AkazilliaDeNaro
2013-12-26, 12:54 PM
My brother gave me an idea for a class so here is my attempt at designing it.
The Walking Armory
http://img1.ak.crunchyroll.com/i/spire3/a58ff8a231dd9e3be3caf7f183f4eba01323221731_full.jp g
"For every weapon, a solution. Use them. And if they don't work, use more."
Alignment
Any.
Hit Die
d10.
Class Skills
The Walking Armory's class skills are class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis), Swim (Str).
Skill Points at 1st Level
(2 + Int modifier) ×4.
Skill Points at Each Additional Level
2 + Int modifier.
Walking Armory
Level
Base Attack Bonus
Fort
Ref
Will
Special
1st
+1
+2
+0
+0
Weapon and Armor Familiarity, Pack Mule
2nd
+2
+3
+0
+0
Improved Storage, Hammerspace
3rd
+3
+3
+1
+1
Requip, Stand Strong, Bonus Feat
4th
+4
+4
+1
+1
Bigger is Better, Detect Weapons and Armor
5th
+5
+4
+1
+1
Pack Mule, Over-sized Swing, Over-sized Block
6th
+6/+1
+5
+2
+2
Over-sized Utility, Over-Equipped Threat, Bonus Feat
7th
+7/+2
+5
+2
+2
Ten Swords to my Name, Armored Mind
8th
+8/+3
+6
+2
+2
Layered Armor, Over-sized Defence
9th
+9/+4
+6
+3
+3
Bigger is Better, Dual-Shielding Bonus Feat
10th
+10/5
+7
+3
+3
Pack Mule, My Alignment is: Weapon
11th
+11/+6/+1
+7
+3
+3
Weapon Swap, Bypass Force Armor
12th
+12/+7/+2
+8
+4
+4
Wall of Blades, Over-sized Defence, Bonus Feat
13th
+13/+8/+3
+8
+4
+4
Bigger is Better, Weapon Magnet
14th
+14/+9/+4
+9
+4
+4
100 Dancing Blades
15th
+15/+10/+5
+9
+5
+5
Pack Mule, Bonus Feat
16th
+16/+11/+6/+1
+10
+5
+5
Over-sized Defence, Hammerspace Drop
17th
+17/+12/+7/+2
+10
+5
+5
Hammerspace Jump
18th
+18/+13/+8/+3
+11
+6
+6
Bonus Feat
19th
+19/+14/+9/+4
+11
+6
+6
Bigger is Better
20th
+20/+15/+10/+5
+12
+6
+6
Over-sized Defence, Walking Fortress
Weapon and Armor Proficiency
The Walking Armory is not proficient with any weapons, armors, or shields.
Weapon and Armor Familiarity
The Walking Armory suffers no negatives for being non-proficient with weapons, armors or shields. Additionally a Walking Armory doesn't get fatigued when sleeping in armor.
Pack Mule
At 1st level the Walking Armory may treat her carrying capacity as if she was one size category larger. This bonus is increased by one every five levels after (+2 at 5th, and +3 at 10th, +4 at 15). At 20th level she treats all items as a 10th of their weight when determining carrying capacity.
Improved Storage
At 2nd level the Walking Armory can pack any container (including extradimensional ones, such as a Bag of Holding) to double its maximum storage capacity, but only she or another Walking Armory can remove items from it without taking a full round action to do so.
Hammerspace
At 2nd level the Walking Armory may put weapons, armors or shields in an extradimensional storage space that only she can access, any equipment put in still counts towards her maximum carry weight. Should she ever be unconscious or dead for more than 3 hours at a time (sleeping doesn't count) all items immediately fall out. If there is not enough room to appear or if appearing would destroy it, the weapon armor or shield appears in the closest safe area that can house it. Retrieving equipment from Hammerspace is a considered drawing and is a move action.
Requip
At 3rd level the Walking Armory gains the feat Quick Draw. If she already possesses the Quick Draw feat she may instead gain a feat from the Fighter bonus feat list. Also she may sheath weapons as a free action(including putting them in her Hammerspace). Additionally the Walking Armory may, as a standard action automatically change her armor and/or shield with another armor and/or shield in her Hammerspace a number of times per day equal to 3 + her constitution modifier.
Stand Strong
At 3rd level a Waking Armory gains +4 bonus on ability checks made to resist being bull rushed or tripped when standing firmly (but not when climbing, flying, riding, or otherwise not standing firmly). Additionally she may substitute her total armor and shield AC bonus for her dexterity score when making a Reflex save.
