Armiger

Favored Class Bonuses

Aasimar: Gain +1/6 of a granted talent for 1 customized weapon. This talent must be from the Guardian sphere.

Cecaelia: Gain 1/6th of an Athletics sphere (motion) or (swim) talent.

Cherufe: Gain 1/6th of an Athletics sphere (motion) or (leap) talent.

Dwarf: Gain +1/6 of a granted talent for 1 customized weapon. This weapon must be from those listed in the Dwarven Heritage from the Equipment sphere.

Elf: Gain +1/6 of a granted talent for 1 customized weapon. This weapon must be from those listed in Elven Heritage from the Equipment sphere.

Fenghuang: Gain 1/6th of an Athletics sphere (motion) or (fly) talent.

Gnome: Gain +1/6 of a granted talent for 1 customized weapon. This weapon must be from those listed in Gnomish Heritage from the Equipment sphere.

Goblin: Gain +1/6 of a granted talent for 1 customized weapon. This talent must be from the Athletics sphere.

Halfling: Gain +1/6 of a granted talent for 1 customized weapon. This weapon must be from those listed in Halfling Heritage from the Equipment sphere.

Hobgoblin: Gain +1 to your CMD against disarm, steal, and sunder attempts targeting a customized weapon.

Human: Gain +1/6 of a prowess.

Leshy: +1/3 damage with clubs, quarter staves, and greatclubs when dealing damage with a customized weapon.

Kobold: Gain +1/2 damage with all Trap sphere traps that deal damage.

Orc: Gain +1/6 of a granted talent for 1 customized weapon. This weapon must be from those listed in the Orc Heritage talent of the equipment sphere.

Tatulani: Gain +1/6 of a granted talent for 1 customized weapon.

Tiefling: Add +1/4 on rolls to confirm critical hits with customized weapons.


Class Equipment

The following magical items are especially appropriate for armigers.

Ring Of Flexibility [TS:WAT]

Aura faint Enhancement; CL 5th
Slot ring; Price 18,000 gp; Weight 1 lb.

This silvery-white ring is etched with elemental symbols. A character with the enhanced customization feature may divert one point of the bonus from their enhanced customization feature to instead grant a weapon the equivalent value in special abilities (choosing from the list of special abilities an armorist may add to their summon and bound weapons). For example, a character could divert a point in order to grant that weapon the flaming special ability. However, this does not allow a weapon to exceed a +10 overall bonus, and the user cannot add a special ability to a weapon that already has that special ability. The special ability given to each customized weapon is set when the user customizes their weapons (a process that normally takes 8 hours) and may be changed each time the user customizes their weapons. The character does not have to make the same choices for each weapon. Characters cannot benefit from more than one ring of flexibility.

Construction Requirements
Craft Apparatus, Enhancement sphere (Energy Enhancement (enhance), Greater Enhance Equipment); Cost 9,000 gp

Shadow Armory [TS:WAT]

Aura faint Dark; CL 3rd
Slot wrists; Price 18,000 gp; Weight 1 lb.

This pair of bracelets is dull and unassuming. While worn, they allow the bearer to store their customized weapons within their shadow. This functions like the Shadow Stash talent of the Dark sphere, except the storage is limited to the user’s customized weapons (regardless of size or weight) and is only accessible when using the quick change ability. Additionally, the shadow armory can store up to 50 units of ammunition per character level, plus the appropriate holders (such as quivers for arrows), and can swap those in and out as a free action whenever the user would equip an appropriate ranged weapon. Beyond providing safe storage for weapons, the shadow armory can cling to weapons when they leave it. The first time each round that a character uses quick change, the next attack with the weapon taken out of the shadow armory bypasses one point of damage reduction (except DR/- or epic), plus one additional point of damage reduction at 5th character level and every five levels thereafter.

Construction Requirements
Craft Apparatus, Dark sphere (Shadow Stash); Cost 9,000 gp

Thousand Blades [TS:WAT]

Aura faint Creation and Illusion; CL 3rd
Slot hands; Price 18,000 gp; Weight 2 lbs.

These heavy metal gauntlets are extremely popular with armigers who have received significant training in their class. Three times per day, plus one additional time per day at 10th level and every five levels thereafter, a creature with the rapid assault ability may activate these gauntlets to create momentary duplicates of their customized weapons when making a rapid assault. Instead of making an additional attack at their highest base attack bonus, they may force foes they are targeting with their rapid assault to attempt a Reflex save (against the user’s normal combat sphere DC). Foes who fail this saving throw are struck as if they had been hit by the user’s attack, while foes who succeed at their save take half damage from the attack and suffer no additional effects. The target’s square and all squares around them are treated as difficult terrain for one round, after which the duplicates vanish. The partially-illusory weapons created by this item are not suitable for any other purpose once created, and any given weapon will vanish early if any creature attempts to use it.

Construction Requirements
Craft Marvelous Item, Creation sphere, Illusion sphere; Cost 9,000 gp


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