Zaydos
2015-06-24, 04:53 PM
Sapient Weapon
http://i1222.photobucket.com/albums/dd483/PacManDreaming/Blackrazor.jpg
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A Living Weapon is a weapon of legend, blessed with its own sapience, and with great power. Perhaps spun from fate, perhaps the host of the spirit of a fallen hero of legend, a Living Weapon comes in many forms but each holds the potential to be the sword of legend and power unparalleled. This is a class to play as Stormbringer, to play as the sword that shows its impossible intelligence and cunning, a weapon which is the equal of its wielder.
Adventures: Because you are wielded. Because you were forged for that purpose. Because you are a sword and have nothing else to do but plunge into battle time and time again.
Characteristics: Being a magic weapon, and growing up to be a major artifact :smalltongue:
Alignment: Any. Sapient Weapons tend to be strongly, even monomaniacally fixated on their alignment.
Religion: The god who forged them, or Battle itself.
Background: You are an intelligent weapon, you were born into the form, unless you were some great hero or villain who upon death was sealed within the blade.
Races: Your class takes the place of your race (unless you use the Living Weapon variant below).
Other Classes: As weapons Sapient Weapons tend to along best with those who wield weapons. A greatsword may favor warriors who wield it with mighty blows and rain violence upon their enemies. A dagger may favor instead the rogue with their stealthy assassination. A bow may show favor to scouts or rangers. A nunchuku will just be happy to finally find a monk willing to wield it. A weapon forged in the service of a god will find a natural affinity for the priests and paladins of their creator, and an animosity to those who serve other obviously inferior deities. A blade of primal chaos will naturally seek out the warrior-mage born prince of a decadent race doomed to fall into its final twilight.
Role: You are a weapon. You serve to make the warrior better, using your ability to aid their attacks or defense, or else using your various spell-like abilities and supernatural powers. On occasion you simply force a weak foe to wield you and possess their body forcing them to fight for you.
Adaptation: If you really like Soul Eater you could easily make it into a class of weapon shifters, trading your first level feature and least feature for the ability to transform into a human form, the ability to select a race, and the ability to manifest your striking surface as a standard action effectively allowing you to wield yourself (this is similar to being wielded by an eidolon).
GAME RULE INFORMATION
Sapient Weapons have the following game statistics.
Abilities: You have no Strength, Dexterity, or Constitution. Therefore Intelligence, Wisdom, and Charisma are the most important scores for you. Charisma determines the save DCs of any abilities you do possess, Intelligence grants you class skills and the ability to take Combat Expertise and potentially Improved Trip allowing that dumb brute of a wielder to trip like a pro, and Wisdom determines your own resilience to mental control since you lack a normal construct's immunity to mind-affecting effects.
Alignment: Any.
Hit Die: d10
Starting Age: Any; you are a piece of steel (or potentially adamantine) you don't exactly age.
Starting Gold: None.
Class Skills
The Sapient Weapon's class skills (and the key ability for each skill) are...
Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier
CLASS NAME
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+0
+2
+2
+2
Weapon Body, +1 enhancement, Least Feature, Feature (Lesser)
2nd
+1
+3
+3
+3
Alert Wielder, Feature
3rd
+2
+3
+3
+3
Extended Sensory (120-ft), Feature
4th
+3
+4
+4
+4
Least Feature, Telepathy (60-ft)
5th
+3
+4
+4
+4
Feature
6th
+4
+5
+5
+5
Feature, Grant Prowess
7th
+5
+5
+5
+5
+2 Enhancement, Extended Sensory (human), Least Feature
8th
+6
+6
+6
+6
Feature (Dedicated), Telepathy (120-ft)
9th
+6
+6
+6
+6
Feature
10th
+7
+7
+7
+7
Dancing, +3 Enhancement, Least Feature
11th
+8
+7
+7
+7
+4 Enhancement, Feature
12th
+9
+8
+8
+8
Feature, Improved Grant Prowess
13th
+9
+8
+8
+8
Enhancement +5, Flight, Least Feature
14th
+10
+9
+9
+9
Enhancement +6, Feature (Greater)
15th
+11
+9
+9
+9
Feature
16th
+12
+10
+10
+10
Enhancement +7, Least Feature, SUGGESTIONS WANTED
17th
+12
+10
+10
+10
Enhancement +8, Feature
18th
+13
+11
+11
+11
Enhancement +9, Feature
19th
+14
+11
+11
+11
Enhancement +10, Free Dancing, Least Feature
20th
+15
+12
+12
+12
Enhancement +11, Epic Blade, Feature (Awe-Inspiring)
Class Features
All of the following are class features of the Sapient Weapon.
