Table of Contents
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A warrior trained in a variety of weapons, mastering different techniques with each, able to quickly bring the best tool to bear against her foes.
Role: The armiger is formidable in both ranged and melee combat, able to master a variety of weapons.
Alignment: Any.
Hit Die: d10
Starting Wealth: 5d6 x 10 gp (average 175 gp). In addition, each character begins play with an outfit worth 10 gp or less.
Starting Age: Self-taught
Class Skills: The armiger’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (nobility) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Survival (Wis), and Swim (Str).
Skill Ranks Per Level: 4 + Int modifier.
Proficiencies: Armigers are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice.
Class Abilities
Table: ArmigerLevel | Base Attack Bonus | Fort Save | Reflex Save | Will Save | Special | Combat Talents | Talents Granted per Customized Weapon |
---|---|---|---|---|---|---|---|
1st | +1 | +2 | +2 | +0 | Combat training, customized weapons (3 weapons), quick change | 0 | 1 |
2nd | +2 | +3 | +3 | +0 | Prowess | 1 | 1 |
3rd | +3 | +3 | +3 | +1 | Focusing switch | 1 | 2 |
4th | +4 | +4 | +4 | +1 | Prowess | 2 | 2 |
5th | +5 | +4 | +4 | +1 | Enhanced customization +1, rapid assault | 2 | 2 |
6th | +6/+1 | +5 | +5 | +2 | Prowess | 3 | 2 |
7th | +7/+2 | +5 | +5 | +2 | Lightning change | 3 | 3 |
8th | +8/+3 | +6 | +6 | +2 | Prowess | 4 | 3 |
9th | +9/+4 | +6 | +6 | +3 | Enhanced customization +2 | 4 | 3 |
10th | +10/+5 | +7 | +7 | +3 | Prowess | 5 | 3 |
11th | +11/+6/+1 | +7 | +7 | +3 | Customized weapons (4 weapons) | 5 | 4 |
12th | +12/+7/+2 | +8 | +8 | +4 | Prowess | 6 | 4 |
13th | +13/+8/+3 | +8 | +8 | +4 | Enhanced customization +3 | 6 | 4 |
14th | +14/+9/+4 | +9 | +9 | +4 | Prowess | 7 | 4 |
15th | +15/+10/+5 | +9 | +9 | +5 | Lightning assault | 7 | 5 |
16th | +16/+11/+6/+1 | +10 | +10 | +5 | Prowess | 8 | 5 |
17th | +17/+12/+7/+2 | +10 | +10 | +5 | Enhanced customization +4 | 8 | 5 |
18th | +18/+13/+8/+3 | +11 | +11 | +6 | Prowess | 9 | 5 |
19th | +19/+14/+9/+4 | +11 | +11 | +6 | Customized weapons (5 weapons) | 9 | 6 |
20th | +20/+15/+10/+5 | +12 | +12 | +6 | Prowess, unlimited assault | 10 | 6 |
Combat Training
An armiger may combine combat spheres and talents to create powerful martial techniques. Armigers use the Proficient talent progression. When they gain their first level in the armiger class, armigers may choose either Charisma, Intelligence or Wisdom as their practitioner modifier.
Customized Weapons (Ex)
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.
Customized Weapons and Drawbacks
If the armiger possesses a sphere-specific drawback, she may use a talent granted by a customized weapon to buy off that drawback. if the armiger gains a base sphere from a customized weapon, with the GM's permission she may apply a drawback to that sphere to gain a bonus talent as normal for a drawback. The drawback and bonus talent must be set at the time the weapon is customized. Such a drawback may be bought off when that weapon grants an additional talent.
Author's Note - "Do I Still Have My Talents If I Switch Weapons?"
Yes. 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.
Quick Change (Ex)
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.
Armored Armiger
The armiger gains Armor Training from the Equipment sphere as a bonus talent. If the armiger already possesses this talent or otherwise possesses proficiency with heavy armor, she instead gains an Equipment talent of her choice.
