Weaponsmith
Masters of inginueity, weaponsmiths craft their own uniqiue weapons, using them to carve their names on history.
Type
Technology
Weaponsmith
Class Features
Role: The Weaponsmith is a master of customization. Using science and alchemy, she looks to create a perfect weapon. Weaponsmiths are well versed in physical combat, able to tackle battles in different ways due to their adaptable style.
Alignment: Any
Hit DIce: D10
Starting Wealth: 3d6x10 gold. In addition, each character starts with an outfit worth 10 gp or less.
Class Skills: A Weaponsmith’s class skills are Appraise, Craft (Any), Craft (Weapons), Disable Device, Intimidate, Knowledge (Engineering), Knowledge (Technology), Profession, Sleight of Hand and Use Magic Device
Skill Ranks Per Level: 4 + Intelligence modifier
Weapon and Armor Proficiencies: The Weaponsmith is proficient with simple weapons and her custom weapon only. Unless upgraded differently, she treats her custom weapon as a one handed martial weapon. Any character other than the Weaponsmith treats the custom weapon as an exotic weapon and must take Exotic Weapon Proficiency (Custom Weapon) to wield it. The Weaponsmith is proficient with light, medium, and heavy armor as well as shields, but not tower shields.
Custom Weapon: The Weaponsmith starts with a customized weapon. How the weapon’s name, design, and looks are up to player choice, but the base damage of the weapon starts at 1d6, has a critical hit range of 20, with a x2 modifier, and deals either slashing, piercing, or bludgeoning damage. The damage type is permanent, but certain upgrades can modify it. The Weaponsmith must choose to have the weapon be a melee weapon, or a ranged weapon with a range increment of 30 feet. Ammunition for a ranged custom weapon costs 1 gold per 10 units. Either way, the weapon is of masterwork quality.
A custom weapon cannot be enchanted, however the Weaponsmith can upgrade the weapon to mimic certain weapon enchantments. At 4th level, and every third level thereafter, the weaponsmith may spend 8 hours of work to increase the damage of her weapon by one step. The hours do not have to be consecutive, but must be within three days of each other. At each damage upgrade, the custom weapon becomes better at hurting creatures, bypassing damage reductions as seen on Table: Custom Weapon. When a weaponsmith upgrades her weapon at the 16th and 19th level, she chooses one alignment (Chaos, Good, Evil, Law). She must choose an alignment that matches hers. If she is Lawful Neutral, Neutral Evil, Chaotic Neutral, or Neutral Good, they must choose the alignment that matches theirs. On the second choice at level 16, if the weaponsmith is neutral, she may choose any alignment, but that alignment must be on the opposite aspect then the first alignment chosen. If the custom weapon is destroyed or lost, the Weaponsmith must spend a number of days equal to ½ number of total CP spent on the custom weapon, and must spend an amount of gold equal to 10 x the total number of CP spent on the Custom Weapon to craft a new one.
| Level | Base Damage (Small ) | Base Damage (Medium) | Base Damage (Large | Treated as for Overcoming DR | ||
|---|---|---|---|---|---|---|
| 1st-3rd | 1d4 | 1d6 | 1d8 | None | ||
| 4th-6th | 1d6 | 1d8 | 1d10 | Magic | ||
| 7th-9th | 1d8 | 1d10 | 1d12 | Cold Iron | ||
| 10th-12th | 1d10 | 1d12 | 2d6 | Silver | ||
| 13th-15th | 1d12 | 2d6 | 2d8 | Adamantite | ||
| 16th-18th | 2d6 | 2d8 | 2d10 | Alignment 1 | ||
| 19th-20th | 2d8 | 2d10 | 2d12 | Alignment 2 |
Construction Points: Starting at 1st level, and every time the Weaponsmith levels up, she gains a number of Construction Points (CP) equal to his Intelligence modifier + 2 (min 1). She may spend these points to upgrade her custom weapon.
Upgrades: The Weaponsmith may spend CP to add qualities to her custom weapon. She must spend an hour working on installing an upgrade for each CP point spent on the upgrade. An asterisk (*) denotes an upgrade that can be taken multiple times, although the CP cost to take that upgrade doubles each time. In most cases, if the upgrade is activatable, usually by spending a standard, move or swift action, the Weaponsmith must have the weapon in hand to activate the ability. Any other creature without Exotic Weapon Proficiency (Custom Weapon), must make a Knowledge (Engineering) check equal to 10 + the Weaponsmiths level to activate an ability of the weapon. People other than the Weaponsmith with Exotic Weapon Proficiency (Custom Weapon), must still make the check, although the DC is only half the normal DC. Unless otherwise stated, the DC for any given upgrade is 10 + ½ the Weaponsmiths level + the weaponsmith Intelligence modifier.
Bonus Feats: At 2nd level and every 3rd level thereafter, the Weaponsmith may choose a feat on the combat feat list. A Weaponsmith treats her Weaponsmith level as her fighter level for the purposes of prerequisites for these feats.
Signature Move: At 3rd level the Weaponsmith gains a signature move, and every 3rd level thereafter she improves upon that signature move. She must have her custom weapon in hand to perform her signature move, which she can perform as a full round action. She may also use her signature move as a part of a charge, as long as she has taken no other actions that round. A Weaponsmith can use their signature move 1/day for each phase of the signature move they have unlocked. The Weaponsmith must choose which parts of the phase she uses before the attack roll is made. The weaponsmith gains a +1 to attack and damage damage rolls with her signature move for each phase she has unlocked.
With the first phase of a Weaponsmith’s signature move unlocked, the Weaponsmith acts as if using the Vital Strike Feat when using her signature move.
With the second phase a Weaponsmith’s Signature move unlocked, the Weaponsmith can choose to either subtract any amount from her bonus to hit with the custom weapon or her bonus to damage. If she subtracts damage from her roll, she gains an equal bonus to hit with her attack, and if she subtracts her bonus to hit with the attack, she gains an equal bonus to damage with the attack. A Weaponsmith cannot subtract more than their total maximum bonus to hit from her attack roll this way. The weaponsmith must choose to use this ability before any attack rolls are made.
