Classes/Blade Binder

= Blade Binder = Hit Die: d12

Type: Martial

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

Skill Ranks Per Level: 4 + Int modifier.

Class Features
The following are class features of the fighter.

Weapon and Armor Proficiency
A blade binder is proficient with all simple weapons and armor. If this is the character’s first level in a class he gains proficiency in all martial weapons and armor.

Stamina (Ex)
At 1st level, a blade binder gains access to a pool of stamina points that allow him to perform feats of strength and agility. This pool contains a number of stamina points equal to his Constitution modifier plus his levels in martial classes (minimum 1). This pool replenishes once per day after 8 hours of rest.

Combat Stance (Ex)
If this is the character’s first level in a martial class, the blade binder gains his choice of Power Stance, Whirlwind Stance, or Skirmisher Stance as a bonus feat.

Binder Specialization (Su)
At 1st level, the blade binder gains access to a specialization that furthers his capabilities, and in some cases enhances more of his energy sources and material focus. At 3rd level and every 5 levels thereafter the blade binder gains an additional binder specialization.

For a complete listing of binder specializations, see List - Binder Specializations.

Materiel Pool (Su)
At 1st level, a blade binder gains access to a pool of unrealized energies that he uses to form his summoned equipment called a materiel pool. This allows him to perform supernatural feats that go beyond the limits of his physical body. This pool contains a number of points equal to 1+ his Charisma modifier (minimum 4), with a maximum capacity equal to ½ his blade binder levels + his charisma modifier (minimum 4). This pool empties out and replenishes once per day after 8 hours of rest, restoring to a number of points equal to the blade binder’s charisma modifier. The blade binder may refill his cast pool by spending 1 stamina as a move action to add 2 points to his materiel pool; points over the maximum capacity are wasted.

At 5th level and every 5 levels thereafter the blade binder’s cast pool gains an additional 1 maximum point and replenishes for an additional 1 each day.

Summon Weapon (Su)
At 1st level, the blade binder learns to summon a weapon through the combination of his own power and the powers of creation itself. This ability requires a standard action and 1 point from his Materiel pool to use, summoning the weapon directly into the hands of the blade binder. The summoned weapon must be one the blade binder is proficient with and appropriately sized for him; the shape, size, and type of weapon it will be is chosen at the time of summoning. Once summoned, the blade lasts indefinitely or until the blade leaves his possession for longer than 1 round. You may only have 2 weapons plus an additional 1 weapon per 6 blade binder levels you possess summoned at one time.

When summoning a combination or double weapon the blade binder must pay 2 points from his materiel pool to summon it, but doing applies any blade improvements or additional bonuses to both weapons of the weapon without requiring the blade binder to pay a second time.

At 2nd level the binder’s focus improves allowing him more precise shaping of his weapons, causing his weapons to summon as masterwork quality. In addition, for every 3 MPB he possesses, the blade binder’s Summoned Weapons gain a +1 enhancement bonus. At 3rd level a blade binder may summon two weapons with a single use of summon weapon by increasing the material pool cost by 1.

Binder Talent (Su)
At 2nd level and every 2 levels thereafter a binder gains the benefits of a binder talent. If a binder talent calls for a save attack the save attack is made at 1d20 + ½ MPB + Charisma modifier unless specified otherwise. They may add the enhancement bonus of a wielded weapon to this save attack.

For a complete listing of binder talents, see Table - Binder Talents.

Blade Improvement (Su)
At 3rd level, the blade binder gains 2 blade improvements; allowing him to further customize his summoned weapons. A blade binder must choose to apply a blade improvement at the time of summoning, and must summon a different weapon to apply different blade improvements. A blade binder may only have a maximum of 1 blade improvement plus an additional blade improvement for every 4 levels of blade binder you possess (to a maximum of 6 blade improvements) applied to a single summoned weapon.

A summoned weapon with a blade improvement treats each blade improvement as a +1 bonus worth of magic weapon special ability (+2 or more if a blade improvement counts as more than one blade improvement). If a weapon possesses any magic weapon special abilities from enhancement seals applied to the weapon, in addition to the blade improvements applied to the weapon, beyond +5 are suppressed until the total magic weapon special abilities plus the blade improvements are equal to or lower than +5.

