Dark weapon

*The class has been fixed to fit within the Pathfinder system and a few changes were made to facilitate the transition and patch up a few minor issues. The main credit still goes to Maridox/Tanis, with John Cena providing some additional help.*

While many weapons can be forged in the flames of man, only the truest weapons can be forged in the flames of ones soul. through deep delving into ones self and harnessing these powers one can truly become one. A Dark weapon.

**Alignment**: Though forging a contract with someone generally sounds like a lawful thing to do, Dark Weapons are allowed to be any alignment as long as it follows its contract with the chosen partner.

**Hit Dice**: d8

**Starting Wealth**: 5d6x10 GP

**Class Skills**:

Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Dex), Knowledge (Arcana) (Int), Knowledge (Dungeoneering) (Int), Perception (Wis), Profession (Wis), Stealth (Dex), Spellcraft (Int), Swim (Str), Use Magic Device (Cha)

**Skill Ranks per level**: 4+ Int Modifier

# Dark Weapon Class Features

**Archetypes**:

Twin Weapon

## Weapon and Armor Proficiency

A Dark Weapon is not proficient with any weapons (except for the weapon it chose for its contract) and has no armor proficiency.

## Chosen Weapon (Su)

At 1st level, you can choose a weapon from either the simple or martial weapon list. This weapon becomes your Chosen Weapon and it will be the weapon that you transform into, as well as the weapon your arm turns into with the Weapon Invocation feature. At 5th and 14th levels you gain an extra form.

You can transform your body, and in a swirl of visible black smoke your body mangles and warps into your Chosen Weapon and then you fly to your Dark Contract Holder no more than 10 feet away or you drop on the ground. You can maintain your transformation for a total amount of 2d4 hours + your constitution modifier per day, after which you revert back into your humanoid form, however you are always able to change out and back into weapon form, as long as you do not exceed that limit. While in weapon form you are not able to move or standard actions on your own, except for the features listed below, thus making it important that you are in the presence of your wielder.

Actions you can take when wielded are as followed:

- You may make use of your features granted through the Dark Weapon class and, as well as features that apply during your wielder’s turn.

- You may cast spells or spell-like features granted by your Dark Weapon class. When casting a spell you ignore all verbal and somatic components however your wielder must provide any and all material components required.

- You may use a full-round action to revert to your humanoid form.

While in weapon form you are normally immune to damage and spells. These immunities are only in effect while you are in weapon form. Spells and effects affect your type of material (such as rust against metal-based or warp wood for wood-based weapons) as normal and area of effect mind-affecting spells and abilities. Spell effects that affect you while in your normal form also affect your wielder, as long as you both are legal targets. Your wielder gains access to your combat feats, provided they meet the prerequisites.

Additionally, while you are being wielded in weapon form, your wielder gains a bonus to attack and damage equal to your strength modifier if you choose a melee weapon, or you wielder can use your dexterity bonus for attack rolls if you take the form of a finesse weapon. If they possess a feat that allows the use of dexterity in place of strength for damage, they may use your dexterity bonus instead of strength.

If you take the form of a ranged weapon, you use your dexterity modifier instead. While in weapon form you cannot speak aloud, however, you can maintain a telepathic link to your Dark Contract Holder only when they are wielding you.

Dark Weapons that gain Exotic Weapon Proficiency can also pick an exotic weapon.

At 1st level, the dark weapon must choose both a Weapon Path and a Nature of the Soul option.

## Weapon Invocation (Su)

At 1st level while in humanoid form, you can use your action to summon a spectral representation of your chosen weapon. The weapon possesses the same traits and properties of your chosen weapon and is treated as a spell that requires concentration. The weapon cannot be disarmed from your hand until you fall unconscious, die, or dismiss it as a free action.

## Dark Contract (Su)

The bond between weapon and the user is very important and must benefit both sides. Anyone wanting to wield the Dark Weapon must agree to a contract with it or the weapon can make a Bluff check to attempt to charm the wielder every hour, the would-be-wielder must make an Will save (DC 10 + ½ dark weapon level + wisdom modifier) to contest. If the Dark weapon succeeds, the wielder is possessed by the Dark Weapon for 1d6 hours. If the dark weapon is removed from the wielder, the possession ends.

When the creature agrees to the contract, you immediately transform back into regular form and cannot transform into a weapon until the creature is conscious again; otherwise, nothing happens. The creature that agreed to the contract is considered the wielder of the Dark Weapon with the purpose of receiving the Dark Weapon's bonuses and effects. The creature as well as the Dark Weapon cannot have more than one Dark Contract active at a time.