Weapon and Armor Proficiencies: Yourself, light and medium armor, and if a one-handed weapon shields (except tower shields).
Weapon Body: You are a weapon. Your type is Construct and you gain all construct traits except Darkvision and Immunity to Mind-Affecting Effects, with a non-ability for Strength, Dexterity, and Constitution. Select a type of simple or martial weapon (or exotic if you take the Exotic Form feat) and you take the form of that type of weapon, and may grant any creature wielding you proficiency with you. You have hardness as appropriate to whatever material you are made out of. You are able to hear and see out to 60-ft in all directions (and no further), and are able to speak as well as communicate empathicly with your wielder. Whenever you use a spell-like ability granted by this class you may treat your wielder as you for its effects. What else do I need to detail here?
You are an inanimate object and thus unable to take any action which requires you to move, and have a speed of 0-ft. However you may perform purely mental actions (using spell-like abilities and psionic powers) or which require only your voice (singing bardic music, casting a spell with only a verbal component, etc). In addition you may perform the following special actions at-will as a standard action when wielded:
Aid your Wielder with any skill you possess ranks in (this functions as aid another), grant your wielder a +2 bonus to their next attack, grant your wielder a +2 bonus to AC against the next attack made upon them by a specific foe, grant your wielder a +1 bonus to attacks for 1 round, grant your wielder a +1 bonus to AC for 1 round, make a feint attempt, take a total defense action (adding to your AC against sunder attempts), deal 1 + 1/3 class levels untyped damage to your wielder, attack your wielder (you use your wielder's attack bonus and damage but they are allowed a Will save DC 10 + 1/2 your class level + your Charisma modifier to resist). In addition a number of times per day equal to twice your class level you may attempt to possess your wielder. This functions as Magic Jar except as listed below. The Will save to resist is 10 + 1/2 your class level + your Charisma modifier. You remain within your construct body as well as their body. While possessing a body causing it to take an action takes your action of the same type (i.e. if you spend a standard action to activate a spell-like ability you can't also make the body use you to attack). This ability lasts for 1 minute per class level or until the body releases hold of you, beginning at 7th level this increases to 10 minutes/class level, to 1 hour/class level at 13th, and to 1 day/class level at 20th. If you wielder is protected from possession by a Protection from [Alignment] effect you may still attempt to possess them, but it costs 3 daily uses and takes 2 full round actions. A creature currently under the effects of this ability cannot be targeted again to refresh the duration and should a creature succeed its save it is immune to this effect for 1 hour.
You are affected differently by some spells and effects. Specifically you go inert within anti-magic, are destroyed by Mage's Disjunction as if you were a magic item, and a targeted Dispel Magic on you or your wielder may shut you down as if you were a magic item (CL = class level + 1/2 your Charisma modifier) for 1d4 rounds.
It is difficult for you to act when not wielded. You may not use any of your actions when not wielded except those which specify otherwise.
Finally you may select feats that have a Strength, Dexterity, or Constitution prerequisite using your Charisma in place of Strength, Intelligence in place of Dexterity, or Wisdom in place of Constitution. You may not use such feats unless wielding yourself with the Dancing ability, being wielded by an eidolon, or possessing a creature.
Least Feature: At 1st level and every 3rd level thereafter select one ability from the list below. You may select the same feature multiple times (unless specified otherwise) and repeated selection will increase their effect in one or more ways, although many abilities have a cap at which point they cease to increase. You may never have more instances of a single least feature than 1 + 1/2 your class level.
Bonus Hit Points: You gain 5 additional hit points.
Darkvision: You gain darkvision out to 120-ft or your sight limit (whichever is less). If you take this ability a second time allows you to see in magical darkness out to 30-ft. A third instance extends your darkvision out to your sight range and allows you to see in magical darkness out to 60-ft. A fourth instance allows you to see in darkness magical or otherwise as easily as broad daylight. Additional instances beyond 4 have no effect.
