AkazilliaDeNaro
2013-11-04, 01:56 AM
The Living Weapon
http://i1065.photobucket.com/albums/u398/AkazilliaDeNaro/souleater.jpg
"Just so we're clear Maka; this guy's turning himself into a weapon.
He's the same as me that way. 'course I look a lot cooler in my human form than he does."
—"Soul Eater" Evans, Living Weapon
Preferred Stats
The most important stats to a Living Weapon are Charisma and Wisdom, as its personality and soul are the focus of many of its abilities.
Alignment
Any.
Hit Die
d8.
Class Skills
The class skills for a Living Weapon (and the key ability for each skill) are Appraise(Int), Craft(Int), Disguise(Cha), Intimidate(Cha), Jump(Str), Listen(Wis), Search(Wis), Spot(Wis), Profession (Wis), Swim(Str).
Skill Points at 1st Level
(4+Int)x4
Skill Points at Each Additional Level
4+Int
Lvl
BAB
Fort
Ref
Will
Special
1st
1
1
1
1
Weapon Form, Transform
2nd
2
2
2
2
Self Wielding, Operator Enhancer
3rd
3
2
2
2
Soul Resonance
4th
4
3
3
3
Self Enchanting, Resonance Ability
5th
5
3
3
3
Second Form
6th
6/1
3
3
3
7th
7/2
3
3
3
8th
8/3
4
4
4
9th
9/4
4
4
4
10th
10/5
5
5
5
Third Form
11th
11/6/1
5
5
5
12th
12/7/2
6
6
6
Chain Resonance
13th
13/8/3
6
6
6
14th
14/9/4
6
6
6
15th
15/10/5
6
6
6
Fourth Form
16th
16/11/6/1
7
7
7
Soul Adaptability
17th
17/12/7/2
7
7
7
18th
18/13/8/3
8
8
8
19th
19/14/9/4
8
8
8
20th
20/15/10/5
9
9
9
Weapon of the Reaper
Class Abilities
Weapon and Armor Proficiency
A Living Weapon is proficient with all simple and martial weapons and with Light armor, but not with shields.
Chosen Form (Ex)
At First level a Living Weapon must choose a weapon to base his Weapon Form on. He may choose any weapon provided he is familiar with it(i.e has proficiency, weapon familiarity, examined for 2 hours, or been around for 24 hours.)
Depending on the type of weapon he chooses to base his Weapon Form on, it may have a special effect.
Projectile Weapon - Hail of a Thousand Arrows
If a Living Weapon chooses a Projectile Weapon (I.e. Shortbow) as his Weapon Form, then while in Weapon Form he will automatically produce ammunition, all ammunition produced this way disappears after 1 minute.
Additionally his wielder gains the feats Point Blank Shot, Rapid Shot, and Rapid Reload, while using him, even if she does not qualify for them.
One Handed Weapon - Split Thy Soul
If a Living Weapon chooses a One handed Weapon as his chosen form, then when he would transform he may make a duplicate of his chosen form appear.
This duplicate cannot be more than 20' away from the original at all times, and is incapable of taking actions, as it is an inanimate object.
When the duplicate is more than 20' away it immediately disappears, and a standard action is required for the original to recreate it.
Any effect that would affect the original also affects the duplicate, but not the other way around.
Additionally his wielder gains the feat Two-Weapon Fighting while using him even if she does not qualify for it.
Two-Handed Weapon - Strength of Two Souls
If a Living Weapon chooses a Two-handed Weapon as his chosen form, then he may add his strength modifier to all damage rolls made with him while in this form.
Additionally his wielder gains the feat Power Attack while using him even if she does not qualify for it.
Transform (Ex)
At 1st level a Living Weapon gains the ability to, as a Standard action, transform to or from any one of his Chosen Forms.
Additionally while transformed the Living Weapon may only be wielded by those who would normally be able to use his chosen form. If someone were to attempt to use him while not being eligible they take double the normal non-proficiency penalty.
As he transforms he may designate a creature within 30’ as his target wielder and move to that creature's hands,
If the creature is incapable of wielding him at the time he may instead move to it and sheath himself, on that creature.
For a the wielder of a Living Weapon, drawing a is a free action, regardless of where it is on them.
While being used as a weapon the Living Weapon’s wielder gains a bonus to her attacks equal to 1/3 the Living Weapon’s Class Level.
Operator Enhancement (Su)
At 2nd level a Living Weapon gains the ability to enhance his wielder, either by enhancing her natural abilities or granting her new ones.
A Living Weapon Gains an Operator Enhancer from the list of Operator Enhancers at 2nd level and every 3 levels afterward (5th, 8th, 11th, 14th, 17th, 20th).
Self Wielding (Ex)
At 2nd level a Living Weapon is able to wield himself by partially transforming his body. As a standard action a Living Weapon is able to enter a state of partial transformation. While in this state he gains Natural attacks equivalent to that of his Weapon form, including his self-enhancement bonus and the enchantment he would normally gain from it.
Additionally he may not Resonate with anyone as no one is currently wielding him.
Soul Resonance (Su)
At 3rd level a Living Weapon may choose to Resonate with his wielder, enhancing them both. To do this they must be in contact and make a combined charisma check (DC 30 - the Living Weapon’s level (circumstances modify this, see below)).
If a Living Weapon successfully Resonates with his wielder then they enter a state where they both can speak to each other telepathically, and the wielder gains temporary hit points equal to the Living Weapon’s Charisma modifier x the Living Weapon’s level.
These temporary hit points are typed as Resonance, and may only be gained once each hour additionally. They don't stack with temporary hit points gained from other Resonances, but they do stack with temporary hit points gained from other sources(i.e. Aid , Virtue, etc.)
Additionally while in this state the wielder gains a Resonance bonus to her Strength, Dexterity, Constitution Scores equal to 1/2 the Living Weapon's Charisma modifier, and a Resonance Bonus to her Intelligence, Wisdom, and Charisma, Scores equal to 1/2 the Living Weapon's Wisdom modifier.(Resonance Bonuses do not stack)
During this state a Living Weapon may use his resonance abilities, provided he meets the requirements.
This state lasts for a number of rounds equal to 3 + the Living Weapon’s Wisdom modifier + the amount the DC was beaten by.
If they fail the Resonance check they both take penalties according to how badly they failed.