At 7th level and every 4 levels thereafter the blade binder gains an additional blade improvement. For every 8 levels after 3rd the blade binder gains a bonus blade improvement in addition to the one he normally gains at that level. If a blade improvement calls for a save attack the save attack is made at 1d20 + ½ MPB + Charisma modifier. They may add the enhancement bonus of a wielded weapon to this save attack.

For a complete listing of blade improvements, see Table - Blade Improvements.

Summon Armor (Su)
At 5th level, the blade binder learns to summon armor you are proficient with. Summoning armor takes a standard action costing 1 materiel pool point. The armor may be summoned directly onto the blade binder as part of summoning. Unless otherwise specified, the blade binder may not apply blade improvement talents to his summoned armor. The blade binder may only have one set of armor summoned at one time, replacing the existing one each time he summons a new one. The armor is summoned at masterwork quality and a +1 enhancement bonus, increasing by an additional +1 at 6 MPB and every 3 MPB thereafter. Similar to summoned weapons if the summoned armor leaves the blade binder’s possession for more than 1 round it immediately disappears. The blade binder may only have a single suit of armor summoned at one time.

Unlike normal armor the binder’s summoned armor has a total health pool equal to 15 per blade binder level. This health pool is shared across all his summoned armor; and once depleted he may no longer summon armor for the remainder of the day. This armor health pool cannot be repaired by any magic or mundane means except for blade binder abilities that allow him to restore this health pool. In addition, despite the type of armor his armor’s hardness is always 5 + 1 per 4 blade binder levels. If the blade binder multiclasses he may count his levels in non-blade binder classes as ½ blade binder levels for determining the hardness of this armor and the size of his armor health pool.

Armor Improvement (Su)
At 5th level, the blade binder gains 3 armor improvements, allowing him to further customize his summoned armor. A blade binder must choose to apply an armor improvement at the time of summoning. A blade binder may only have a maximum of 1 armor improvement  plus an additional armor improvement for every 4 levels of blade binder you possess (to a maximum of 6 blade improvements) applied to a single summoned armor. A summoned armor with a armor improvement treats each armor improvement as a +1 bonus worth of magic armor special ability (+2 or more if a armor improvement counts as more than one armor improvement). If a armor possesses any magic armor special abilities from enhancement seals applied to the armor, in addition to the armor improvements applied to the armor, beyond +5 are suppressed until the total magic armor special abilities plus the armor improvements are equal to or lower than +5.

At 9th level and every 4 levels thereafter the blade binder gains an additional armor improvement. If an armor improvement calls for a save attack the save attack is made at 1d20 + ½ MPB + Charisma modifier. They may add the enhancement bonus of their armor to this save attack.

For a complete listing of armor improvements, see Table - Armor Improvements.

Binder’s Resilience (Ex)
At 7th level, the blade binder becomes more attuned to his summoned equipment, making it difficult to harm them or separate him from them. The binder gains a +2 competence bonus against sunder attempts against his summoned weapons and armor, as well as a +2 competence bonus against disarm attempts against his summoned weapons. At 12th level and every 6 levels thereafter the blade binder improves these competence bonuses by 1.

Master Binder (Su)
At 15th level, the blade binder’s weapons and armor become equipment of legend. The blade binder may spend 1 additional materiel point as part of summoning his weapons to cause them to ignore a number of points of DR a creature possesses equal to 1 + 1 per 5 blade binder levels.

He may also spend 1 additional materiel point as part of summoning his armor to cause all armor he summons to provide him with DR 1/- improving by 1 per 5 blade binder levels; this DR stacks with other sources of DR the blade binder might possess.

In addition a number of times per day equal to half the blade binder’s charisma modifier (minimum 1); the blade binder may spend 2 materiel points as a reaction at the start of his turn to double these bonuses until the start of his next turn.

Reality Sphere (Su)
At 20th level, the binder’s source of power for his bound equipment grows to such power it becomes its own plane of existence. This plane of existence is a looping plane (causing creatures to loop around upon reaching the edges) of about 1 mile wide. The view and theme of the inside is the choice of the blade binder, but usually reflects his source of power and his specializations. Time here flows normally and is always hospitable for the blade binder.

