Classes/Blade Binder

Hit Die: d12

Type: Martial

Skill Ranks Per Level: 4 + Int modifier.

Class Features
The following are class features of the blade binder.

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 Endurance modifier plus his levels in martial classes (minimum 1). This pool replenishes once per day after a long 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.

Summon Equipment (Su)
At 1st level, the blade binder learns to summon weapons and armor through the combination of his own power and the powers of creation itself. This ability requires a 3 AP action and 1 stamina, summoning the weapon directly into the hands of the blade binder; or on the blade binder if armor. The summoned weapon or armor must be one the blade binder is proficient with and appropriately sized for him; the shape, size, and type is chosen at the time of summoning. Once summoned, the equipment lasts indefinitely or until the blade leaves his possession for longer than 1 round. Weapons and armor summoned with this ability are summoned with a +1 enhancement bonus.

You may only have 2 weapons plus an additional 1 weapon per 6 blade binder levels you possess summoned at one time. The blade binder may summon a suit of armor in place of one of these weapons, but may only have one set of armor summoned at one time, replacing the existing one each time he summons a new one.

When summoning a combination or double weapon the blade binder must pay 2 stamina 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. Double weapons and combination weapons count as 2 weapons for the purposes of how many weapons the blade binder currently has summoned. At 2nd level a blade binder may summon two weapons with a single use of summon weapon by increasing the stamina cost by 1.

Armor summoned by the blade binder has a health pool of 15 hit points per blade binder level instead of its usual hit point pool. 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 armor 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 has levels in another class besides blade binder he may count his levels in class besides blade binder classes as ½ blade binder levels for determining the hardness of this armor and the size of his armor health pool.

At 3rd level, upon gaining a Ki Pool the Blade Binder may spend Ki instead of stamina when using this ability. In addition at 3rd level, the blade binder may spend 1 additional ki point to allow his summoned equipment to gain an additional +1 enhancement bonus (maximum +5) for every 3 MPB he possesses after 1st,  to a maximum of +5; this additional ki must be spent at the time of summoning each piece of equipment.

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 + Psyche modifier unless specified otherwise. They may add the enhancement bonus of a wielded weapon to this save attack. Additional Binder Talents may be taken using the Extra Talent feat.

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

Bind Enhancement (Su)
At 2nd level, the blade binder learns to 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 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 or armor to have equipment improvements applied to it; subject to the same restrictions of equipment 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.

Ki Pool (Su)
At 3rd level, a blade binder gains access to a pool of internal energies called ki, which allow him to perform supernatural feats that go beyond the limits of his physical body. This pool contains a number of ki points equal 1 + his Psyche modifier (minimum 2) and refreshes once per day when the blade binder regains his stamina. A blade binder may spend 1 point of stamina as a free action on his turn to regain 2 points of his ki pool.

As long as the blade binder has at least 1 point in his ki pool, he gains an enhancement bonus on athletics checks to jump equal to his class level, and his unarmed strikes and natural attacks are treated as magic weapons. At 8th level, his unarmed strikes and natural attacks are treated as silver for the purpose of overcoming damage reduction.

In addition at 3rd level a blade binder expands his repertoire of his Ki Pool allowing him to spend his ki points in additional ways:


 * Ki Reflexes: Spend a ki point in place of a reaction.
 * Ki Dodge: Once per round, spend a ki point as a reaction to gain a +4 dodge bonus to AC for 1 round.
 * Ki Leap: Once per round, spend a ki point as a reaction to gain a +20 enhancement bonus to athletics checks made to jump for 1 round, and to be considered as having a running start when making such a check.

If a blade binder gains a ki pool from another source, he does not combine the pools for the purposes of determining capacity, nor does he gain an additional ki pool, but may spend points from his ki pool to pay for abilities from either source that require ki points. If each pool requires different ability scores (such as Psyche and Focus) the blade binder may use the higher of the two ability scores when determining the capacity of his ki pool. The blade binder may add together his levels in all classes that grant a ki pool to determine the abilities of his ki pool class feature.

Equipment Improvements (Su)
At 3rd level, the blade binder gains 2 blade and 2 Armor improvements, allowing him to further customize his summoned equipment. When spending additional ki point to further increase the enhancement bonus of the summoned equipment may choose to apply a blade or armor improvement at the time of summoning.

Summoned Weapons may only have blade improvements applied to them, while Summoned Armor may only have Armor improvement applied to them. Each summoned equipment may have different improvements. A blade binder may only have a maximum of 1 equipment improvement plus an additional equipment improvement for every 4 levels of blade binder you possess (to a maximum of 6 blade improvements) applied to a single summoned weapon or armor.