With the third phase of a Weaponsmith’s signature move unlocked, the Weaponsmith acts as if using the Improved Vital Strike feat, and the Weaponsmith can use any upgrade that would normally use an action to activate as part of the signature move.
With the fourth phase, the Weaponsmith can choose to apply one of the following conditions to the target for 3 rounds if the attack is successful. Dazed, Dazzled, Fatigued, Stunned, Sickened, Staggered. The Weaponsmith must choose which condition to afflict the creature with before she makes the attack roll. The save against these conditions is equal to 10+½ HD+ Intelligence modifier.
With the fifth phase of a Weaponsmiths signature move unlocked, the Weaponsmith acts as if using the Greater Vital Strike and that attack ignores damage reduction, and shuts off fast healing and regeneration for a number of rounds equal to 1/4th the total damage dealt.
With the sixth phase, the Weaponsmith may use her signature move as a standard action and can use it any number of times per day.
Ultimate Weapon: At 20th level, any creature slain by the custom weapon may not be raised from the dead except for divine intervention and the weapon is treated as epic for the purpose of bypassing damage reduction. In addition, as a standard action the Weaponsmith may cash in any upgrade, gaining CP equal to its CP cost, and may immediately spend CP on a new Upgrade.
Upgrades
Melee Upgrades
Anchoring: As a swift action, when the wielder of the weapon hits a creature with the custom weapon, they can lock the weapon in place. The custom weapon sticks to the target, preventing them from moving away from that square. They can make a DC 30 Strength check as a full round action to move the weapon up to 10 feet. The wielder cannot utilize any features of the custom weapon (including attacking) while it is anchoring a creature. (8 CP)
Blocking: The custom weapon gains the blocking weapon quality, granting a +1 shield bonus to AC while fighting defensively. (2 CP)
Brace: The custom weapon gains the brace weapon quality, deal double damage when readied against a charge. (2 CP)
Charging*: The custom weapon provides the wielder a +1 to attack and damage rolls when charging. (2 CP)
Countering (Requires Disarming and Sundering): The wielder gains a +2 bonus to their CMD against combat maneuvers made to disarm or sunder her weapon. If an attempt to disarm or sunder their weapon fails, they may immediately attempt the same maneuver back without provoking an attack of opportunity. (4 CP)
Defending: As a swift action, the wielder can subtract any amount to hit from their attacks with the custom weapon this turn (to a minimum of +0). If they do, they gain a bonus to their AC until the start of their next turn equal to the penalty they took. (4 CP)
Defiant: The custom weapon stays in the wielders hands even when they are panicked, stunned, or unconscious. (1 RP)
Deflecting (Requires Parrying): The wielder of the weapon can utilize its Parrying upgrade on a ranged attack. Like Parrying, some ranged attacks, such as a ballista bolt, cannot be deflected. (2 CP)
Disarming: The custom weapon gains the disarming weapon quality, granting a +2 bonus on maneuver checks made to Disarm. (3 CP)
Disrupting: The Weaponsmith can spend an hour imbuing the weapon with energies that disrupt the undead. The next time the wielder strikes an undead creature with the custom weapon, that creature must make a Will save or be immediately destroyed. (8 CP)
Distracting: The custom weapon gains the distracting weapon quality, granting a +2 Bluff check to feint (3 CP)
Double: (Requires Two-Handed Weapon) The custom weapon becomes a double weapon allowing you to attack with both sides. The weaponsmith now upgrades each side separately from each other. (2 CP)
Dragging: The custom weapon grants the wielder a +4 bonus to CMB on Drag attempts (2 CP)
Grabbing: The custom weapon gains the grapple quality, allowing you to make a free grapple check when you confirm a critical hit against a creature. (3 CP)
Graceful: (Requires Light Weapon) The wielder adds their Dexterity modifier instead of their Strength modifier to damage on melee attacks with the custom weapon. (4 CP)
Greater Parrying (Requires Deflecting and Parrying)*: The wielder no longer rolls twice and takes the lesser result when utilizing Parrying. For each time the Weaponsmith takes this upgrade beyond the first, the wielder may utilize Parrying an additional time each round. (3 CP)
Grounding: The custom weapon becomes immune to electricity damage and grants the wielder a +2 competence bonus on saves versus air and electricity based effects (4 CP)
Improved Blocking* (Requires Blocking): Increase the shield bonus granted by Blocking by +1 (1 CP)
Improved Disarming* (Requires Disarming): Increase bonus from Disarming by +1 (2 CP)
Improved Sundering* (Requires Sundering): Increase bonus from Sundering by +1 (2 CP)
Increased Reach: The custom weapon gains the reach weapon quality, allowing it to hit foes 10 feet away, but not those directly adjacent to you. (3 CP)
Light Weapon: The custom weapon counts as a light weapon for the purpose of Weapon Finesse and similar feats (2 CP)
Mighty Cleaving: Whenever the wielder uses the Cleave feat, they may make one additional attack if their first attack hits as long as the next foe is adjacent to the first and still within reach. (2 CP)
Mimetic*: Whenever the wielder deals damage with the custom weapon to a creature for the first time each round, they gain resistance 5 to one energy type that creature is resistant or is immune to for 1 round. Each time the Weaponsmith takes this upgrade, the weapon gains an additional 5 points of resistance from this upgrade, to a maximum of 30. (4 CP)
Monk: The custom weapon gains the monk weapon quality, allowing it to be used as part of a flurry of blows. (1 CP).