The blade binder may transport himself here by spending 1 stamina as a full-round action which provokes attacks of opportunity. While in this area he may meditate for 1 hour. Upon finishing his meditation he becomes more aligned with his source of power allowing the blade binder to treat his MPB as 4 higher for the purposes of determining the power of any of his blade binder class features, as well as an additional blade and armor improvement. In addition, while in this sphere the blade binder reduces the cost of all his abilities that cost materiel points by 1 (minimum 0). This bonus lasts until the blade binder rests and regains stamina. The blade binder may spend a full-round action to return from his sphere, which always returns him to the point he entered his sphere from; this does not cost him a stamina to leave his sphere.

The blade binder may bring 1 adjacent creature along to this plane as part of the same full-round action; but doing so requires a will save attack roll (1d20 + ½ blade binder level + charisma modifier) They may add the enhancement bonus of a wielded weapon to this save attack. On a success the creature is brought to this sphere with him. The creature only remains within this sphere for 1 round per blade binder level, and it may attempt a new will save against the original save attack each round as a move action to attempt to force itself out of this sphere.

Armor Binder
Prerequisites: None

Benefit: The blade binder gains the summon armor class feature at 1st level, and the armor improvement class feature at 3rd level. The blade binder instead gains the summon weapon and blade improvement class features at 5th level. The blade binder may not select specializations that require summoned weapon until he gains summon weapon at 5th level.

Power Armor
Prerequisites: Blade Binder 3rd; Armor Binder or Summon Armor

Benefit: The blade binder gains an enhancement bonus to all strength and dexterity based skill checks and to CMB to make reposition or grapple combat maneuvers equal to his summoned armor’s enhancement bonus. In addition the blade binder adds his armor’s strength rating value to all damage rolls with melee weapons.

Blade Spirit
Prerequisites: Blade Binder 3rd, Summon Weapon

Benefit: Your power begins to take on a mind of its own, gaining minor sentience. The blade binder gains a companion as described on the companion page treating his levels in blade binder as spell prowess bonus to determine the progression of this companion (and stacks with spell prowess bonus gained from other sources).

The companion gained this way must select the avian, quadruped, serpentine, or vermin base form. It gains the celestial, fiendish, demonic, or anarchic type as it’s companion type. The companion gains these types and talents even if the blade binder does not meet the prerequisites.

When the blade binder summons a piece of equipment he may choose to spend an additional material point to summon this companion wielding the chosen piece of equipment. The companion is automatically proficient with the piece of equipment and may wield the weapon without issue. If the creature has a second limb capable of wielding weapons the blade binder may summon two weapons onto the weapon as normal. While wielding the binder’s summoned weapon the equipment does not disappear from not being wielded by the blade binder.

The summoned companion lasts until the blade binder rests to regain stamina. Once slain the creature may not be re-summoned for the remainder of the day until he rests unless the blade binder spends 1 stamina to summon it again, but with only half its total hit points. The blade binder’s companion disappears after 1 round if it goes beyond 30 feet + 5 feet per 2 blade binder levels.

Improved Blade Spirit
Prerequisites: Blade Spirit Specialization, Blade Binder 8th

Benefit: You and your blade spirit become of one mind, granting the binder full sensory input from it while it is summoned. While in range of the blade binder he may telekinetically give commands to his blade spirit and direct it as necessary with no additional actions required. In addition the blade spirit may now remain up to 100 feet + 10 feet per blade binder level from the blade binder before being at risk of disappearing.

Greater Blade Spirit
Prerequisites: Improved Blade Spirit Specialization, Blade Binder 13th

Benefit: You learn to assume direct control of your blade spirit as a full-round action. While in direct control your companion becomes a mirror of your inner self, gaining a copy of any combat or martial feats that you possess; the companion loses access to any combat or martial feats it possesses while being directly controlled by the blade binder, but may retain a number equal to the blade binder’s charisma modifier (to a maximum of 1 per 4 blade binder levels). While assuming direct control the blade binder may not take actions and is flat-footed, but is otherwise aware of nearby dangers; during this time the binder controls and directs the blade spirit on the spirit’s turn. The blade binder may choose to end the direct control as a free action on his turn. Once the control ends the spirit returns to normal and begins taking its own actions again.