Bare-Fisted Training
The armiger may choose unarmed strikes or a natural weapon as a customized weapon, training to quickly switch away from her other weapons. She may make unarmed strikes or a natural attack her active weapon as a free action or any time she stows her active weapon. Additionally, the armiger gains her choice of the Open Hand sphere or the Boxing sphere (or a talent from either of those spheres if she already possesses the base sphere) as a bonus talent. The armiger’s unarmed strike counts as a single weapon for the purpose of customization and thus can only be part of a single weapon set.
Champion [CS]
The armiger gains a Champion feat of her choice as a bonus feat. She must meet the prerequisites of the feat. This prowess can be gained multiple times.
Clockwork Custom Weapons (Su) [CS]
You learn how to outfit your weapons with clockwork dials and mechanisms that also act as minor supernatural ritual charms. Whenever you successfully damage an opponent with one of your customized weapons while using a melee attack action, you may expend your martial focus to force the opponent to succeed on a Will saving throw (DC 10 + 1/2 your class level + your practitioner modifier) or be slowed (as the Time sphere alter time effect) for 1 round.
Costumed Combatant [LotS]
The armiger gains the Subterfuge sphere as a bonus sphere. Whenever she stows an active weapon and draws another customized weapon, she may spend martial focus to use fast disguise as part of the action to draw a new weapon.
Customized Bond
The armiger gains the Customized Bond feat as a bonus feat. She must meet the feat’s prerequisites to select this prowess.
Deadly Prowess
The armiger gains Deadly Aim, Piranha Strike, or Power Attack as a bonus feat. She may take this prowess up to three times, selecting a different feat each time. She does not need to meet the prerequisites for the selected feat.
Dynamic Engagement [LotS]
Whenever the armiger stows an active weapon and draws another customized weapon, she may change her approach as part of the same action.
Extra Focus (Requires Armiger 6)
The armiger gains the Great Focus feat as a bonus feat.
Exotic Weaponry
The armiger chooses two exotic weapons; she may customize those weapons and is considered proficient with them when they are customized.
Faith in Steel (Requires Enhanced Customization)
The armiger gains her enhanced customization bonus as a competence bonus to Will saves while wielding a customized weapon.
Guarded Weapon
The armiger may add a +1 competence bonus to CMD and saves against all maneuvers and effects that targets her active weapon. This bonus increase by +1 at class level 5 and every 5 class levels thereafter. Additionally, she may ignore the broken condition on her customized weapons. This ability does not allow the armiger to benefit from any abilities that allow her to give the broken condition to a weapon to trigger them unless she chooses to suffer the normal penalties of the broken condition on that weapon until it is repaired.
Improvisationalist
The armiger may choose improvised weapons as a customized weapon set, grabbing objects from the environment to wield in a pinch. She may grab and wield a suitable unattended object as an improvised weapon as a free action any time she stows her active weapon. Additionally, the armiger gains the Barroom sphere (or a talent from that sphere if she already possesses the base sphere) as a bonus talent. Any improvised weapon benefits from the talents granted by the improvised weapon customization set, though she may only have a single such set.
Linebreaker (Requires Rapid Assault)
When spending a move action to move as part of rapid assault, the armiger’s movement does not provoke attacks of opportunity from a single creature of her choice that was affected by the attack action that triggered the rapid assault.
Menagerie Trainer (Ex) [BTH]
The armiger gains the Beastmastery sphere as a bonus talent. The armiger can attune her customized weapons to her animal allies by training and working with her animal allies. As part of customizing a weapon, the armiger can attune that customized weapon to one animal ally. Each customized weapon can only be attuned to a single animal ally, but an animal ally can be attuned to more than one customized weapon.