Neutralizing: The custom weapon becomes immune to acid damage and grants the wielder a +2 competence bonus on saves versus acid and earth based effects. (4 CP)
Overpowering: The custom weapon grants the wielder a +4 CMB when performing a Bull Rush combat maneuver. (2 CP)
Parrying: Once per round, a creature wielding a weapon with this upgrade can attempt to parry a melee attack made against them as an immediate action. The wielder makes an attack roll, rolling twice and taking the lower result. If the roll is higher than the attacker, they negate the attack, taking no damage and suffering no ill effects of the attack. The wielder gains a -2 penalty on this roll for each size category larger the attacking creature is than them, and at GM discretion, certain attacks may not be parriable. (4 CP)
Quenching: The custom weapon becomes immune to fire damage and grants the wielder a +2 competence bonus versus fire based effects. (4 CP)
Repositioning: The wielder gains a +2 bonus on combat maneuver checks to reposition a foe. If the wielder confirms a critical hit against a target, they can make a free attempt to reposition that target. (4 CP)
Reposting (Requires Parrying): Whenever a creature wielding a weapon with this upgrade succeeds a parrying attempt, they may make an immediate attack against the attacker. (4 CP)
Spell Stealing: (Requires Spell Storing) Once per day, the wielder can attempt to siphon magical energy from a creature. When the wielder successfully hits, they can forgo dealing regular damage. If they do, they make a caster level check (a Weaponsmith treats their Weaponsmith level as their caster level). The DC for this check is equal to 10 + the level of the lowest level spell affecting the creature. If they succeed, that creature loses the effects of that spell and the wielder gains its effects for 1 minute (or until the effect expires, whichever is first). If multiple spells of the same level and both are the lowest level effects on the target, the wielder gains one of them at random. (8 CP)
Spell Storing: The custom weapon can store a single spell of 3rd level or lower in it, as long as that spell has a casting time of 1 standard action. Anytime the wielder strikes a creature, they may cast the stored spell as a free action. The spell uses the wielder as the caster even if the original spell was cast by a different person (using the Weaponsmith's Intelligence modifier to determine the DCs of the spell). (4 CP)
Splitting Weapon*: (Requires Twin Weapon and Two Handed Weapon): As a standard action, the wielder can either split her two handed weapon into two twin weapons, or combine her twin weapons into a two handed weapon. Each time the weaponsmith takes this upgrade, she decreases the amount of time it takes to split or combine weapons. Taking it a 2nd time reduces it to a move action, taking it a 3rd time reduces it to a swift action, and taking it a 4th time reduces it to an immediate action. (1 CP)
Sundering: The custom weapon gains the sunder weapon quality, gaining a +2 bonus on sunder attempts. (2 CP)
Thawing: The custom weapon becomes immune to cold damage and grants the wielder a +2 competence bonus versus ice and cold based effects. (4 CP)
Threatening: The custom weapon provides the wielder an additional +2 bonus to hit while flanking an enemy. (3 CP)
Thrown: The custom weapon becomes a thrown weapon with a range of 20 feet. (2 CP)
Tricky: The custom weapon provides the wielder a +4 bonus to CMB when attempting a Dirty Trick maneuver. (2 CP)
Tripping: The custom weapon gains the trip weapon quality, allowing the wielder to make trip attempts and to drop the weapon on a failed attempt. (2 CP)
Two-Handed Weapon: The custom weapon is a two handed weapon, and the wielder adds Strength and a half to damage rolls with it. (2 CP)
Ranged Upgrades
Ambushing: The custom weapon deals an extra 1d6 points of precision damage whenever the bearer attacks a creature in a surprise round or whenever the bearer attacks a creature unaware of their presence. This precision damage stacks with other forms of precision damage, such as a rogue's sneak attack class feature. (2 CP)
Automatic*: As a standard action, the wielder can set up the custom weapon to attack on its own. The weapon remains in the square it was set in and attacks for 1 round, using all of the weaponsmith's normal modifiers. The weapon cannot take attacks of opportunity. Each time the Weaponsmith takes this upgrade, she increases the amount of time the custom weapon remains active by 1 round. Picking up the weapon is a free action for the Weaponsmith (as long as the Weaponsmith is in or adjacent to the square the weapon is in). (2 CP)
Bank Shot (Requires Ricocheting): Once per round, when the wielder utilizes Ricocheting and misses the initial target, they can take a free action to curve the shot and attempt that attack again. Even if they hit with that attack, they cannot utilize the Ricocheting ability again this round. (6 CP)
Beaming*: Once per day for each time the weaponsmith has taken this upgrade, the custom weapon can fire out a single beam that duplicates one of the following spells in place of making a normal attack with the weapon: Acid Arrow, Blinding Ray, Dread Bolt, Gloomblind Bolts, Scorching Ray, Shock Arrow, Snowball, or Spear of Purity. The attack always uses the weaponsmiths level as its caster level and the weaponsmiths Intelligence modifier when calculating DCs. (3 CP)
Bewildering: As a move action, the wielder can imbue the weapon with concussive rounds. The next time the weaponsmith hits a creature with an attack in the same round, the target must make a Will save or be confused for 1 round. (2 CP)
Blinding Cloud (Requires Gaseous Attack): As a swift action when utilizing the Gaseous Attack upgrade, the wielder can force the primary target of the attack to make a Fortitude save. If they fail the save, the target is blinded for a number of rounds equal to ½ the weaponsmiths level. This is a poison effect. (5 CP)
Blinding Shot (Requires Dazzling Shot): As a swift action, the wielder can expend two uses of ammunition to make a blinding shot. If the attack hits, it deals minimum damage but blinds the target until the end of the wielders next turn. (4 CP)
Burrowing: As a standard action, the wielder can make a single attack at their full base attack bonus. If the attack hits, it deals minimum damage, but causes the creature to make a Fortitude save each round or become staggered. This effect lasts for a number of rounds equal to ½ the weaponsmith’s level, or until a Heal check with the same DC as the Fortitude save is applied to that creature as a standard action. This is a pain effect. (6 CP)
