gives up in flexibility what he gains in skill and mastery of his weapon. Weapon Proficiencies: The blade master gets a bonus weapon proficiency: Ambidexterity. This takes up none of the character's proficiency slots. The blade master must select one weapon to be her weapon of choice, from the following list: dagger, javelin, quarterstaff, spear, bastard sword, long sword, two handed sword, longbow. The character must take specialization in this weapon, and in at least one weapon style that the weapon uses (such as two handed for the bastard sword). The blade master must also start off at least specialized in Martial Art (thus, at least two slots must be spent on this). In this manner, all of the blade master's beginning slots (not including those given by Intelligence) will be taken up. Note that Intelligence bonus slots can be used to get around this to a certain extent, but this detracts from the character's nonweapon proficiencies. After the initial requirements have been met, the blade master may take any weapon skills available and desired. Nonweapon Proficiencies: The blade master gets one bonus proficiency: Blind-Fighting. This takes up none of the character's proficiency slots. The blade master may spend his proficiencies however desired, within the constraints of his culture. Equipment: The blade master may spend her money however desired, but it is recommended that the character purchase the weapon of choice. Since the blade master emphasizes unarmed martial arts as well as the weapon of choice, it is recommended that the character not wear armor beyond leather, if that much (wearing armor decreases martial arts ability). Special Benefits: The blade master has a +1 to hit and +1 to damage with his weapon of choice. This bonus is not magical, but allows the blade master to hit creatures only hit by magical or silver weapons (this applies only to the weapon of choice, and not to martial arts). The ability to hit certain monsters is not added to a magical weapon; thus, a longsword +1 cannot be used to hit a creature only hit by +2 or better weapons. All of these bonuses will never apply to another weapon, or to martial arts. The blade master may continue specialization in the weapon of choice, and gains an additional +1 to hit, +1 to damage for every slot dedicated to the weapon. This cannot be used to hit magical monsters. Special Hindrances: The blade master may never specialize in a weapon other than the weapon of choice. She may specialize in any number of weapon STYLES, so long as those styles can be used with the weapon of choice. She may specialize in martial arts, and continue to specialize, but not in wrestling or punching. Money: Standard. Races: Any race with an appropriate cultural background can choose this kit, but it is least suited to halflings, gnomes, and most goblinkind.