Weaponized (3.5e Class)
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 The Weaponized
This abnormal class is normally ever seen partnered with the mightiest of warriors. They have the unique ability to transform into weapons as they so choose. The stronger the Weaponized becomes, the stronger the weapon they can turn into.
 Making an Weaponized
Abilities: Constitution is also important for improving Hit Points as well as fortitude save. Intelligence, Wisdom, and Charisma are important for the Weaponized’s skills. And Intelligence is also important for additional skill points and increasing the wielders attack rolls.
Starting Age: Moderate.
Starting Gold: 6d4 × 10 (150 gp)
|1st||+0||+2||+0||+0||Weapon Form, Soul Resonance|
|3rd||+2||+3||+1||+1||Weapon Form: Ironwood|
|4th||+3||+4||+1||+1||Weapon Form: +1|
|5th||+3||+4||+1||+1||Weapon Form: Alchemical Silver|
|6th||+4||+5||+2||+2||Elemental Infusion: +1d6|
|7th||+5||+5||+2||+2||Weapon Form: Mundane Crystal|
|8th||+6/+1||+6||+2||+2||Weapon Form: +2|
|9th||+6/+1||+6||+3||+3||Weapon Form: Mithral|
|11th||+8/+3||+7||+3||+3||Weapon Form: Adamantine|
|12th||+9/+4||+8||+4||+4||Weapon Form: +3, Elemental Infusion: +2d6|
|13th||+9/+4||+8||+4||+4||Weapon Form: Platinum|
|16th||+12/+7/+2||+10||+5||+5||Weapon Form: +4|
|18th||+13/+8/+3||+11||+6||+6||Elemental Infusion: +3d6|
|19th||+14/+9/+4||+11||+6||+6||Weapon Form: Exotic Weapons|
|20th||+15/+10/+5||+12||+6||+6||Weapon Form: +5|
Class Skills (8 + Int modifier per level, ×4 at 1st level)
 Class Features
All of the following are class features of the Weaponized.
Weapon Form (Ex): At 1st level, a Weaponized gains the ability to take the form of any mundane wooden or steel weapon. She can only take the form of simple or martial weapons they have knowledge of. The weaponized gains all the stats of the physical stats of the weapon with the following exceptions; they retain the ability to communicate verbally, they get to add their Intelligence modifier to their wielders attack rolls, as well as make selected skill checks (Appraise, Knowledge, Listen, Sense Motive, Spellcraft, Spot. This ability is similar to the spell Pollymorph. Changing form (to weapon or back) is a standard action and doesn’t provoke an attack of opportunity. Any gear worn or carried by the weaponized melds into the new form and becomes nonfunctional. When the weaponized reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the weaponized's feet. While in weapon form, the Weaponized is immune to all poisons, diseases and mind influencing affects.
Starting at level 3, the Weaponized can take weapon forms of other materials. At level 3 they can become Ironwood weapons, at level 5 Alchemical Silver Weapons, at level 7 Mundane Crystal, at level 9 Mithral weapons, at level 11 adamantine weapons, and at level 13 they can become Platinum weapons.
Starting at level 4, the weaponized becomes enchanted as a +1 when in weapon form. This enhancement bonus increases every 4 levels (+1 at level 4, +2 at level 8, +3 at level 12, +4 at level 16, +5 at level 20). This functions works for purposes of bypassing damage reduction.
Starting at level 19, the weaponized gains the ability to take weapon form of exotic weapons.
Soul Resonance (Ex): Soul Resonance is a Move Equivalent action. In order for a creature to use a weaponized to their fullest potential, they must both become bound with soul resonance. This temporarily binds the wielder and the Weaponized. If Soul Resonance is not performed, the weaponized is treated as a mundane version of the weapon form they take. The soul resonance only last till the end of combat, but can be dismissed as a free action.
Elemental Infusion (Su): Starting at level 6, the weaponized gains the ability to do elemental damage when in weapon form. They must announce when taking a weapon form the type of elemental damage they do, selecting one of the following elements; Sonic, Acid, Fire, Cold, Electricity. They start with doing +1d6 elemental damage, this increased every 6 levels (+1d6 at level 6, +2d6 at level 12, +3d6 at level 18).
 Epic Weaponized
|21st||Epic Bonus Feat|
|24th||Weapon Form: +4d6|
|25th||Weapon Form +6|
|26th||Epic Bonus Feat|
|30th||Weapon Form +7, Weapon Form: +5d6|
8 + Int modifier skill points per level.
Epic Weaponized Bonus Feat List: Blinding Speed, Combat Archery, Dexterous Fortitude, Dexterous Will, Epic Dodge, Epic Reputation, Epic Skill Focus, Epic Speed, Epic Toughness, Improved Combat Reflexes, Spellcasting Harrier, Superior Initiative, Uncanny Accuracy.
 Human Weaponized Starting Package
Skill Selection: Pick a number of skills equal to 8 + Int modifier.
|Disable Device script||4||Int||0|
|Slight of Hand||4||Dex||0|
|Use Magic Device||4||Cha||0|
Feat: Improved Initiative
Bonus Feat(human): Blind-Fight
Gear: Adventurer’s Kit, quiver with twenty arrows.
 Campaign Information
 Playing a Weaponized
Religion: Weaponized often worship Heironeous (god of valor), Kord (god of strength), St. Cuthbert (god of retribution), Hextor (god of tyranny), or Erythnul (god of slaughter). A Weaponized may style himself as a crusader in the service of his god, or he may just want someone to pray to before putting his life on the line yet another time.
Other Classes: The weaponized get along well with barbarians, fighters, paladins, rangers and rogues dues to their extensive use of weapons in combat. Classes that don’t do much physical combat tend not to associate with them as frequently but some cases have been known.
Combat: Weaponized prefer to be wielded in combat then perform the combat themselves, but when the case calls for it they don’t hold back. Some Weaponized actually find that working in pairs or teams of 3 (two as weapons while the third fights) very beneficial, since when one gets wounded, they can “tag out” with their ally whom is still rested and in good health. Some take advantage of the deception of being thrown into the back ranks, then returning to their true form to attack the unsuspecting enemies. And in some cases, walk in to area that don’t permit weapons, and then use their abilities to catch their opponents off guard and accomplish their goals.
Advancement: Weaponized rarely choose to multiclass. But when they do, it is with a class they helps their particular path in life.
 Weaponized in the World
|“||I’m not “carrying” any weapons, and neither is my friend here. We are just here to discuss peace with your lord.||”|
|—Karen , Human Weaponized|
Weaponized can be found in any area of the worlds. They are adventurers, defenders, spies, assassins, and much more. But where every they go, one thing if for sure, they always use their abilities to their advantage.
Daily Life: We travel together, working as a team. Together there is no goal we can’t achieve together.
Notables: Some of the greatest warriors and assassins in history, reached their greatness thanks to weaponized. Because of this, the greatest weapons crafted are made in their image.
Organizations: They can sometimes be found in guild halls or busy taverns with their fellow adventurers. Some flaunt their skills, while other keeps them hidden, all the while looking for ways that their skills would be of great use.
NPC Reactions: They are treated the same way any other member of their race is treated according to how they present themselves.
 Weaponized Lore
Characters with ranks in Knowledge (history) can research Weaponized to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||They turn into a weapon?|
|10||They can turn into weapons of their choice.|
|15||They can turn into powerful weapons of various materials and unleash elemental energy when they strike .|
|20||They can learn about a specific weaponized.|
 Weaponized in the Game
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