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

At 7th level and every 4 levels thereafter the blade binder gains an additional blade improvement and armor improvement. For every 8 levels after 3rd the blade binder gains a bonus blade and armor 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 + Psyche modifier. They may add the enhancement bonus of a wielded equipment to this save attack.

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

Binder Specialization (Su)
At 3rd 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 7th level and every 4 levels thereafter the blade binder gains an additional binder specialization.

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

Stable Binding  (Su)
At 5th level, the blade binder may choose when summoning a weapon to make it a stable weapon capable of existing away from him longer than normal. Weapons summoned by the blade binder now last 1 minute per blade binder level after leaving his possession. 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 ki point when summoning this equipment to summon it directly within another creature’s possession within 15 feet + 5 feet per 4 blade binder levels.

The blade binder may choose to spend an additional ki point when summoning a weapon to allow the weapon to persist for 1 hour per blade binder level, but when summoned in this way the weapon cannot have any blade improvements applied to it. At 11th weapons summoned in this way may apply a single blade improvement to these weapons. For every 6 levels thereafter the weapon may have one additional blade improvement up to the maximum the blade binder is normally allowed to apply to a single weapon.

Binder’s Resilience (Ex)
At 9th 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 +3 competence bonus against sunder attempts against his summoned weapons and armor, as well as a +3 competence bonus against disarm attempts against his summoned weapons. At 13th level and every 4 levels thereafter the blade binder improves these competence bonuses by 1.

Binder’s Mark
At 13th level, 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 Ki point as a reaction action to make a Resilience(Psy) save attack against the foe he struck (1d20+ ½ MPB + Psyche 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. If he fails by less than one degree he applies one mark to the target.

As a 3 AP 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 + Psyche modifier damage per every mark on the target. All marks are removed from the target once they have erupted. A creature must be within 30 feet + 5 feet per 3 Blade Binder levels to erupt marks. Marks on the target last 10 minutes per Blade Binder level.

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

He may also spend 1 additional Ki 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.

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 Ki 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 Mental save attack roll (1d20 + ½ blade binder level + Psyche 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 Mental save against the original save attack each round as a move action to attempt to force itself out of this sphere.

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

Benefit: The blade binder gains an enhancement bonus to all strength and Agility based skill checks, MSB, and Physical(Str) checks for all reposition or grapple combat maneuvers equal to his summoned armor’s enhancement bonus. In addition the blade binder adds half his armor’s strength rating value to all damage rolls with melee weapons; at 8th level the binder instead adds all of his armor's strength rating; this does not apply to the strength rating increases for lacking proficiency in an armor.

Blade Spirit
Prerequisites: Blade Binder 3rd, Summon Weapon

Benefit: The blade binder’s 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 biped base form. It gains the celestial, construct, demonic, or void 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 ki 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 or wear the armor 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 from the blade binder. While within range of the blade binder the blade binder may telepathically give commands to his blade spirit and direct it as necessary without additional actions required.

Improved Blade Spirit
Prerequisites: Blade Spirit Specialization, Blade Binder 7th

Benefit: The blade binder’s 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.

In addition, the blade binder learns how to assume direct control of his  blade spirit as a 4 AP action. While in direct control the companion gains a copy of any combat or martial feats the blade binder may possess for the duration of the control. While assuming direct control the blade binder’s primary body 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 blade 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.

At 10th level the blade spirit gains access to a single combat or martial feat the blade binder possesses plus an additional feat per 4 blade binder levels after 10th up to a maximum equal to the blade binder’s psyche modifier.

Greater  Blade Spirit
Prerequisites: Blade Spirit Specialization, Blade Binder 15th

Benefit: You may spend 2 ki points as a 3 AP  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 Psyche 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 Improved Blade Spirit specailization.

Elemental Shape
Prerequisites: Summon Weapon

Benefit: Upon selecting this specialization the blade binder selects a single element from Air, Void, Fire, Cold, Nature, Decay, Water, or Earth. The blade binder learns to manifest his chosen element from his elemental shape ability in two different ways. The damage type of this element matches the Associated Damage listed for that element’s affinity.