Bonus Feat
At 3rd level and every three levels after the Walking Armory gains a bonus feat from the fighter bonus feat list.
Bigger is Better
At 4th level the Walking Armory may wield weapons designed for creatures one size category larger without penalty because of size. This bonus increases every five levels thereafter (+2 at 9th, and +3 at 14th, +4 at 19).
Additionally, Weapons increase in reach and range when they increase in size.
Reach Weapons: Gain +5' reach for every increase in size, and may only target creatures at the end of the reach. Reach weapons that also target adjacent creatures, such as a spike chain, advance as if they where melee weapons.
Melee weapons: gain +5' increase for every two increases in size.
Projectile Ranged weapons: Increase range by one half(multiply by 1.5) for every size increase, rounded down to the nearest 5' increment.
Detect Weapons and Armor
At 4th level a Walking Armory has the ability to sense weapons around her.
She gains the ability to Detect Weapons and Armor at will, much like a Paladin can Detect Evil. Unlike a Paladins Detect Evil, a Walking Armory may discern between familiar and unfamiliar weapons and armor. Any Weapons or armor that have either been: in her Hammerspace, or around her for 24 hours, become familiar to her. The ability is as follows.
1st Round
Presence or absence of familiar or unfamiliar weapons and armor within 60 ft.
2nd Round
Number of familiar or unfamiliar weapons and armor in the area and the stats of the most potent unfamiliar weapon or armor present.
3rd Round
The stats and location of all familiar or unfamiliar weapon and armor. If a weapon or armor is outside your line of sight, then you discern its direction but not its exact location.
Over-sized Swing
At 5th level, a Walking Armory is able to make a great, sweeping swing with a melee weapon. As a full-round action, the Walking Armory can choose three squares adjacent to one another (she must threaten all of them). Her attack applies to all creatures in those squares. Make one attack roll and apply that roll as an attack against each defender. If the Walking Armory uses a special attack (such as disarm, trip, or sunder), this special attack affects only the first target; the other creatures are attacked normally. Walls and similar obstacles can block a great swing. Start with one square that the Walking Armory threatens. Each successive square chosen must be adjacent to the previous square and have line of effect from that square. Two squares separated by a wall, for instance, can't be chosen as adjacent squares for a great swing. The Walking Armory may skip creatures, attacking only those she wants to. For example, if there are three creatures in a row—an enemy, an ally, and another enemy—the Walking Armory can choose those three squares for the great swing but strike only the two enemies. If a Walking Armory drops one of her foes with a great swing, she may make a cleave attack normally(if she possesses the required feat). However, she may do so only once for every time she swings, even if she drops more than one foe.
Over-sized Block
At 5th level when wielding a weapon designed for a larger character the walking armory gains a +1 to her AC for each size category larger the weapon is.
Over-sized Utility
At 6th level the Walking Armory gains abilities by owning certain Over-sized weapons.
Reach Weapons
Jump - For each size category larger than medium the weapon is she gain a +10 to her jump but she must leave the weapon behind.
Bludgeoning
Battering Ram - For each size category larger than medium a bludgeoning melee weapon is she gains +5 to her damage against inanimate objects with it.
Bows and Crossbows
Launch - A Walking Armory may use Creatures instead of arrows or bolts if the bow or crossbow is at least 2 sizes bigger than the creature she uses for ammunition. When a creature is launched this way it is treated as charging when it attacks.
Over-Equipped Threat
At 6th level the Walking Armory gains a +1 to intimidate for every weapon she has visible on her person, this bonus is increased by +1 for every weapon that is one size too large and by +2 for each that is two sizes too large etc.. In addition the Walking Armory may use her entire Hammerspace for this bonus a number of times per day equal to her constitution modifier.
Over Equipped Threat
The sheet amount of weapons your carry strikes fear into your opponents.
Each of your limbs is capable of storing a single Light Weapon, while your torso is capable of storing three weapons of any weight, Light, Single Handed, or Two Handed. For each weapon stored in such a fashion, not including any weapon(s) you may be wielding, you receive a +1 bonus to Intimidate checks. Weapons of larger size may be stored in this fashion, however larger weapons take more space than smaller ones. IE, A medium sized longsword stowed on the torso takes one space, a large sized longsword stowed on the torso takes two spaces, etc. Each size category larger than your base size category adds an extra +1 to the bonus granted from that weapon being stowed on your person. IE a Medium longsword stowed grants a +1, a Large longsword stowed granted a +2, etc.