Choking Cloud (Requires Gaseous Attack): As a swift action when utilizing the Gaseous Attack upgrade, the wielder can force the primary target of the attack to make a Fortitude save. If they fail the save, the target is sickened for a number of rounds equal to ½ the weaponsmiths level. This is a poison effect. (5 CP)
Cloud Blast (Requires Elemental Blast and Gaseous Attack): When utilizing the Elemental Blast upgrade, instead of shooting out elemental matter in the blast, the wielder can instead shoot out a fog cloud in an equal range of the blast. If the weapon has any upgrades that utilize the Gaseous Attack upgrade, they may still spend their swift action to utilize the effects of that upgrade into the blast. The cloud from this blast only lasts half the normal time from the Gaseous Attack upgrade (2 CP)
Conserving: Whenever the wielder of the weapon misses an attack with the custom weapon, the ammunition is teleported back to the weapon and not expended. This upgrade fails to function when in areas that impede teleportation. (2 CP)
Cyclonic: Shots fired from the custom weapon are not impaired by wind, water, or other liquid environmental factors (2 CP)
Designated Target: As a swift action, the wielder can set their shot as a designated shot. If they hit a creature with the designated shot, each ally gets a +2 morale bonus on attack rolls and damage rolls against the designated target for 1 round. (8 CP)
Dazzling Shot: As a swift action, the wielder can spend two uses of ammunition to make a dazzling shot. If the attack hits, it deals minimum damage but dazzles the creature for a number of rounds equal to the weaponsmith's Intelligence modifier. (1 CP)
Dispelling Cloud (Requires Dispelling and Gaseous Attack): When the weirder utilizes the Gaseous Attack upgrade, they can expend their use of Dispelling to create a Dispelling Cloud. A dispelling Cloud automatically attempts to Dispel Magic one random effect on creatures who enters or end their turn in it, utilizing the Weaponsmith's level as their caster level in the attempt. (2 CP)
Driving: The wielder of the custom weapon can make bull rush and trip attempts at a range with the weapon, as long as the target is within the weapons range increment. (3 CP)
Entangling Shot: As a standard action, the weaponsmith may spend four units of ammunition to shoot an entangling shot. They make a single attack at their full base attack bonus. If the attack hits, it deals minimum damage and entangles the target for a number round equal to ½ the weaponsmiths level. The creature may break the entanglement with a Strength check (3 CP)
Fear Gas (Requires Gaseous Attack): As a swift action when utilizing the Gaseous Attack upgrade, the wielder can force the primary target of the attack to make a Fortitude save. If they fail the save, the target is shaken for a number of rounds equal to ½ the weaponsmiths level. This is a fear and poison effect. (5 CP)
Gaseous Attack*: As a standard action, the wielder can make a single attack at their full base attack bonus and expend two units of ammunition. If the attack hits, instead of dealing damage, the target (or square, if shot at a square) emits a fog cloud effect. The cloud only affects the square of that creature. Each time the weaponsmith takes this upgrade, she increases the radius of the cloud by 5 feet, to a maximum of a 20 foot radius. The cloud remains for a number of rounds equal to the Weaponsmith's Intelligence modifier. (2 CP)
Greater Designated Target* (Requires Designated Target): The bonus from Designated Target increases by 1. A Weaponsmith can take this upgrade up to 4 times. (2 CP)
Greater Gaseous Attack* (Requires Gaseous Attack and either Blinding Cloud, Choking Cloud, Fear Gas, or the Sleeping Gas upgrades): Each time the Weaponsmith takes this upgrade, whenever they utilize Gaseous Attack, they can have a target other than the initial target of the attack who is also on the radius of the fog cloud effect suffer from one of the detrimental effects of the gas upgrade utilized. (1 CP)
Greater Penetrating Shot (Requires Penetrating Shot): The wielder can now hit multiple targets in the Penetrating Shot line, gaining a cumulative -4 penalty on each target after the first. (2 CP)
Greater Ricocheting (Requires Ricocheting): As a standard action, the wielder can make a single attack at their full base attack bonus against a foe within the custom weapons range. If the attack is successful, it deals damage normally and the wielder can make an additional attack (using their full base attack bonus) against a foe that is adjacent to the previous foe and also within range. If that attack also hits, they can continue to make attacks against foes adjacent to the previous foe, so long as they are within the weapons range. They cannot attack an individual foe more than once during this attack action. (6 CP)
Increased Range*: The range of the custom weapon increases by 10 ft (1 CP)
Infusion Cloud (Requires Greater Gaseous Attack, Blinding Cloud, Choking Cloud, Fear Gas, and Sleeping Gas) As swift action when utilizing Gaseous Attack, the Weaponsmith can make an Infusion Cloud. For each creature able to be affected in the cloud (determined by the amount of times the Weaponsmith has taken the Greater Gaseous Attack upgrade) the Weaponsmith can choose which specific gas upgrade to affect that creature with. (1 CP)
Lingering Cloud (Requires Gaseous Attack and either Blinding Cloud, Choking Cloud, Fear Gas, or the Sleeping Gas upgrades): Whenever a creature enters or ends it's turn within the fog cloud radius, that creature must make a save or be afflicted by the negative effects of whatever gas upgrade the Weaponsmith utilized when creating the cloud. A creature who wasn't an initial target of the effect rolls twice and takes the better result against the effect, and a creature who succeeds in their save cannot be afflicted by the same cloud for 24 hours (although they can be afflicted by a different type of cloud). (2 CP)
Long Shot: As a full attack action, the wielder can spend two points of ammunition and make a long shot. The long shot is propelled by a small gust of wind, increasing its range. The attack doesn't take any range increment penalties until it reaches the end of this burst, which is 60 feet, after which it begins to take penalties as normal. (5 CP)
Nimble Shot: The custom weapon no longer provokes attacks of opportunity for firing it while adjacent to creatures. (6 CP)
