Arms of the Small Folk – The extant self of this Haz-Adul was created for use by Small wielders. The Haz-Adul’s extant self is a Small sized weapon, and his manifest self’s size is changed to Small, which gives him a +1 size bonus to attack rolls, a +1 size bonus to AC, a -1 size penalty to their CMB and CMD, and a +4 size bonus to Stealth. The Haz-Adul further receives a +2 bonus to Dexterity and a -2 bonus to Strength. Their speed is unchanged. Other sizes of Haz-Adul exist, but possess challenge ratings unsuitable for player characters.
Body of Legions – Sometimes mistakes happen; a manifest spirit may accidentally attach itself to the
ammunition of a weapon rather than the weapon itself. This is rare, but even rarer are those that manage to grow from the leftover attention directed to the associating weapon. The extant self of such irregulars are composed of twenty pieces of ammunition (or shuriken), and their manifest self is covered in cracks and bizarre birthmarks. Taking a -2 penalty to Charisma and losing access to Body of Battle and Living Weapon abilities, the Haz-Adul receives the following: damage dealt to their extant self is cut in half. Even if the ammo is split apart, the Haz-Adul remains one hive mind, with the largest cluster of ammo being the extant self. They can freely create more ammunition of their type, but unless it goes towards refilling their extant self to twenty the ammo disappears in 5 rounds. They gain a +2 racial bonus to Will saves and a further +2 against mind-affecting effects from their hive mind, and may roll twice for initiative and take the higher result. When fired from a weapon, they guide themselves to strike true, giving a +4 bonus on rolls to confirm a critical hit.
Crucible of Firearms – Guns have always stood apart from other weapons, and a gun Gekeitsukumogami may not always have the same abilities as one of a more conventional instrument of death. By giving up Body of Battle and A Sword Surpassing Swords, she gains the ability to create 2 bullets suitable for her extant self, composed of her own soul, by sacrificing 1 hit point. She may also sacrifice a hit point to create 1 unit of soul-formed black powder, pre-set in the firearm; this means reloading time is reduced to the next smaller unit of time (full-round action to standard action, standard action to move action, move action to swift action, swift action to free action). By sacrificing two additional hit points (to a total of 4), she may form one of the bullets and the powder ready to fire in the gun as a free action. Ammunition and gunpowder not used disappear after 5 rounds. The Haz-Adul never worsens beyond the broken condition by misfiring, and can be repaired after a misfire by spending a full-round action that provokes an attack of opportunity focusing on their extant self. The range increment of their extant self is increased by 10 feet.
Crude and Brutal – The weapon that the manifest spirit conceptualized around was poorly made, or constructed of inferior materials such as stone or bone. Nonetheless, such a weapon can still kill, can still feed those who depend on it, and can still be passed down as precious heirlooms despite their crudity. However, they tend to be less able to simultaneously manage their extant and manifest selves. In exchange for losing Doublesight and suffering a -2 penalty to Charisma, the Haz-Adul gains a +4 racial bonus to Survival and Perception, as well as an increase to its critical hit range by 1 when attacking an enemy who has less than half of his health. This increase is applied after all other effects that raise crit range.
Glamour and Gloss – Not all weapons are meant to ever see combat; a ceremonial weapon such as the one this Haz-Adul was birthed to is built to impress and awe, and is not as suited for battle as a more practically-built one would be. Any damage to hit points the Haz-Adul deals by any means is reduced by 2, and by 4 if the damage is dealt by his extant self (to a minimum of 1 hp). However, they gain a +2 bonus to Charisma, along with a +2 racial bonus to Intimidate and Sense Motive. This Haz-Adul casts spells of the enchantment school with +1 caster level and +1 DC. This replaces A Sword Surpassing Swords.