Detect (Creature type): When you gain this ability select a single creature type or subtype. As a standard action you can detect the presence of creatures of the selected type within 60-ft; this simply reveals a binary yes or no whether there are any within range. If you take this ability additional times you must choose two of the following each time, you cannot choose the same one twice in a single instance unless it is Additional Type:
Enhanced Range: The range increases by 60-ft (to 120-ft) the first time you select this option, 120-ft (to 240-ft) the second, 240-ft (to 480-ft) the third, 480-ft (to 960-ft) the fourth, to 1 mile the 5th, and by 1 mile each additional time.
Ease of Use: Selecting this option once causes a standard action to activate the ability for 3 rounds. Selecting it a 2nd time causes the ability to be continually active alerting you whenever creatures of the selected type are within range.
Additional Type: Each time you select this option select an additional creature type or subtype you can choose to detect them instead or in addition. If you select to detect multiple types it does not tell you which type they are unless it is active passively.
Additional Detail: One instance of this option tells you the number of creatures detected. A second tells you their location as if with Blindsense. A third lets you tell the amount of hit dice of one detected creature/round.
Light: You may shine like a torch. Turning this ability on or off is a standard action. If you take this ability a second time you instead shine like a daylight spell. A 3rd time causes you to be considered a 4th level spell for interactions with magical darkness and radiate bright light out to 120-ft. A 4th instance increases the light to 180-ft, makes it considered a 5th level spell, and true sunlight. A 5th instance increases the light to 360-ft and makes it considered a 7th level spell. A 6th instance makes produce bright light out to 1000-ft and count as a 9th level spell.
Material: Select a weapon material such as adamantine, silver, or cold iron. You are made of that material instead of steel (if you select alchemical silver you do not suffer a damage penalty). You may only select this feature once and only at 1st level.
Minor Magic: Each time you select this ability you may choose a single level 0 spell from the list of any base class capable of casting 9th level spells. You gain the ability to use that cantrip as a spell-like ability twice per day. If you select the same cantrip twice this increases to 6 times per day. Choosing the same cantrip three times increases this to at-will.
Share Feat: You may select one feat you possess which could be applied to wielding you, for example Power Attack, Improved Trip (if trips can be performed with you), or Weapon Focus. You may change which feat you grant as 100 consecutive full round actions. Each time you select this ability after the first you gain the ability to share an additional number of feats at a time equal to the number of instances of this least feature you possess.
Share Skill: Select one skill. It is (retroactively) a class skill for your Sapient Weapon levels, and you may allow your wielder to use your ranks in it in place of their own.
Special Purpose: You have a special purpose determined between you and your DM. When actively engaged in this purpose in some manner above and beyond the every day (for example if your Special Purpose is "Kill all humans" fighting humans would not be enough, but fighting the champion of humanity to wipe out their largest city would be) your enhancement bonus is increased by +1, and you gain a +1 to your effective class level for any effects of your features based off of your class level. In addition if wielded in a way which directly opposes your special purpose (such as being used to save a human) then you may immediately attempt to control your wielder without using a daily use and with a +4 to the save DC; if they are immune or resist you may deal untyped damage to them equal to your level each round (instead of 1 + 1/3rd your level). The increase to the save DC and ability to deal damage apply against any creature that has ever attempted to use you to oppose your special purpose (since you had that purpose) even if they are not currently doing so.
Enhancement: You are a magic weapon, as a magic weapon you grant your wielder an enhancement bonus to attacks and damage with you and may have other enchantments. You function as a magic weapon with a total value of weapon properties and enhancement bonus equal to your Enhancement bonus shown on the class table (+1 at 1st, +2 at 7th, +3 at 10th, +4 at 11th, +5 at 13th, +6 at 14th, +7 at 16th, +8 at 17th, +9 at 18th, +10 at 19th, and +11 at 20th), you must have at least a +1 enhancement bonus and may have no more than a +5 enhancement bonus until 20th level where you are considered an epic magic weapon.
Feature: At every level except 4th, 7th, 10th, 13th, 16th, and 19th level you gain one "Feature" from the lists in the posts below. If you are 7th level or lower you may only select Lesser Features, if you are 8th level or higher you may also choose Dedicated Features, if you are 14th level or higher you may choose Greater Features, at 20th level you may select a single Awe Inspiring Feature instead of a lesser feature. You may also choose to select a Least Feature in place of a Feature, increasing to two Least Features if you could select a Dedicated Feature, three if you could select a Greater Feature, and four in place of an Awe Inspiring feature.
Some features have special tags such as Song and special rules which will be listed below.