Lvl 12- You have learned to make better use of the space on your body and have found more ways to stow weaponry on your person. You can now stow another weapon on your torso, bringing the total up to 4.
Lvl 18- You have mastered the art of storing too many weapons on your person without limiting your mobility, you can now store an additional one light weapon per leg. Bringing the total per leg to two.
Ten Swords to my Name
At 7th level a Walking Armory may telekinetically control a number of weapons equal to 1/2 her Walking Armory level + her constitution modifier for number of rounds equal to her constitution modifier per day. These weapons must have no current wielder, be within 60ft and have been in her Hammerspace within the last 24 hours. When using these weapons she takes a -6 to her attack for every weapon under her control beyond the first two. If she has the Two-Weapon Fighting feat this penalty is decreased by 2. If she has the Improved Two weapon fighting feat and the Greater Two-Weapon fighting feat the penalties are reduced by an additional 2 each. After making a single attack each weapon is released from control and cannot be used again for 3 rounds.
Armored Mind
At 7th Level a Walking Armory may use her total Armor and Shield AC bonus in place of her Wisdom modifier for will saves.
Layered Armor
At 8th level the Walking armory may wear multiple armors simultaneously. So long as no two armors she is wearing are the same size. The AC bonus and the Armor Check Penalty from each armor stack, and her maximum Dexterity bonus becomes 0. She may only gain the magical benefits of one armor at a time, switching to a different armor's benefits is a swift action. Additionally for each armor she has equipped after the first she gains a +20% resistance to critical hits up to 75%.
Over-sized Defence
At 8th level a Walking Armory may use armor and shields designed for creatures one size category larger. This bonus increases every four levels thereafter (+2 at 12th, and +3 at 16th, +4 at 20) But, for every size larger than normal that armor is, it takes a -1 to its Armor bonus and its Armor Check penalty.
Dual-Shielding
At 9th level a Walking Armory may use two shields at the same time. Their bonuses stack, as do their negatives. She may gain the magical benefits of both shields.
My Alignment is: Weapon
At 10 level a Walking Armory is treated as if she is always under the affect of Undetectable Alignment. Additionally she may use weapons and armor with alignment restrictions as if she were that alignment.
Weapon Swap
At 11th level a Walking Armory may swap the weapon she is wielding for a weapon in her Hammerspace, as a free action a number of times per day equal to her constitution score. If she does this during an attack her next attack is at her highest base attack bonus.She cannot gain an additional attack by using this ability. She cannot swap with a weapon that has been used this round.
Bypass Force Armor
At 11th level a Walking Armory may ignore a single armor or shield made of force(i.e. Mage armor, Shield etc.) and attack as if it were not there.
Wall of Blades
At 12th level every time a Walking Armory uses her weapon swap ability she gains a +1 Deflection bonus to AC until her next turn. (Deflection bonuses don't stack.)
Weapon Magnet
At 13th level a Walking Armory may change the target of any attack, that she could naturally be a target of and is aware of, to herself, by making an intimidation check against the attackers will save, as a swift action. Additionally she may force a creature to attack her by making an intimidation check vs the creatures will save.
100 Dancing Blades
Once per day at 14th level a Walking Armory may apply the Dancing enchantment to a number of weapons equal to her Walking Armory level + her constitution modifier. These weapons must be within 60ft and have been in her Hammerspace in the last 24 hours. The weapons may only make 1 attack per turn at half her Base Attack Bonus. they may remain this way for a number of rounds equal to her constitution modifier.
Hammerspace Drop
At 16th level a Walking Armory may eject a number of weapons and armor from her Hammerspace equal to 1/2 her Walking Armory level + her constitution modifier an number of times per day equal to her constitution modifier. The ejected weapons land in a random spot within 60ft.
Hammerspace Jump
At 17th level a Walking Armory may teleport to any weapon that has been in her Hammerspace, provided it is in an area big enough to house her, and is on the same plane. To do so she must focus for two minutes.
Walking Fortress
The master swordsman trains with a blade their entire lives, until the sword is part of them--a tool deeply respected, but a tool nonetheless. A Walking Armory is not a master swordsman, because their weapons are not tools. They are their children, whether the armory adopted them from the battlefield or birthed them in a forge. Weapons are not part of an armory: an armory is part of their weapons.
At 20th level a Walking Armory may have a number of weapons equal to her constitution modifier permanently have the Dancing enchantment on them so long as they stay within 60 feet and have been in her hammerspace in the last 24 hours.
