Tuesday, January 4, 2011

General Rules: Feats - Animate Weapon

Animate Weapon [Alvari, Arcane Battle] (from the Book of Iron Might)
You create a nimbus of magical force around one melee weapon that allows it to move and fight on its own. This force draws on your intellect and combat skill, allowing the animated weapon to fight with talent equal to your own.
    Prerequisites: Alvari, Arcane Battle Mastery, Summon Spectral Squire, Spellcraft 15+ ranks, BAB +12.
    Benefit: As a swift action once per day, you can imbue a single weapon you hold in your hand with the ability to fight on its own for a number of rounds equal to your base attack bonus. The weapon deals its standard damage, including any bonuses and abilities it gains from magical enhancements. It strikes with an attack bonus equal to your base attack bonus plus your Charisma modifier. If your attack bonus is high enough to grant you multiple attacks, the weapon gains these multiple attacks as well. The weapon never gains a flanking bonus, nor does it provide one for another attacker, and your feats do not aid its attacks. The weapon acts on your initiative count.

The weapon can fly at a speed of 30 feet with perfect maneuverability but must remain within 100 feet of you and will never willingly move farther than 100 feet from you. You can direct it to attack a foe as a free action when you first use this ability to animate the weapon, but on subsequent rounds you must use a move action to set it against a new foe. If its current foe is defeated, the weapon automatically moves to attack the closest enemy.

The weapon's Armor Class, hit points, and hardness are as normal for its size. It does not gain attacks of opportunity, nor does it provoke them, unless an opponent tries to grapple it. In that case, it gains an attack of opportunity against any would-be grappler. There is no limit to the number of attacks of opportunity it can make in total each round, but it can only attack a specific would-be grappler once. If grappled, the weapon makes grapple checks as normal for its base attack bonus and size. It gains no Strength bonus or penalty.

If an opponent dispels this effect, the animated weapon falls to the ground. Your caster level for the purposes of spell resistance, dispel magic, and any other effects that require that value is equal to your base attack bonus.
    Special: If you are an alvari of the conjuration birth school the weapon animated by the use of this feat gains a bonus to its attack rolls equal to your birth school spell power. Further, you may use this ability one additional time per day.

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