Penetrating Shot: As a full attack action, the wielder can make a penetrating shot. A penetrating shot travels in a straight line. If it hits a creature, that creature must make a Fortitude save or have the shot continue traveling past them, dealing damage normally to them but potentially hitting other creatures in the line behind them. The wielder makes another attack at the next creature in the line, but adds a -4 penalty to that attack in addition to any penalties based on range. A penetrating shot can only hit one additional creature in this manner. (4 CP)
Phantom Shot: As a swift action, the wielder can expend two units of ammunition and make a phantom shot. If the attack hits, it sparks a chemical reaction that dissolves all traces of the ammunition and causes the appearance of the wound to close, leaving behind no trace of the attack unless an observer makes a Heal check. (1 CP)
Plummeting Shot*: As a standard action, the wielder can expend two units of ammunition and can make a plummeting shot. If the attack hits a flying target, that target must make a Fly check with a penalty equal to the weaponsmith's Intelligence modifier or immediately lose 10 feet of altitude. On a confirmed critical hit, the creature instead loses 10 feet of altitude if it succeeds its Fly check, and 1d4x10 feet if it fails. If a creature loses enough altitude to hit the ground or another surface, it takes the appropriate amount of falling damage and is no longer flying. Each time the weaponsmith takes this upgrade, they increase the amount of altitude lost by 10 feet. (1 CP)
Poison Cloud (Requires Gaseous Attack and Poisonous) Whenever the weirder utilizes the Gaseous Attack upgrade and has poison charges in the weapon from the poisonous upgrade, they can spend two poison charges to infuse the cloud with the poison. Creatures who enter the cloud or end their turn within it must make a saving throw against the poison or immediately become afflicted by it. The creature does not take the -2 penalty from the Poisonous upgrade, but the DC is still increased if the custom weapon has the Toxic upgrade. (5 CP)
Ricocheting: As a standard action, the wielder expend two units of ammunition and can make a single attack at their full base attack bonus against a foe within the custom weapons range. If they hit, they deal damage normally and can make an additional attack (using their full base attack bonus) against a foe that is adjacent to the first. They can only make one additional attack per round with this upgrade. (4 CP)
Scatterburst*: As a standard action, the wielder may make a scatter attack. They choose a number of squares equal to the weaponsmith's Intelligence modifier that are within half of the weapon’s maximum range and that are adjacent to each other. Then they make a single attack using their full base attack bonus against each creature in one of those squares, with a -4 penalty to hit. Each time the weaponsmith takes this upgrade, she decreases the penalty by 1. This attack expends 1 use of ammunition for each square targeted. (2 CP)
Seeking*: Attacks shot from the weapon decrease any concealment that the target has by 5%. The wielder still must aim at the correct square; ammo mistakenly shot into an empty space does not veer and hit invisible enemies, even if they are nearby. Each time the weaponsmith takes this upgrade, she increases the reduction by 5%, to a maximum of a 20% reduction. (2 CP)
Silencing Shot: As a standard action, the wielder can spend two units of ammunition and make a single attack using their full base attack bonus. If the attack is successful, the target takes no damage, but must make a Reflex save or be afflicted by a silence spell for a number of rounds equal to ½ the weaponsmith's level, as a sticky adhesive covers their face. (4 CP)
Sleeping Gas (Requires Gaseous Attack): As a swift action when utilizing the Gaseous Attack upgrade, the wielder can force the primary target of the attack to make a Fortitude save. If they fail the save, the target falls asleep for a number of rounds equal to ½ the weaponsmiths level. The target can be awoken with a standard action, and the target receives a new saving throw each round to end the effect. This is a sleep and poison effect. (5 CP)
Snap Shot*: The wielder of the custom weapon can make attacks of opportunity with the ranged weapon at a range of 5 feet. Each time the weaponsmith takes this upgrade, they increase the amount of feet that counts as their threatened square for attacks of opportunity, to a maximum of 30 feet. A weaponsmith can only utilize this upgrade 1/round, even if they have Combat Reflexes or other methods of taking additional attacks of opportunity. (4 CP)
Sniper: Other creatures do not provide cover against attacks made by the custom weapon. (2 CP)
Spectralite Shot (Requires Spectral): As a standard action, a weaponsmith can fire a single shot that is semi-incorporeal and bypasses the target's armor. They make a single attack at their full base attack bonus This attack bypasses the target's armor and natural armor bonus to AC, but automatically deals minimum damage. (4 CP)
Strength: The custom weapon gains the Strength weapon quality, allowing you to add your Strength modifier on damage rolls with the weapon. (4 CP)
Universal Upgrades
Accurate*: The weapon gains a +1 enhancement bonus on attack rolls. (4 CP)
Adaptable: The wielder may spend a move action to switch the damage type of the weapon between bludgeoning, piercing, or slashing. (4 CP)
Advanced Prosthetic: (Requires Prosthetic): The weaponsmith's prosthetic acts like a normal limb when not in combat. She may change it from prosthetic mode to weapon mode by spending a swift action, or a free action if she has the Quick Draw feat. While in Prosthetic mode, the weaponsmith cannot attack or use other upgrades, and she may not use the limbs normal function while in Weapon Mode. (2 CP)
Aiding: When the wielder succeeds an Aid Another in combat check with the custom weapon, the aided friend gets both the bonus to hit and the bonus to AC against the foe. Out of combat, the wielder provides an additional +2 bonus on the check if successful. The GM may rule some situations out of combat unable to gain this bonus, depending on the weapon. (3 CP)
Alike*: When the weaponsmith takes this upgrade, they select a single weapon. The custom weapon counts as that type of weapon for the purpose of meeting feat prerequisites and for activating class features. The weaponsmith can take this upgrade twice, once for a ranged weapon and once for a melee weapon. (1 CP)
Augmented Material: The weapon becomes made out of a special material. (See the Special Materials page) Only materials that can be used for weapons can be used for this upgrade. The CP cost of this upgrade depends on the material used. The GM may rule some materials unobtainable for the weaponsmith.