Living Legend – Innumerable are the experiences a blade can encounter in the hands of a king, a hero, a villain, a devil. A weapon with a long and eventful history takes in the events it survives, and such a past leaves its mark on even a newborn Haz-Adul. In exchange for losing the Body of Battle and Doublevision qualities, the Haz-Adul gains a +2 bonus to Wisdom. One skill of his choice becomes a class skill forevermore, and he gains a bonus feat chosen from the fighter feat list. The Haz-Adul can reduce his attack bonus, gaining a +1 bonus to saving throws for each -2 penalty to attack. This penalty cannot be greater than the Haz-Adul’s hit dice + 1. The Haz-Adul’s starting age is multiplied by x3 at a minimum.
Magnum Opus – This Gekeitsukumogami’s body is a masterful work of art, a living example that form need not be discarded for function. A Haz-Adul with this trait sacrifices A Sword Surpassing Swords in exchange for the following: a +2 racial bonus to Diplomacy and Intimidate, +1 hit point per hit dice, and possess an aura of beauty that grants a +1 bonus to saving throws to all allies within 10 feet.
Mere Shade of Glory – Of all objects that exist across the cosmos, none are so well known and so greatly desired as the artifact. Artifacts have shaped kingdoms, toppled empires, and destroyed worlds. No item exists earns as much attention and awe, nor touches upon the lives of so many. Even some artifacts have Gekeitsukumogami of their own, although this rarity is such that there has never been more than one such Haz-Adul awakening in a single millennium. While an artifact-born Haz-Adul is an entity of incredible power, they are not suitable to be played as PC’s. But until the point the Gekeitsukumogami is fully created, the awesome might of the artifact fills the manifest spirit with such power it has to split apart in order to survive: in so doing, the lone fragment spirit that manages to remain attached to the artifact must begin its hundred year growth again. The fragments, however, are simultaneously bound to the artifact and no longer a part of it, and as such cannot attach to another weapon. Filled with power and unable to follow their natural pattern, the Haz-Adul eventually creates a manifest self, bearing a half-existent replica of the artifact weapon that was once theirs. However, the resulting being is fundamentally flawed on the inside. These Shaded Haz-Adul lose access to Doublesight, low-light vision, Extant Self/Manifest Self and A Sword Surpassing Swords, and is no longer a fey. The following traits replace them:
- Darkvision – The Shaded Haz-Adul can see in the darkness up to 60 feet.
- Broken Replica – The Shaded Haz-Adul can use an immediate action to create a pale imitation of the artifact he was based upon, shaped from his own soul. This weapon possesses no abilities of the actual artifact, and is treated as an ordinary item (although it is immune to any effect targeting a specific material, as it is made solely of the spirit). These imitations are translucent. A Shaded Haz-Adul is proficient with his Broken Replica and can use it to damage incorporeal creatures as though it were a ghost touch weapon. As the Shaded Haz-Adul is only a manifest self, damaging the Broken Replica does not harm him.
- Pale Shadow – The Haz-Adul picks one first level spell and one cantrip or orison. He may use the first level spell once per day as a spell-like ability, and the cantrip/orison three times per day. The Haz-Adul casts spells of the [shadow] subtype with a +1 to his caster level, and his shadow spells are 5% more real than they would otherwise be.
- Defiance of the End – The Shaded Haz-Adul retains a small part of the nigh-unto-indestructible nature of the artifact he was once bound to. He gains a +2 bonus on saving throws against death effects, and may, once per day, heal an amount of damage equal to his hit dice when reduced to negative hit points.
- Realized Potential – The Shaded Gekeitsukumogami gains Spirit Forge as a bonus feat upon reaching 5th level, regardless of whether he meets the prerequisites.
Onslaught Gigas – The great size and complexity of siege weapons is known to have an unusual effect on those manifest spirits that merge with them. Rather than existing as two separate selves, a full third of Haz-Adul formed of siege weapons are instead a single body formed of the melding between manifest and extant self (while more typical Haz-Adul do exist for siege weapons, their CR is unsuitable for player characters). This causes her to lack the Body of Battle, Doublevision, Extant Self/Manifest Self, and A Sword Surpassing Swords abilities. In return, she possesses the following traits:
[*]
Armament Body – The self of a Merged Haz-Adul is a fusion of weapon and body, and the result of this is unpredictable. They clearly show aspects of their siege weapon emerging from, or even replacing, parts of their bodies. They have a movement speed of only 20 feet due to their awkward bodies. Counteracting this, while it isn’t as large as it once was, the Gekeitsukumogami is capable of attacking with the siege weapon that composes her body.