Master Blade Spirit
Prerequisites: Blade Spirit Specialization, Blade Binder 18th

Benefit: You may spend 2 material points as a standard action to cause an existing blade spirit companion to become empowered. For 1 minute the companion gains a bonus to attack rolls equal to the blade binder’s charisma modifier (to a maximum of 1 per 4 blade binder levels), as well as an enhancement bonus to all its physical attributes equal to any enhancement bonus his summoned equipment possesses.

Special: The binder may activate this ability as part of assuming direct control if he possesses the Greater Blade Spirit specailization.

Elemental Shape
Prerequisites: Summon Weapon

Benefit: Upon selecting this specialization the blade binder selects a single element from Water, Fire, Cold, Earth, Electric, Or Wind. The blade binder gains the ability to shape his weaponry with this element attuning his equipment to the chosen element. When using his summon weapon ability the blade binder’s summoned weapons deal additional damage equal to his charisma modifier (maximum 1 per blade binder level) of his chosen element’s type and is multiplied on a crit. Unlike blade improvements the blade binder’s weapons are always summoned with this ability, though he may spend a reaction to suppress this ability on a single summoned weapon he is wielding for 1 minute.

Elemental Manifestation
Prerequisites: Elemental Shape, Blade Binder 3rd

Benefit: The blade binder learns to manifest his chosen element from his elemental shape ability in two different ways:

Elemental Shroud: The blade binder can spend a materiel point as a swift action to empower his currently summoned weapon to become shrouded in elemental power, dealing an additional 1d6 damage of his chosen element, improving by an additional 1d6 at 5th level and every 5 thereafter; this effect lasts a number of rounds equal to the blade binder’s charisma modifier.

Elemental Blast: The blade binder learns to summon his element into an elemental blast. The blade binder may spend 1 materiel point as a standard action to make a reflex save attack against all creatures within a line, cone, or burst A successful save attack deals 1d6 damage per 2 MPB, while a failed save attack deals half damage. At 5th level a blade binder can spend 1 additional materiel point when using this ability to improve the damage to 1d6 per MPB. They may add the enhancement bonus of their summoned weapon to this save attack.

Condensed Elemental Blade
Prerequisites: Elemental Manifestation, Blade Binder 8th

Benefit: The binder learns to focus his energies, causing his weapon to become both an object of the material and of elemental energy. The binder learns to summon a special scabbard for his summoned weapons. The blade binder may only have one of these special scabbards summoned at one time, and this scabbard counts against his summoned weapon limit.

The binder may spend 2 material points as part of sheathing a summoned melee weapon within this special scabbard; once within the scabbard the weapon must remain within it for 8 hours before it is drawn again, if drawn early the weapon remains unchanged and the blade binder must pay 2 materiel points to restart the process. If the weapon remains within the scabbard for 8 hours it becomes a condensed elemental blade.

When a condensed elemental blade is first drawn from its scabbard it releases a large wave of energy as if the blade binder had used the elemental blast ability from his elemental manifestation specialization; the binder may spend a materiel point to improve the elemental blast’s damage. Once drawn the condensed elemental blade lasts for 1 minute per blade binder level before the energies dissipate and the weapon returns to a normal summoned weapon.

The condensed elemental blade when drawn takes on an appearance of a solid weapon whose edges wave and crackle with elemental energies making it seem both solid and immaterial at once. While in this form the blade binder may freely reshape this weapon into a different weapon he is proficient with, and may add or remove weapon special features (such as reach, brace, and blocking) despite the weapons current form. The condensed elemental blade may only add or remove a total number of weapon features on this condensed blade equal to 1 + 1 per 5 blade binder levels.

In addition while in this form the elemental blade deals dealing an additional 1d6 for every 4 blade binder levels he possesses, as well as dealing an additional number of points of elemental damage equal to his blade binder level; the blade binder may apply elemental shroud to this weapon as normal.

Condensed Elemental Armor
Prerequisites: Condensed Elemental Blade, Summon Armor, Blade Binder 13th

Benefit: The blade binder learns to create his armor out of the same condensed elemental energies, using it to create a more flexible form of armor that both protects and helps push his abilities even further. The blade binder may spend 2 material points to summon a new set of armor of a type he is proficient in, or transform his existing armor into the condensed elemental form. While wearing the condensed elemental armor the blade binder gains an enhancement bonus to his Strength and Dexterity equal to 1 + the enhancement bonus of his summoned armor, as well as a 10 enhancement bonus + 10 per +1 enhancement bonus of his armor, to his movement speed. In addition the blade bidner gains Resist equal to the armor’s enhancement bonus against his chosen element.