1+: They may not resonate again for another 24 hours.
5+: The wielder takes a non-proficiency penalty while wielding the Living Weapon for 24 hours. While the Living Weapon is stunned for 1 round
10+ They both take damage equal to the other’s level + the other’s charisma modifier
Circumstance
DC Modifier
Mutual Enemies
+5
Different Alignments
+2/shift
Same Ability Modifiers
-2/instance
Friends
-5
Related
-10
Self Enchanting (Su)
At 4th level a Living Weapon, while Transformed, is treated as having an +1 enhancement bonus. This bonus increases by +1 every 4 levels after to a maximum of +5 at 20th level(+2 at 8th, +3 at 12th, +4 at 16th, and +5 at 20th).
In addition, when he begins to transform, he may enchant himself with a number of magical effects, whose collective enhancement bonus must not exceed his Self Enchanting enhancement bonus.
Resonance Ability (Su)
At 4th level a Living Weapon gains a Resonance Ability from the list of Resonance Abilities, so long as he meets the requirements.
He gains an additional Resonance Ability at 7th level and every 3 levels there after(10th, 13th, 16th, and 19th)
He may activate these abilities as a standard action so long as he is resonating.
Second Form (Ex)
At 5th level a Living Weapon may choose an additional Weapon or piece of Equipment(Smoke bombs, caltrops, lanterns, musical instruments, etc.) to base its second form on.
If he chooses an Equipment for his Second Form he may get a special effect depending on the type of equipment.
Disposable -
While in an Equipment Form that is "disposable"(i.e. Smokebomb, Flashbomb, etc.) He may only be used once every 3 rounds. After each use he returns to his wielder and may transform as an immediate action.
Light Source -
While in an Equipment Form that is a Light Source the light he produces may be turned on and off at will, and may change shape between a Sphere, a Semi-Circle, a Cone, and a 5' wide Line. The size of each shape’s illumination is as follows; Sphere(x1), Semi-Circle(x2), Cone(x4), Line(x12).
Additionally his original Weapon Form may gain bonus effects depending on what type of weapon it was.
Projectile Weapon - Snipe the Moon
If a Living Weapon chooses a Ranged weapon that takes ammunition (I.e. Shortbow) as his chosen form, then his range increment is tripled, and his wielder gains the feat Precise Shot while using him, even if she does not qualify for it.
One Handed Weapon - Fracture Thy Soul
If a Living Weapon chooses a One handed Weapon as his chosen form, then, as a swift action, when he would transform into this form, he may make as many duplicates of this form, as his Living Weapon level + his Charisma modifier.
These duplicates cannot be more than 60' away from the original at all times, and are incapable of taking actions, as they are inanimate objects.
When a duplicate is more than 60' away it immediately disappears, and a standard action is required for the original to recreate it.
Any effect that would affect the original also affects the duplicates, but not the other way around.
Additionally his wielder gains the feat Two-Weapon Defense while using him, even if she does not qualify for it.
Two Handed Weapon -
Third Form (Ex) - At 10th level a Living Weapon may choose an additional Weapon or Equipment, or an Armor to base his third form on.
While being worn as an Armor or Shield the Living Weapon's Armor Check Penalty, Arcane Spell Failure Chance, Maximum Dexterity Bonus, Movement Speed Penalty, and Weight are all changed according to this list.
Armor Check Penalty is decreased by the Living Weapon's Wisdom Modifier.
Arcane Spell Failure Chance is decreased by the Living Weapon's Wisdom Modifier x 5%.
Maximum Dexterity Bonus is increased by the Living Weapon's Wisdom Modifier.
Movement Speed Penalty is negated.
Weight is Halved.
Also While being worn as Shield the Living Weapon's wielder gains a bonus to her AC equal to the Living Weapon's Wisdom Modifier.
Chain Resonance (Su)
At 12th level a Living Weapon may choose to Resonate with multiple people increasing the effectiveness of Soul Resonance. To do this they must be within 30' of each other and be familiar with the Living Weapon. Then they must make a collective charisma check (DC 10 + 10 x the number of participants - combined Living Weapon levels of the participants(conditional modifiers still apply)).
If the resonance is successful, all the participants enter a state where they can speak to each other telepathically, and everyone other than the Living Weapon gains temporary hit points equal to the Living Weapon’s Charisma modifier x the Living Weapon’s level.
These temporary hit points are typed as Resonance, and may only be gained once each hour additionally they don't stack with temporary hit points gained from other Resonances, but they do stack with temporary hit points gained from other sources(i.e. Aid , Virtue, etc.)
Additionally while in this state the every other member of the resonance gains a Resonance bonus to their Strength, Dexterity, and Constitution Scores equal to 1/2 the Living Weapon's Charisma modifier, and a Resonance Bonus to their Intelligence, Wisdom, and Charisma Scores equal to 1/2 the Living Weapon's Wisdom modifier.(Resonance Bonuses do not stack)
During this state a Living Weapon may use his resonance abilities, provided he meets the requirements.
This state lasts for a number of rounds equal to 3 + the Living Weapon’s Wisdom modifier + the amount the DC was beaten by.
Fourth Form (Ex)
At 15th level a Living Weapon may choose an additional Weapon, Equipment, or Armor to base his Fourth Form on.
Soul Adaptability (Ex)
At 16th level a Living Weapon's soul becomes more malleable, making it so that he can be used by anyone he chooses while transformed.
Additionally, when he tries to Resonate with someone he may use his Charisma modifier in place of theirs for the Charisma check.
Weapon of the Reaper
Resonance Abilities
Witch Hunter
Demon Hunter
Kishin Hunter
Speed Star
Shadow Star
Trap Star
Soul Menace
Two Palm Soul Menace
Successive Palm Soul Menace
Black Star Big Wave
Soul Thread Sutures
Soul Thread Diffusion Sutures
Death Cannon
Far Sight
Improved Far Sight
Witch Hunter
Prerequisites: Melee Weapon Form,
Benefits: While active, attacks your wielder makes with you bypass damage reduction.
This effect lasts until you activate another resonance ability.
Additionally, as a standard action, you may prepare an attack for your wielder to use on her next turn.