A catapult or trebuchet deals 2d6 or 3d4 damage, respectively, with a range increment of 80 feet, and the Gekeitsukumogami aim at individuals rather than entire squares, and as such the catapult’s critical hits are resolved like any other weapon’s (crit ratio of 20/x3). A ballista or springal deals 2d6 or 3d4 points of damage, respectively, with a critical hit ratio of 19-20/x3 and a range of 100 feet. A ram possesses the sundering property, is treated as a two-handed weapon in regard to applying Str bonus to damage, and deals 2d8 damage with a critical hit ratio of 20/x2. A Merged Haz-Adul’s cannon deals 2d4 damage, with a range increment of 40 feet and a critical hit range of 20/x4. It misfires on a roll of 1, but can be fixed with a full-round action. A cannon or bombard can only fire up to 5 range increments, but ignores armor and natural armor bonuses to AC within the first range increment. A firedrake can produce a 30 foot line or a 15 foot cone of fire, dealing 3d4 points of fire damage to those within.
A Merged Haz-Adul formed with a ranged weapon is incapable of using normal ammunition; instead, it is shaped from their souls. Each shot deals 1 point of damage. It takes a standard action to “reload”, and even Merged Haz-Aduls made of battering rams need a standard action to readjust their muscles and ready the weapon to strike. They can choose to take 2 points of ability damage to damage 2 physical ability scores to accomplish the following one of the following deeds: a catapult can be used as per normal catapult rules to target a square rather than an individual(although it takes no special time to adjust aim); a ballista or springal can shoot as a 50 foot line 5 feet wide; a ram can ignore 5 points of hardness or damage reduction; a cannon or bombard increases its range increment to 100 feet. A trebuchet can select two adjacent squares and inflict damage to all within; however, they may make a Reflex save for half damage (DC 10 + ˝ HD + Con bonus). A firedrake can extend its range to a cone of 60 feet or a line of 120, but deals 1 die less damage. He is fatigued for one round after using this ability, and cannot use it again until his fatigue is gone; the ability damage resists any form of healing until 24 hours have passed.
Catapults and Ballistae increase the damage of their weapon by 1 die and 1 point of damage at levels 4, 8, 12, 16, and 20. Rams gain 1 extra die of damage at levels 4, 8, 12, 16, and 20. Cannons and bombards gain 1 additional die of damage at levels 8 and 16, and 2 dice at levels 4, 12, and 20. Trebuchets, springals, and firedrakes receive 2 more bonus dice of damage at levels 4, 8, 12, 16, and 20. Merged Haz-Adul who take the Siege Mage archetype (Ultimate Combat) may add their synergy bonus from having high ranks in Profession (Siege Engineer) to damage.[*]
Stone and Steel and Timber – A Merged Haz-Adul doesn’t have a fully organic body. They receive a +2 bonus to saving throws against disease, poison, or effects causing fatigue or exhaustion, and only eat and drink half the amount a human would. However, they are also subject to spells that effect constructs, and receive a -2 penalty on saving throws against effects such as
Transmute Metal to Wood and
Warp Wood. As with the Extant Self/Manifest Self ability, the Merged Haz-Adul’s body may be enchanted as a magic weapon.
