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Majescrea Vom Clarost CN
Character Name Alignment
Armorist (Spirit Blade 3 , Armiger (Antiquarian) 2 , Legendary Cavalier (Iron General) 6 , Legendary Monk (Champion of the People) 1 , Legendary Magus (Ruinious Blade) 2
Character Level
Spirit Blade
Construct (Dwarf, Shapechanger)
object M
Race Size
F Alledgedly 5386
Gender Age
- 6 lbs
Height Weight
- -
Hair Eyes
Won Truth
Player
Bornarak Heim
Deity Homeland
- 0
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
10 +0 N/A +0
Dex
Dexterity
10 +0 N/A +0
Con
Constitution
14 +2 N/A +2
Int
Intelligence
12 +1 N/A +1
Wis
Wisdom
11 +0 N/A +0
Cha
Charisma
24 +7 N/A +7
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
101
16 Hardness
0
Initiative
Dex
Modifier
-6
+0
-6
BAB
+8/3
ARMOUR CLASS
Total AC
Armour
Shield
Dex
10
+0
+0
+0
Size
Natural
Deflection
Misc
+0
+0
+0
+0
Touch
10
Flat Footed
10
Flat Footed + Touch
10
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +8 +6 CON +2 +0 +0 +0
Reflex +5 +5 DEX +0 +0 +0 +0
Will +6 +6 WIS +0 +0 +0 +0
Saving Throw Notes

Immunities

Massive Damage, Suffocation/Inhalants, Disease, Death Effects, Paralysis, Poison, and Sleep Effects
Damage Immunities
Non-Lethal, Bleed

Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+8 +8/3 +0 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
18 10 +8/3 +0 +0 +0 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
NULL
-
-
-
-
-
Languages

Telepathy (with wielder only, no range limit), Common, Undercommon, Dwarven, Celestial, Sylvan

SPELLS
Level
0
1
2
3
4
5
6
7
8
9
DC
En 20
Pow 20
0
0
0
0
0
0
0
Spell List

Telekinesis CL9TK Range & Speed
Base: close (45'), 25' speed, and 50' accelerate
Scizore Active: medium (190'), 50' speed, and 100' accelerate
Lifted Defenses
  • AC (17+Size): 10+Size Mod+Casting Mod
  • CMD (26+Size): 10+TKcl+Casting Mod+Size Mod
Size Limit
CLObject Size
1stDiminutive
1stTiny
3rdSmall
5thMedium
8thLarge
11thHuge
15thGargantuan
20thColossal
  • two objects of a single size are equivalent to one object of the next size larger, likewise one object of a size is equivalent to two objects of the next size smaller.
Effective Size
    • Forceful Telekinesis: +1 size of bludgeon for purposes of damage
    • Sphere Mastery Telekinesis: +1 size of bludgeon for purposes of damage. This effective size increase explicitly "stacks with all other size increases".
    • Enhancement: Lighten
      CL1/2Weightless
      1stSmallTiny
      3rdMediumSmall
      5thLargeMedium
      8thHugeLarge
      11thGargantuanHuge
      15thColossalGargantuan
      20thNULLColossal
      • 1/2: objects affected by half lighten reduce their effective size for purposes of the Telekinesis Size Limit by 1
      • Weightless: objects affected by weightlessness reduce their effective size for purposes of the Telekinesis Size Limit by 2

Bludgeon
Can use Lifted Target as a means of attack, striking a creature within the Lifted Target's melee reach. Make a Ranged Attack roll, using Casting Mod instead of Dex and without taking penalties for inappropriately sized weapons, and deal damage appropriate to the weapon type or based off of size, applying Casting Mod as a bonus to damage. This attack counts as your choice of Ranged, a Vile Amalgamate of Thrown and Melee, or Melee weapons--with this choice being changeable once per round per individual bludgeon--and Bludgeons may perform attack actions appropriate to their category.
Bludgeons threaten an area appropriate as if wielded by a creature of their size, allowing you to make attacks of opportunity or gain and provide flanking from these weapons.
  • Acceleration: Can move a Lifted Target up to twice the normal TK speed in a straight line, and counts bludgeons that move at least 10' in this way as having performed a charge.
  • Forceful Telekinesis: If performing a Combat Maneuver while using Telekinesis, add a +2 to your CMB and CMD.
  • Mobile Bludgeon: You may continue a bludgeon's movement after an attack, allowing you to perform multiple bludgeons in a round, to a limit normally allowed by your BAB, feats, and talents, applying appropriate penalties to these further attacks as if a full attack.
Orbit
When you lift an object with your telekinesis and move it into your square or drop an item you are holding, you may place it in a passive orbit around you. An object in orbit drifts slowly around you, moving with you when you move as if you carried it, and does not require concentration to remain in orbit, though it does nothing except drift passively. At any point you may begin concentrating on it again, directing it and using it normally with your telekinesis, or you may pick up an item in orbit as a free action. You may have multiple objects around you at one time so long as their total size does not exceed the size limit of your telekinesis. If you possess the Dancing Weapon talent, you are considered to be wielding any object in your orbit and may use them to make attacks, though they are still made through the Dancing Weapon talent. Items caught with Catch may immediately be placed into orbit. You may not use Hostile Lift in conjunction with Orbit.
Enhancement CL7