 * Elemental Shroud: The blade binder can spend a Ki point as a 1 AP 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 Psyche modifier.
 * Elemental Wave: The blade binder learns to summon his element into an wave of elemental energy. The blade binder may spend 1 Ki point as a 4 AP action to make a Physical(Agi) save attack against all creatures within a line, cone, or burst. A successful save attack deals 1d6 damage per 4 MPB, while a failed save attack deals half damage. At 5th level a blade binder can spend 1 additional Ki point when using this ability to improve the damage to 1d6 per 2 MPB. The blade binder 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 physical and of pure elemental energy. The binder learns to summon a special scabbard for his summoned weapon. 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 ki 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 Ki 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 wave ability from his elemental manifestation specialization; the binder may spend a Ki point to improve the elemental wave’s damage as normal. 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 damage as if affected by the Elemental Shroud ability, but also improves the damage from d6s to d8s; as well as dealing an additional number of points of damage equal to his blade binder level.

All damage dealt by the weapon in this form may be counted as the weapon’s normal damage type and the element’s associated damage type, whichever is more beneficial.

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 ki 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 Agility equal to 1 + the enhancement bonus of his summoned armor, as well as a +10 enhancement bonus to his speed plus an additional 5 per +1 enhancement bonus of his armor. In addition the blade binder 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.

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 the spell granted while holding the implement. The blade binder may use his stamina pool to pay any spell point costs for this spell. 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; and may have up to 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, but using the blade binder’s Psyche modifier in place of dexterity for the attack. The foe takes damage as if he had thrown the weapon, but uses his Psyche modifier in place of his Strength for determining damage. For the purposes of interaction with feats and abilities the blade binder may treat this as the focused attack action; though he may not spend more AP to make additional attacks. The blade binder may not use this with abilities that reduce the action cost of summon weapon below a 3 AP 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 spend additional AP when using the Offensive Summon ability to make a focused attack with additional attacks. When using this ability the binder summons as many weapons up to the maximum he may make as part of the 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 after the attack resolves.

Telekinetic Orbit
Prerequisites: Summon Weapon

Benefit: The blade binder gains telekinetic aura with the telekinetic orbit talent as a natural spell using his class level as his BCB, his MPB as his SPB, and his Psyche as his CAM. The blade binder may cast this as a reaction on his turn, and may spend stamina in place of spell points when using this. Unlike normal, the blade binder may choose to wield weapons within his orbit, but only as long as the items remain within his square; using his statistics as normal for making attack and damage rolls with such weapons. At 3rd level the blade binder may spend ki in place of stamina when using this ability. The blade binder may only use this orbit  with his summoned weapons and may summon his weapons directly into his orbit. At 5th level this natural spell gains the greater orbit talent and treats his reach as 5 feet longer for weapons wielded in his orbit.

Special: Shields in orbit do not provide their shield bonus to AC while in orbit and must be wielded directly by the blade binder to grant this benefit.

Telekinetic Equipment
Prerequisites: Summon Weapon

Benefit: The blade binder gains telekinetic throw with the distant lift talent as a natural spell using his BAB as his BCB, his MPB as his SPB, and his Psyche as his CAM. The blade binder may spend stamina in place of spell points when using this, but reduces the spell point cost of the spell by 1 (minimum 0). The blade binder may only lift and throw weapons his summoned weapons, and may choose to throw a weapon with this as part of summoning it as long as he spends at least a standard action to do so. Attacks with this are still treated as attack actions, or full attacks when throwing more than one, for the purpose of interaction with feats and abilities. At 6th level the balde binder may summon a number of weapons up to the maximum he may throw with telekinetic throw, while also not exceeding his summon weapon limit, as part of a full-attack action with telekinetic throw; rather than the normal cost to summon the blade binder instead need only pay 2 ki points to use this ability.

The blade binder is considered to have had a summoned weapon in his possession until the start of his next turn for the purpose of the weapon disappearing if he throws it with this ability, allowing him to continually re-throw the same weapon without requiring re-summoning.

Special: If the blade binder possesses the Telekinetic Orbit specialization he may wield weapons within the greater orbit range, not just weapons adjacent to himself. In addition he may choose to use his normal attributes or his Psyche modifier for attack and damage rolls for weapons wielded in his orbit. Weapons in his orbit are treated as having a reach equal to your own, calculated from the square the weapon occupies, for the purposes of making attacks of opportunity with such weapons.

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

Benefit: In addition when taking the full attack action with his telekinetic equipment he may make one additional attack at his highest base attack bonus.

Special: If the blade binder is using Telekinetic Orbit, he gains a number of additional reactions per round equal to his Psyche modifier, but these additional reactions may only be spent on attacks of opportunity for weapons within his orbit.