Bane*: Each time the Weaponsmith takes this upgrade, she chooses a designated type of creature (or subtype of creature). The Weaponsmith can spend an hour augmenting her custom weapon to be more harmful against one of her designated foes. A custom weapon set this way gains an additional +2 to hit and +2d6 points of damage against such creatures. (3 CP)
Bleeding*: The weapon deals 1 point of bleed damage (4 CP)
Breaking: The custom weapon deals an extra 2d6 points of damage against inanimate objects and crystalline creatures, and ignores the hardness of objects with 5 or lower hardness. When used against crystalline creatures, this extra damage doesn't stack with the Bane or similar upgrades. (2 CP)
Called: As a swift action, the wielder can activate arcane signets implanted in her custom weapon to teleport it to them , even if it is in another creature's possession. This action does not provoke an attack of opportunity, but the weapon must be within 100 feet of the wielder and fails to function if impeded by magic that blocks teleportation. (4 CP)
Changing*: The wielder may spend a swift action to cause the custom item to change its appearance to another chosen held equipment of its size. Each time the weaponsmith takes this upgrade, she chooses a different item the weapon can take the appearance of. If the wielder has the Quick Draw feet, they may change the weapon as a free action instead. This gives the wielder a +4 bonus to Bluff checks to disguise the weapon as that object, and a +2 bonus to hide that object on their person. (1 CP)
Chargeable: As a full round action, the wielder may charge an attack. They may continue to do this for a maximum number of rounds equal to or less than the weaponsmith’s Intelligence modifier. At the beginning of their turn after a charge, they may move up to their speed and may release that charge as an attack on any enemy within range. If the attack hits, the wielder rolls a number of damage dice equal to the amount of turns charged, and gets a +2 bonus to damage for each round spent charging. If the wielder is hit by an attack or ability, they must make a concentration check to avoid losing the charge, as if losing a spell, with the effective spell level being equal to the number of rounds charged. (2 CP)
Compassionate: (Requires Merciful Mode): Whenever the wielder of the custom weapon brings a creature to -1 or less hit points and doesn't slay the target, that creature is automatically stabilized. (1 CP)
Compressible: (Requires Changing): When changing, the wielder can make the item appear to be any non magical item of up to three size categories smaller than the custom weapon. This allows them to store the weapon easier and gives them a +4 bonus to hide that object. This bonus stacks with the bonus from the Changing upgrade. (2 CP)
Conductive: The wielder can channel her power through the custom weapon. If the wielder has a spell-like ability or supernatural ability that relies on a melee or ranged touch attack (such as a cleric domain power), when the wielder makes a successful attack of the appropriate type, they can spend two uses of that ability to channel it through the weapon. The struck creature suffers both the hit from the custom weapon and the magical effect. The wielder can only utilize this upgrade once per round, even if they have multiple attacks. (4 CP)
Courageous: While wielding her custom weapon, the wielder gains a +1 morale bonus against fear effects. If they would gain a morale bonus against fear effects from another source while the custom weapon is in hand, they increase this bonus by 1 for every 3 levels the weaponsmith possesses instead. (4 CP)
Cover Mode*: The wielder may spend a move action to activate Cover Mode. While in Cover Mode, increase any concealment bonus the wielder has by 5%. While in cover mode, the wielder's movement speed is lowered by 5 feet per % of increased cover. (3 CP)
Criticaling: The custom weapon gains a +2 bonus on confirming critical hits. This bonus doesn't stack with the Critical Focus feat (2 CP)
Cruel: Whenever the wielder strikes a frightened, shaken, or panicked creature with the custom weapon, that creature becomes sickened for 1 round. Whenever the wielder kills a creature with the custom weapon, they gain 5 temporary hit points that last for 10 minutes. They can't gain more temporary hit points in this way while they have temporary hit points remaining. (4 CP)
Deadly: The custom weapon gains the deadly weapon quality (2 CP)
Deceptive*: For each time the Weaponsmith has taken this upgrade, the wielder gains a +1 bonus on Bluff checks to feint an opponent with the custom weapon. Whenever the wielder successfully confirms a critical hit against an opponent with the custom weapon, they may feint that opponent as an immediate action. (1 CP)
Devastating Critical* (Requires Criticaling): The custom weapon's critical modifier increases by 1. The weapons modifier can only be increased to a maximum modifier of x5. (5 CP)
Dispelling: Once per day, the wielder can cast dispel magic on a creature struck by the custom weapon, using the weaponsmith's level as their caster level. (4 CP)
Elemental Absorbing* (Requires Elemental Damage): Each time the Weaponsmith chooses this upgrade, they select one type of elemental damage their weapon can deal. Whenever the wielder would take elemental damage of the type their weapon is currently attuned to, they take 1 less damage of that type. This isn't a resistance or immunity, so effects that bypass resistances or immunities do not function against this upgrade. (2 CP)
Elemental Blast* (Requires Elemental Damage): The wielder can spend a standard action to shoot out the element from the Elemental Damage upgrade in an area of effect. When the Weaponsmith first selects this upgrade, she selects either a 5 foot burst, 10 foot cone, or 15ft line and deals damage to each creature in that area equal to the elemental damage of her weapon. She can take this upgrade up to two extra times. Each time she does, she selects a different mode. (2 CP)
Elemental Damage*: The weapon deals an additional 1 point of cold, electricity, fire, or acid damage per 4 levels the weaponsmith possesses. This upgrade can only be taken multiple times if the weaponsmith has the Elemental Switch upgrade. Each time she chooses this upgrade, she chooses a different type of damage. Only one type of damage applies at a time. (2 CP)
Elemental Siphoning (Requires Elemental Absorbing): Whenever the wielder hits a creature with the custom weapon, if that creature has an energy resistance of a type that corresponds to an energy type their weapon is currently attuned to, they reduce that creatures energy resistance by half for 1 round. (1 CP).