While the armiger has the animal-attuned customized weapon as her active weapon, the attuned animal ally also counts as possessing the animal-attuned customized weapon’s combat talents for all purposes, including skill ranks, and is aware of how to use these talents. The animal ally must be able to see or hear the armiger in order to use the animal-attuned customized weapon’s combat talents. The animal ally uses Wisdom as their practitioner modifier if it does not already possess a practitioner modifier. The animal ally cannot gain or benefit from combat talents it could not ordinarily possess (such as the Beastmastery or Leadership spheres) or any combat spheres the creature could not perform normally (such as using Alchemy (formulae) talents or the Trap sphere).
If the animal ally would benefit from a sphere or talent that allows them to maintain or perform an action for a period of time, such as readying a Boxing sphere counter punch, Guardian sphere patrol, or sustaining a Warleader tactic, the animal ally can continue to use those talents even if the animal-attuned customized weapon is not the armiger’s active weapon. The animal ally loses access to those talents at the start of the armiger’s next turn.
Mobile Assault (Requires Rapid Assault)
When spending a move action to move as part of rapid assault, the armiger may divide her movement up between the triggering action and the granted bonus attacks. This movement provokes attacks of opportunity as normal. Additionally, if she does not have a move action available, the armiger may still move up to her speed as if she spent a move action. Doing so makes the armiger staggered on her next turn even if she would normally be immune to the staggered condition.
Open Wound
When the armiger uses a customized weapon to damage a creature, all attacks made against that creature until the start of her next turn count as being of all the special materials of the previous attacks since the beginning of her turn. Additionally, if a weapon used possesses a special ability (such as the holy weapon ability) or enhancement bonus that allows it to bypass the target’s damage reduction, subsequent attacks also count as having that ability or bonus for the purpose of overcoming damage reduction.
Penetrating Assault (Requires Rapid Assault)
When using the rapid assault ability, the armiger may total the damage from all attacks before applying damage reduction, hardness, and energy resistance.
Practiced Initiative
The armiger gains a competence bonus to initiative equal to 2 + the bonus granted by her enhanced customization class feature while wielding a customized weapon. Additionally, she may draw a customized weapon set as part of rolling initiative; doing so allows this benefit to apply to the initiative roll.
Ranged Prowess
The armiger gains either the Sniper sphere or Barrage sphere as a bonus talent. She may take this prowess twice, selecting a different sphere each time.
Sacrifice Weapon
When damage would cause the armiger or an ally within her current active weapon’s reach to be knocked unconscious or killed, as an immediate action she may expend her martial focus to instead direct the damage to an active weapon. The original target takes no damage, but the weapon receives only half its normal hardness. The armiger cannot use this option with natural attacks or unarmed attacks.
Share Customized Weapon (Requires Leadership sphere and (cohort) package)
The armiger may allow her cohorts to use her customized weapons. When the cohort wields the weapon, it may benefit from the talents granted by that weapon, though must still meet any prerequisites for any granted talent. The cohort also treats the weapon as masterwork and gains the benefits of enhanced customization for that weapon. Each cohort requires one hour of training with a customized weapon and may only be trained with one at a time.
Shielded Armiger
The armiger gains Shield Training from the Equipment sphere. If the armiger already possess the Shield Training talent, she instead may select any talent from the Equipment sphere as a bonus talent.
Shift Training (Requires Armiger 4)
Any feat the armiger possesses that specifies a particular weapon or weapon group (such as Weapon Focus or Improved Critical) also applies to all of her customized weapons.
Skilled Weapon
The armiger may choose one customized weapon. This weapon grants an additional talent. This prowess may be taken more than once; each time it applies to a different customized weapon.
Skillful Armaments [LotS]
The armiger’s customized weapons may grant skill talents in place of combat talents. For each of the armiger’s customized weapons, she selects a single skill. While wielding that customized weapon, the armiger adds her enhanced customization bonus to skill checks attempted with that skill. This prowess may be selected a second time, in which case the armiger also gains the skill unlock with the selected skill while wielding her corresponding customized weapon. The armiger may use her operative modifier as her practitioner ability modifier, or vice versa.