The armor lasts 1 round per blade binder level before the armor dissipates turning into normal armor of its summoned type. The blade binder must wait 8 hours before using this ability again. The binder may not use this ability while fatigued.

Enhancer
Prerequisites: None

Benefit: The blade binder may channel his energies into an existing piece of equipment he is currently wielding. By spending the same cost to summon a weapon or armor he may cause a single piece of equipment to become masterwork and attain any enhancement bonus his summon weapon ability would allow. Due to the strengthening nature of this ability, the blade binder may enhance items that normally aren’t meant to be weapons, allowing him to treat himself as proficient with a improvised weapon he has enhanced; the improvised weapon is still treated as improvised for the purposes of feats and abilities that interact with improvised weapons. As part of using this ability the blade binder may choose to allow the weapon to have blade improvements applied to it; but when doing so is subject to the same restrictions as blade improvements as normal. This enhancement lasts until the blade binder rests to regain stamina or when the weapon leaves his possession for more than 1 round. Weapons enhanced this way are otherwise treated as summoned weapons while they are enhanced for the purposes of interacting with other blade binder abilities.

Implement Binder
Prerequisites: Blade Binder 3rd, Summon Weapon

Benefit: You tap into the elemental energies of magic to turn your summoned weapon into an implement. When summoning an implement the weapon takes the form of a quarterstaff, but otherwise is treated as a casting implement. A summoned implement allows the blade binder rudimentary casting, treating the implement as possessing the extra affinity special ability of his chosen elemental energy source. In addition the staff is treated as having the extra spell special ability, treating his BCB as equal to half his levels in blade binder, allowing him to cast while holding the implement. The blade binder may use his stamina pool to pay any spell point costs for this talent. The blade binder may spend one week in a ritual to re-attune himself to a new affinity and spell, changing out what affinity talent and spell his implement gains.

Any enhancement bonus your summoned weapon grants applies to the implement and any spells cast with it.

Improved Implement Binder
Prerequisites: Implement Binder, Blade Binder 8th

Benefit: The blade binder may now create an additional implement with a new affinity talent and spell that he has not already selected with Implement Binder. When summoning an implement he may now choose which of these implements he is summoning. He may also have two implements summoned at once now, but each must have a different affinity talent and spell applied. At 10th level and every 5 levels thereafter the blade binder gains a new implement with a new affinity talent and spell; but is still limited to only two implements at a time.

Greater Implement Binder
Prerequisites: Improved Implement Binder, Blade Binder 13th

Benefit: The blade binder may now treat his BCB as equal to ¾ of his level in blade binder with spells cast through his implements. In addition each of his implements summon with the extra talent or extra spell special ability, which does not count against any blade improvements he may apply. The blade binder must select which special ability and granted spell or talent is applied to each implement, and once chosen cannot be changed without the re-attunement process of the implement binder ability.

Offensive Summon
Prerequisites: Summon Weapon

Benefit: You may summon your equipment in a way that turns them into a dangerous projectile. When using your summon weapon ability you may make a ranged attack roll against a foe within 30 feet. The foe takes the weapon damage plus his charisma modifier in damage. For the purposes of interaction with feats and abilities the blade binder may treat this as the focused attack action. The blade binder may not use this with abilities that reduce the action cost of summon weapon below a standard action. The summoned weapon lasts the normal duration before disappearing after using this ability.

Improved Offensive Summon
Prerequisites: Offensive Summon, Blade Binder 8th

Benefit: The blade binder may use the Offensive summon ability as a full-attack action. When using this ability the binder summons as many weapons up to the maximum he may make as part of the full attack, but only pays the material cost of the summoning for the first weapon summoned this way. Additional weapons summoned after the first immediately disappear. This ability may not be used with two-weapon fighting.

Binder’s Mark
Prerequisites: Offensive Summon, Blade Binder 13th

Benefit: The binder learns to leave a trace of his power on his foes. When the blade binder succeeds on a attack roll against a foe using a summoned weapon he may spend a materiel point as an immediate action to make a fortitude save attack against the foe he struck (1d20+ ½ MPB + Charisma modifier) the blade binder may add his summon weapon’s enhancement bonus to this save attack. If successful the target gains 2 marks, plus an additional mark per degree of success. Iif he fails by one degree or less he applies one mark to the target.

