Old Soaring Blade

Weapon and Armor Proficiency: A soaring blade is proficient with simple and martial weapons and light armor.

This replaces the normal armorist weapon and armor proficiency.

The Soaring Blade: A soaring blade gains the Telekinesis Sphere as a bonus talent and uses his armorist level as his caster level with the Telekinesis Sphere. However, he also gains the following sphere specific drawback:

Weapon Specialist: You may only use your telekinesis on weapons or equipment you have made with your Summon Equipment and Bound Equipment class features.

You may buy off this drawback normally by spending a magic talent, but you may only use your class level as your caster level in situations where this drawback would apply. If you already possess this sphere or would later gain it as a bonus talent, you may treat this drawbacks as if it has already been bought off.

Summon Equipment (Su): When a soaring blade summons equipment, he may conjure them anywhere within their telekinesis range. A soaring blade may not summon or bind shields, and does not gain the ability the summon armor at 5th level.

This alters Summon Equipment.

Bound Equipment (Su): A soaring blade may summon their bound equipment anywhere within their telekinesis range, and equipment lifted by a soaring blade’s telekinesis counts as being in his hands, and does not disappear. A soaring blade may not have a bound shield, and does not gain the ability to summon armor at 5th level or a staff at 10th level.

This alters Bound Equipment.

Steel Sentries (Su): At 3rd level you gain the Dancing Weapon talent as a bonus talent.

At 7th level and each four levels thereafter you gain the ability to make an additional attack of opportunity each round, to a maximum of + 4 at level 19. These extra attacks of opportunity may only be performed by a weapon you have lifted with your telekinesis. This ability counts as the Combat Reflexes feat for the purposes of prerequisites.

If you already possess the Dancing Weapon talent or later gain it, you add your casting ability modifier to the number of additional attacks of opportunity you may make.

This ability replaces Armor Training.

House of Blades: At 5th level, a soaring blade gains the Divided Mind talent as a bonus talent. If you already possess the Divided Mind talent, you may select a different talent from the Telekinesis Sphere as a bonus talent. In addition, you may summon multiple pieces of equipment at the same time. You must be able to lift all summoned equipment simultaneously, and you must still pay spell points normally for each piece of equipment summoned with your Summon Equipment feature.

At 10th level, a soaring blade gains the Orbit talent as a bonus talent. If you already possess the Orbit talent, you may select a different talent from the Telekinesis Sphere as a bonus talent.

Arsenal Tricks: A soaring blade cannot select the Heavy Armor, Movement, or Tower Shield arsenal tricks, but gains access to the tricks listed below.

This modifies Arsenal Tricks.

  • Blade Swarm (Requires Armorist 4): Your blades whirl around your enemies from all directions, their speed and ferocity limited only by the imagination of their wielder. When using Divided Mind to make multiple attacks, you may make an additional attack at your highest attack bonus.
  • Blade Wheel (Requires Armorist 4, Orbit): You form a ring of blades around you that menace all comers. So long as you have at least one weapon in your Orbit you may make a single attack of opportunity against one opponent within the reach of your orbiting weapons at the start of your turn. You must make this attack of opportunity with a weapon in your Orbit.
  • Commander On High (Requires Armorist 8): You command and direct your steel soldiers from above, drifting beyond the battlefield. You gain Flight as a bonus talent, and treat yourself as a summoned weapon for the purposes of using and determining your caster level for telekinesis.
  • Flying Daggers: Items summoned with your Summon Equipment and Bound Equipment features count as one size category smaller for the purposes of your telekinesis size limit.
  • Phantasmal Barrage (Sp) (Requires Armorist 6): Rather than summoning a single magic weapon, you can call up flickering, fragile blades that last only for a moment, but with your telekinetic powers you make that moment enough. By spending two spell points as a standard action, you may deal 1d6 slashing and piercing damage per caster level to all creatures in an area equal to one 5 ft cube per caster level, arranged contiguously within your telekinesis range. A successful Reflex save (DC 10 + 1/2 caster level + casting ability modifier) halves this damage. This damage overcomes damage reduction as if it was magic and made of all materials you can make summoned equipment out of. Use your armorist level as your caster level for the purposes of this arsenal trick.
  • Protokinesis Feat: You may select a protokinesis feat as a bonus feat. You must meet the prerequisites for this feat.
  • Storm of Blades (Su) (Requires Armorist 16): Exerting your magic to its fullest extent, you create a storm of blades that devastates your enemies. By spending two spell points and concentrating on your telekinesis as a full round action you double the attacks you can make with Divided Mind in a round as if you were capable of taking two separate full attack actions.
  • Telekinetic Shieldbearer: You gain proficiency with all shields (except tower shields) and may summon a shield with the Summon Equipment ability, or choose a shield as Bound Equipment.
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