Song Feature: If you have a song feature you gain 4 free ranks in Perform (Sing), if you have 2 this increases to 4 plus 1/2 your class level, if you have 3 you automatically have max ranks in Perform (Song) for your Weapon levels, if you have 4 you gain max ranks in Perform (Song) for your character level.
Alert Wielder: Beginning at 2nd level you are able to alert your wielder to potential dangers. If you would not be flat-footed against an attack neither is your wielder. In addition each round, as a free action, you may select a single creature that you can see; that creature is not counted for the purposes of determining if your wielder is flanked or not for 1 round. You lose this ability if you are wielding yourself (either through dancing, an eidolon, or possessing your wielder).
Extended Sensory: At 3rd level the distance you can see and hear increases to 120-ft. At 7th level it further increases to a theoretically unlimited range, limited in the same ways a human's is (Spot modifier, light, curvature of the earth, etc).
Telepathy: At 4th level you gain the ability to communicate telepathically within 60-ft. At 8th level this extends to 120-ft.
Grant Prowess: At 6th level you gain the ability to grant a creature wielding you a portion of your combat skill. You may allow any creature wielding you to use your Base Attack Bonus in place of their own (if better than your own). At 12th level you may instead increase their Base Attack Bonus to equal your Character Level (unless their BAB is already better). You cannot affect yourself with Grant Prowess even if you are your own wielder (such as because you've possessed your wielder, have the Living Weapon ACF, are being wielded by an Eidolon you created with the Create Eidolon feature, or are using your Dancing ability).
Dancing: Beginning at 10th level it is possible for you to grant yourself limited animation. When not wielded as a free action you can animate yourself for a round gaining a fly speed of 30-ft with a perfect maneuverability, Strength equal to your Charisma modifier and Dexterity equal to your Intelligence modifier. This ability lasts for up to 1 round per class level each day, but these rounds need not be consecutive, and while this ability is active you are considered to be wielding yourself. Beginning at 19th level you can use the Dancing ability for 1 hour each week (600 rounds) instead of class level rounds/day.
Flight: Beginning at 13th level it is possible for you to grant yourself longer term, but more limited, animation. When not wielded you can fly at a speed of 10-ft (poor maneuverability).
http://i1222.photobucket.com/albums/dd483/PacManDreaming/Blackrazor.jpg
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A Living Weapon is a weapon of legend, blessed with its own sapience, and with great power. Perhaps spun from fate, perhaps the host of the spirit of a fallen hero of legend, a Living Weapon comes in many forms but each holds the potential to be the sword of legend and power unparalleled. This is a class to play as Stormbringer, to play as the sword that shows its impossible intelligence and cunning, a weapon which is the equal of its wielder.
Adventures: Because you are wielded. Because you were forged for that purpose. Because you are a sword and have nothing else to do but plunge into battle time and time again.
Characteristics: Being a magic weapon, and growing up to be a major artifact :smalltongue:
Alignment: Any. Sapient Weapons tend to be strongly, even monomaniacally fixated on their alignment.
Religion: The god who forged them, or Battle itself.
Background: You are an intelligent weapon, you were born into the form, unless you were some great hero or villain who upon death was sealed within the blade.
Races: Your class takes the place of your race (unless you use the Living Weapon variant below).
Other Classes: As weapons Sapient Weapons tend to along best with those who wield weapons. A greatsword may favor warriors who wield it with mighty blows and rain violence upon their enemies. A dagger may favor instead the rogue with their stealthy assassination. A bow may show favor to scouts or rangers. A nunchuku will just be happy to finally find a monk willing to wield it. A weapon forged in the service of a god will find a natural affinity for the priests and paladins of their creator, and an animosity to those who serve other obviously inferior deities. A blade of primal chaos will naturally seek out the warrior-mage born prince of a decadent race doomed to fall into its final twilight.
Role: You are a weapon. You serve to make the warrior better, using your ability to aid their attacks or defense, or else using your various spell-like abilities and supernatural powers. On occasion you simply force a weak foe to wield you and possess their body forcing them to fight for you.
Adaptation: If you really like Soul Eater you could easily make it into a class of weapon shifters, trading your first level feature and least feature for the ability to transform into a human form, the ability to select a race, and the ability to manifest your striking surface as a standard action effectively allowing you to wield yourself (this is similar to being wielded by an eidolon).