The Walking Armory
http://img1.ak.crunchyroll.com/i/spire3/a58ff8a231dd9e3be3caf7f183f4eba01323221731_full.jp g
"For every weapon, a solution. Use them. And if they don't work, use more."
Alignment
Any.
Hit Die
d10.
Class Skills
The Walking Armory's class skills are class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis), Swim (Str).
Skill Points at 1st Level
(2 + Int modifier) ×4.
Skill Points at Each Additional Level
2 + Int modifier.
Walking Armory
Level
Base Attack Bonus
Fort
Ref
Will
Special
1st
+1
+2
+0
+0
Weapon and Armor Familiarity, Pack Mule
2nd
+2
+3
+0
+0
Improved Storage, Hammerspace
3rd
+3
+3
+1
+1
Requip, Stand Strong, Bonus Feat
4th
+4
+4
+1
+1
Bigger is Better, Detect Weapons and Armor
5th
+5
+4
+1
+1
Pack Mule, Over-sized Swing, Over-sized Block
6th
+6/+1
+5
+2
+2
Over-sized Utility, Over-Equipped Threat, Bonus Feat
7th
+7/+2
+5
+2
+2
Ten Swords to my Name, Armored Mind
8th
+8/+3
+6
+2
+2
Layered Armor, Over-sized Defence
9th
+9/+4
+6
+3
+3
Bigger is Better, Dual-Shielding Bonus Feat
10th
+10/5
+7
+3
+3
Pack Mule, My Alignment is: Weapon
11th
+11/+6/+1
+7
+3
+3
Weapon Swap, Bypass Force Armor
12th
+12/+7/+2
+8
+4
+4
Wall of Blades, Over-sized Defence, Bonus Feat
13th
+13/+8/+3
+8
+4
+4
Bigger is Better, Weapon Magnet
14th
+14/+9/+4
+9
+4
+4
100 Dancing Blades
15th
+15/+10/+5
+9
+5
+5
Pack Mule, Bonus Feat
16th
+16/+11/+6/+1
+10
+5
+5
Over-sized Defence, Hammerspace Drop
17th
+17/+12/+7/+2
+10
+5
+5
Hammerspace Jump
18th
+18/+13/+8/+3
+11
+6
+6
Bonus Feat
19th
+19/+14/+9/+4
+11
+6
+6
Bigger is Better
20th
+20/+15/+10/+5
+12
+6
+6
Over-sized Defence, Walking Fortress
Weapon and Armor Proficiency
The Walking Armory is not proficient with any weapons, armors, or shields.
Weapon and Armor Familiarity
The Walking Armory suffers no negatives for being non-proficient with weapons, armors or shields. Additionally a Walking Armory doesn't get fatigued when sleeping in armor.
Pack Mule
At 1st level the Walking Armory may treat her carrying capacity as if she was one size category larger. This bonus is increased by one every five levels after (+2 at 5th, and +3 at 10th, +4 at 15). At 20th level she treats all items as a 10th of their weight when determining carrying capacity.
Improved Storage
At 2nd level the Walking Armory can pack any container (including extradimensional ones, such as a Bag of Holding) to double its maximum storage capacity, but only she or another Walking Armory can remove items from it without taking a full round action to do so.
Hammerspace
At 2nd level the Walking Armory may put weapons, armors or shields in an extradimensional storage space that only she can access, any equipment put in still counts towards her maximum carry weight. Should she ever be unconscious or dead for more than 3 hours at a time (sleeping doesn't count) all items immediately fall out. If there is not enough room to appear or if appearing would destroy it, the weapon armor or shield appears in the closest safe area that can house it. Retrieving equipment from Hammerspace is a considered drawing and is a move action.
Requip
At 3rd level the Walking Armory gains the feat Quick Draw. If she already possesses the Quick Draw feat she may instead gain a feat from the Fighter bonus feat list. Also she may sheath weapons as a free action(including putting them in her Hammerspace). Additionally the Walking Armory may, as a standard action automatically change her armor and/or shield with another armor and/or shield in her Hammerspace a number of times per day equal to 3 + her constitution modifier.
Stand Strong
At 3rd level a Waking Armory gains +4 bonus on ability checks made to resist being bull rushed or tripped when standing firmly (but not when climbing, flying, riding, or otherwise not standing firmly). Additionally she may substitute her total armor and shield AC bonus for her dexterity score when making a Reflex save.