This attack deals an extra 1d6 x your Living Weapon Level Force damage, and may target an enemy within close range (25ft +5ft /2 levels)
If this attack is not used on your wielder's next turn, both you and your wielder take 1d6 x 1/2 your Living Weapon level Force Damage.
At the end of your wielder’s next turn, after activating this special attack, this resonance ability immediately ends, and you may not activate it for another 3 rounds.
Demon Hunter
Prerequisites: Melee Weapon Form, Witch Hunter
Benefits: While active, attacks your wielder makes with you bypass damage reduction, are treated as having ghost touch, and deal lethal damage to creatures with regeneration.
This effect lasts until you activate another resonance ability.
Additionally, as a standard action, you may prepare an attack for your wielder to use on her next turn.
This attack deals an extra 1d8 x your Living Weapon Level Force damage, and may target an enemy within close range (25ft +5ft /2 levels).
If this attack is not used on your wielder's next turn, both you and your wielder take 1d8 x 1/2 your Living Weapon level Force Damage.
At the end of your wielder’s next turn, after activating this special attack, this resonance ability immediately ends, and you may not activate it for another 3 rounds.
Kishin Hunter
Prerequisites: Melee Weapon Form, Witch Hunter, Demon Hunter
Benefits: While active, attacks your wielder makes with you bypass damage reduction, are treated as having ghost touch, deal lethal damage to creatures with regeneration, are touch attacks, and cannot be healed by magical means.
Additionally, as a standard action, you may prepare an attack for your wielder to use on her next turn.
This attack deals an extra 1d12 x your Living Weapon Level Force damage, and may target an enemy within close range (25ft +5ft /2 levels)
If this attack is not used on your wielder's next turn, both you and your wielder take 1d12 x 1/2 your Living Weapon level Force Damage.
At the end of your wielder’s next turn, after activating this special attack, this resonance ability immediately ends, and you may not activate it for another 3 rounds.
Speed Star
Prerequisites:
Benefits: All participants of the resonance have their base land speed doubled and gain the feats Run, Spring Attack, Bounding AssaultPH2, and Rapid BlitzPH2 while this is active, even if they do not meet the normal prerequisites for them.
Shadow Star
Prerequisites:
Benefits:
Trap Star
Prerequisites: Whip, Spiked Chain, or similar Weapon Form.
Benefits: Your wielder extends you to cover a 10’ radius surrounding herself, this area is considered difficult terrain for anyone who is not an ally. Any enemy that enemy that attempts to enter becomes entangled, and must take a full round action to untangle himself.
Additionally, your wielder takes a - 4 penalty on all attacks made while this effect is active.
This effect lasts until you activate another Resonance ability
Soul Menace
Prerequisites:
Benefits: Your wielder gains the feat Improved Unarmed Strike, and may make unarmed strikes even with her hands full, while this is active.
Also her unarmed strikes deal bonus damage as if she were a monk of the same level, if she is already a monk treat her unarmed strikes as if she were one size category larger.
They also deal bonus Force damage equal to the your Charisma modifier.
This effect lasts until you activate another resonance ability.
Additionally, your wielder may make a single Melee touch attack with an unarmed strike that, if successful, forces the target to make a Will save (DC 10+ 1/2 Living Weapon Level + your Charisma modifier) or be dazed.
After using the special attack this resonance ability immediately ends, and you may not activate it for another 3 rounds.
Two Palm Soul Menace
Prerequisites: Soul Menace
Benefits: Your wielder gains the feat Improved Unarmed Strike, and may make unarmed strikes even with her hands full, while this is active.
Also your wielder's unarmed strikes deal bonus damage as if she were a monk of the same level, if she is already a monk treat her unarmed strikes as if she were one size category larger.
They also deal bonus Force damage equal to the your Charisma modifier.
Additionally, your wielder may make a single Melee touch attack with an unarmed strike that, if successful, deals double damage and forces the target to make a Will save (DC 10+ 1/2 Living Weapon Level + your Charisma modifier) or be dazed.
After using the special attack this resonance ability immediately ends, and you may not activate it for another 3 rounds.
Successive Palm Soul Menace
Prerequisites: Soul Menace, Two Palm Soul Menace
Benefits: Your wielder gains the feat Improved Unarmed Strike, and may make unarmed strikes even with her hands full, while this is active.
Also her unarmed strikes deal bonus damage as if she were a monk of the same level, if she is already a monk treat her unarmed strikes as if she were one size category larger.
They also deal bonus Force damage equal to the your Charisma modifier.
This effect lasts until you activate another resonance ability.
Additionally, your wielder may make a single Melee touch attack with an unarmed strike that, if successful, deals triple damage and forces the target to make a Will save (DC 10+ 1/2 Living Weapon Level + your Charisma modifier) or be dazed.
After using the special attack this resonance ability immediately ends, and you may not activate it for another 3 rounds.
Black Star Big Wave
Prerequisites: Soul Menace, Two Palm Soul Menace, Successive Palm Soul Menace
Benefits: Your wielder gains the feat Improved Unarmed Strike, and may make unarmed strikes even with her hands full, while this is active.
Also her unarmed strikes deal bonus damage as if she were a monk of the same level, if she is already a monk treat his unarmed strikes as if she were one size category larger.
They also deal bonus Force damage equal to the your Charisma modifier.
This effect lasts until you activate another resonance ability.
Additionally, your wielder may make a single Melee touch attack with an unarmed strike that, if successful, stuns the target for 1d4 rounds and causes all enemies within 30' to make a fortitude save DC (DC 10+ 1/2 Living Weapon Level + your Charisma modifier) or be stunned and take damage from this attack as well.
After using the special attack this resonance ability immediately ends, and you may not activate it for another 3 rounds.
Soul Thread Sutures
Prerequisites: Soul Menace
Benefits: Your wielder gains either; Dwarven Stability, Slow fall (any distance, as a Monk), or the ability to attach herself to any surface as a swift action.
You may switch between each bonus as a standard action.
This effect lasts until you activate another resonance ability.
Soul Thread Diffusion Sutures
Prerequisites: Soul Menace, Soul Thread Sutures
Benefits: Your wielder may make a single melee attack at an enemy, then you make a charisma check (with a +4 bonus) against the target enemies fortitude save. If successful the target is paralyzed for as long as you keep this active and are within 10'.