As a standard action the blade binder may cause these marks to erupt, forcing weapons to be summoned from within the target, damaging them. When causing the marks to erupt the creature takes 1d10 + charisma modifier damage per every mark on the target. All marks are removed from the target once they have erupted.

Quartermaster
Prerequisites: Summon Weapon

Benefit: You may choose when summoning a weapon to make it a stable weapon capable of existing away from you longer than normal; these weapons now last 1 minute per blade binder level after leaving your possession, allowing you to create weaponry for your allies; weapons created with this ability cannot have blade improvements applied to them. Creatures can still detect the conjured, impermanent nature of the weaponry with a DC 10 Appraise or Profession(Blacksmith) check. The blade binder may spend an additional materiel point when summoning this equipment to summon it directly within an ally’s hands within 30 feet + 5 feet per 4 blade binder levels.

Improved Quartermaster
Prerequisites: Quartermaster Specialization, Blade Binder 8th

Benefit: When making stable weapons with the quartermaster ability the blade bidner may apply a single blade improvement to the created weapons with a blade binder level requirement of 4 or lower.

Telekinetic Orbit
Prerequisites: Summon Weapon

Benefit: Your equipment no longer needs to be held by you and floats close nearby you, allowing the blade binder to summon his weapons in orbit of him or release a summoned weapon he is holding to allow it to begin to orbit around him. You may not be disarmed of this telekinetic equipment, but they may be sundered as normal. Your hands are considered free while wielding telekinetic equipment and the binder may have up to his summon weapon limit summoned in this way at one time. These do not grant you additional attacks. When using gauntlets, or similar hand-like weapons, you may use them to pick up and manipulate items within the reach of the weapon. Shields wielded with this ability do not grant their shield bonus while orbiting the blade binder. At 3rd level your natural reach with telekinetic equipment is treated as 5 feet longer than normal.

Special: This ability does not grant additional reach to weapons not directly orbiting the blade binder through this ability.

Telekinetic Equipment
Prerequisites: Summon Weapon

Benefit: The blade binder learns to summon his weapons within 30 feet + 5 feet per 2 bladebinder levels and telekinetically wield them. When wielding weapons with telekinesis they are treated as being wielded by the blade binder himself for the purposes of determining the reach and threatened area of these weapons, allowing them to make attacks of opportunity using the blade binder's reactions. When making attacks with telekinetic equipment the blade binder uses his charisma modifier in place of his attack and damage rolls made with the weapons in place of their normal ability modifiers for the attack. You may use a weapon as part of a full-attack or attack action as normal, though attacks with telekinetic weapons may not be combined with two-weapon fighting.

You may spend a move action to move any number of your telekinetic equipment up to 30 feet on your turn, and may move into the air without needing to make fly checks to remain in the air. You may have a total number of telekinetic weapons summoned and controlled at one time up to the binder's limit for summoned equipment; and may summon his maximum number of weapons by spending an additional materiel point as part of summoning a weapon using this ability. The blade binder's telekinetic weapons may be attacked directly, using the blade binder’s touch AC as both their normal and touch AC. If the blade binder is unconscious or otherwise unable to take an action he immediately stops wielding his telekinetic weapons and they drop to the floor; if the blade binder may spend a standard action to re-establish control on his weapons before they disappear.

If the Blade Binder takes damage while using this abilit he must make a concentration check against damage, or drop the weapons he is telekinetically controlling, using his levels in Blade Binder in place of the BCB of the concentration check. Should the blade binder’s concentration be interrupted he may spend a standard action to re-establish control on his telekinetic weapons before they disappear, or spend a materiel point to reduce the action time to move action; abilities that reduce the time require to use summon weapon reduce the action cost of this ability as well.

Improved Telekinetic Equipment
Prerequisites: Telekinetic Equipment Specialization, Blade Binder 8th

Benefit: The blade binder gains a number of additional reactions per round equal to his charisma modifier, but these additional reactions may only be spent on attacks of opportunity. In addition when taking the full attack action with his telekinetic equipment he may make one additional attack at his highest base attack bonus.