Elemental Switch: The wielder may spend a move action to switch between any elemental damages the weapon possesses. (1 CP)
Emblematic: The custom weapon resembles a specific country or noble house. While displaying the weapon, the wielder gains a +4 circumstance bonus on Bluff, Diplomacy, Disguise, Intimidate, Perform, and Profession on skill checks related to favorable members of that country or noble house, but take a -4 penalty on those checks against known enemies of said country or house. Whenever they successfully hit a known enemy of that country or house, the weapon deals an additional 2d6 point of precision damage. The weaponsmith can change the weapons emblem with two full days of work on the emblem. (1 CP)
Exclusionary: Whenever the wielder hits a creature with the custom weapon, they may choose to automatically exclude that creature from any area of effect abilities or spells that is utilized in the area in the next minute, whether that effect is positive or negative, such as a use of channel energy. The weapon can only exclude a total number of creatures equal to the weaponsmith's Intelligence modifier. (3 CP)
Extended Elemental Blast* (Requires Elemental Blast): The Weaponsmith increases the range of either her burst, cone, or line attack by 5 feet. (1 CP)
Fervent: The wielder of the weapon can spend a full-round action to attune divine signets installed in the weapon to channel the power of their deity. This ability lasts for 1 hour per weaponsmith level. While channeling a deity, the wielder gains a +4 insight bonus on Bluff, Disguise, and Sleight of Hand checks to conceal the weapon from members of other religions, and gains a +2 bonus to confirm critical hits of members of other religions. On a successful hit against a flat-footed member of another religion, that creature must make a Will save or be shaken for 1 minute. While channeled, the weapon also functions as a divine focus for that deity. This upgrade fails to work if the wielder is not a devout follower of the attuned deity. (4 CP)
Glowing: As a swift action, the wielder can cause the custom weapon to give off light like a torch. They can extinguish this light as a swift action. (1 CP)
Gory (Requires Bleeding): Whenever the wielder confirms a critical hit, they increase the bleed damage by their critical modifier for that strike. (3 CP)
Hunting: While holding the custom weapon, the wielder gains a bonus equal to the weaponsmith's Intelligence modifier on Survival checks to track any creature damaged by the weapon in the past day. The weapon deals +1d6 points of precision damage to any creature the wielder has tracked in the past day. (2 CP)
Impactful*: The weapon deals 1 additional point of damage (3 CP)
Impervious*: The custom weapon has double the normal hit points and hardness of a weapon of its type. This upgrade can be taken up to 5 times. Each time it is taken, double the weapons current hardness and hit points. (1 CP)
Improved Elemental Absorbing* (Requires Elemental Absorbing): Whenever the Elemental Absorbing upgrade is triggered, the wielder gains temporary hit points equal to ½ the damage negated. This upgrade can be taken twice. If taken a second time, the wielder is healed equal to the full amount of damage negated. (2 CP)
Improved Elemental Damage*: (Requires Elemental Damage, and Elemental Switch to take multiple times) The custom weapon deals an additional 1d6 points of acid, cold, or fire damage. Each time she takes this upgrade, she chooses a different elemental type. (4 CP)
Improved Critical* (Requires Criticaling): The custom weapons critical range increases by 1. This increase doesn't stack with the Improved Critical feat or other effects that would increase the critical range. (3 CP)
Improved Dispelling (Requires Dispelling): Once per day, the wielder can cast greater dispel magic on a creature struck by the custom weapon, using the weaponsmith’s level as their caster level. (4 CP)
Igniting (Requires Improved Elemental Damage): Whenever a creature takes fire damage from the custom weapon, they must make a Reflex save or catch on fire. (4 CP)
Kinslayer: The custom weapon deals an extra 2d6 points of precision damage to creatures directly related to the wielder, and grants the wielder the ability to roll twice and take the greater result when attacking creatures directly related to them. (1 CP)
Liberating: The custom weapon grants the wielder a +4 to their CMD or on saves against effects that would stop or impede their motion, such as a grapple check, or spells that create physical impediments. This upgrade does not function against purely mental effects that stop movement, such as the hold person spell. (2 CP)
Liming: The custom weapon can have a number of liming charges equal to the Weaponsmith's intelligence modifier. When the wielder strikes a creature, they can expend a charge and affect the stuck creature with a faerie fire effect for 1 round per Weaponsmith level. (4 CP)
Material Switch (Requires Augmented Material): The wielder may spend a standard action to switch the material the custom weapon is made out of. Taking this upgrade allows her to take the Augmented Material upgrade multiple times. (2 CP)
Merciful Mode: As a standard action, the wielder can set the custom weapon to deal an extra 1d6 points of damage, however all damage the weapon deals while in merciful mode becomes non-lethal damage. The weapon cannot deal additional types of damage from other upgrades, such as Elemental Damage upgrades while in merciful mode. A Weaponsmith who takes this upgrade cannot take the Deadly upgrade and vice versa. (2 CP)
Mode Switch: The wielder may spend a standard action to switch the weapon between a ranged weapon and a melee weapon. Upgrades that only apply to one type of weapon mode do not apply while in the other type of weapon mode. (3 CP)
Nullifying*: Each time the wielder strikes a creature with spell resistance with the custom weapon, they reduce that creature's spell resistance by 1 for one minute. Multiple hits from the same weapon do not stack, but do extend the duration for 1 minute. Each time the Weaponsmith takes this upgrade, they reduce that spell resistance by an additional 1 point. (2 CP)
Peaceful (Requires Merciful Mode): Whenever a creature that has taken nonlethal damage from the custom weapon within the last minute deals lethal damage to a creature, they must make a Will save or become shaken for 1 round. The duration increases with multiple attacks, but the shaken effect doesn't increase to frightened or otherwise stack with other fear effects. If the creature's nonlethal damage is healed, the effects of this upgrade immediately end. (2 CP)