Spell Dabbler [CS]
Choose one of the following feats: Advanced Magical Training, Basic Magical Training, or Extra Magic Talent. The armiger gains the chosen feat as a bonus feat. The armiger must meet all the prerequisites of the chosen feat. This prowess may be taken up to three times.
Transfigurative Construction [Conq. HB]
By studying ancient magic and crafting techniques, the armiger learns to customize his arsenal in more fantastic and unusual ways. The armiger gains the ability to apply modifications to his customized weapons. Applying a modification can be done in the same time it takes the armiger to customize a weapon, and each customized weapon can only have one modification applied to it at any given time. The armiger can apply any modification he meets the minimum level for. A modification applied to a custom weapon with the double weapon quality applies to both ends. The armiger must have the customized weapons class feature to gain this prowess.
The armiger can select from the following initial modifications:
- Flexible Materials: The customized weapon gains the trip weapon special feature and grants a +2 circumstance bonus on disarm combat maneuvers made using the weapon.
- Grapnel Attachment: The armiger customizes his weapon to fire a built-in grappling hook. The grappling hook is attached to a 30-foot-long chain. The armiger can attack with the grappling hook as a special attack action, making a ranged touch attack against the target. On a successful hit, the grappling hook deals no damage, but functions as though it had the grapple weapon special feature, except it requires only a hit (not a critical hit). The grapple ends if the armiger moves more than 30 feet away from the grappled creature. The customized weapon cannot be used to make attacks until the grappling hook has been reloaded (as a standard action). The length of the chain increases by 5 feet at level 5, and every 5 thereafter, and the armiger increases the maximum distance he can stand from the grappled target by the same amount.
- Lethality Repurposing: The customized weapon can be used to deal lethal or nonlethal damage without taking a penalty on your attack roll.
- Odd Curves and Edges: Choose bludgeoning, piercing, or slashing. The customized weapon deals the chosen damage type in addition to any damage types it normally deals.
At 6th level, the armiger gains access to the following modifications:
- Aerodynamic: The customized weapon may be thrown easily despite its shape. The customized weapon gains a range increment of 10 feet and can be thrown up to 5 range increments. If the customized weapon already has a range increment, instead increase the weapon’s range increment by 10 feet instead. This modification can only be applied to melee weapons.
- Extending Framework: The customized weapon can extend or retract to be wielded at ranges normal weapons couldn’t. As a swift action, the armiger can extend or retract the customized weapon. When a customized weapon is extended, it gains the reach quality. When a customized weapon is retracted, it loses the reach quality. For example, an armiger adds the extending framework modification to a customized weapon lance, which allows him to retract his lance and remove the reach quality, and can then extend the customized weapon lance to restore the reach quality.
- Shielding: You treat the customized weapon as a buckler, gaining a +1 shield bonus to AC as normal for a buckler. You lose this bonus (and stop treating the customized weapon as a buckler until the start of your next turn) if you attack with the weapon or wield another weapon in the same hand, unless you possess an ability to retain your shield bonus when making a shield bash attack, such as the Shield sphere Bashing Shield talent or the Improved Shield Bash feat. Making an attack with this weapon may count as making a shield bash if beneficial. When making a shield bash with the customized weapon, reduce the damage as if the shield bash was one size smaller.
- Weightless: The customized weapon is unusually light, and can be wielded with greater precision than normal. The weapon is treated as a light melee weapon when determining whether it can be used with Weapon Finesse, as well as with any feat, spell, or special weapon ability that can be used in conjunction with light weapons.
At 12th level, the armiger gains access to the following modifications:
- Dense Weighting: The customized weapon is treated as an appropriate weapon for sundering any type of object. Whenever a creature is hit by a customized weapon with this modification, they take a -2 penalty to their CMD against bull rush, reposition, and trip combat maneuvers until the end of its next turn or until after the creature is subject to a maneuver (whichever comes first). This penalty does not stack with itself.
