Races‎ > ‎Other Races‎ > ‎More Races‎ > ‎Advanced Races (11-20 RP)‎ > ‎Android (16 RP)‎ > ‎

Living Weapon (Brawler; Android)

The civilization that created the first android bodies specialized a certain model for combat and combat alone. While many of these units have not survived to the present day, a living weapon is occasionally found deep within remote ruins. Built with specialized circuitry and nanites capable of producing weapons made from raw energy, androids of this type make masterful assassins, bodyguards, and sellswords.

Associated Class: brawler
Associated Race: android
Replaced Abilities: unarmed strike, maneuver training, knockout, brawler’s strike, close weapon mastery, awesome blow, improved awesome blow
Modified Abilities: brawler’s flurry

Brawler’s Flurry (Ex)

A living weapon can perform a brawler’s flurry with any combination of unarmed strikes, weapons from the close fighter weapon group, or any energy weapons she creates. She cannot perform a brawler’s flurry with a special monk weapon.

Create Energy Weapons (Su)

As a move action, a living weapon can form up to two semi-solid weapons composed of raw energy, powered and reinforced by her circuitry and nanites. These weapons can take the form of a handaxe, short sword, any simple weapon, or a weapon from the close fighter weapon group. If the living weapon uses these energy weapons with her brawler’s flurry or Two-Weapon Fighting, she suffers any applicable penalties as normal.

An energy weapon lasts indefinitely but dissipates if it leaves her hand or if she dismisses it as a free action. The living weapon’s circuitry can maintain up to two energy weapons at once; if she attempts to create more, any existing energy weapons she is wielding dissipate.

Improved Energy Weapons (Su)

At 3rd level, any energy weapons the living weapon creates possess a +1 enhancement bonus on attack and damage rolls. At 7th level and every 4 levels thereafter, this enhancement bonus improves by +1, to a maximum of a +5 enhancement bonus at 19th level.

Malleable Weapons (Ex)

Once she reaches 4th level, the living weapon can create energy weapons as a swift action, rather than a move action. At 10th level, she can use a swift action to change an energy weapon she has already created from one type of weapon to another (such as from a handaxe to a short sword). At 16th level, she can create or change the type of her energy weapons as an immediate action.

Augmented Energy Weapons (Su)

Beginning at 5th level, the living weapon unlocks subroutines that can direct a greater flow of power to her energy weapons. Any energy weapons she creates gain the shock special property, dealing 1d6 electricity damage on a successful hit. At 9th level, her energy weapons are also treated as ghost touch weapons. At 13th level, her energy weapons gain the shocking burst property, and finally, at 17th level, they gain the keen property.

Finishing Strike (Ex)

At 16th level, the living weapon can overload her energy weapons in an attempt to instantly kill a creature. She can use this ability once per day and must decide to use it before making her attack roll. On a successful hit with an energy weapon that deals damage, the target must succeed on a Fortitude saving throw (DC 10 + 1/2 the living weapon’s level + the higher of her Strength or Dexterity modifiers) or die. Creatures immune to critical hits are immune to the living weapon’s finishing strike.

After using this ability, any active energy weapons dissipate, and the living weapon must wait 1d4 rounds before creating further weapons.

At 20th level, the living weapon can use this ability twice per day.