D&D 3e (3.0/3.5) Rules
by Ogre Bane
"I can make my blade do just about anything."
They are feared on the battlefield for their magical ability to imbue their weapons with various magical properties. Whether they wield mace, sword, or axe, they have been known to instill elemental properties into their weapons, or give their weapons the ability to attack creatures not of this plane. Weapon imbuers are feared for their fighting prowess and magical aptitude as well.
Most weapon imbuers are fighter/sorcerers, but a few bards have been known to join their ranks as well. Clerics and others who wield divine magic do not find this prestige class to their liking. Few wizards take up in ranks due to the melee combat focus as well as the need to spontaneously cast spells.
NPC weapon imbuers are not loners. They are itching for a fight to test out their magical powers, and are often found amongst adventuring parties.
To qualify to become a weapon imbuer, the character must fulfill the following criteria.
Base Attack Bonus: +5.
The weapon imbuer's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Jump (Str), Knowledge (arcana) (Int), Listen (Wis), Spellcraft (Int), Spot (Wis), and Swim (Str).
All of the following are class features of the weapon imbuer prestige class.
Weapon and Armor Proficiency: Weapon imbuers do not gain any additional weapon or armor proficiencies.
Spells per day/Spells Known: A weapon imbuer gains some additional training in arcane spellcasting. Thus, when a weapon imbuer reaches 3rd, 6th and 9th levels, the character gains new arcane spells per day and spells known as if he had also gained a level in whatever spontaneous arcane spellcasting class he belonged to before he added the prestige class (bard or sorcerer only). He does not, however, gain any other benefits a character of that class would have gained.
If a character had more than one spontaneous arcane spellcasting class before he became a weapon imbuer, the player must decide which class to assign each level of weapon imbuer for the purposes of determining arcane spells per day and spells known.
Imbue Weapon (Sp): The weapon imbuer can create magical effects on his chosen weapon. Once per day per class level, the weapon imbuer can imbue a magical property into his chosen weapon. For example, Jonas, a 4th-level weapon imbuer could imbue his weapon four times per day.
The magical property to be imbued must be a magical property the imbuer knows, and it must also fit any restrictions mentioned in the ability description. A mace could not be imbued with the keen ability, just as a longsword could not be imbued with the disruption ability. Only masterwork or magical weapons can be imbued. A weapon with an ability cannot have the same ability imbued into it (such as a +1 keen longsword being imbued with the keen ability). In addition, if an enchantment bonus is imbued instead of an ability, the enchantment must be higher than any existing enchantment bonus. For example, a +1 keen longsword could not be imbued with a +1 enchantment bonus since it is already a +1 weapon. It could be imbued with a +2 enchantment bonus, making the weapon a +2 keen longsword. Enchantment bonuses do not stack with one another - the highest enchantment bonus is used. The weapon remains imbued for one minute per class level.
The weapon imbuer can only have one imbued weapon at a time, and it is only treated as an imbued weapon in his hands (he cannot imbue a weapon and then give it to an ally). The weapon imbuer starts with one ability known from the Weapon Imbue I list. He can choose one more at 1st level, and at each additional level gained in the prestige class (so a 4th-level weapon imbuer would know five abilities).
He chooses from each list provided, and can choose from additional lists as his class level increases (at 4th level he can select from the Weapon Imbue I and Weapon Imbue II lists; 7th level from the Weapon Imbue I, II, and II lists; and finally at 10th level from all the lists). The weapon imbuer can have one ability on a weapon at a time. He can then have two abilities on the chosen weapon beginning at 4th level, three abilities at 7th level, and four abilities at 10th level. These abilities cannot bring the weapon above a total +10 enchantment bonus. The same ability cannot be added to a weapon more than once.
Weapon Imbue I: +1 enchantment bonus, defending, flaming, frost, ki focus, merciful, mighty cleaving, shock, throwing.
Weapon Imbue II: +2 enchantment bonus, bane, ghost touch, keen, silver (for damage reduction - considered a +1 bonus), spell storing, thundering, vicious.
Weapon Imbue III: +3 enchantment bonus, adamantine (for damage reduction - considered a +2 bonus), anarchic, axiomatic, cold iron (for damage reduction - considered a +2 bonus), disruption, flaming burst, icy burst, holy, unholy, wounding.
Weapon Imbue IV: +4 enchantment bonus, brilliant energy, dancing, speed.
This item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast.