Armiger

“Right tool, right job.”

A warrior trained in a variety of weapons, mastering different techniques with each, able to quickly bring the best tool to bear against her foes.

Role: The armiger is formidable in both ranged and melee combat, able to master a variety of weapons.

Alignment: Any.

Hit Die: d10

Starting Wealth: 5d6 x 10 gp (average 175 gp). In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The armiger’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (nobility) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Survival (Wis), and Swim (Str).

Skill Ranks Per Level: 4 + Int modifier.

Table: Armiger
Level Base Attack Bonus Fort Save Reflex Save Will Save Special Combat Talents Talents Granted per Customized Weapon
1st +1 +2 +2 +0 Combat training, customized weapons (3 weapons), quick change 0 1
2nd +2 +3 +3 +0 Prowess 1 1
3rd +3 +3 +3 +1 Focusing switch 1 2
4th +4 +4 +4 +1 Prowess 2 2
5th +5 +4 +4 +1 Enhanced customization +1, rapid assault 2 2
6th +6/+1 +5 +5 +2 Prowess 3 2
7th +7/+2 +5 +5 +2 Lightning change 3 3
8th +8/+3 +6 +6 +2 Prowess 4 3
9th +9/+4 +6 +6 +3 Enhanced customization +2 4 3
10th +10/+5 +7 +7 +3 Prowess 5 3
11th +11/+6/+1 +7 +7 +3 Customized weapons (4 weapons) 5 4
12th +12/+7/+2 +8 +8 +4 Prowess 6 4
13th +13/+8/+3 +8 +8 +4 Enhanced customization +3 6 4
14th +14/+9/+4 +9 +9 +4 Prowess 7 4
15th +15/+10/+5 +9 +9 +5 Lightning assault 7 5
16th +16/+11/+6/+1 +10 +10 +5 Prowess 8 5
17th +17/+12/+7/+2 +10 +10 +5 Enhanced customization +4 8 5
18th +18/+13/+8/+3 +11 +11 +6 Prowess 9 5
19th +19/+14/+9/+4 +11 +11 +6 Customized weapons (5 weapons) 9 6
20th +20/+15/+10/+5 +12 +12 +6 Prowess, unlimited assault 10 6

Class Features

Armor and Weapon Proficiencies

Armigers are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice.

Combat Training

An armiger may combine combat spheres and talents to create powerful martial techniques. Armigers use the Proficient talent progression. When they gain their first level in the armiger class, armigers may choose either Charisma, Intelligence or Wisdom as their practitioner modifier.

Customized Weapons (Ex)

At 1st level, an armiger may customize up to three sets of weapons in a process that takes 8 hours of modification, drilling, and practice each, reworking scabbards, modifying grips, adding hooks and straps, and other tweaks to suit her personal fighting style. Each set may consist of: a single weapon, a pair of weapons that are wielded simultaneously, up to 10 identical thrown weapons, or up to 50 pieces of ammunition. A given weapon cannot be part of more than one set simultaneously. The armiger always treats her active weapon as if it were masterwork.

The armiger may choose to customize a new weapon by spending 8 hours, choosing which existing customizations to lose. The armiger must be proficient with the weapon to customize it and may not customize siege weapons. If the armiger possesses proficiency with shields, she may customize a shield with one of her weapon customization sets, either as a single weapon or as part of a pair of weapons. The enhancement bonus from enhanced customization only applies to using the shield as a weapon.

The customization process allows the armiger to train in additional talents unique to each customized weapon. At first level, each customized weapon grants a single sphere or talent. A customized weapon must possess a base sphere before additional talents of that sphere may be added unless the armiger possesses that sphere, such as through the bonus talents gained from possessing the combat training class feature, from the Extra Combat Talent feat, or levels in another class. The armiger may not use talents gained from a customized weapon to qualify for feats or to meet other prerequisites unless otherwise noted. Customization talents may be changed with the same action required to customize a new weapon. Spheres and talents that grant skill retraining never grant it when gained via a customized weapon.

The armiger may only benefit from the talents granted by one customized weapon at a time. The weapon she is currently gaining talents from is the active weapon. A customized weapon may be activated as part of drawing it or otherwise recovering it (such as picking it up from the ground) with no action cost. The active weapon must be wielded (or able to be drawn, in the case of ammunition) to provide its benefits; should the active weapon be disarmed, stowed, destroyed, or otherwise no longer wielded (or able to be drawn, in the case of ammunition), the armiger loses access to the granted talents immediately.

If the weapon is thrown as part of an attack, the armiger retains any benefits from the weapon until the end of her turn.

