Spirit-Wielder (Fighter Archetype)
The Enhancer's Handbook

Coax The Weapon-Spirit (Su): A spirit-wielder of at least 2nd level may spend 8 hours ritually awakening the spirit of one of her weapons. The weapon becomes an intelligent weapon (if it wasn’t previously). The weapon begins with an Intelligence, Wisdom, and Charisma of 10. At 6th level and every 4 levels thereafter, increase each of its mental ability scores by +2. The weapon shares the fighter’s alignment and always begins friendly toward the fighter.

A spirit-wielder may only have one awakened weapon at any given time; while being damaged does not harm the weapon’s mind, destruction effectively kills the weapon. If a weapon is stolen, lost, or leaves the spirit-wielder’s person, its mind fades out over the course of a week – this process is reversed if the spirit-wielder retrieves the weapon, and the spirit-wielder can always reawaken a weapon if its mind has faded, returning the weapon to its previous form. When an awakened weapon’s mind fades, it loses all benefits of being an awakened weapon.

If the awakened weapon was already intelligent, it uses its own caster level and mental ability scores, or the above, whichever is greater, but does not necessarily change its alignment nor disposition toward the fighter.

This ability replaces bravery.

Kindle the Weapon-Spirit (Su): At 3rd level, a spirit-wielder’s awakened weapon gains the Enhancement sphere, with a spell pool equal to its Charisma modifier, treats the fighter’s class level as its level in casting classes for the purposes of MSB and MSD, and a caster level equal to 1/2 the fighter’s class level. The weapon gains an additional magic talent of the fighter’s choice at 7th, 11th, and 15th level, and can even branch out to different spheres if desired. An awakened weapon may select a casting tradition - if the tradition possesses a drawback the awakened weapon cannot satisfy on its own (such as Somatic Casting), it must have its wielder fulfill it instead.

An awakened weapon can target its wielder with magical effects, even when the effect can normally only target the caster.

This ability replaces armor training 1, 2, 3, and 4.

Hone the Weapon-Spirit (Su): At 5th level, the spirit-wielder’s awakened weapons begin to become hardened and refined past mortal craftsmanship. Awakened weapons have their hardness increased by 2 and their hit points increased by 10 at 5th level, and again every 4 levels thereafter. At 9th level, an awakened weapon may bypass damage reduction as if it were made of cold iron; at 13th level, an awakened weapon may bypass damage reduction as if it were made of silver. At 17th level, an awakened weapon may bypass damage reduction and hardness as if it were made of adamantine.

This ability replaces weapon training 1, 2, 3, and 4.

Temper the Weapon-Spirit (Su): At 19th level, a spirit-wielder’s awakened weapons are practically indestructible. Double the benefits of Temper the Weapon-Spirit; an awakened weapon may now ignore hardness less than its own.

This ability replaces armor mastery.

Steel Legend (Ex): At 20th level, a spirit-wielder’s awakened weapons are considered part of their body for the purposes of resurrection. In addition, the spirit-wielder cannot be disarmed of their awakened weapons, and may take 10 on an attack roll made with it once per round.

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