Arsenal Summoner

Always prepared and always vigilant. That is the creed of the arsenal summoner, their weapon never more than a moment away. Bonded to their equipment in ways that other warriors couldn’t comprehend, they are ready for battle at the drop of a hat, armed and prepared to battle without warning.

### **Armor Proficiencies**

An arsenal summoner is proficient with heavy armor.

This alters the vigilante’s normal armor and weapon proficiencies.

### **Anima Union (Su)**

At 1st level, the arsenal summoner gains a powerful sentient weapon called an anima, whose weapon type is chosen by the vigilante. An anima can be any melee or ranged weapon properly sized for the arsenal summoner (including shields) except for armor spikes, and the arsenal summoner is always treated as proficient with their anima. The arsenal summoner chooses the anima’s type upon gaining this class feature, and once chosen, it can’t be changed. An anima is treated as a magus’ black blade for how it interacts with other abilities (see the black blade sidebar in Pathfinder Roleplaying Game Ultimate Magic for more details), although it is not required to be a one-handed slashing weapon, rapier, or swordcane. A vigilante with this class feature cannot have a familiar of any kind, even from another class.

This ability replaces vigilante specialization.

**Intelligence:** This is the intelligence score of the anima. It starts at 10 and increases by 1 for every two levels of the arsenal summoner (at 3rd level, 5th level, and so on).

**Wisdom and Charisma:** As the arsenal summoner increases in level, so do the Wisdom and Charisma of the anima. These abilities start at 6 and increase by 1 for every two levels of arsenal summoner.

**Ego:** An anima starts with an ego of 3, and that ego increases as the blade becomes more powerful, as per Table 1: Anima Progression below. In cases where a wielder and the anima come into conflict, like any intelligent item, an anima can attempt to exert its dominance (see Intelligent Items). Due to its flexible and powerful nature, an anima has a nonstandard ego progression.

**Languages and Skills:** An anima starts with Common as a language. As the anima increases in Intelligence, it manifests knowledge of languages and arcane lore. Upon reaching an Intelligence of 12, it gains a bonus language of the GM’s choice, and gains 1 rank in Knowledge (arcana). Each time the sword gains a bonus to Intelligence, it gains another language and another rank in Knowledge (arcana).

**Senses:** An anima is aware of everything around it like a creature that can see and hear. It can be blinded and deafened as if it were a creature. It uses the saving throws of its arsenal summoner, even if the arsenal summoner is not currently wielding the anima.

*Anima Damage (Su):* Whenever the arsenal summoner hits with their anima, the weapon damage is based on their level and not the weapon type. The damage for Medium arsenal summoners is listed on Table 1: Anima Progression; see the table below for Small and Large arsenal summoners. The arsenal summoner can decide to use the weapon’s base damage instead of the anima damage—this must be declared before the attack roll is made. (If the weapon’s base damage exceeds the anima damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn’t apply to alchemical items, bombs, or other weapons that only deal energy damage.

*Alertness (Ex):* While a arsenal summoner is wielding their anima, they gain the Alertness feat.

*Telepathy (Su):* While an arsenal summoner is wielding or carrying their anima, they can communicate telepathically with the blade in a language that the arsenal summoner and the anima share.

*Unbreakable (Ex):* An anima is immune to the broken condition. If broken, the anima is unconscious and powerless until repaired, losing this ability until repaired. An arsenal summoner’s anima cannot be destroyed unless the arsenal summoner dies, repairing itself to full hit points if the arsenal summoner is brought back to life.

*Teleport Anima (Sp):* A once per day whenever an arsenal summoner is in their vigilante identity, they can call their anima from as far as 1 mile away (but not from another plane) as a full round action, causing it to instantaneously teleport to their hand. At 5th level and every 5 levels afterwards, the arsenal summoner can teleport their anima an additional time.

*Mundane Anima (Su):* At 3rd level, while an arsenal summoner is not in their vigilante identity, their anima takes the form of a mundane object, such as a cane, book, or other similar object. If the arsenal summoner makes an attack with their mundane anima, it transforms into its normal form, suppressing this effect for 5 minutes. Exposing an anima like this forces an arsenal summoner to make a disguise check or risk their identity being exposed.

*Anima Loyalty (Su):* At 20th level, once per week if the arsenal summoner would be killed, their anima can to cast a maximized *breath of life* spell on them. The anima cannot do this if it is not within 5 ft. of the arsenal summoner or if the arsenal summoner is killed by a death effect.