At the beginning of the target's turn he may make a fortitude save against your charisma check, to break free. The target may make an additional attempt as a full round action each turn.
Additionally while this is active you take a -4 to all attacks, damage rolls, skill checks, saving throws, and ability checks(excluding the one to keep this active).
If you activate another resonance ability this one automatically ends.
Death Cannon
Prerequisites: Ranged Weapon Form
Benefits: When this is activated your current Weapon Form changes to envelope the arm(s) holding it, and immediately causes your wielder to make an attack using you.
This consumes both you and your wielder's turn.
This attack covers a line equal to your range increment as a weapon, any creatures caught in the line must make a reflex save (dc 10+ 1/2 the your Living Weapon Level + your Charisma modifier) or take Force damage equal to 2d8 x the your Living Weapon Levels.
After the attack your wielder is knocked back 5' x your charisma modifier, in the opposite direction the attack was made, this resonance ability immediately ends and you may not activate it for another 3 rounds.
Far Sight
Prerequisites: Ranged Weapon Form with a Range of 60' or more.
Benefits: While active all members of the resonance gain Darkvision 60’, True Seeing 60’, Life Detection 60’ and X-Ray Vision as if wearing a Ring of X-Ray Vision.
Improved Far Sight
Prerequisites: Ranged Weapon Form with a Range of 60' or more, Far Sight
Benefits: When your wielder attacks a creature with your ranged weapon form she ignores all miss chance caused by illusion spell and effects. In addition she can apply all the detection abilities granted by your Far Sight ability to all enemies and allies within one range increment.
Operator Enhancers
Improved Land Speed
Prerequisites:
Action To Activate: Standard
Duration: 3 + Wisdom modifier rounds
Uses Per Day: 3 + Wisdom modifier
Benefits: Your wielder gains a bonus to her land speed equal to 10' x your Wisdom modifier.
Flight
Prerequisites: Level 10
Action To Activate: Standard
Duration: 3 + Wisdom Modifier Rounds
Uses Per Day: 3 + Wisdom modifier
Benefits: Your wielder gains a Fly speed equal to 10' x your Wisdom modifier, with good maneuverability.
Swim Speed
Prerequisites:
Action To Activate: Swift
Duration: 3 + Wisdom Modifier Minutes
Uses Per Day: 3 x Wisdom modifier
Benefits: Your wielder gains a Swim speed equal to 10' x your Wisdom modifier.
Burrow Speed
Prerequisites:
Action To Activate: Standard
Duration: 3 + Wisdom modifier rounds
Uses Per Day: 3 + Wisdom modifier
Benefits: Your wielder gains a Burrow speed equal to 5' x your Wisdom modifier. Your wielder may burrow through solid stone, although it is considered difficult terrain.
Darkvision
Prerequisites:
Action To Activate: Free
Duration: Infinite
Uses Per Day: Infinite
Benefits: Your wielder gains Darkvision 60', or if she already has Darkvision it increases by 30'. Additionally Your wielder may see through Magical Darkness.
Detect Chosen Alignment
Prerequisites: Non(Chosen Alignment)
Action To Activate: Swift
Duration: 5 + Wisdom modifier Rounds x 1/2 level.
Uses Per Day: 3 + Wisdom modifier
Benefits: Your wielder gains the ability to Detect (Chosen Alignment), as the spell Detect Evil , at will.
Detect Living
Prerequisites:
Action To Activate: Swift
Duration: 5 + Wisdom modifier Rounds x 1/2 level.
Uses Per Day: 3 + Wisdom modifier
Benefits: Your wielder gains the ability to Detect Living, at will. This ability functions the same as the spell Detect Undead, except it detects living creatures instead.
Detect Magic
Prerequisites:
Action To Activate: Swift
Duration: 5 + Wisdom modifier Rounds x 1/2 level.
Uses Per Day: 3 + Wisdom modifier
Benefits: Your wielder gains the ability to Detect Magic, as the spell, at will.
Detect Undead
Prerequisites:
Action To Activate: Swift
Duration: 5 + Wisdom modifier Rounds x 1/2 level.
Uses Per Day: 3 + Wisdom modifier
Benefits: Your wielder gains the ability to Detect Undead, as the spell, at will.
Skill Enhancement
Prerequisites:
Action To Activate: Swift
Duration: 3 + Wisdom modifier Rounds
Uses Per Day: 3 + Wisdom Modifier
Benefits: Your Wielder gains a +3 Insight bonus to a number of her skills equal to your Wisdom modifier.
Improved Saves
Prerequisites:
Action To Activate: Swift (Immediate?)
Duration: 3 + Wisdom modifier Rounds
Uses Per Day: 1 + Wisdom modifier
Benefits: Your wielder gains an Insight bonus to one of her saves equal to your Wisdom modifier.
Bear's Endurance
Prerequisites: Natural Constitution score above 10
Action To Activate: Standard
Duration: 3 + Wisdom modifier Rounds
Uses Per Day:
Benefits: Your wielder gains a bonus to her Constitution Score equal to your Wisdom modifier.
Bull's Strength
Prerequisites: Natural Strength score above 10
Action To Activate: Standard
Duration: 3 + Wisdom modifier Rounds
Uses Per Day:
Benefits: Your wielder gains a bonus to her Strength Score equal to your Wisdom modifier.
Cat's Grace
Prerequisites: Natural Dexterity score above 10
Action To Activate: Standard
Duration: 3 + Wisdom modifier Rounds
Uses Per Day:
Benefits: Your wielder gains a bonus to her Dexterity Score equal to your Wisdom modifier.
Eagle's Splendor
Prerequisites: Natural Charisma score above 10.
Action To Activate: Standard
Duration: 3 + Wisdom modifier Rounds
Uses Per Day:
Benefits: Your wielder gains a bonus to her Charisma Score equal to your Wisdom modifier.
Fox's Cunning
Prerequisites: Natural Intelligence score above 10
Action To Activate: Standard
Duration: 3 + Wisdom modifier Rounds
Uses Per Day:
Benefits: Your wielder gains a bonus to her Intelligence Score equal to your Wisdom modifier.
Owl's Wisdom
Prerequisites: Natural Wisdom score above 10
Action To Activate: Standard
Duration: 3 + Wisdom modifier Rounds
Uses Per Day:
Benefits: Your wielder gains a bonus to her Wisdom Score equal to your Wisdom modifier.
http://i1065.photobucket.com/albums/u398/AkazilliaDeNaro/souleater.jpg
"Just so we're clear Maka; this guy's turning himself into a weapon.