Spellcasting Notes

Spell Points

24 (11+7+6)
Casting Tradition
  • Casting Type: Divine
  • Casting Modifier: Cha
  • Galvanized, Witchmarked, Unstable Storage (Thresholds: 12/6/0)
  • Boon: +1/1.5 lvl spell points
  • Martial Tradition
  • Equipment:
    1. Dwarven Heritage: Proficiency with battleaxe, dwarven boulder helmet, earthbreaker, greataxe, greatclub, hand axe, heavy pick, light hammer, light pick, pickaxe, throwing axe, and warhammer.
    2. Knightly Training: Proficiency with greatsword, halberd, heavy flail, heavy pick, light flail, light pick, lance, longsword, shortsword, and warhammer, and may wield the bastard sword and estoc, but only as two-handed martial weapons.
    3. Monk Weapon Training: Gain Proficiency with all Monk weapons
    4. Unarmed Training: Proficiency with Blade Boot, Brass Knuckles, Cestus, Dan Bong, Emei Piercer, Gauntlet, Katar, Knuckle Axe, Punching Dagger, Rope Gauntlet, Sap, Scizore, Spiked Gauntlet, and Tekko-Kagi
  • CL
  • Telekinesis Sphere: 9 (7 talents)
  • Enhancement Sphere: 7 (1 talent)
  • Power Spheres: 6
  • Might Spheres: 8 (Athletics 2tal, Equipment 6tal, Boxing 1tal, Brute 1tal, Dual Wielding 1tal, OpenHand 1tal)
  • Athletics
    Leap Package, Skillful Charge
    Boxing
    Base, Wily Dodger -> Headfake
    Brute
    Base, Full Tilt -> Unstoppable
    Dual-Wielding
    Base
    Enhancement
    Base, Personal Magics -> Lighten
    Equipment
    Crushing thrower, Dwarven Heritage, Knightly Training, Monk Weapon Training, Throwing Mastery, Unarmed Training
    Open Hand
    Base, Savage Combatant -> Tear Flesh
    Telekinesis
    Base, Dancing Weapon, Limited Telekinesis (Metal) -> Acceleration, Forceful Telekinesis, Mobile Bludgeon, Mythic Sphere Mastery, Powerful TK, Orbit, Divided Mind

    Scizore
    Telekinesis(Increased Range, Greater Speed)
    Main Katar
    Alteration (Base, Lycanthropic -> Beastial Reflexes, Lingering Transformation)
    Sub Katar 1
    Warp (Base, Bender -> Extradimensional Storage, Extradimensional Capacity)
    Sub Katar 2
    Sub Katar 3
    Sub Katar 4

    Talent Sources
    Blended TalentsCombat talentsMagic Talents
    • Spirit Blade: 2 Talents
    • Mystic Bond: 2/Customization (12 total)
    • Oath: 2 Talents
    • Feat: 1 Talent
    • Martial Tradition: 6 Talents
    • Armiger: 2 Talents
    • Associated Feats: 4 Talents (Improved Unarmed Strike x3, Two Weapon Fighting)
    • Casting Tradition: 2 Talents
    • Ruinous Blade: 1 Talent