GAME RULE INFORMATION
Sapient Weapons have the following game statistics.
Abilities: You have no Strength, Dexterity, or Constitution. Therefore Intelligence, Wisdom, and Charisma are the most important scores for you. Charisma determines the save DCs of any abilities you do possess, Intelligence grants you class skills and the ability to take Combat Expertise and potentially Improved Trip allowing that dumb brute of a wielder to trip like a pro, and Wisdom determines your own resilience to mental control since you lack a normal construct's immunity to mind-affecting effects.
Alignment: Any.
Hit Die: d10
Starting Age: Any; you are a piece of steel (or potentially adamantine) you don't exactly age.
Starting Gold: None.
Class Skills
The Sapient Weapon's class skills (and the key ability for each skill) are...
Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier
CLASS NAME
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+0
+2
+2
+2
Weapon Body, +1 enhancement, Least Feature, Feature (Lesser)
2nd
+1
+3
+3
+3
Alert Wielder, Feature
3rd
+2
+3
+3
+3
Extended Sensory (120-ft), Feature
4th
+3
+4
+4
+4
Least Feature, Telepathy (60-ft)
5th
+3
+4
+4
+4
Feature
6th
+4
+5
+5
+5
Feature, Grant Prowess
7th
+5
+5
+5
+5
+2 Enhancement, Extended Sensory (human), Least Feature
8th
+6
+6
+6
+6
Feature (Dedicated), Telepathy (120-ft)
9th
+6
+6
+6
+6
Feature
10th
+7
+7
+7
+7
Dancing, +3 Enhancement, Least Feature
11th
+8
+7
+7
+7
+4 Enhancement, Feature
12th
+9
+8
+8
+8
Feature, Improved Grant Prowess
13th
+9
+8
+8
+8
Enhancement +5, Flight, Least Feature
14th
+10
+9
+9
+9
Enhancement +6, Feature (Greater)
15th
+11
+9
+9
+9
Feature
16th
+12
+10
+10
+10
Enhancement +7, Least Feature, SUGGESTIONS WANTED
17th
+12
+10
+10
+10
Enhancement +8, Feature
18th
+13
+11
+11
+11
Enhancement +9, Feature
19th
+14
+11
+11
+11
Enhancement +10, Free Dancing, Least Feature
20th
+15
+12
+12
+12
Enhancement +11, Epic Blade, Feature (Awe-Inspiring)
Class Features
All of the following are class features of the Sapient Weapon.
Weapon and Armor Proficiencies: Yourself, light and medium armor, and if a one-handed weapon shields (except tower shields).
Weapon Body: You are a weapon. Your type is Construct and you gain all construct traits except Darkvision and Immunity to Mind-Affecting Effects, with a non-ability for Strength, Dexterity, and Constitution. Select a type of simple or martial weapon (or exotic if you take the Exotic Form feat) and you take the form of that type of weapon, and may grant any creature wielding you proficiency with you. You have hardness as appropriate to whatever material you are made out of. You are able to hear and see out to 60-ft in all directions (and no further), and are able to speak as well as communicate empathicly with your wielder. Whenever you use a spell-like ability granted by this class you may treat your wielder as you for its effects. What else do I need to detail here?
You are an inanimate object and thus unable to take any action which requires you to move, and have a speed of 0-ft. However you may perform purely mental actions (using spell-like abilities and psionic powers) or which require only your voice (singing bardic music, casting a spell with only a verbal component, etc). In addition you may perform the following special actions at-will as a standard action when wielded:
Aid your Wielder with any skill you possess ranks in (this functions as aid another), grant your wielder a +2 bonus to their next attack, grant your wielder a +2 bonus to AC against the next attack made upon them by a specific foe, grant your wielder a +1 bonus to attacks for 1 round, grant your wielder a +1 bonus to AC for 1 round, make a feint attempt, take a total defense action (adding to your AC against sunder attempts), deal 1 + 1/3 class levels untyped damage to your wielder, attack your wielder (you use your wielder's attack bonus and damage but they are allowed a Will save DC 10 + 1/2 your class level + your Charisma modifier to resist). In addition a number of times per day equal to twice your class level you may attempt to possess your wielder. This functions as Magic Jar except as listed below. The Will save to resist is 10 + 1/2 your class level + your Charisma modifier. You remain within your construct body as well as their body. While possessing a body causing it to take an action takes your action of the same type (i.e. if you spend a standard action to activate a spell-like ability you can't also make the body use you to attack). This ability lasts for 1 minute per class level or until the body releases hold of you, beginning at 7th level this increases to 10 minutes/class level, to 1 hour/class level at 13th, and to 1 day/class level at 20th. If you wielder is protected from possession by a Protection from [Alignment] effect you may still attempt to possess them, but it costs 3 daily uses and takes 2 full round actions. A creature currently under the effects of this ability cannot be targeted again to refresh the duration and should a creature succeed its save it is immune to this effect for 1 hour.