### **Bonded Armor (Su)**

At 2nd level, an arsenal summoner can select 1 specific set of armor with which they are proficient, spending 24 hours to bond to it. As part of the bonding process, the arsenal summoner places arcane mark with a caster level equal to the arsenal summoner’s class level onto their bonded armor. Whenever the arsenal summoner is in their vigilante identity, they can choose to summon their bonded armor as though using the instant summons spell as full round action a number of times per day equal to their Charisma modifier (minimum 1), donning it instantly. This armor can be summoned from up to 1 mile away (but not from another plane) and possesses a +1 enhancement bonus to its AC. At 5th level and every 3 levels thereafter, this bonus increases by +1 (up to a +5 enhancement at 14th level) whenever it is summoned with this ability. Only one set of armor can benefit from this enhancement bonus at a time.

If an arsenal summoner’s bonded armor’s arcane mark is removed or their bonded armor is destroyed, they can spend 8 hours and 100 gp per level to bond to a new set of armor. An arsenal summoner can select spend 24 hours breaking their connection between their bonded armor to bond to a new set of armor in this fashion without cost as long as the previously bonded armor is within 30 ft. of the new armor.

No creature other than the arsenal summoner can wear their bonded armor, providing no armor bonus to AC and doubling its armor check penalty to all any other creature that wears it. The bonded armor treats any other wearer as though they were not proficient with the armor regardless of if they normally would be.

This ability replaces the 2nd, 8th, and 16th level vigilante talents.

### **Anima Pool (Su)**

At 3rd level, the arsenal summoner gains an anima pool with a number of anima points equal to their Charisma modifier (minimum 1). This pool refreshes once per day after the arsenal summoner has rested for 8 hours. An arsenal summoner can spend 1 point from their anima pool as a swift action to grant their anima a +1 bonus to attack and damage rolls for 1 minute. For every 4 levels after 1st, this bonus increases by +1, to a maximum of +5 at 17th level.

At 5th level, the arsenal summoner can exchange the bonus on their anima’s attack and damage rolls from the anima pool with a weapon enhancement of an equal amount from the following list: adaptive (+1), dancing, designating (lesser), endless ammunition, flaming, flaming burst, frost, icy burst, keen, lucky, reliable, shock, shocking burst, speed, or vorpal. An arsenal summoner cannot add an enhancement to their anima for which it would be ineligible (such as an adaptive longsword).

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. These bonuses and properties are decided when the anima pool point is spent and cannot be changed until the next time the arsenal summoner uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the arsenal summoner. An arsenal summoner can only enhance one weapon in this way at one time. If they use this ability again, the first use immediately ends.

This ability replaces unshakable and frightening appearance.

### **Astral Armory (Su)**

At 5th level, the arsenal summoner can store their anima and bonded armor in a pocket dimension which only they can access, being able to summon it regardless of distance or which plane it currently resides. The arsenal summoner can spend 1 minute to access their astral armory, either to remove or return their anima or bonded armor into the pocket dimension. A damaged anima or bonded armor inside of this pocket dimension heals 1 hit point per hour.

This ability replaces startling appearance and stunning appearance.

### **Arsenal Deity (Ex)**

At 20th level, an arsenal summoner can select one of the following abilities:

*Armor Mastery (Ex):* The arsenal summoner gains the armor mastery class feature.

*Weapon Mastery (Ex):* The arsenal summoner gains the weapon mastery class feature.

This ability replaces vengeance strike.

## **Arsenal Talents (Ex)**

An arsenal summoner can select from any of the following vigilante talents, in addition to general vigilante talents.

### Additional Armory (Ex)

The arsenal summoner can bond to an additional set of armor. At 12th level, they can bond to a third set of armor. If the arsenal summoner has the bonded shield talent, they can bond a shield to each additional set of armor. An arsenal summoner must be 6th level to select this talent.

### Advanced Armor Training (Ex)

The arsenal summoner gains an advanced armor training. This talent can be selected multiple times, each time selecting a different advanced armor training, but an arsenal summoner must have the armor training talent to select this talent.

### Advanced Weapon Training (Ex)

The arsenal summoner gains an advanced weapon training. This talent can be selected multiple times, each time selecting a different advanced weapon training, but an arsenal summoner must have the weapon training talent to select this talent.