He's the same as me that way. 'course I look a lot cooler in my human form than he does."
—"Soul Eater" Evans, Living Weapon
Preferred Stats
The most important stats to a Living Weapon are Charisma and Wisdom, as its personality and soul are the focus of many of its abilities.
Alignment
Any.
Hit Die
d8.
Class Skills
The class skills for a Living Weapon (and the key ability for each skill) are Appraise(Int), Craft(Int), Disguise(Cha), Intimidate(Cha), Jump(Str), Listen(Wis), Search(Wis), Spot(Wis), Profession (Wis), Swim(Str).
Skill Points at 1st Level
(4+Int)x4
Skill Points at Each Additional Level
4+Int
Lvl
BAB
Fort
Ref
Will
Special
1st
1
1
1
1
Weapon Form, Transform
2nd
2
2
2
2
Self Wielding, Operator Enhancer
3rd
3
2
2
2
Soul Resonance
4th
4
3
3
3
Self Enchanting, Resonance Ability
5th
5
3
3
3
Second Form
6th
6/1
3
3
3
7th
7/2
3
3
3
8th
8/3
4
4
4
9th
9/4
4
4
4
10th
10/5
5
5
5
Third Form
11th
11/6/1
5
5
5
12th
12/7/2
6
6
6
Chain Resonance
13th
13/8/3
6
6
6
14th
14/9/4
6
6
6
15th
15/10/5
6
6
6
Fourth Form
16th
16/11/6/1
7
7
7
Soul Adaptability
17th
17/12/7/2
7
7
7
18th
18/13/8/3
8
8
8
19th
19/14/9/4
8
8
8
20th
20/15/10/5
9
9
9
Weapon of the Reaper
Class Abilities
Weapon and Armor Proficiency
A Living Weapon is proficient with all simple and martial weapons and with Light armor, but not with shields.
Chosen Form (Ex)
At First level a Living Weapon must choose a weapon to base his Weapon Form on. He may choose any weapon provided he is familiar with it(i.e has proficiency, weapon familiarity, examined for 2 hours, or been around for 24 hours.)
Depending on the type of weapon he chooses to base his Weapon Form on, it may have a special effect.
Projectile Weapon - Hail of a Thousand Arrows
If a Living Weapon chooses a Projectile Weapon (I.e. Shortbow) as his Weapon Form, then while in Weapon Form he will automatically produce ammunition, all ammunition produced this way disappears after 1 minute.
Additionally his wielder gains the feats Point Blank Shot, Rapid Shot, and Rapid Reload, while using him, even if she does not qualify for them.
One Handed Weapon - Split Thy Soul
If a Living Weapon chooses a One handed Weapon as his chosen form, then when he would transform he may make a duplicate of his chosen form appear.
This duplicate cannot be more than 20' away from the original at all times, and is incapable of taking actions, as it is an inanimate object.
When the duplicate is more than 20' away it immediately disappears, and a standard action is required for the original to recreate it.
Any effect that would affect the original also affects the duplicate, but not the other way around.
Additionally his wielder gains the feat Two-Weapon Fighting while using him even if she does not qualify for it.
Two-Handed Weapon - Strength of Two Souls
If a Living Weapon chooses a Two-handed Weapon as his chosen form, then he may add his strength modifier to all damage rolls made with him while in this form.
Additionally his wielder gains the feat Power Attack while using him even if she does not qualify for it.
Transform (Ex)
At 1st level a Living Weapon gains the ability to, as a Standard action, transform to or from any one of his Chosen Forms.
Additionally while transformed the Living Weapon may only be wielded by those who would normally be able to use his chosen form. If someone were to attempt to use him while not being eligible they take double the normal non-proficiency penalty.
As he transforms he may designate a creature within 30’ as his target wielder and move to that creature's hands,
If the creature is incapable of wielding him at the time he may instead move to it and sheath himself, on that creature.
For a the wielder of a Living Weapon, drawing a is a free action, regardless of where it is on them.
While being used as a weapon the Living Weapon’s wielder gains a bonus to her attacks equal to 1/3 the Living Weapon’s Class Level.
Operator Enhancement (Su)
At 2nd level a Living Weapon gains the ability to enhance his wielder, either by enhancing her natural abilities or granting her new ones.
A Living Weapon Gains an Operator Enhancer from the list of Operator Enhancers at 2nd level and every 3 levels afterward (5th, 8th, 11th, 14th, 17th, 20th).
Self Wielding (Ex)
At 2nd level a Living Weapon is able to wield himself by partially transforming his body. As a standard action a Living Weapon is able to enter a state of partial transformation. While in this state he gains Natural attacks equivalent to that of his Weapon form, including his self-enhancement bonus and the enchantment he would normally gain from it.
Additionally he may not Resonate with anyone as no one is currently wielding him.
Soul Resonance (Su)
At 3rd level a Living Weapon may choose to Resonate with his wielder, enhancing them both. To do this they must be in contact and make a combined charisma check (DC 30 - the Living Weapon’s level (circumstances modify this, see below)).
If a Living Weapon successfully Resonates with his wielder then they enter a state where they both can speak to each other telepathically, and the wielder gains temporary hit points equal to the Living Weapon’s Charisma modifier x the Living Weapon’s level.
These temporary hit points are typed as Resonance, and may only be gained once each hour additionally. They don't stack with temporary hit points gained from other Resonances, but they do stack with temporary hit points gained from other sources(i.e. Aid , Virtue, etc.)
Additionally while in this state the wielder gains a Resonance bonus to her Strength, Dexterity, Constitution Scores equal to 1/2 the Living Weapon's Charisma modifier, and a Resonance Bonus to her Intelligence, Wisdom, and Charisma, Scores equal to 1/2 the Living Weapon's Wisdom modifier.(Resonance Bonuses do not stack)
During this state a Living Weapon may use his resonance abilities, provided he meets the requirements.
This state lasts for a number of rounds equal to 3 + the Living Weapon’s Wisdom modifier + the amount the DC was beaten by.
If they fail the Resonance check they both take penalties according to how badly they failed.