You are affected differently by some spells and effects. Specifically you go inert within anti-magic, are destroyed by Mage's Disjunction as if you were a magic item, and a targeted Dispel Magic on you or your wielder may shut you down as if you were a magic item (CL = class level + 1/2 your Charisma modifier) for 1d4 rounds.
It is difficult for you to act when not wielded. You may not use any of your actions when not wielded except those which specify otherwise.
Finally you may select feats that have a Strength, Dexterity, or Constitution prerequisite using your Charisma in place of Strength, Intelligence in place of Dexterity, or Wisdom in place of Constitution. You may not use such feats unless wielding yourself with the Dancing ability, being wielded by an eidolon, or possessing a creature.
Least Feature: At 1st level and every 3rd level thereafter select one ability from the list below. You may select the same feature multiple times (unless specified otherwise) and repeated selection will increase their effect in one or more ways, although many abilities have a cap at which point they cease to increase. You may never have more instances of a single least feature than 1 + 1/2 your class level.
Bonus Hit Points: You gain 5 additional hit points.
Darkvision: You gain darkvision out to 120-ft or your sight limit (whichever is less). If you take this ability a second time allows you to see in magical darkness out to 30-ft. A third instance extends your darkvision out to your sight range and allows you to see in magical darkness out to 60-ft. A fourth instance allows you to see in darkness magical or otherwise as easily as broad daylight. Additional instances beyond 4 have no effect.
Detect (Creature type): When you gain this ability select a single creature type or subtype. As a standard action you can detect the presence of creatures of the selected type within 60-ft; this simply reveals a binary yes or no whether there are any within range. If you take this ability additional times you must choose two of the following each time, you cannot choose the same one twice in a single instance unless it is Additional Type:
Enhanced Range: The range increases by 60-ft (to 120-ft) the first time you select this option, 120-ft (to 240-ft) the second, 240-ft (to 480-ft) the third, 480-ft (to 960-ft) the fourth, to 1 mile the 5th, and by 1 mile each additional time.
Ease of Use: Selecting this option once causes a standard action to activate the ability for 3 rounds. Selecting it a 2nd time causes the ability to be continually active alerting you whenever creatures of the selected type are within range.
Additional Type: Each time you select this option select an additional creature type or subtype you can choose to detect them instead or in addition. If you select to detect multiple types it does not tell you which type they are unless it is active passively.
Additional Detail: One instance of this option tells you the number of creatures detected. A second tells you their location as if with Blindsense. A third lets you tell the amount of hit dice of one detected creature/round.
Light: You may shine like a torch. Turning this ability on or off is a standard action. If you take this ability a second time you instead shine like a daylight spell. A 3rd time causes you to be considered a 4th level spell for interactions with magical darkness and radiate bright light out to 120-ft. A 4th instance increases the light to 180-ft, makes it considered a 5th level spell, and true sunlight. A 5th instance increases the light to 360-ft and makes it considered a 7th level spell. A 6th instance makes produce bright light out to 1000-ft and count as a 9th level spell.
Material: Select a weapon material such as adamantine, silver, or cold iron. You are made of that material instead of steel (if you select alchemical silver you do not suffer a damage penalty). You may only select this feature once and only at 1st level.
Minor Magic: Each time you select this ability you may choose a single level 0 spell from the list of any base class capable of casting 9th level spells. You gain the ability to use that cantrip as a spell-like ability twice per day. If you select the same cantrip twice this increases to 6 times per day. Choosing the same cantrip three times increases this to at-will.
Share Feat: You may select one feat you possess which could be applied to wielding you, for example Power Attack, Improved Trip (if trips can be performed with you), or Weapon Focus. You may change which feat you grant as 100 consecutive full round actions. Each time you select this ability after the first you gain the ability to share an additional number of feats at a time equal to the number of instances of this least feature you possess.