If the armiger customizes a set of thrown weapons or ammunition, she retains the granted talents as long as at least one of the set remains wielded. If a pair of weapons are customized to be wielded together and one is not being wielded, the armiger loses the benefits of the granted talents until the second weapon is recovered. Should the armiger be wielding weapons from two separate customization sets at the same time, she may choose which weapon is active at the beginning of each turn.

At 3rd level and every 4 levels thereafter (7th, 11th, 15th, etc.), each customized weapon grants an additional talent. The armiger gains an additional customized weapon at her 11th and 19th levels.

Customized Weapons and Drawbacks

If the armiger possesses a sphere-specific drawback, she may use a talent granted by a customized weapon to buy off that drawback. if the armiger gains a base sphere from a customized weapon, with the GM’s permission she may apply a drawback to that sphere to gain a bonus talent as normal for a drawback. The drawback and bonus talent must be set at the time the weapon is customized. Such a drawback may be bought off when that weapon grants an additional talent.

Quick Change (Ex)

At 1st level, an armiger gains the benefits of the Quick Draw feat with her customized weapons and may stow customized weapons as a free action once per round, plus one additional time at 5th level and every 5 levels thereafter. This class feature counts as possessing the Quick Draw feat for the purposes of meeting the prerequisites of other feats, though any feat qualified for this way may only be applied to customized weapons.

Prowess

At 2nd level and every even level thereafter, the armiger may gain a prowess from the following list. Each prowess may only be selected once unless otherwise noted. Any time a prowess requires selecting a specific customized weapon, the benefits of that prowess may be moved to a different weapon at any time a new weapon is customized. All prowesses are extraordinary abilities unless noted.

Armored Armiger

The armiger gains Armor Training from the Equipment sphere as a bonus talent. If the armiger already possesses this talent or otherwise possesses proficiency with heavy armor, she instead gains an Equipment talent of her choice.

Bare-Fisted Training

The armiger may choose unarmed strikes or a natural weapon as a customized weapon, training to quickly switch away from her other weapons. She may make unarmed strikes or a natural attack her active weapon as a free action or any time she stows her active weapon. Additionally, the armiger gains her choice of the Open Hand sphere or the Boxing sphere (or a talent from either of those spheres if she already possesses the base sphere) as a bonus talent. The armiger’s unarmed strike counts as a single weapon for the purpose of customization and thus can only be part of a single weapon set.

Champion [CS]

The armiger gains a Champion feat of her choice as a bonus feat. She must meet the prerequisites of the feat. This prowess can be gained multiple times.

Deadly Prowess

The armiger gains Deadly Aim, Piranha Strike, or Power Attack as a bonus feat. She may take this prowess up to three times, selecting a different feat each time. She does not need to meet the prerequisites for the selected feat.

Extra Focus (Requires Armiger 6)

The armiger gains the Great Focus feat as a bonus feat.

Exotic Weaponry

The armiger chooses two exotic weapons; she may customize those weapons and is considered proficient with them when they are customized.

Faith in Steel (Requires Enhanced Customization)

The armiger gains her enhanced customization bonus as a competence bonus to Will saves while wielding a customized weapon.

Guarded Weapon

The armiger may add a +1 competence bonus to CMD and saves against all maneuvers and effects that targets her active weapon. This bonus increase by +1 at class level 5 and every 5 class levels thereafter. Additionally, she may ignore the broken condition on her customized weapons. This ability does not allow the armiger to benefit from any abilities that allow her to give the broken condition to a weapon to trigger them unless she chooses to suffer the normal penalties of the broken condition on that weapon until it is repaired.

Improvisationalist

The armiger may choose improvised weapons as a customized weapon set, grabbing objects from the environment to wield in a pinch. She may grab and wield a suitable unattended object as an improvised weapon as a free action any time she stows her active weapon. Additionally, the armiger gains the Barroom sphere (or a talent from either that sphere if she already possesses the base sphere) as a bonus talent. Any improvised weapon benefits from the talents granted by the improvised weapon customization set, though she may only have a single such set.

Linebreaker (Requires Rapid Assault)

When spending a move action to move as part of rapid assault, the armiger’s movement does not provoke attacks of opportunity from a single creature of her choice that was affected by the attack action that triggered the rapid assault.

Mobile Assault (Requires Rapid Assault)

When spending a move action to move as part of rapid assault, the armiger may divide her movement up between the triggering action and the granted bonus attacks. This movement provokes attacks of opportunity as normal. Additionally, if she does not have a move action available, the armiger may still move up to her speed as if she spent a move action. Doing so makes the armiger staggered on her next turn even if she would normally be immune to the staggered condition.