    Adventuring Skills
    CS Skill Total AB Mod Ranks Misc
    Acrobatics +9 (DEX)  +0 +6 +3
    Bluff +7 (CHA)  +7 +0 +0
    Climb +0 (STR)  +0 +0 +0
    Diplomacy +18 (CHA)  +7 +6 +5
      Disguise +7 (CHA)  +7 +0 +0
      Escape Artist +0 (DEX)  +0 +0 +0
      Fly +0 (DEX)  +0 +0 +0
      Heal +0 (WIS)  +0 +0 +0
    Intimidate +16 (CHA)  +7 +6 +3
    Knowledge: Arcana +1 (INT)  +1 +0 +0
    Knowledge: Dungeoneering +1 (INT)  +1 +0 +0
      Knowledge: Local +1 (INT)  +1 +0 +0
      Knowledge: Nature +1 (INT)  +1 +0 +0
      Knowledge: Planes +1 (INT)  +1 +0 +0
      Knowledge: Religion +7 (INT)  +1 +6 +0
    Perception +9 (WIS)  +0 +6 +3
    Ride +0 (DEX)  +0 +0 +0
    Sense Motive +9 (WIS)  +0 +6 +3
    Spellcraft* +10 (INT)  +1 +6 +3
      Stealth +0 (DEX)  +0 +0 +0
    Survival +0 (WIS)  +0 +0 +0
    Swim +0 (STR)  +0 +0 +0
    Background Skills
    CS Skill Total AB Mod Ranks Misc
      Appraise +6 (INT)  +1 +5 +0
    Handle Animal* +16 (CHA)  +7 +6 +3
      Knowledge: Engineering +1 (INT)  +1 +0 +0
    Knowledge: Geography +1 (INT)  +1 +0 +0
      Knowledge: History +1 (INT)  +1 +0 +0
    Knowledge: Nobility +10 (INT)  +1 +6 +3
      Linguistics* +2 (INT)  +1 +1 +0
    Custom Skills
    CS Skill Total AB Mod Ranks Misc

    * only usable when trained (rank 1 and higher)
    Skill Notes
    Skill Points: Associated Skills
    Acrobatics 10, Diplomacy 6
    Class Features
    Knowledge Nobility 6
    Normal Leveling
    63: 4+1(int)+2(background)=7 per level
    Feats

    Non-Leveling FeatsEnhancing Telekinesis
    When you lift an object with your telekinesis, as part of the same action you may enhance it with one enhancement you possess. You may concentrate on lifting and enhancing the item with a single action. Only a single object can benefit from this combination, even if you can enhance or lift more than one at a time.
    Extra Talent
    gain a blended talent
    Kinetic Juggler
    You may cause a weapon to float in mid-air for a brief moment. This allows you to take your hands off it as a free action and then grab it again (including with your telekinetic limb, if you have one) as a free action, during which time you may use them to perform any other action. If you move, your weapon follows you, remaining floating in your square. While floating you cannot make attacks with them, but they count as attended and either wielded or sheathed by you (whichever is more beneficial).
    Mind Limb
    Your telekinetic powers give you an additional arm made of telekinetic force. Your telekinetic limb functions much as a normal arm can, but to an extent can also act independently.

    As a swift action you can use it to draw a sheathed or hidden weapon, ready a shield, retrieve a stored item, load a crossbow, open a door, pick up an unattended item, sheathe or store an item, or take other non-offensive actions involving manipulating objects. Your telekinetic limb cannot effectively wield weapons or shields or activate magic items, but can pass such items to another hand as part of any other action it takes.
    Leveling Feats1) Imbued Strike (+5)
    As a free action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every +5 magic skill bonus you possess, this bonus increases by +1, to a maximum of +5. This ability counts as Arcane Strike for the purposes of qualifying or using feats, items, and abilities, and the bonus from this ability does not stack with the bonus from Arcane Strike. Any feat, item, or ability referencing the caster level of Arcane Strike instead uses the magic skill bonus. In addition, you are considered an arcane caster for the purpose of qualifying for feats that require Arcane Strike as a prerequisite.
    3) Greater Unarmed Strike
    5) Champion's Strike
    Your arcane strike or imbued strike is in effect at all times without you needing to take an action to activate it. In addition, when you use this ability with an attack action that only affects one target and has only one attack roll, the bonus on damage rolls for your strike is increased 100% for every +5 base attack bonus you possess.
    7) Greater Arcane Strike
    The bonus damage granted by your Arcane Strike feat is increased by 3 points. In addition, when you activate your Arcane Strike you can choose to reduce its bonus damage. For every 2 points you reduce the damage by (to a minimum of 0), you gain a cumulative +1 (circumstance) bonus to hit with your imbued weapons.
    9) ???
    Class/Race Feats
    • Permanent Spirit Blade: 1) Magical Focus
      Whenever you enhance your focus or a weapon you are wielding with Galvanized Casting, you may choose to have the effect continue without concentration without spending a spell point. This feat only applies to the spell point spent to relinquish concentration. If another feat, talent, or class feature grants you the ability to spend more spell points when relinquishing concentration to improve the effects, you still need to spend the additional spell points to gain those benefits. You may only have one effect benefiting from this feat at a time.
      5) Extra Arsenal Trick
      gain an arsenal trick
    • Armiger: 2) Customized Bond
      You may customize your bound weapons. You may summon a customized bound weapon as a free action whenever you would be able to draw a customized weapon as a free action. You may add half your armiger levels toward your armorist level for determining the maximum enhancement bonus value of your bound equipment. If you possess the enhanced customization class feature, you may add half your armorist levels toward your armiger level for determining the maximum enhancement bonus from enhanced customization.
    • L. Cav: 1) Improved Unarmed Strike
      Associated feat, yeeted for Brute Sphere
      1) Weapon Focus (Close)
      6) Vital Strike
      When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
    • L. Mag: Arcane Strike (+4)
      As a free action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five L. Magus levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.
      1) Improved Unarmed Strike
      Associated feat, yeeted for Open Hand Sphere
    • L. Monk: 1) Improved Unarmed Strike
      Associated feat, yeeted for Boxing Sphere
      Two Weapon Fighting
      Associated feat, yeeted for Duel-Wielding Sphere
    Mythic Feats1) Advanced Magic Training
    Treat your levels in non-casting classes as mid-casting classes when determining your total caster level.