1+: They may not resonate again for another 24 hours.
5+: The wielder takes a non-proficiency penalty while wielding the Living Weapon for 24 hours. While the Living Weapon is stunned for 1 round
10+ They both take damage equal to the other’s level + the other’s charisma modifier
Circumstance
DC Modifier
Mutual Enemies
+5
Different Alignments
+2/shift
Same Ability Modifiers
-2/instance
Friends
-5
Related
-10
Self Enchanting (Su)
At 4th level a Living Weapon, while Transformed, is treated as having an +1 enhancement bonus. This bonus increases by +1 every 4 levels after to a maximum of +5 at 20th level(+2 at 8th, +3 at 12th, +4 at 16th, and +5 at 20th).
In addition, when he begins to transform, he may enchant himself with a number of magical effects, whose collective enhancement bonus must not exceed his Self Enchanting enhancement bonus.
Resonance Ability (Su)
At 4th level a Living Weapon gains a Resonance Ability from the list of Resonance Abilities, so long as he meets the requirements.
He gains an additional Resonance Ability at 7th level and every 3 levels there after(10th, 13th, 16th, and 19th)
He may activate these abilities as a standard action so long as he is resonating.
Second Form (Ex)
At 5th level a Living Weapon may choose an additional Weapon or piece of Equipment(Smoke bombs, caltrops, lanterns, musical instruments, etc.) to base its second form on.
If he chooses an Equipment for his Second Form he may get a special effect depending on the type of equipment.
Disposable -
While in an Equipment Form that is "disposable"(i.e. Smokebomb, Flashbomb, etc.) He may only be used once every 3 rounds. After each use he returns to his wielder and may transform as an immediate action.
Light Source -
While in an Equipment Form that is a Light Source the light he produces may be turned on and off at will, and may change shape between a Sphere, a Semi-Circle, a Cone, and a 5' wide Line. The size of each shape’s illumination is as follows; Sphere(x1), Semi-Circle(x2), Cone(x4), Line(x12).
Additionally his original Weapon Form may gain bonus effects depending on what type of weapon it was.
Projectile Weapon - Snipe the Moon
If a Living Weapon chooses a Ranged weapon that takes ammunition (I.e. Shortbow) as his chosen form, then his range increment is tripled, and his wielder gains the feat Precise Shot while using him, even if she does not qualify for it.
One Handed Weapon - Fracture Thy Soul
If a Living Weapon chooses a One handed Weapon as his chosen form, then, as a swift action, when he would transform into this form, he may make as many duplicates of this form, as his Living Weapon level + his Charisma modifier.
These duplicates cannot be more than 60' away from the original at all times, and are incapable of taking actions, as they are inanimate objects.
When a duplicate is more than 60' away it immediately disappears, and a standard action is required for the original to recreate it.
Any effect that would affect the original also affects the duplicates, but not the other way around.
Additionally his wielder gains the feat Two-Weapon Defense while using him, even if she does not qualify for it.
Two Handed Weapon -
Third Form (Ex) - At 10th level a Living Weapon may choose an additional Weapon or Equipment, or an Armor to base his third form on.
While being worn as an Armor or Shield the Living Weapon's Armor Check Penalty, Arcane Spell Failure Chance, Maximum Dexterity Bonus, Movement Speed Penalty, and Weight are all changed according to this list.
Armor Check Penalty is decreased by the Living Weapon's Wisdom Modifier.
Arcane Spell Failure Chance is decreased by the Living Weapon's Wisdom Modifier x 5%.
Maximum Dexterity Bonus is increased by the Living Weapon's Wisdom Modifier.
Movement Speed Penalty is negated.
Weight is Halved.
Also While being worn as Shield the Living Weapon's wielder gains a bonus to her AC equal to the Living Weapon's Wisdom Modifier.
Chain Resonance (Su)
At 12th level a Living Weapon may choose to Resonate with multiple people increasing the effectiveness of Soul Resonance. To do this they must be within 30' of each other and be familiar with the Living Weapon. Then they must make a collective charisma check (DC 10 + 10 x the number of participants - combined Living Weapon levels of the participants(conditional modifiers still apply)).
If the resonance is successful, all the participants enter a state where they can speak to each other telepathically, and everyone other than the Living Weapon gains temporary hit points equal to the Living Weapon’s Charisma modifier x the Living Weapon’s level.
These temporary hit points are typed as Resonance, and may only be gained once each hour additionally they don't stack with temporary hit points gained from other Resonances, but they do stack with temporary hit points gained from other sources(i.e. Aid , Virtue, etc.)
Additionally while in this state the every other member of the resonance gains a Resonance bonus to their Strength, Dexterity, and Constitution Scores equal to 1/2 the Living Weapon's Charisma modifier, and a Resonance Bonus to their Intelligence, Wisdom, and Charisma Scores equal to 1/2 the Living Weapon's Wisdom modifier.(Resonance Bonuses do not stack)
During this state a Living Weapon may use his resonance abilities, provided he meets the requirements.
This state lasts for a number of rounds equal to 3 + the Living Weapon’s Wisdom modifier + the amount the DC was beaten by.
Fourth Form (Ex)
At 15th level a Living Weapon may choose an additional Weapon, Equipment, or Armor to base his Fourth Form on.
Soul Adaptability (Ex)
At 16th level a Living Weapon's soul becomes more malleable, making it so that he can be used by anyone he chooses while transformed.
Additionally, when he tries to Resonate with someone he may use his Charisma modifier in place of theirs for the Charisma check.
Weapon of the Reaper
Resonance Abilities
Witch Hunter
Demon Hunter
Kishin Hunter
Speed Star
Shadow Star
Trap Star
Soul Menace
Two Palm Soul Menace
Successive Palm Soul Menace
Black Star Big Wave
Soul Thread Sutures
Soul Thread Diffusion Sutures
Death Cannon
Far Sight
Improved Far Sight
Witch Hunter
Prerequisites: Melee Weapon Form,
Benefits: While active, attacks your wielder makes with you bypass damage reduction.
This effect lasts until you activate another resonance ability.
Additionally, as a standard action, you may prepare an attack for your wielder to use on her next turn.
This attack deals an extra 1d6 x your Living Weapon Level Force damage, and may target an enemy within close range (25ft +5ft /2 levels)
If this attack is not used on your wielder's next turn, both you and your wielder take 1d6 x 1/2 your Living Weapon level Force Damage.