Share Skill: Select one skill. It is (retroactively) a class skill for your Sapient Weapon levels, and you may allow your wielder to use your ranks in it in place of their own.
Special Purpose: You have a special purpose determined between you and your DM. When actively engaged in this purpose in some manner above and beyond the every day (for example if your Special Purpose is "Kill all humans" fighting humans would not be enough, but fighting the champion of humanity to wipe out their largest city would be) your enhancement bonus is increased by +1, and you gain a +1 to your effective class level for any effects of your features based off of your class level. In addition if wielded in a way which directly opposes your special purpose (such as being used to save a human) then you may immediately attempt to control your wielder without using a daily use and with a +4 to the save DC; if they are immune or resist you may deal untyped damage to them equal to your level each round (instead of 1 + 1/3rd your level). The increase to the save DC and ability to deal damage apply against any creature that has ever attempted to use you to oppose your special purpose (since you had that purpose) even if they are not currently doing so.
Enhancement: You are a magic weapon, as a magic weapon you grant your wielder an enhancement bonus to attacks and damage with you and may have other enchantments. You function as a magic weapon with a total value of weapon properties and enhancement bonus equal to your Enhancement bonus shown on the class table (+1 at 1st, +2 at 7th, +3 at 10th, +4 at 11th, +5 at 13th, +6 at 14th, +7 at 16th, +8 at 17th, +9 at 18th, +10 at 19th, and +11 at 20th), you must have at least a +1 enhancement bonus and may have no more than a +5 enhancement bonus until 20th level where you are considered an epic magic weapon.
Feature: At every level except 4th, 7th, 10th, 13th, 16th, and 19th level you gain one "Feature" from the lists in the posts below. If you are 7th level or lower you may only select Lesser Features, if you are 8th level or higher you may also choose Dedicated Features, if you are 14th level or higher you may choose Greater Features, at 20th level you may select a single Awe Inspiring Feature instead of a lesser feature. You may also choose to select a Least Feature in place of a Feature, increasing to two Least Features if you could select a Dedicated Feature, three if you could select a Greater Feature, and four in place of an Awe Inspiring feature.
Some features have special tags such as Song and special rules which will be listed below.
Song Feature: If you have a song feature you gain 4 free ranks in Perform (Sing), if you have 2 this increases to 4 plus 1/2 your class level, if you have 3 you automatically have max ranks in Perform (Song) for your Weapon levels, if you have 4 you gain max ranks in Perform (Song) for your character level.
Alert Wielder: Beginning at 2nd level you are able to alert your wielder to potential dangers. If you would not be flat-footed against an attack neither is your wielder. In addition each round, as a free action, you may select a single creature that you can see; that creature is not counted for the purposes of determining if your wielder is flanked or not for 1 round. You lose this ability if you are wielding yourself (either through dancing, an eidolon, or possessing your wielder).
Extended Sensory: At 3rd level the distance you can see and hear increases to 120-ft. At 7th level it further increases to a theoretically unlimited range, limited in the same ways a human's is (Spot modifier, light, curvature of the earth, etc).
Telepathy: At 4th level you gain the ability to communicate telepathically within 60-ft. At 8th level this extends to 120-ft.
Grant Prowess: At 6th level you gain the ability to grant a creature wielding you a portion of your combat skill. You may allow any creature wielding you to use your Base Attack Bonus in place of their own (if better than your own). At 12th level you may instead increase their Base Attack Bonus to equal your Character Level (unless their BAB is already better). You cannot affect yourself with Grant Prowess even if you are your own wielder (such as because you've possessed your wielder, have the Living Weapon ACF, are being wielded by an Eidolon you created with the Create Eidolon feature, or are using your Dancing ability).
Dancing: Beginning at 10th level it is possible for you to grant yourself limited animation. When not wielded as a free action you can animate yourself for a round gaining a fly speed of 30-ft with a perfect maneuverability, Strength equal to your Charisma modifier and Dexterity equal to your Intelligence modifier. This ability lasts for up to 1 round per class level each day, but these rounds need not be consecutive, and while this ability is active you are considered to be wielding yourself. Beginning at 19th level you can use the Dancing ability for 1 hour each week (600 rounds) instead of class level rounds/day.
Flight: Beginning at 13th level it is possible for you to grant yourself longer term, but more limited, animation. When not wielded you can fly at a speed of 10-ft (poor maneuverability).