    Special Abilities

    Athletics, Brute, Equipment, & Open Hand
    BAB8
    A Vile Amalgamate of Thrown and Melee
    Thrown weapon attacks can be treated as melee attacks, using melee attack bonus with range increment penalties and situational ranged attack penalties. Attack actions, Attacks of Opportunity, or additional attacks granted by class features or talents can cause thrown weapons to return to your free hand or your square if you have no free hands.
    Unarmed Functionality
    Weapons granted proficiency through Unarmed Training and natural attacks are treated an unarmed strikes for the purpose of interactions with abilities. If you have Flurry of Blows, you can do a haha funny additional attack as a free action on attack actions, by incurring a -2 to the attack action and on the additional attack. When using Spell Combat, or when making a full attack, gain an additional unarmed strike at a -2 penalty.

    You may deal bludgeoning, piercing, or slashing damage with your unarmed strikes, rather than only bludgeoning damage, chosen each time you make an unarmed attack. Whenever you deal unarmed strike damage to a target as an attack action, you may spend a swift action to rip the damaged creature’s flesh; the creature takes 1 bleed damage and has their natural armor reduced by 1 (minimum 0) for as long as they are suffering this bleed damage. For every 6 base attack bonus you possess, the bleed damage and natural armor reduction caused by this talent increase by 1.
    Charge Benefits
    AC is only reduced by 1 on a charge. When making an attack as part of a charge, you may make a thrown weapon attack from up to 30' away from the target. When making a thrown weapon attack as part of a charge, you must only move closer to the target, not necessarily to the closest available square. All allies within 60' gain a +1 moral bonus on attack rolls as part of a charge.

    When making the charge action and performing an unarmed strike as part of it, make an additional unarmed strike at a -2 penalty. All unarmed strikes as part of a charge are attack actions.

    Additionally, you can push your way through obstacles blocking your path, be they creatures, objects, or others. You may charge over difficult terrain. This movement still costs twice as much as normal. Additionally, when making a charge, you may attempt to overrun a creature in the path of the charge, or to make a Strength check to break an unattended object such as a door or wall that is in your way, as a free action that does not provoke an attack of opportunity. If the check is successful, you may complete the charge. If the check is unsuccessful, the charge ends in the space directly in front of that creature or object. For every 5 base attack bonus you possess you may attempt to break or overrun an additional target, but suffer a cumulative -2 penalty on each additional check made.

    You may initiate a charge through squares that you do not have line of sight to. You may resolve your charge attack against any valid target within 30' of the charge’s path after passing through the barriers (creature or object) blocking your line of sight.
    BoxingHeadfake
    As long as you have martial focus, whenever a creature attempts to make an attack of opportunity against you, they must roll their attack roll twice, taking the worse result. Creatures capable of making multiple attacks of opportunity per round may instead expend two attacks of opportunity instead of one to make an attack of opportunity as normal.
    Dual WieldingDual Attack
    Whenever you make an attack action with a light or one-handed weapon, you can make an additional attack with a light or one-handed weapon held in your off-hand, though both attacks take a -2 penalty on their attack rolls when doing so; only your initial main hand attack qualifies as an attack action, and the additional attack cannot be made with the same weapon as your initial main hand attack. Your off-hand attack only applies 1/2 your Strength modifier, and if your off-hand attack is made with anything other than a light weapon, both attacks take an additional -2 penalty.