At the end of your wielder’s next turn, after activating this special attack, this resonance ability immediately ends, and you may not activate it for another 3 rounds.
Demon Hunter
Prerequisites: Melee Weapon Form, Witch Hunter
Benefits: While active, attacks your wielder makes with you bypass damage reduction, are treated as having ghost touch, and deal lethal damage to creatures with regeneration.
This effect lasts until you activate another resonance ability.
Additionally, as a standard action, you may prepare an attack for your wielder to use on her next turn.
This attack deals an extra 1d8 x your Living Weapon Level Force damage, and may target an enemy within close range (25ft +5ft /2 levels).
If this attack is not used on your wielder's next turn, both you and your wielder take 1d8 x 1/2 your Living Weapon level Force Damage.
At the end of your wielder’s next turn, after activating this special attack, this resonance ability immediately ends, and you may not activate it for another 3 rounds.
Kishin Hunter
Prerequisites: Melee Weapon Form, Witch Hunter, Demon Hunter
Benefits: While active, attacks your wielder makes with you bypass damage reduction, are treated as having ghost touch, deal lethal damage to creatures with regeneration, are touch attacks, and cannot be healed by magical means.
Additionally, as a standard action, you may prepare an attack for your wielder to use on her next turn.
This attack deals an extra 1d12 x your Living Weapon Level Force damage, and may target an enemy within close range (25ft +5ft /2 levels)
If this attack is not used on your wielder's next turn, both you and your wielder take 1d12 x 1/2 your Living Weapon level Force Damage.
At the end of your wielder’s next turn, after activating this special attack, this resonance ability immediately ends, and you may not activate it for another 3 rounds.
Speed Star
Prerequisites:
Benefits: All participants of the resonance have their base land speed doubled and gain the feats Run, Spring Attack, Bounding AssaultPH2, and Rapid BlitzPH2 while this is active, even if they do not meet the normal prerequisites for them.
Shadow Star
Prerequisites:
Benefits:
Trap Star
Prerequisites: Whip, Spiked Chain, or similar Weapon Form.
Benefits: Your wielder extends you to cover a 10’ radius surrounding herself, this area is considered difficult terrain for anyone who is not an ally. Any enemy that enemy that attempts to enter becomes entangled, and must take a full round action to untangle himself.
Additionally, your wielder takes a - 4 penalty on all attacks made while this effect is active.
This effect lasts until you activate another Resonance ability
Soul Menace
Prerequisites:
Benefits: Your wielder gains the feat Improved Unarmed Strike, and may make unarmed strikes even with her hands full, while this is active.
Also her unarmed strikes deal bonus damage as if she were a monk of the same level, if she is already a monk treat her unarmed strikes as if she were one size category larger.
They also deal bonus Force damage equal to the your Charisma modifier.
This effect lasts until you activate another resonance ability.
Additionally, your wielder may make a single Melee touch attack with an unarmed strike that, if successful, forces the target to make a Will save (DC 10+ 1/2 Living Weapon Level + your Charisma modifier) or be dazed.
After using the special attack this resonance ability immediately ends, and you may not activate it for another 3 rounds.
Two Palm Soul Menace
Prerequisites: Soul Menace
Benefits: Your wielder gains the feat Improved Unarmed Strike, and may make unarmed strikes even with her hands full, while this is active.
Also your wielder's unarmed strikes deal bonus damage as if she were a monk of the same level, if she is already a monk treat her unarmed strikes as if she were one size category larger.
They also deal bonus Force damage equal to the your Charisma modifier.
Additionally, your wielder may make a single Melee touch attack with an unarmed strike that, if successful, deals double damage and forces the target to make a Will save (DC 10+ 1/2 Living Weapon Level + your Charisma modifier) or be dazed.
After using the special attack this resonance ability immediately ends, and you may not activate it for another 3 rounds.
Successive Palm Soul Menace
Prerequisites: Soul Menace, Two Palm Soul Menace
Benefits: Your wielder gains the feat Improved Unarmed Strike, and may make unarmed strikes even with her hands full, while this is active.
Also her unarmed strikes deal bonus damage as if she were a monk of the same level, if she is already a monk treat her unarmed strikes as if she were one size category larger.
They also deal bonus Force damage equal to the your Charisma modifier.
This effect lasts until you activate another resonance ability.
Additionally, your wielder may make a single Melee touch attack with an unarmed strike that, if successful, deals triple damage and forces the target to make a Will save (DC 10+ 1/2 Living Weapon Level + your Charisma modifier) or be dazed.
After using the special attack this resonance ability immediately ends, and you may not activate it for another 3 rounds.
Black Star Big Wave
Prerequisites: Soul Menace, Two Palm Soul Menace, Successive Palm Soul Menace
Benefits: Your wielder gains the feat Improved Unarmed Strike, and may make unarmed strikes even with her hands full, while this is active.
Also her unarmed strikes deal bonus damage as if she were a monk of the same level, if she is already a monk treat his unarmed strikes as if she were one size category larger.
They also deal bonus Force damage equal to the your Charisma modifier.
This effect lasts until you activate another resonance ability.
Additionally, your wielder may make a single Melee touch attack with an unarmed strike that, if successful, stuns the target for 1d4 rounds and causes all enemies within 30' to make a fortitude save DC (DC 10+ 1/2 Living Weapon Level + your Charisma modifier) or be stunned and take damage from this attack as well.
After using the special attack this resonance ability immediately ends, and you may not activate it for another 3 rounds.
Soul Thread Sutures
Prerequisites: Soul Menace
Benefits: Your wielder gains either; Dwarven Stability, Slow fall (any distance, as a Monk), or the ability to attach herself to any surface as a swift action.
You may switch between each bonus as a standard action.
This effect lasts until you activate another resonance ability.
Soul Thread Diffusion Sutures
Prerequisites: Soul Menace, Soul Thread Sutures
Benefits: Your wielder may make a single melee attack at an enemy, then you make a charisma check (with a +4 bonus) against the target enemies fortitude save. If successful the target is paralyzed for as long as you keep this active and are within 10'.
At the beginning of the target's turn he may make a fortitude save against your charisma check, to break free. The target may make an additional attempt as a full round action each turn.