Bonus Feat
At 3rd level and every three levels after the Walking Armory gains a bonus feat from the fighter bonus feat list.
Bigger is Better
At 4th level the Walking Armory may wield weapons designed for creatures one size category larger without penalty because of size. This bonus increases every five levels thereafter (+2 at 9th, and +3 at 14th, +4 at 19).
Additionally, Weapons increase in reach and range when they increase in size.
Reach Weapons: Gain +5' reach for every increase in size, and may only target creatures at the end of the reach. Reach weapons that also target adjacent creatures, such as a spike chain, advance as if they where melee weapons.
Melee weapons: gain +5' increase for every two increases in size.
Projectile Ranged weapons: Increase range by one half(multiply by 1.5) for every size increase, rounded down to the nearest 5' increment.
Detect Weapons and Armor
At 4th level a Walking Armory has the ability to sense weapons around her.
She gains the ability to Detect Weapons and Armor at will, much like a Paladin can Detect Evil. Unlike a Paladins Detect Evil, a Walking Armory may discern between familiar and unfamiliar weapons and armor. Any Weapons or armor that have either been: in her Hammerspace, or around her for 24 hours, become familiar to her. The ability is as follows.
1st Round
Presence or absence of familiar or unfamiliar weapons and armor within 60 ft.
2nd Round
Number of familiar or unfamiliar weapons and armor in the area and the stats of the most potent unfamiliar weapon or armor present.
3rd Round
The stats and location of all familiar or unfamiliar weapon and armor. If a weapon or armor is outside your line of sight, then you discern its direction but not its exact location.
Over-sized Swing
At 5th level, a Walking Armory is able to make a great, sweeping swing with a melee weapon. As a full-round action, the Walking Armory can choose three squares adjacent to one another (she must threaten all of them). Her attack applies to all creatures in those squares. Make one attack roll and apply that roll as an attack against each defender. If the Walking Armory uses a special attack (such as disarm, trip, or sunder), this special attack affects only the first target; the other creatures are attacked normally. Walls and similar obstacles can block a great swing. Start with one square that the Walking Armory threatens. Each successive square chosen must be adjacent to the previous square and have line of effect from that square. Two squares separated by a wall, for instance, can't be chosen as adjacent squares for a great swing. The Walking Armory may skip creatures, attacking only those she wants to. For example, if there are three creatures in a row—an enemy, an ally, and another enemy—the Walking Armory can choose those three squares for the great swing but strike only the two enemies. If a Walking Armory drops one of her foes with a great swing, she may make a cleave attack normally(if she possesses the required feat). However, she may do so only once for every time she swings, even if she drops more than one foe.
Over-sized Block
At 5th level when wielding a weapon designed for a larger character the walking armory gains a +1 to her AC for each size category larger the weapon is.
Over-sized Utility
At 6th level the Walking Armory gains abilities by owning certain Over-sized weapons.
Reach Weapons
Jump - For each size category larger than medium the weapon is she gain a +10 to her jump but she must leave the weapon behind.
Bludgeoning
Battering Ram - For each size category larger than medium a bludgeoning melee weapon is she gains +5 to her damage against inanimate objects with it.
Bows and Crossbows
Launch - A Walking Armory may use Creatures instead of arrows or bolts if the bow or crossbow is at least 2 sizes bigger than the creature she uses for ammunition. When a creature is launched this way it is treated as charging when it attacks.
Over-Equipped Threat
At 6th level the Walking Armory gains a +1 to intimidate for every weapon she has visible on her person, this bonus is increased by +1 for every weapon that is one size too large and by +2 for each that is two sizes too large etc.. In addition the Walking Armory may use her entire Hammerspace for this bonus a number of times per day equal to her constitution modifier.
Over Equipped Threat
The sheet amount of weapons your carry strikes fear into your opponents.
Each of your limbs is capable of storing a single Light Weapon, while your torso is capable of storing three weapons of any weight, Light, Single Handed, or Two Handed. For each weapon stored in such a fashion, not including any weapon(s) you may be wielding, you receive a +1 bonus to Intimidate checks. Weapons of larger size may be stored in this fashion, however larger weapons take more space than smaller ones. IE, A medium sized longsword stowed on the torso takes one space, a large sized longsword stowed on the torso takes two spaces, etc. Each size category larger than your base size category adds an extra +1 to the bonus granted from that weapon being stowed on your person. IE a Medium longsword stowed grants a +1, a Large longsword stowed granted a +2, etc.