    WEAPONS
    Name AB Critical Type Range Ammo Dmg
    +2 Throwing Scizore +19 19-20/x2 B/P/S 10' - 12d8+15
    Scizore Charge +18^/15>/15</16^/13>/13</16^/13>/13</13^/10>/10< 19-20/x2 B/P/S 10' - 24d8+20^or12d8+15>or6d8+15<
    +2 Throwing Main Katar +19 19-20/x2 B/P/S 10' - 8d8+15
    Main Katar Charge +18^/15>/15</16^/13>/13</16^/13>/13</13^/10>/10< 19-20/x2 B/P/S 10' - 16d8+20^or8d8+15>or6d8+15<
    +2 Throwing Sub Katars +19 19-20/x2 B/P/S 10' - 6d8+15
    Class Features

    ArmigerCustom Weapons/Mystic Bond
    At 1st level, an armiger may customize up to three sets of weapons in a process that takes 8 hours of modification, drilling, and practice each, reworking scabbards, modifying grips, adding hooks and straps, and other tweaks to suit her personal fighting style. Each set may consist of: a single weapon, a pair of weapons that are wielded simultaneously, up to 10 identical thrown weapons, or up to 50 pieces of ammunition. A given weapon cannot be part of more than one set simultaneously. The armiger always treats her active weapon as if it were masterwork.

    The armiger may choose to customize a new weapon by spending 8 hours, choosing which existing customizations to lose. The armiger must be proficient with the weapon to customize it and may not customize siege weapons. If the armiger possesses proficiency with shields, she may customize a shield with one of her weapon customization sets, either as a single weapon or as part of a pair of weapons. The enhancement bonus from enhanced customization only applies to using the shield as a weapon.

    The customization process allows the armiger to train in additional talents unique to each customized weapon. At first level, each customized weapon grants a single sphere or talent. A customized weapon must possess a base sphere before additional talents of that sphere may be added unless the armiger possesses that sphere, such as through the bonus talents gained from possessing the combat training class feature, from the Extra Combat Talent feat, or levels in another class. The armiger may not use talents gained from a customized weapon to qualify for feats or to meet other prerequisites unless otherwise noted. Customization talents may be changed with the same action required to customize a new weapon. Spheres and talents that grant skill retraining never grant it when gained via a customized weapon.

    The armiger may only benefit from the talents granted by one customized weapon at a time. The weapon she is currently gaining talents from is the active weapon. A customized weapon may be activated as part of drawing it or otherwise recovering it (such as picking it up from the ground) with no action cost. The active weapon must be wielded (or able to be drawn, in the case of ammunition) to provide its benefits; should the active weapon be disarmed, stowed, destroyed, or otherwise no longer wielded (or able to be drawn, in the case of ammunition), the armiger loses access to the granted talents immediately.

    If the weapon is thrown as part of an attack, the armiger retains any benefits from the weapon until the end of her turn.

    If the armiger customizes a set of thrown weapons or ammunition, she retains the granted talents as long as at least one of the set remains wielded. If a pair of weapons are customized to be wielded together and one is not being wielded, the armiger loses the benefits of the granted talents until the second weapon is recovered. Should the armiger be wielding weapons from two separate customization sets at the same time, she may choose which weapon is active at the beginning of each turn.

    At 3rd level and every 4 levels thereafter (7th, 11th, 15th, etc.), each customized weapon grants an additional talent. The armiger gains an additional customized weapon at her 11th and 19th levels.
    • Permanent:Armiger's customized weapons are not "temporary talents". The armiger does not lose any "constant" benefits of these talents (i.e. prepared alchemy formulae, tamed animal allies, a maintained stance, etc.) as long as the relevant talents are still assigned to that weapon. While the armiger might not have the active, or constant, benefits of certain talents unless the weapon is out, the armiger does not suddenly lose lingering benefits of these talents because they sheathed their knife and drew their sword.
    • Mystic Bond: When customizing a weapon, the antiquarian may choose to have the weapon grant magic talents, replacing granted martial talents at a 1 for 1 exchange. When such a talent is granted, the antiquarian is considered a Mid-Caster, counts her class levels as casting class levels, and uses her practitioner modifier as her casting ability modifier. These caster levels stacks normally with caster levels gained from other sources. When not wielding such a weapon, she does not gain any caster levels from her antiquarian levels. She does not count as possessing the casting class feature for the purpose of the 2 bonus talents gained from the casting class feature.
    Quick Change
    At 1st level, an armiger gains the benefits of the Quick Draw feat with her customized weapons and may stow customized weapons as a free action once per round, plus one additional time at 5th level and every 5 levels thereafter. This class feature counts as possessing the Quick Draw feat for the purposes of meeting the prerequisites of other feats, though any feat qualified for this way may only be applied to customized weapons.
    Prowess
    At 2nd level and every even level thereafter, the armiger may gain a prowess from the following list. Each prowess may only be selected once unless otherwise noted. Any time a prowess requires selecting a specific customized weapon, the benefits of that prowess may be moved to a different weapon at any time a new weapon is customized. All prowesses are extraordinary abilities unless noted.
    • Customized Bond: gain the Customed Bond feat.
    Focusing Switch
    At 3rd level, while using her active weapon, whenever the armiger succeeds on a combat maneuver, confirms a critical hit, or reduces a foe to 0 or fewer hit points, she may regain martial focus by activating a different customized weapon as an immediate action, stowing the current weapon and drawing the new one as needed.
    ArmoristBound Equipment/Weapon Form
    An armorist gains a bond with a specific weapon, shield, or suit of armor that is far greater than with her other summoned equipment. Bound equipment is summoned and treated just like summoned equipment, except it does not cost a spell point to summon, cannot be used by anyone other than the armorist herself (the item’s magic does not function in another’s hands), comes with limitless ammunition, and disappears 1 round after leaving the armorist’s hands. She gains another piece of bound equipment at 5th level, 10th level, 15th level, and 20th level, and may bond implements beginning at 5th level.

