Weaponized (3.5e Class)
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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 a Weaponized
Abilities: Constitution is also important for improving Hit Points as well as fortitude save. Intelligence is the most important for it directly affects the weaponized's appraised skill as well as the number of skills she can have. Wisdom and Charisma are also important for the Weaponized’s skills.
Starting Age: Moderate.
Starting Gold: 6d4 × 10 (150 gp)
|1st||+0||+2||+0||+0||Weapon Form, Appraise Weapon|
|2nd||+1||+3||+0||+0||Weapon Form: Size Increase|
|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, Weapon Form: Size Increase|
|6th||+4||+5||+2||+2||Elemental Infusion: +1d6|
|7th||+5||+5||+2||+2||Weapon Form: Mundane Crystal, Weapon Form: Size Increase|
|8th||+6/+1||+6||+2||+2||Weapon Form: +2|
|9th||+6/+1||+6||+3||+3||Weapon Form: Mithral|
|10th||+7/+2||+7||+3||+3||Weapon Form: Size Increase|
|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|
|20th||+15/+10/+5||+12||+6||+6||Weapon Form: +5|
Class Skills (8 + Int modifier per level, ×4 at 1st level)
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. 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, sunder rolls, and disarm 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. They also may change PARTS of their body, however may not change anything other than their arms, which may only form a blade (NOT BOWS OR CROSSBOWS, but any blade that isn't two-handed is possible, including sickles and the like), should the Weaponized know how to form it (acts as whatever blade they make it as, would they choose a shortsword, whatever stats the blade gets depend on the size of the Weaponized. This still counts as a standard action). When in weapon form if the are targeted with sunder attack, the weaponized uses their own hit points for taking damage however they use the hardness of the material type they are assuming. If rendered unconscious or killed while in weapon form they revert to their original form.
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.
Weapon Form Sizes Increases: A Weaponized finds making versions of weapons of smaller sizes easy, however making weapons larger while maintaining their effectiveness more difficult. Starting at level 2 the weaponized can make a Light Weapon larger to a One-Handed Weapon. At level 5 can make a One-Handed Weapon into a Two-Handed Weapon. At Level 7 the weaponized can increase the weapons from just being a Two-Handed Weapon to an over-sized version granting +5 Feet reach, however unless the wielder of the weaponized does not have a feat or ability to wield such sized weapons they suffer a takes a –4 penalty on attack rolls made with that weapon. At level 10 they can again increase the weapon to an even greater size, increasing the weapons reach by an additional +5 feet for a total of +10 feet reach. However unless the wielder of the weaponized does not have a feat or ability to wield such an over-sized weapon they suffer an additional –4 penalty on attack rolls made with that weapon increasing it to a total of -8.
Appraise Weapon : In order for a Weaponized to take the form of a weapon, she must first study and learn about the weapon. It takes 1 hour of study for each weapon they wish to be able to take the form of. The appraise skill check varies depending on the type of weapon; DC 8 for Simple weapons, DC 12 for Martial Weapons, and DC 20 for Exotic Weapons.
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).
|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.
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.
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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