Phase Locking: As a swift action, the wielder can infuse the weapon with energy that interferes with teleportation. If a creature is hit in the same round with the custom weapon, that creature suffers the effects of dimensional anchor for 1 round. (8 CP)
Poisonous: The weapon can hold a number of poison charges of a singular poison equal to the weaponsmith’s intelligence modifier. When a creature is struck by the weapon, one of the poison charges is discharged, and the creature must immediately make a save against the poison, only with a -2 penalty. Refilling the poison is a full round action. (1 CP)
Prosthetic: The custom weapon replaces some part of the weaponsmith's body, and as such cannot be normally disarmed or wielded by anybody else. The weaponsmith cannot use whatever part of that body for its normal function (4 CP)
Rust Resistant: The custom weapon is immune to rust, the touch of a rust monster, and similar effects that would destroy a metal weapon based on its composition. This upgrade has no effect if the weapon is made out of a non-metal special material, or the custom weapon is otherwise not made of metal. (1 CP)
Rusting (Requires Rust Resistant): Whenever the custom weapon confirms a critical hit against a creature, instead of dealing additional damage, they may corrode that creature's metal armor or a held shield. That creature's metal armor or a held shield permanently has its armor bonus decreased by 1d4. For each critical modifier the custom weapon is increased by beyond x2, the armor reduction increases one step, to a maximum of 1d10 at x5. If an armor bonus is reduced to 0 this way, that armor or shield is destroyed. (2 CP)
Sapping (Requires Merciful Mode): Whenever the wielder deals nonlethal damage with the custom weapon, that creature must make a Fortitude save or be fatigued for 5 rounds. (2 CP)
Shattering (Requires Breaking): The custom weapon now ignores the hardness of objects with 10 or less, and whenever wielder confirms a critical hit against an object or crystalline creature, they increase the critical modifier of the custom weapon by 1 step. (2 CP)
Showcasing: The custom weapon gains the performance weapon quality, granting the wielder a +2 bonus on performance combat rolls. (2 CP)
Skill Assist*: The weaponsmith chooses a skill from the following list. Acrobatics, Climb, Disable Device, Escape Artist, Fly, Heal, Perception, Perform, Profession, or Swim. The wielder may spend a swift action to gain a +4 circumstance bonus in that skill for one round. Each time the weaponsmith takes this upgrade, she chooses a different skill. (1 CP)
Slaying (Requires Criticaling and Improved Critical): Whenever the wielder confirms a critical hit on a living creature, that creature must make a Fortitude save or die. The DC for this save is equal to 10 + ½ Weaponsmith level. Creatures immune to death effects, critical hits, or precision damage cannot be affected by Slaying. (10 CP)
Slowing: Whenever a creature is hit by the custom weapon, its base movement speed is lowered by 5 feet for 1 round. Multiple hits do not stack. (3 CP)
Sonic Attack*: The weapon deals 1 point of Sonic damage on a successful hit. (1 CP
Sonic Burst: (Requires Sonic Attack): The wielder may spend a standard action to send out a pulse wave of sonic energy within 20 feet of the weapon. Each other creature takes damage equal to the amount of Sonic damage the weapon normally deals. The custom weapon ceases to deal its sonic damage and the weapon can’t use Sonic Burst again until the weaponsmith spends 4 hours repairing the weapon. (2 CP)
Spectral: As a swift action, the wielder can grant the custom weapon the ghost touch quality for 1 round. While spectral, the custom weapon doesn't affect corporeal creatures. (4 CP)
Splintering: (Requires Bleeding and Vicious) Whenever the wielder hits a creature with a weapon, minute fragments break off and embed into the creature, making it more difficult to heal them. A creature damaged by the custom weapon regains only half the amount of healing from magical sources, and increases the DC of staunching bleed damage by 5 until the splinters are removed (A process which takes extended time and a Heal check with the weaponsmiths upgrade DC). (2 CP)
Summons Bane (Requires Bane): The custom weapon's Bane upgrade applies to all summoned creatures, including ediolans. If the summoned creature matches the type of bane the weapon is currently attuned to, the weapon deals an additional 2d6 points of damage. (3 CP)
Toxic (Requires Poisonous)*: The custom weapon increases the DC of any poison stored in it by 1, and there is a 5% chance that the poison charge is not fully expended when striking a creature. Each time the weaponsmith takes this upgrade, the DC increases by 1 and the % increase by 5, to a maximum of +5 and 25 % (1 CP)
Twin Weapons: The weaponsmith creates another weapon of the same type. She must now split her upgrades between her custom weapons. (2 CP)
Vicious*: The weapon ignores 1 point of damage reduction and 1 point of hardness. (4 CP)
Unaligned: While in hand, the wielder of the custom weapon treats their hit dice as 4 lower for the purposes of being detected by detect chaos, detect evil, detect good, and detect law, and gains a +2 bonus on saving throws on effects based on their alignment. (2 CP)
Waterproof: The wielder suffers no penalties for wielding the weapon underwater. (1 CP)
| Level | Base Attack Bonus | Fortitude Save | Reflex Save | Will Save | Special | ||
|---|---|---|---|---|---|---|---|
| 1st | +1 | +2 | +2 | +0 | Custom Weapon, Construction Points, Upgrades | ||
| 2nd | +2 | +3 | +3 | +0 | Bonus Feat | ||
| 3rd | +3 | +3 | +3 | +1 | Signature Move - Phase One | ||
| 4th | +4 | +4 | +4 | +1 | - | ||
| 5th | +5 | +4 | +4 | +1 | Bonus Feat | ||
| 6th | +6 /+1 | +5 | +5 | +2 | Signature Move - Phase Two | ||
| 7th | +7/+2 | +5 | +5 | +2 | - | ||
| 8th | +8/+3 | +6 | +6 | +2 | Bonus Feat | ||
| 9th | +9/+4 | +6 | +6 | +3 | Signature Move - Phase 3 | ||
| 10th | +10/+5 | +7 | +7 | +3 | - | ||
| 11th | +11/+6/+1 | +7 | +7 | +3 | Bonus Feat | ||
| 12th | +12/+13/+2 | +8 | +8 | +4 | Signature Move - Phase Four | ||
| 13th | +13/+14/+3 | +8 | +8 | +4 | - | ||
| 14th | +14/+9/+4 | +9 | +9 | +4 | Bonus Feat | ||
| 15th | +15/+10/+5 | +9 | +9 | +5 | Signature Move - Phase Five | ||
| 16th | +16/+11/+6/+1 | +10 | +10 | +5 | - | ||
| 17th | +17//+12/+7/+2 | +10 | +10 | +5 | Bonus Feat | ||
| 18th | +18/+13/+8/+3 | +11 | +11 | +6 | Signature Move - Final Phase | ||
| 19th | +19/+14/+9/+4 | +11 | +11 | +6 | - | ||
| 20th | +20/+15+10/+5 | +12 | +12 | +6 | Ultimate Weapon |

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