    Bound equipment is masterwork quality, and gains a +1 enhancement bonus for every odd armorist level possessed. A piece of bound equipment’s enhancement bonus cannot exceed +1, +1 per 3 armorist levels (maximum +5 all enhancement bonus beyond this must be traded for special abilities.

    An armorist may give her bound weapon special abilities from Table: Bound Equipment, trading enhancement bonus for other benefits. Bound equipment cannot be enchanted through any other means than gaining armorist levels and must retain at least a +1 enhancement bonus. Bound implements use the rules presented in the Magic Items chapter, granting the armorist enhancement bonuses to her caster level with one sphere, chosen when the implement is created. A piece of bound equipment may be an implement or a weapon/shield/suit of armor, but not both at the same time.

    Once a piece of bound equipment has been selected, or once its special abilities have been chosen, they may only be changed if the armorist spends 8 hours (1 day) meditating to dismiss the old piece of bound equipment and create a new piece of bound equipment to take its place.

    The armorist’s bound equipment can be damaged and sundered, but always returns to full health the following day.

    A bound double-weapon must divide its enhancement bonuses and special abilities between the two ends (for example, a +5 bound quarterstaff could have a +3 bonus on one end and a +2 bonus on the other). Alternatively, the armorist may bind each end of the double weapon as a separate piece of bound equipment, thus granting full bonuses to each half. If one end of the double weapon has no bonuses, it is still considered masterwork.
    • +1 Weapon Ability+2 Weapon Ability+3 Weapon Ability+4 Weapon Ability+5 Weapon Ability
      AgileAdvancingInvisible (not Firearms)DimensionalVorpal
      ArcingAnchoringRepositionInvisible (Firearms)
      AvalancheBlast VesselShadowstrike (Ranged)
      BenevolentCorrosive BurstSpeed
      CorrosiveDecisive
      CourageousGreater Destructive Focus
      CruelFlaming Burst
      CunningIcy Burst
      DefendingRadiant Edge
      Destructive FocusShadow Strike (Melee)
      DistanceShocking Burst
      DrivingWind Blast
      EntanglingWounding
      Fey-Forged
      Flaming
      Frost
      Ghost Touch
      Howling
      Hungry
      Hypocondriac
      Impervious
      Keen
      Leaping
      Menacing
      Merciful
      Mighty Cleaving
      Preventative
      Quenching
      Returning
      Shadow Wake
      Shock
      Thundering
      Throwing
      Umbral Edge
      Vicious
    • Weapon Form: At 1st level, the spirit blade may take the form, including all properties (such as masterwork status, enhancement bonus, materials, and special abilities), of one of her bound weapons as a full-round action. This is a polymorph effect and persists until the spirit blade changes back or to a different weapon form. Returning to her normal form is a fullround action. While in weapon form, the spirit blade may be targeted as a magic weapon of the chosen type despite not being an object, though is always counted as being attended. The spirit blade in weapon form may communicate telepathically with her wielder. As part of transforming into weapon form, the spirit blade may touch a willing creature that has at least one hand free; the transformation completes with the weapon form held by that creature. The touched creature may drop a held object to free a hand for this purpose as a free action that can be taken even when it is not that creature’s turn. While wielded, the spirit blade is treated as an object for the purpose of effects that target an area.

      In weapon form, the blade spirit has no Strength or Dexterity scores (they are treated as having a score of 10 for determining bonuses if required, though if making an attack roll with a sphere affect the normal score is used) and gains hardness equal to her class level or the hardness of the bound weapon, whichever is higher, and takes damage as an object. The spirit blade in weapon form retains her normal senses and communication abilities. While in weapon form, the spirit blade is immune to bleed, disease, paralysis, and poison. Ongoing effects of these kinds are suspended while in weapon form, not expending duration or forcing subsequent saving throws, resuming their normal effects and duration when weapon form ends.

