Grand Mastery
High masters who spend one more slot on learning their weapon of choice can
become grand masters. Grand masters are capable of feats of swordplay that border on the
fantastic. Grand masters gain one additional attack per round above and beyond a
specialist’s rate of attacks for their level, so a 12th-level melee weapon grand
master would attack 3 times per round with his weapon of choice.
Grand masters also increase the amount of damage and the chance of a knockdown
when they employ their chosen weapon. The weapon’s base damage die and
knockdown die are increased to the next greater die size against all opponents. A long
sword thus inflicts 1d10/1d20 points of damage in the hands of a grand master,
and its knockdown die is increased to a d10. If the weapon causes multiple
dice of damage, all of them are increased. Thus, a two-handed sword in the hands
of a grand master inflicts 3d8 points of damage on large targets. Needless to
say, grand masters are extremely dangerous opponents.
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