Lvl 12- You have learned to make better use of the space on your body and have found more ways to stow weaponry on your person. You can now stow another weapon on your torso, bringing the total up to 4.
Lvl 18- You have mastered the art of storing too many weapons on your person without limiting your mobility, you can now store an additional one light weapon per leg. Bringing the total per leg to two.
Ten Swords to my Name
At 7th level a Walking Armory may telekinetically control a number of weapons equal to 1/2 her Walking Armory level + her constitution modifier for number of rounds equal to her constitution modifier per day. These weapons must have no current wielder, be within 60ft and have been in her Hammerspace within the last 24 hours. When using these weapons she takes a -6 to her attack for every weapon under her control beyond the first two. If she has the Two-Weapon Fighting feat this penalty is decreased by 2. If she has the Improved Two weapon fighting feat and the Greater Two-Weapon fighting feat the penalties are reduced by an additional 2 each. After making a single attack each weapon is released from control and cannot be used again for 3 rounds.
Armored Mind
At 7th Level a Walking Armory may use her total Armor and Shield AC bonus in place of her Wisdom modifier for will saves.
Layered Armor
At 8th level the Walking armory may wear multiple armors simultaneously. So long as no two armors she is wearing are the same size. The AC bonus and the Armor Check Penalty from each armor stack, and her maximum Dexterity bonus becomes 0. She may only gain the magical benefits of one armor at a time, switching to a different armor's benefits is a swift action. Additionally for each armor she has equipped after the first she gains a +20% resistance to critical hits up to 75%.
Over-sized Defence
At 8th level a Walking Armory may use armor and shields designed for creatures one size category larger. This bonus increases every four levels thereafter (+2 at 12th, and +3 at 16th, +4 at 20) But, for every size larger than normal that armor is, it takes a -1 to its Armor bonus and its Armor Check penalty.
Dual-Shielding
At 9th level a Walking Armory may use two shields at the same time. Their bonuses stack, as do their negatives. She may gain the magical benefits of both shields.
My Alignment is: Weapon
At 10 level a Walking Armory is treated as if she is always under the affect of Undetectable Alignment. Additionally she may use weapons and armor with alignment restrictions as if she were that alignment.
Weapon Swap
At 11th level a Walking Armory may swap the weapon she is wielding for a weapon in her Hammerspace, as a free action a number of times per day equal to her constitution score. If she does this during an attack her next attack is at her highest base attack bonus.She cannot gain an additional attack by using this ability. She cannot swap with a weapon that has been used this round.
Bypass Force Armor
At 11th level a Walking Armory may ignore a single armor or shield made of force(i.e. Mage armor, Shield etc.) and attack as if it were not there.
Wall of Blades
At 12th level every time a Walking Armory uses her weapon swap ability she gains a +1 Deflection bonus to AC until her next turn. (Deflection bonuses don't stack.)
Weapon Magnet
At 13th level a Walking Armory may change the target of any attack, that she could naturally be a target of and is aware of, to herself, by making an intimidation check against the attackers will save, as a swift action. Additionally she may force a creature to attack her by making an intimidation check vs the creatures will save.
100 Dancing Blades
Once per day at 14th level a Walking Armory may apply the Dancing enchantment to a number of weapons equal to her Walking Armory level + her constitution modifier. These weapons must be within 60ft and have been in her Hammerspace in the last 24 hours. The weapons may only make 1 attack per turn at half her Base Attack Bonus. they may remain this way for a number of rounds equal to her constitution modifier.
Hammerspace Drop
At 16th level a Walking Armory may eject a number of weapons and armor from her Hammerspace equal to 1/2 her Walking Armory level + her constitution modifier an number of times per day equal to her constitution modifier. The ejected weapons land in a random spot within 60ft.
Hammerspace Jump
At 17th level a Walking Armory may teleport to any weapon that has been in her Hammerspace, provided it is in an area big enough to house her, and is on the same plane. To do so she must focus for two minutes.
Walking Fortress
The master swordsman trains with a blade their entire lives, until the sword is part of them--a tool deeply respected, but a tool nonetheless. A Walking Armory is not a master swordsman, because their weapons are not tools. They are their children, whether the armory adopted them from the battlefield or birthed them in a forge. Weapons are not part of an armory: an armory is part of their weapons.
At 20th level a Walking Armory may have a number of weapons equal to her constitution modifier permanently have the Dancing enchantment on them so long as they stay within 60 feet and have been in her hammerspace in the last 24 hours.