      Striking a creature or object as part of an attack does not damage the spirit blade in weapon form, nor forces her to attempt a concentration check to maintain an ongoing effect. If the spirit blade has more than one bound weapon, she may change between their forms with the same action as required to assume weapon form.

      The spirit blade may resize her weapon form to suit her wielder as part of changing form. Should the spirit blade possess the ability to have a bound natural attack, she may graft herself to a willing wielder either as part of her transformation into weapon form or as a move action.
    Possess Wielder
    At 2nd level, the spirit blade may spend a spell point to attempt to actively possess any creature that wields her, treating her spirit blade levels as wraith levels for determining the possession DC. The spirit blade’s weapon form body is not absorbed into the host; instead the host may wield it as a weapon while possessed. This otherwise functions as the possession ability of the wraith class.
    At 2nd level, the wraith may attempt to possess a creature within his natural reach as a standard action. This is a mind-affecting possession effect. The challenge rating of the creature determines the duration of the possession, per the Table: Possession Duration (creatures such as animal companions, Conjuration sphere companions, and familiars are treated as having a CR of their Hit Dice - 2 for this purpose).

    This effect can be resisted with a Will save with a DC of 10 + half his wraith level + his casting ability modifier. A successful save to resist or end a possession increases the spell point cost for that individual wraith to possess that creature by 1 for 24 hours. This cost increase is cumulative, but is reset by a successful possession. Unless otherwise noted, creatures are aware of a failed possession attempt, having a feeling of a hostile force, but gain no other information. If the wraith is successful, his body is absorbed by and his life force occupies the host body.

    The duration of an ongoing possession may be reset with the same action and spell point cost that was required to initiate it.
    • Active possession involves taking control of the possessed creature. Attempting active possession requires a spell point. The wraith maintains his abilities as in passive possession. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. A body with extra limbs does not allow the wraith to make more attacks (or more advantageous two-weapon or two-handed attacks) than normal.

      The wraith gains no automatic knowledge of and cannot choose to activate the body’s extraordinary abilities until 6th level or supernatural abilities until 12th level. The creature’s combat talents, feats that require active use, magic talents, spells, sphere abilities, and spell-like abilities cannot be accessed until the levels shown on Table: Active Possession.

      An actively possessed creature (the host) is capable of taking mental only actions while possessed and may attempt a new save to end the possession early any time the wraith would force it to do something against its nature (see the Mind sphere for guidelines), though additional saves cannot be made more than once per round.

      The wraith cannot cause the host to unwillingly harm itself (attacking itself, allowing others to attack it without defending itself, moving into obviously harmful positions, etc.).

      The wraith may attempt to change an active possession to a passive possession or vise versa as a move action. Unwilling creatures are allowed a save to prevent the wraith from going from passive to active possession. Each time unit expended from a passive possession (usually minutes or hours) reduces the time available for an active possession by 1 time unit (usually minutes or rounds) and vice versa.

      If the wraith possesses a creature that is unconscious due to being in negative hit points, the wraith remains conscious and can cause the body to act, but it remains staggered (though the wraith can still take additional mental-only actions, only the body is staggered) and may suffer hit point loss as normal.

      The host body may still attempt stabilization checks using its normal modifiers. When possessing an unconscious creature, effects that would wake the creature do not end the possession, though the possessed creature is allowed to attempt a save to end the possession once it would be awakened.

      The wraith may always end the possession early as a free or immediate action, appearing in an adjacent square of the wraith’s choice (or the nearest available square, if all adjacent squares are occupied). When possessing a willing host, the wraith may increase the duration by its normal time as a free action, paying any spell point cost as usual. When ending a possession, the wraith may choose to reappear with his wraith form ability active by spending a round of that ability as part of ending the possession. If the host body is slain, the possession ends and the wraith is dazed for 1 round with no saving throw and cannot activate wraith form as a free action as part of the possession ending.

      Mind-affecting effects that target the actively possessed body or a passively possessed body while the wraith is in control (such as when the host is dazed or stunned) continue to affect the wraith after the possession ends and do not affect the former host. The wraith does not benefit from any immunity to mind-affecting effects that the host possesses. If the wraith is concentrating on a spell or other effect and the host body is subject to an effect that would force a concentration check, the wraith attempts the concentration check. Magical effects granting the wraith armor, deflection, resistance, and shield bonuses, polymorph effects, disease, poison, and other effects that alter or benefit the physical body of the wraith are suppressed for the duration of the possession but do not expend time from their durations. Effects targeting the possessed body (such as hit point damage, disease, healing, or poison) affect the possessed body and do not transfer to the wraith unless able to affect possessing creatures. Effects capable of targeting possessing creatures may target and affect the wraith while he is possessing another creature, including dealing damage to the wraith.

