Lingchi Warrior
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Ultimate Spheres of Power
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Spellcasters who delve into the Creation sphere often have very different ideas about how the things they make actually come into being, but whatever the main source of any mage’s power may be, it is on weaponry that the lingchi warrior’s powers are concentrated. These spellswords are consummate warriors who learn to wield all variety of weapons and can call upon them at any time.

Weapon and Armor Proficiency

A lingchi warrior is proficient with all simple and martial melee weapons, one exotic melee weapon, light armor and shields (except tower shields).

Armory Arena (Sp)

At 1st level a lingchi warrior can spend a spell point to call down a near infinite number of weapons around herself as a standard action. All creatures and objects within a 15 feet + 5 feet per 2 class level radius of the lingchi warrior take 1d6 + her casting ability modifier in slashing, piercing, or bludgeoning damage (her choice, Reflex negates, DC 10 + 1/2 lingchi warrior + casting ability modifier). When doing so, she may select a number of targets equal to her casting ability modifier to not take damage. The lingchi warrior who creates the armory arena never takes damage from this effect. For 1 minute per level after, the affected area is treated as difficult terrain for everyone other than the lingchi warrior.

Within this area, anyone may pick up any simple, martial, or exotic melee weapon that the lingchi warrior is proficient in or able to craft of their choice as a move action and wield it as if it were a normal masterwork quality item of its type that disappears when the armory arena expires or the weapon leaves the area of the armory arena. A lingchi warrior can only have 1 armory arena active at one time, with additional uses of this ability dismissing any currently existing arena. The lingchi warrior can dismiss the entire armory arena as a standard action but cannot dismiss specific weapons.

At 5th level, the lingchi warrior may create an armory arena as a move action and may pick up any weapon in the arena as a swift action.

At 15th level, the lingchi warrior may create an armory arena as a swift action and may pick up any weapon in the arena as a free action.

At 20th level, the lingchi warrior may create an armory arena as a free action once per round.

This ability replaces summon equipment, boost equipment, and quick summons.

Enhanced Armory

Starting at 3rd level, the lingchi warrior’s armory arena gains access to magically empowered weapons. Any weapon taken from the armory arena gains a +1 enhancement bonus. For every 3 levels the lingchi warrior possesses beyond 3rd, this bonus increases by +1 to a maximum of +6 at 18th level. These bonuses may be traded for special abilities according to the armorist’s Table: Bound Equipment, however the bonuses are determined by whoever wields the weapon at the time it is picked up.

Any arsenal trick that grants additional options to an armorist’s bound or summoned equipment instead adds to the list of options available to the enhanced armory.

This ability replaces bound equipment and bind implement.

Nimble (Ex)

At 3rd level, a lingchi warrior gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the lingchi warrior to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level).

This ability replaces armor training.


Arsenal Tricks (Su)

A lingchi warrior gains exclusive access to the following arsenal tricks.

Absolute Control (requires lingchi warrior 12)

When a weapon is drawn from the lingchi warrior’s armory arena, it is the lingchi warrior who determines how its enhancement bonus is divided between enhancement and special abilities and which special abilities, if any, it possesses rather than the wielder. Additionally, the lingchi warrior can dismiss individual weapons created by the armory arena without dismissing the entire armory arena.

Arena Burst

The lingchi warrior’s armory arena is strengthened by her magical ability to a level far greater than any normal weapon can reach. By spending an additional spell point when she creates her armory arena the damage is increased to 1d6 points of damage per class level + her casting ability modifier and the save changes from Reflex (negates) to Reflex (half). Once the armory arena is initially summoned, its damage returns to normal for the remainder of its duration if she also has greater mobile arena.

Arena Patrol (requires lingchi warrior 6)

As long as she remains inside her armory arena, as a full-round action the lingchi warrior can increase her threatened area to the entire area of the armory arena. As long as she moves no further than her speed in a round, the lingchi warrior may move anywhere within her arena to take an attack of opportunity against any foes inside the arena. This movement does not provoke attacks of opportunity. She may discard her current weapon and draw a new one from the arena as part of her attack of opportunity If using Spheres of Might, this ability counts as the patrol ability from the Guardian sphere.

Bound Armory

When wielding a weapon created by her armory arena, the lingchi warrior gains a higher enhancement bonus than anyone else, gaining a +1 enhancement bonus per odd level to a maximum of +10 at 19th. These weapons cannot have an enhancement bonus greater than +1 per 3 levels of the lingchi warrior, any bonus beyond this must be traded for special abilities allowed by her enhanced armory ability. This also treats any weapon the lingchi warrior wields from her armory arena as a bound weapon for the purposes of class features.

Dancing Arena (requires lingchi warrior 14)

When creating an armory arena, the lingchi warrior may choose to reduce the total enhancement bonus available by enhanced armory (and bound armory) by 4 in order to animate every weapon summoned by the arena. All creatures in the arena except for the ones chosen on its creation to not take damage take 1d8 + casting ability modifier damage per turn plus the effect of any remaining enhancement bonus, which may be traded for weapon special abilities as usual. This damage is of the same type chosen by the lingchi warrior when creating the armory arena. Creatures within the area may attempt a Reflex save as like for armory arena every round to negate this damage. Dancing arena weapons may still be drawn and wielded, but it requires one step longer than normal.

Example: A 15th level lingchi warrior with the friendly arena and bound armory arsenal tricks selects 1 ally to not take damage from the arena when she creates the dancing arena. The lingchi warrior may draw a weapon with a total +3 bonus as a swift action from the arena and anyone else in the arena may draw a +1 weapon as a standard action. Everyone inside the arena except for the lingchi warrior and her ally take 1d8+1 + her casting ability modifier in damage every round they remain in the arena. At 18th level, she may opt to have the dancing weapon all deal damage as if they were +1 flaming weapons.

Friendly Arena

The lingchi warrior may select any number of targets to not take damage from the arena, and these targets may move through the arena without treating it as difficult terrain.

Material Arena (requires lingchi warrior 6)

When selecting the enhancement bonus of a weapon created by armory arena she also determines the type of material it is created from. She may select cold iron, mithral, or silver. At 10th she may select adamantine.

Mobile Arena

As a swift action, for a number of rounds equal to her casting ability modifier (minimum 1), a lingchi warrior can turn her armory arena into a whirlwind of blades every time she moves on her turn, gaining 20% concealment against ranged attacks for 1 round. A mobile arena always recenters itself on the lingchi warrior at the end of her movement, traveling the shortest possible distance.

Mobile Arena, Greater (requires mobile arena)

When a mobile arena repositions itself, it deals damage as if it was just summoned to all creatures whose square it passes through or stops in. Additionally, her concealment is increased to 50% against ranged attacks and 20% against melee attacks. If used with arena burst, this damage is not increased, only dealing the damage that a normal summoning of the armory arena would cause unless an additional spell point is spent each round.

Ultimate Arena (requires arena burst, bound armory, lingchi warrior 14)

The lingchi warrior can summon the ultimate weapons to her side, but like the blades she calls, this technique is double sided. As a full-round action she can spend three spell points to create an ultimate arena.

This deals damage as if she had used an arena burst and called her armory arena. Additionally, by spending an additional spell point at the start of each of her turns while the arena exists, the strengthening effect remains on all weapons created by the ultimate arena, causing them to deal an additional 1d6 damage per two levels and allowing everyone who wields a weapon created by the arena to give it bonuses as if it were a bound armory and they were its summoner, however this reduces the duration the arena remains to 1 round per two levels. An ultimate arena cannot be made safe for its creator either, and can never gain the benefits of absolute control or mobile arena arsenal tricks.


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