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Your weapon is a part of you, master yourself and you will master your
“ weapon. ”
—Charles Hampshire, Lupin Archblade
The archblade is the master of his weapons, in the same sense that the archmage is the pinnacle
of wizardry. They have a long and rich history, those who have discovered a primal link between
themselves and their weapon enabling them to surpass the art of normal fighters. Those who
discover the link are usually trained by another archblade, but every so often a person discovers
the power on their own.
Archblades discover the subtle instinctual connection they have with their weapon of choice. By
undergoing a ritual they awaken their powers. Archblades often organize as masters of schools of
the art of warfare and weapons, and seek to find others who have the talent to awaken
themselves.
Entry Requirements
Base Attack
+12
Bonus:
Ritual of Enlightment: The archblade learns to master the subtle instinctual connection which
defines their sense of self, expanding it to encompass their weapon and granting themselves
power. To achieve this an archblade must take the weapon or weapons for which they possess
the weapon focus feat, and meditate upon it for a period of 8 hours. At the end of the meditation
they have latched onto their inner self. They spend 200 xp during this process, but now may level
in archblade. Several abilities refer to the "chosen weapon" of the archblade, which is any
weapon the archblade has weapon focus in.
Enlightened Weapon: The archblade gains a new enlightenment on how to wield their blade
upon each level, going deeper in greater understanding on how to move and strike in combat.
They may select any of the following abilities below. Unless otherwise noted each ability may
only be taken once.
Armor Born (Ex): The archblade expands their sense of self not only to their weapons, but also to
the armor and shields they wear, to the point where it no longer hampers them at all. Be it leather
or full plate, an archblade no longer has a maximum dex bonus to their armor or shield, and no
armor check penalty. They also are not hampered in speed by heavy armor, and are considered
wearing light armor regardless what type of armor they possess. If the archblade is a dwarf (who
already is not hampered by armor speeds) they also gain +2 to their armor bonus.
Blade Beam (Su): By focusing your spirit you can swing your melee weapon and channel the
force of the blow over a distance. With your chosen weapon you may now strike out at targets up
to 30 ft. away as an attack action, just as if they were in melee. Your reach does not extend, so
you cannot make attacks of opportunity at range. Attacks send ghostly ripples of energy through
the air as you swing.
Bonus Feat: The archblade gains a fighter bonus feat from his intense studies of the way of the
weapon. You may take this ability more than once.
Caster Killer (Ex): Your mastery of your inner spirit allows you to excel at disrupting the
spiritual flows of others. For opponents with spell-like abilities or spellcasting, you deal
additional damage equal to 2x your archblade class level (+10 damage at 5th level) when
attacking with your chosen weapon.
Magic Breaker (Su): Your mastery of your inner spirit gives you a supernatural edge, allowing
you to affect magic even if you lack spellcasting ability. An archblade may now affect force
effects such as a Wall of Force with his chosen weapon, destroying them as if Disintegrate had
been cast upon them with a standard action. You also can parry magical beams as if they were
physical objects. You gain a dodge bonus equal to your class level + your weapon's enhancement
bonus against any magical ray or ranged touch attack.
Perfection (Ex): You have surpassed failure and achieved excellence. When wielding your
chosen weapon, you can no longer fumble (though you may still miss if rolling a 1 is
insufficient) and all critical hits are automatically confirmed.
Storm of Blows (Ex): You possess quick reactions and skill with your chosen weapon, gaining a
flurry effect, which stacks with other flurry effects. You gain an extra attack at your full base
attack bonus, but all attacks in that round take a -2 penalty.
Strike True (Ex): Your blows do not lose their momentum as you lash out. When wielding your
chosen weapon your additional attacks from a high base attack bonus only have a -2 penalty
instead of a -5 penalty.
Superior Critical (Ex): Your attacks with your chosen weapon strike with great force, and deal
grievous damage when striking at vital areas. Your critical multiplier for your chosen weapon is
increased by 1. For example, a rapier now possesses 18-20/x3 multiplier and a scythe becomes
20/x5. This ability does not stack with similar abilities which increase your critical multiplier.
Unrelenting Assault (Ex): Your blows hammer down with such speed and force they seem to
meld into one. Your attacks for the round are considered a single attack for the purposes of
anything related to the amount of damage (damage reduction, concentration checks, etc.).
Knowledge History
D
C Result
10 Archblades are advanced warriors who have
discovered how to use their weapons better than any
other.
15 An archblade can strike hard and true with their
blows, and are often effective against casters.
20 An archblade and his chosen weapon are one. They
can even attack from afar and hammer through your
armor as if it were paper, while moving easily in
their own.
30 Those who gain this level of success can learn about
a specific archblade, their activities, goals,
whereabouts, and talents.
[edit] Archblades in the Game
EL 15: Pending