## Nature of the soul (Su)

As a Dark Weapon grows in power your power adapts to the nature of your soul. You gain one benefit at 1st Level, and additional benefits at Levels 4, 10, 16 and 20. The list of available options can be found here.

## Weapon Path (Ex)

As a Dark Weapon grows in power your form adapts further to enhance your combat abilities. The list of available options can be found here.

## Legendary Weapon (Su)

At level 2 you are considered a +1 magic weapon, this increases every 2 levels and caps at level 20 at +10. While you can only have a max enhancement at +5 you can apply other magical effects to yourself beyond that. Only weapon type appropriate enhancement bonuses may be chosen.

Once per day you can change what enhancements you provide to your wielder in your weapon form, however, as it is an arduous process, it can only be done at the beginning of a day and enhancement bonuses need to be approved by a GM.

## Dark souls (Su)

At 2nd level, you gain a pool of 10 souls that you use for your abilities. This pool of souls increases by 5 at level 3 and every level thereafter.

## Shared Awareness (Su)

At 2nd level, as long as you are within 10ft of your Dark Contract you both gain the benefits of the Alertness feat.

At 11th level, your wielder adds your Wisdom bonus to his initiative, if any.

## Enhanced Weapon (Su)

Starting at 3rd Level you become an enhanced weapon. As a Dark Weapon consumes souls, its own strength grows in power, these powers fall into one of three categories: Hexed Weapon, Demon Weapon, and Dark Armament. You gain additional benefits from these categories at Levels 7, 10, 15, and 18.

## First Release (Su)

At 5th level you can pick an additional weapon from the weapon lists mentioned in Chosen Weapon.

To transform into your First Release, you need to take one standard action during your turn. In this form, your abilities are stronger, and you have additional traits based on your weapon path. However, in order to maintain the First Release form, you must spend 5 souls per turn until you revert back to your non-weapon form, change into Second Release or cancel it with a standard action

## Dark Return (Su)

At 6th level, upon being separated from your wielder whom you have made a contract with, you may teleport to your owner's hand using a standard action as long as they are within 40 ft. If you are a ranged weapon your ammunition may return reloaded to your weapon form. This ability counts as a form of arcane teleportation and can only be used 3 times per day. At 10th level, the range increases to 60ft and is available 4 times per day. At 15th level, it increases to 80ft and 5 uses. At 18th level, it increases to 100ft and 6 uses.

## Bonus Feat

At level 9 you gain a free bonus combat feat. You gain an additional bonus feat at level 13 and 20.

## Mind over matter (Su)

At 11th level, you may choose 4 skills you are trained in. While in dark weapon form, your Dark Contract holder gains a +4 bonus to these skills, in addition, they can take 10 on these skills even when they normally couldn't.

## Second Release (Su)

At 14th level, This is your final weapon form and the ultimate culmination of your powers, you can pick an extra weapon for your Second Release form. You must use a standard action to transform into your Second Release. In this form, you have access to all of the benefits of your First Release, and your skills are enhanced even further, you deal double damage compared to the normal form. In order to maintain your Second Release, you must sacrifice 10 souls per turn. In addition, you can now transform back into your First Release as a move action.

## Soul Renewal (Su)

At 17th level, twice per day, you can restore all your lost souls as a full-round action.

## Focus (Ex)

At 19th level, while in weapon form you can, once per day as a standard action, focus on one creature within 30ft of you. For the next 3 rounds, all of your attacks, or attacks made by your wielder, are treated as critical threats for purposes of attacks with the Dark Weapon.

## Perfect weapon (Su)

At 20th level you have achieved perfection. You no longer do you have a time limit on being a weapon, you can teleport to your contract at will on any plane, you gain a +2 bonus on all of your stats.

## Devour (Su)

At 20th level you also gain the ability to consume other weapons to your benefit. Devouring a weapon requires 1 minute of concentration as if concentrating on a spell. When you devour a weapon (magic or not), your Weapon Form gain its abilities. You may only devour one magic weapon a week. If you do not have the form of the weapon you devoured, you gain that form and may transform into it with your features. If magic weapons that would deal elemental damage (such as, lightning, fire, cold, acid, etc.) are devoured you gain the highest damaging dice of one element (For example, if you devoured a weapon that would deal 1d4 cold damage and devour another that would deal 1d6 cold damage, you would deal 1d6 cold damage). You may only gain the weapons form when consuming magical music. This feature does not affect Artifacts ,Sentient Weapons, magical summoned weapons like Spiritual Weapon.

You may only have one devoured weapon's abilities be active at a time, and changing the active weapon can be done in the same way as changing weapon enhancements.