Additionally while this is active you take a -4 to all attacks, damage rolls, skill checks, saving throws, and ability checks(excluding the one to keep this active).
If you activate another resonance ability this one automatically ends.
Death Cannon
Prerequisites: Ranged Weapon Form
Benefits: When this is activated your current Weapon Form changes to envelope the arm(s) holding it, and immediately causes your wielder to make an attack using you.
This consumes both you and your wielder's turn.
This attack covers a line equal to your range increment as a weapon, any creatures caught in the line must make a reflex save (dc 10+ 1/2 the your Living Weapon Level + your Charisma modifier) or take Force damage equal to 2d8 x the your Living Weapon Levels.
After the attack your wielder is knocked back 5' x your charisma modifier, in the opposite direction the attack was made, this resonance ability immediately ends and you may not activate it for another 3 rounds.
Far Sight
Prerequisites: Ranged Weapon Form with a Range of 60' or more.
Benefits: While active all members of the resonance gain Darkvision 60’, True Seeing 60’, Life Detection 60’ and X-Ray Vision as if wearing a Ring of X-Ray Vision.
Improved Far Sight
Prerequisites: Ranged Weapon Form with a Range of 60' or more, Far Sight
Benefits: When your wielder attacks a creature with your ranged weapon form she ignores all miss chance caused by illusion spell and effects. In addition she can apply all the detection abilities granted by your Far Sight ability to all enemies and allies within one range increment.
Operator Enhancers
Improved Land Speed
Prerequisites:
Action To Activate: Standard
Duration: 3 + Wisdom modifier rounds
Uses Per Day: 3 + Wisdom modifier
Benefits: Your wielder gains a bonus to her land speed equal to 10' x your Wisdom modifier.
Flight
Prerequisites: Level 10
Action To Activate: Standard
Duration: 3 + Wisdom Modifier Rounds
Uses Per Day: 3 + Wisdom modifier
Benefits: Your wielder gains a Fly speed equal to 10' x your Wisdom modifier, with good maneuverability.
Swim Speed
Prerequisites:
Action To Activate: Swift
Duration: 3 + Wisdom Modifier Minutes
Uses Per Day: 3 x Wisdom modifier
Benefits: Your wielder gains a Swim speed equal to 10' x your Wisdom modifier.
Burrow Speed
Prerequisites:
Action To Activate: Standard
Duration: 3 + Wisdom modifier rounds
Uses Per Day: 3 + Wisdom modifier
Benefits: Your wielder gains a Burrow speed equal to 5' x your Wisdom modifier. Your wielder may burrow through solid stone, although it is considered difficult terrain.
Darkvision
Prerequisites:
Action To Activate: Free
Duration: Infinite
Uses Per Day: Infinite
Benefits: Your wielder gains Darkvision 60', or if she already has Darkvision it increases by 30'. Additionally Your wielder may see through Magical Darkness.
Detect Chosen Alignment
Prerequisites: Non(Chosen Alignment)
Action To Activate: Swift
Duration: 5 + Wisdom modifier Rounds x 1/2 level.
Uses Per Day: 3 + Wisdom modifier
Benefits: Your wielder gains the ability to Detect (Chosen Alignment), as the spell Detect Evil , at will.
Detect Living
Prerequisites:
Action To Activate: Swift
Duration: 5 + Wisdom modifier Rounds x 1/2 level.
Uses Per Day: 3 + Wisdom modifier
Benefits: Your wielder gains the ability to Detect Living, at will. This ability functions the same as the spell Detect Undead, except it detects living creatures instead.
Detect Magic
Prerequisites:
Action To Activate: Swift
Duration: 5 + Wisdom modifier Rounds x 1/2 level.
Uses Per Day: 3 + Wisdom modifier
Benefits: Your wielder gains the ability to Detect Magic, as the spell, at will.
Detect Undead
Prerequisites:
Action To Activate: Swift
Duration: 5 + Wisdom modifier Rounds x 1/2 level.
Uses Per Day: 3 + Wisdom modifier
Benefits: Your wielder gains the ability to Detect Undead, as the spell, at will.
Skill Enhancement
Prerequisites:
Action To Activate: Swift
Duration: 3 + Wisdom modifier Rounds
Uses Per Day: 3 + Wisdom Modifier
Benefits: Your Wielder gains a +3 Insight bonus to a number of her skills equal to your Wisdom modifier.
Improved Saves
Prerequisites:
Action To Activate: Swift (Immediate?)
Duration: 3 + Wisdom modifier Rounds
Uses Per Day: 1 + Wisdom modifier
Benefits: Your wielder gains an Insight bonus to one of her saves equal to your Wisdom modifier.
Bear's Endurance
Prerequisites: Natural Constitution score above 10
Action To Activate: Standard
Duration: 3 + Wisdom modifier Rounds
Uses Per Day:
Benefits: Your wielder gains a bonus to her Constitution Score equal to your Wisdom modifier.
Bull's Strength
Prerequisites: Natural Strength score above 10
Action To Activate: Standard
Duration: 3 + Wisdom modifier Rounds
Uses Per Day:
Benefits: Your wielder gains a bonus to her Strength Score equal to your Wisdom modifier.
Cat's Grace
Prerequisites: Natural Dexterity score above 10
Action To Activate: Standard
Duration: 3 + Wisdom modifier Rounds
Uses Per Day:
Benefits: Your wielder gains a bonus to her Dexterity Score equal to your Wisdom modifier.
Eagle's Splendor
Prerequisites: Natural Charisma score above 10.
Action To Activate: Standard
Duration: 3 + Wisdom modifier Rounds
Uses Per Day:
Benefits: Your wielder gains a bonus to her Charisma Score equal to your Wisdom modifier.
Fox's Cunning
Prerequisites: Natural Intelligence score above 10
Action To Activate: Standard
Duration: 3 + Wisdom modifier Rounds
Uses Per Day:
Benefits: Your wielder gains a bonus to her Intelligence Score equal to your Wisdom modifier.
Owl's Wisdom
Prerequisites: Natural Wisdom score above 10
Action To Activate: Standard
Duration: 3 + Wisdom modifier Rounds
Uses Per Day:
Benefits: Your wielder gains a bonus to her Wisdom Score equal to your Wisdom modifier.