      If another creature attempts to possess a creature the wraith is possessing, it must attempt a magical skill check against the wraith’s MSD. Success forces the wraith out; failure causes the attempt to fail. Effects that would allow a creature to command an actively possessed host are ineffective for the duration of the possession unless they would also affect the wraith.

      Effects that grant protection from mind control such as the Hallow word of the Fate sphere or the protection from evil spells function against his ability.

      The host’s abilities and statistics derived from mental attributes are not altered by the possession. For example, a wraith with high Charisma does not increase the hit points of a zombie by possessing it, nor would it improve the zombie’s Fortitude save. A possessed nymph would not change its deflection bonus to AC.

      At 6th level, the wraith gains knowledge of a possessed creature’s extraordinary abilities and may activate them as normal for that creature.

      At 12th level, the wraith gains knowledge of a possessed creature’s supernatural abilities and may activate them as normal for that creature.

      At 16th level, the wraith gains knowledge of a possessed creature’s spell-like abilities and may activate them as normal for that creature.

      At 18th level, the wraith gains access to additional abilities possessed by the creature for the duration of the possession, as detailed on the table above, but must supply his own spell points for effects requiring them. The wraith gains access to spells as well, casting them from the possessed creature’s spell slots, though must pay spell points based on the level of the slot to do so: level 1-2: 1 spell point, 3-5: 2 spell points, 6-8: 3 spell points, 9: 4 spell points. Cantrips and orisons may be used without spell point cost.
    • Guide Strike: At 1st level, the spirit blade’s influence allows the wielder to focus on other matters; the spirit blade momentarily controls her wielder, spending her actions (free, swift, move, standard, and/or full-round) to cause the wielder to make attacks (including combat maneuvers and sphere abilities that require an attack roll made with the spirit blade) with the spirit blade as a free action even when it is not the wielder’s turn. These actions may also be spent to cause the wielder to reload the spirit blade. If an ability, such as the shove ability of the Brute sphere, grants movement as part of the ability, the wielder may make that movement within the limits of that ability. The wielder may attempt a Will save against the spirit blade’s possession DC (10 + half the spirit blade’s class level + casting ability modifier) if unwilling to attack the chosen target. Attacks made this way use statistics as if the wielder was actively possessed. Additionally, the wielder may supply material, somatic, and verbal spell components for the spirit blade’s casting. Attacks of opportunity provoked by the spirit blade’s casting are made against the spirit blade herself.
    • Grant Skill: At 3rd level, the spirit blade may grant her skill to her wielder. The spirit blade guides the wielder’s attacks that are made with the spirit blade’s weapon form, allowing them to be made with the spirit blade’s base attack bonus. The spirit blade may choose to share her magic and combat talents with her wielder. Duplicate talents do not grant any benefit unless the talent may be taken more than once; if such a talent allows for selections from a list, the choices made cannot change as part of this ability and any limits on the number of additional times a talent may be taken are unchanged. Additionally, the spirit blade may use her Strength or Dexterity modifier (as determined by her attributes when not in blade form) to determine the results of attacks made with her blade form if beneficial.
    Arsenal Tricks
    At 2nd level and every even-numbered level thereafter, the armorist gains an arsenal trick, representing the ways she has chosen to focus her study of equipment and its uses. Unless otherwise specified, an individual arsenal trick can only be gained once.
    • Shifting Weapon: The armorist’s bound and summoned weapons gain the transformative and adaptive special abilities. She may take this arsenal trick twice. Doing so grants her bound and summoned weapons the greater transformative special ability.
    • Additional Binding: The armorist may bind an additional piece of equipment.
    • Wraith Haunt - Wraith's Blade: The wraith may spend a spell point as a swift action to cause all his attacks to become incorporeal touch attacks (and thus be resolved as touch attacks, though effects that apply against incorporeal touch attacks function normally) until the end of his turn. This ability also allows the attacks to be made against corporeal targets while wraith form is active.
    L. Cavalier
    L. Magus
    L. Monk

    The statblocks of your Weapons, armor and other important/magical equipment

    The statblocks of your class features

    Statblocks for your familiars, mounts etc.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Statblocks for your Trinkets, businesses, building, castles, empires.


    Created by

    M.Grom.

    System

    Pathfinder 1e

    Statblock Type

    Character Sheet

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