### Anima Armor (Ex)

The arsenal summoner’s bonded armor and anima fuse, although only a suit of armor with either armor spikes, gauntlets, or spiked gauntlets can be an anima armor (if the armor doesn’t normally come with gauntlets or spiked gauntlets, the anima summoner can spend 1 hour to bond a set of gauntlets or spiked gauntlets to a suit of armor, treating them as part of the suit of armor). The anima armor’s armor spikes, gauntlets, and spiked gauntlets are treated as though they were an anima for anima damage and the anima’s enhancement bonus. The anima’s mind still exist inside of the bonded armor, and they can converse with it while wearing it. The arsenal summoner can’t use the anima’s teleport anima ability, but they treat their anima armor as though it was made of living steel. At 8th level, they also treat it as though it was made of mithril. At 14th level, they also treat it as though it was made of adamantine. This ability supersedes any material of which the anima armor is already made. If the arsenal summoner has the additional armory talent, they can spend 24 hours to switch which bonded armor is their anima armor. An arsenal summoner with this talent cannot select the anyblade, assimilated anima, or dual arsenal talents.

### Anyblade (Su)

Whenever the arsenal summoner summons their anima with the teleport anima class feature, they can have the blade take a different form, treating it as any other weapon which could qualify to be an anima. Any feats that the arsenal summoner possesses that would only apply to a specific weapon (such as Weapon Focus) apply to their anima unless the anima’s new form would make that feat an invalid choice. The anima retains this new form until the arsenal summoner dismisses it as a free action or 24 hours have passed, whichever comes first. The arsenal summoner can spend 8 hours to to permanently change the form of their anima to another type of weapon.

### Armor Training (Ex)

The arsenal summoner gains the armor training 1 class feature.

### Assimilated Anima (Ex)

The arsenal summoner and their anima become one, treating the arsenal summoner’s unarmed strikes as though they were an anima for anima damage and the anima’s enhancement bonus, as well as gaining the Improved Unarmed Strike feat. The anima’s mind still exist inside of the arsenal summoner, and they can converse with it at will, although they never risk coming into conflict with the anima’s ego. Once per day, whenever an arsenal summoner fails a Will save, they can reroll that save, allowing their anima to make a saving throw as well. At 5th and every 5 levels afterwards, the arsenal summoner can reroll an additional will save per day. An arsenal summoner with this talent cannot select the anima armor, anyblade, or dual arsenal talents.

### Bonded Shield (Ex)

The arsenal summoner can choose to bond with a shield, treating it as a part of a set of bonded armor. When summoned, the arsenal summoner splits the enhancement bonus gained from their bonded armor class feature between the two however they wish. An arsenal summoner with a shield as their anima can use this talent to connect it to their bonded armor as though it was a normal shield. If they do, the arsenal summoner can summon both with either their teleport anima or bonded armor class feature.

### Dual Arsenal (Su)

Whenever the arsenal summoner uses their teleport blade ability, they can also create a copy of their anima. The copy possesses an enhancement bonus equal to the enhancement bonus provided by the anima class feature. This copy last for 1 minutes per 2 levels the arsenal summoner possesses. At 6th level, this copy last for 10 minutes per 2 levels the arsenal summoner possesses. At 10th level this copy last for 1 hour per 2 levels the arsenal summoner possesses. At 14th level this copy last for 24 hour or until dismissed, whichever comes first. If the arsenal summoner spend an anima point, each weapon must be granted a bonus to attack and damage separately, although they can spend 2 anima points simultaneously to do so.

### Mutable Anima (Su)

The arsenal summoner can exchange a +1 bonus on their anima’s attack and damage rolls from their anima pool to treat it as though it was made of mithril or cold iron. The arsenal summoner also add the following abilities to those it can bestow with the anima pool: brilliant energy, ghost touch, planar, returning, shadowshooting, and throwing.

At 12th level, the arsenal summoner can instead exchange a +2 bonus on their anima’s attack and damage rolls from their anima pool to treat it as though it was made of adamantine. The arsenal summoner can also add the following abilities to those it can bestow with the anima pool: anarchic, axiomatic, designating (greater), holy, lucky (greater), reliable (greater), and unholy.

At 18th level, the arsenal summoner can add the following abilities to their anima pool: bane and phase locking.

An arsenal summoner must be 6th level or higher to select this talent.

### Social Armory (Su)

The arsenal summoner can don their bonded armor or call their anima to their hand while they aren’t in their vigilante identity as a swift action. The arsenal summoner also treat their armor as though it has the glamered enhancement while not in their vigilante identity

### Weapon Training (Ex)

The arsenal summoner gains the weapon training 1 class feature. An arsenal summoner must be 6th level or higher to select this talent.