Open Wound

When the armiger uses a customized weapon to damage a creature, all attacks made against that creature until the start of her next turn count as being of all the special materials of the previous attacks since the beginning of her turn. Additionally, if a weapon used possesses a special ability (such as the holy weapon ability) or enhancement bonus that allows it to bypass the target’s damage reduction, subsequent attacks also count as having that ability or bonus for the purpose of overcoming damage reduction.

Penetrating Assault (Requires Rapid Assault)

When using the rapid assault ability, the armiger may total the damage from all attacks before applying damage reduction, hardness, and energy resistance.

Practiced Initiative

The armiger gains a competence bonus to initiative equal to 2 + the bonus granted by her enhanced customization class feature while wielding a customized weapon. Additionally, she may draw a customized weapon set as part of rolling initiative; doing so allows this benefit to apply to the initiative roll.

Ranged Prowess

The armiger gains either the Sniper sphere or Barrage sphere as a bonus talent. She may take this prowess twice, selecting a different sphere each time.

Sacrifice Weapon

When damage would cause the armiger or an ally within her current active weapon’s reach to be knocked unconscious or killed, as an immediate action she may expend her martial focus to instead direct the damage to an active weapon. The original target takes no damage, but the weapon receives only half its normal hardness. The armiger cannot use this option with natural attacks or unarmed attacks.

Shielded Armiger

The armiger gains Shield Training from the Equipment sphere. If the armiger already possess the Shield Training talent, she instead may select any talent from the Equipment sphere as a bonus talent.

Shift Training (Requires Armiger 4)

Any feat the armiger possesses that specifies a particular weapon or weapon group (such as Weapon Focus or Improved Critical) also applies to all of her customized weapons.

Skilled Weapon

The armiger may choose one customized weapon. This weapon grants an additional talent. This prowess may be taken more than once; each time it applies to a different customized weapon.

Spell Dabbler [CS]

Choose one of the following feats: Advanced Magical Training, Basic Magical Training, or Extra Magic Talent. The armiger gains the chosen feat as a bonus feat. The armiger must meet all the prerequisites of the chosen feat. This prowess may be taken up to three times.

Variable Prowess

The armiger may change one talent granted by a customized weapon with ten minutes of practice. The new talent must be a valid choice to be granted by that weapon. Once per day, she may use this ability as a move action.

Focusing Switch (Ex)

At 3rd level, while using her active weapon, whenever the armiger succeeds on a combat maneuver, confirms a critical hit, or reduces a foe to 0 or fewer hit points, she may regain martial focus by activating a different customized weapon as an immediate action, stowing the current weapon and drawing the new one as needed.

Rapid Assault (Ex)

Starting at 5th level, the armiger becomes an expert at rapidly integrating multiple weapons into her attack routines. Whenever the armiger successfully damages a creature or succeeds on a combat maneuver while using the attack action with a customized weapon, she may expend martial focus as a swift action to make an additional attack against that creature at her highest base attack bonus. This attack takes a -2 penalty on the attack roll and can only be taken with a customized weapon other than the one used in the triggering attack. At 10th level and every five levels thereafter, the armiger may make an additional attack, as long as each previous attack was successful, using a different customized weapon each time and increasing the attack penalty by 2 each time. The armiger cannot use the same weapon twice in the same attack sequence with this ability. The armiger may spend a move action to move up to her speed between the triggering action and her first additional attack.

Enhanced Customization (Ex)

At 5th level, the armiger treats the enhancement bonus of her active weapon set as if it were 1 higher. This bonus increases by +1 every four levels thereafter, though it cannot cause the total enhancement of the weapon to exceed +5. This bonus applies even if the weapon is not masterwork or does not already have at least a +1 bonus.

Lightning Change (Ex)

At 7th level, once per round the armiger may stow her active weapon and draw and activate another customized weapon as a free action even when it is not her turn. This is in addition to the number of times per round the armiger may stow her weapons per round with quick change.

Lightning Assault (Ex)

At 15th level, as a full-round action, the armiger may expend martial focus to make two attack actions. Each attack action must be made with a different customized weapon. This ability cannot be used to trigger her rapid assault ability.

Unlimited Assault (Ex)

At 20th level, the armiger is no longer required to expend martial focus to activate her lightning assault ability and may trigger her rapid assault ability with the first of the granted attack actions to damage a creature.

Section 15: Copyright Notice

Spheres of Might, © 2017, Drop Dead Studios LLC; Authors: Adam Meyers, Michael Sayre, Andrew Stoeckle, N. Jolly

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