- Liquimetal Blanch: The customized weapon’s surface shimmers and shifts, almost like liquid. Each round, the first time the customized weapon would deal damage to a creature that has material- based damage reduction, the customized weapon bypasses that damage-reduction as if made from that material until the beginning of your next turn. For example, the armiger strikes a creature with DR/silver with his customized weapon longsword with this modification. The weapon immediately hardens to be treated as silver until the end of the round. If the armiger would make an attack of opportunity against a creature with DR/cold iron during that same round, the customized weapon would not change to cold iron. This does not affect the weapon’s normal ability to bypass material-based damage reduction. A cold iron longsword with this modification will always bypass cold iron.
- Parrying Edge: The customized weapon is easier for the armiger to block attacks with. When you fight defensively or use Combat Expertise while wielding the customized weapon, your AC bonus increases by 1. In addition, attacks of opportunity made with the customized weapon deal an additional amount of damage equal to your practitioner modifier (minimum 1). This additional damage is precision damage, and is not multiplied on a critical hit. An enemy can only take precision damage from this modification once each round.
Variable Prowess
The armiger may change one talent granted by a customized weapon with ten minutes of practice. The new talent must be a valid choice to be granted by that weapon. Once per day, she may use this ability as a move action.
Warhorn
The armiger gains the Leadership sphere as a bonus talent. If the armiger already possesses this sphere, she instead gains a Leadership talent of her choice
Focusing Switch (Ex)
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.
Rapid Assault (Ex)
Starting at 5th level, the armiger becomes an expert at rapidly integrating multiple weapons into her attack routines. Whenever the armiger successfully damages a creature or succeeds on a combat maneuver while using the attack action with a customized weapon, she may expend martial focus as a swift action to make an additional attack against that creature at her highest base attack bonus. This attack takes a -2 penalty on the attack roll and can only be taken with a customized weapon other than the one used in the triggering attack. At 10th level and every five levels thereafter, the armiger may make an additional attack, as long as each previous attack was successful, using a different customized weapon each time and increasing the attack penalty by 2 each time. The armiger cannot use the same weapon twice in the same attack sequence with this ability. The armiger may spend a move action to move up to her speed between the triggering action and her first additional attack.
Enhanced Customization (Ex)
At 5th level, the armiger treats the enhancement bonus of her active weapon set as if it were 1 higher. This bonus increases by +1 every four levels thereafter, though it cannot cause the total enhancement of the weapon to exceed +5. This bonus applies even if the weapon is not masterwork or does not already have at least a +1 bonus.
Lightning Change (Ex)
At 7th level, once per round the armiger may stow her active weapon and draw and activate another customized weapon as a free action even when it is not her turn. This is in addition to the number of times per round the armiger may stow her weapons per round with quick change.
Lightning Assault (Ex)
At 15th level, as a full-round action, the armiger may expend martial focus to make two attack actions. Each attack action must be made with a different customized weapon. This ability cannot be used to trigger her rapid assault ability.
Unlimited Assault (Ex)
At 20th level, the armiger is no longer required to expend martial focus to activate her lightning assault ability and may trigger her rapid assault ability with the first of the granted attack actions to damage a creature.
Archetypes
-Antiquarian [CS]
Antiquarians focus on using magical foci to improve the casting power they gain from their weapons.
-Awakener [CS]
The Awakener can summon the spirit of their weapon to wield it.
-Battlefield Tinker
The Battlefield Tinker can combine multiple weapons and shields together to create an improbable - but potent - weapon.
-Bladewalker [CS]
Bladewalkers are specialists in teleportation, and can get around the battlefield even faster than most warpers.
-Bounty Hunter
The Bounty Hunter is an expert with the tools needed to find a target and bring them in.
-Machinehead
Machineheads use the Tech sphere to create and use specialized weaponry.
-Stancemaster
Stancemasters swap customized weapons for specialized combat stances.
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