Armorist(Lingchi Warrior)
Weapon and Armor Prof
A lingchi warrior is proficient with all simple and martial melee weapons, one exotic melee weapon, light armor and shields (except tower shields).
Armory Arena(Sp)
At 1st level a lingchi warrior can spend a spell point to call down a near infinite number of weapons around herself as a standard action. All creatures and objects within a 15 feet + 5 feet per 2 class level radius of the lingchi warrior take 1d6 + her casting ability modifier in slashing, piercing, or bludgeoning damage (her choice, Reflex negates, DC 10 + 1/2 lingchi warrior + casting ability modifier). When doing so, she may select a number of targets equal to her casting ability modifier to not take damage. The lingchi warrior who creates the armory arena never takes damage from this effect. For 1 minute per level after, the affected area is treated as difficult terrain for everyone other than the lingchi warrior.
Within this area, anyone may pick up any simple, martial, or exotic melee weapon that the lingchi warrior is proficient in or able to craft of their choice as a move action and wield it as if it were a normal masterwork quality item of its type that disappears when the armory arena expires or the weapon leaves the area of the armory arena. A lingchi warrior can only have 1 armory arena active at one time, with additional uses of this ability dismissing any currently existing arena. The lingchi warrior can dismiss the entire armory arena as a standard action but cannot dismiss specific weapons.
At 5th level, the lingchi warrior may create an armory arena as a move action and may pick up any weapon in the arena as a swift action.
At 15th level, the lingchi warrior may create an armory arena as a swift action and may pick up any weapon in the arena as a free action.
At 20th level, the lingchi warrior may create an armory arena as a free action once per round.
This ability replaces summon equipment, boost equipment, and quick summons.
Arsenal Tricks(Su)
At 2nd level and every even-numbered level thereafter, the armorist gains an arsenal trick, representing the ways she has chosen to focus her study of equipment and its uses. Unless otherwise specified, an individual arsenal trick can only be gained once.
Enhanced Armory(Sp)
Starting at 3rd level, the lingchi warrior’s armory arena gains access to magically empowered weapons. Any weapon taken from the armory arena gains a +1 enhancement bonus. For every 3 levels the lingchi warrior possesses beyond 3rd, this bonus increases by +1 to a maximum of +6 at 18th level. These bonuses may be traded for special abilities according to the armorist’s Table: Bound Equipment, however the bonuses are determined by whoever wields the weapon at the time it is picked up.
Any arsenal trick that grants additional options to an armorist’s bound or summoned equipment instead adds to the list of options available to the enhanced armory.
This ability replaces bound equipment and bind implement.
Nimble(Ex)
At 3rd level, a lingchi warrior gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the lingchi warrior to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level).
This ability replaces armor training.
Armiger(Stancemaster)
Stances(Ex)
At 1st level, the stancemaster knows three stances. Entering a stance requires a swift or a move action and ends any previous stances. Each stance grants martial talents as per the armiger’s customized weapon feature. Stances can be modified or replaced in the same way that a customized weapon can be modified or replaced. If a talent requires making a choice as part of its selection (such as the Critical Genius talent of the Equipment sphere), the choice is made at the time the stance is customized. The stancemaster gains an additional stance whenever an additional customized weapon would normally be gained.
This replaces but otherwise counts as customized weapons.
Sequence(Ex)
At 1st level, the stancemaster gains the sequence, integrated techniques, and inspired sequence abilities of a prodigy of her level. These levels stack with prodigy levels for determining the maximum length of her sequence.
The stancemaster gains the following link component:
Stance Change (link): The stancemaster changes stances as a move or swift action.
This replaces quick change and enhanced customization.
Prowess
Prowesses that allow adding a talent to a customized weapon instead allow adding it to a stance. Prowesses that modify a customized weapon, such as skilled weapon or variable prowess, instead modify a selected stance. The practiced initiative prowess functions whenever a stance is active.
Focusing Stance(Ex)
At 3rd level, whenever the stancemaster succeeds on a combat maneuver, confirms a critical hit, or reduces a foe to 0 or fewer hit points, she may regain martial focus by activating a stance as an immediate action.
This replaces focusing switch.
Sequence(Prodigy)
A prodigy may string together actions in combat, building momentum, setting her position, and unbalancing enemies to be able to execute powerful offensive and defensive techniques. Sequences have three parts: openers, link components, and finishers. The maximum length of a sequence is 4 links plus 1 link per 3 class levels. Attempts to add additional links have no effect and anything that would cause the sequence to lose a link acts normally. A prodigy may only have one sequence active at a time; any actions affect the currently active sequence. Any time a prodigy begins her turn without having added a link to her sequence since the beginning of her last turn, her active sequence loses one link. Should this reduce the sequence to 0 links, the sequence ends and must be started again. If the prodigy becomes dazed, dead, helpless, paralyzed, stunned, or unconscious, the sequence immediately ends.
A sequence requires the rush induced by real danger. As such, a sequence cannot be started prior to rolling initiative and ends automatically 1 round after there is no longer any apparent immediate threat (such as a hostile creature capable of making an attack or casting a spell or sphere effect).
Integrated Techniques
A prodigy gains additional sequence options if she possesses certain spheres:
Inspired Sequence(Ex)
While the prodigy has an active sequence, she gains an insight bonus on attack and damage rolls and caster level equal to half the length of her sequence (minimum 1).