Shanghaied Destiny – When farmers and peasants rise against their rulers, it is the tools of their trade they take to war. Whether it is by desperation or terrible luck or some other cause, this Haz-Adul was born to a weapon that was never meant to be a weapon in the first place. Pitchforks, crude clubs, grain scythes, climbing pitons, crowbars, grappling hooks, scabbards, saws—all these and more have been raised in battle and wielded by unlikely heroes, and confused Haz-Adul manifest spirits have at times found themselves bound to something they shouldn’t by all rights be able to inhabit. The Haz-Adul his A Sword Surpassing Swords ability and his +2 bonus to a physical ability score for the following: the Haz-Adul’s extant self is an “improvised” weapon, but despite this he is proficient in its use and similar improvised weapons. Two of the listed weapon features apply to his improvised weapon (blocking, brace, deadly, disarm, distracting, double, nonlethal, performance, reach, sunder, trip). Once per day, the Haz-Adul may either treat his extant self as though it were one size larger when calculating damage, or add another weapon feature to his extant self; either effect has a duration of 1 round per HD. Once per day he may reroll a failed attack roll or skill check. Select one skill; he receives a +2 racial bonus to that skill and to Profession, and should he get Skill Focus in either skill this bonus is increased to +3.
Skypiercer – The differences between ranged and melee combat are such that not all Haz-Adul of ranged weapons possess the standard powers associated with their damage type, and thus do not have A Sword Surpassing Swords. Should a Haz-Adul not have ammunition for herself, she can produce more from her own soul, gaining 3 arrows/bolts/etc. for each hit point sacrificed; such arrows add her Wisdom modifier to damage, and remain for 5 rounds after creation. She can deflect projectiles as per the feat Deflect Arrows, but each deflection costs ammo and she can only deflect a number of projectiles equal to her number of attacks due to base attack bonus; each such deflection reduces her number of attacks next round by 1. Finally, her extant self may be fired in close combat without provoking an attack of opportunity.
Spellborn Body – Magic weapons are a frequent source of Haz-Adul. For most, the magic in the weapon is repurposed to create the Haz-Adul, and their ability to enchant their extant self is the only remaining sign of the magic that once defined them. Some, however, find that power remains inside them… in part. Such Haz-Adul no longer possess A Sword Surpassing Swords as their price for their magical abilities. They select one 1st level spell and three cantrips or orisons—they may cast each as a spell-like ability once per day, and each day after sleeping they select one of their cantrips or orisons, which they may use an unlimited number of times that day. At each level a bard would reach a new level of spells, the Gekeitsukumogami may select another spell, of that level or lower, usable once per day.
Tally of Ages – Not all weapons achieve the requirements to grow into a Gekeitsukumogami in their time amongst civilization. And with the passing of years those civilizations crumble, leaving weapons behind in its ruins and vaults and crypts. And although no one remains to use or care for them, even an unnamed weapon can be swept up into the overarching legends of the days of yore—and while it takes far longer to materialize with such indirect attention, the power of tales and myths is greater than those recounting them realize. With the spiritual power of long-gone dead that remains in the once great civilization available, it is entirely possible for a weapon to mature into a Gekeitsukumogami. These ancient Haz-Adul do not gain the Body of Battle or A Sword Surpassing Swords traits. Instead, they receive a +2 bonus to Knowledge (History), which is always a class skill for them, and they may add their Wisdom modifier to all Knowledge skills in place of their Intelligence modifier (if the Wisdom bonus is higher than Intelligence’s). Attacks with the extant self are capable of scoring critical hits on undead. Their ages of waiting has given them secrets known to few other souls; select on ability score; this score is treated as though it was 2 points higher solely for purposes of fulfilling requirements for feats, prestige classes, etc. By spending a full-round action focusing (which provokes an attack of opportunity, which does not disrupt their focus), they may gain a +1 insight bonus to any one dice roll in the next round.
The Best Offense is a Good Defense – Once, a brilliant woman thought it would be a good idea to attach spikes to her armor. Since that time, innumerable protective tools—from armor to shields to the more unusually defensive devices—have found themselves with the role of being a lethal weapon added atop their defensive duties, and they have performed with aplomb. Although protective gear normally attracts manifests spirits of a different kind, shields and armor that are as much weapons as they are protective can find a fledgling Haz-Adul attached to them. In losing A Sword Surpassing Swords she instead receives 10% fortification, and the armor or shield spikes of her extant self deal damage as though they were one size larger. She also gains the Combat Expertise feat, with one difference: she may elect to gain the bonus to AC as a dodge bonus or they may use it to increase the shield or armor bonus of her extant self.