There is a Legacy version
here.

SoulforgerSource Impossible Magic pg. 98PFS Note Corruption mechanics are not appropriate for PFS play.
Your devotion to a cause grants you the power to summon and wield a soulforged armament tethered to the very essence of your spirit. You’re driven to fulfill your destiny. The unification of your soul with your weaponry ensures you remain dangerous at all times, even when seemingly unarmed. At any moment, you can unleash your wrath upon those who oppose your will, smiting your enemies with the manifested power of conviction.
Soulforged armaments can be summoned only in the service of a higher purpose or calling, such as a blade called forth to avenge the wrongful death of a loved one. Even full suits of armor can manifest from the sheer power of a warrior’s dedication to a cause. Weaponry, shields, or armor created in this way often bear a visual resemblance to the purpose they’re summoned to fulfill.
Click here for more rules on using this archetype.Uncommon Archetype Dedication Source Impossible Magic pg. 98Archetype Soulforger
You can manifest the power of your spirit in combat to realize your motivations. You bind a suit of armor, shield, or weapon as a
soulforged armament. Choose a motivation or cause known as a soul path (page 101) that ties you to your soulforged armament; acting against or ignoring your soul path is anathema to you and could lead you to be afflicted with a curse called
soulforged corruption. Choose one essence power for the armament (see archetype). Changing an essence power requires 1 week of retraining, and you can’t retrain them while you have soulforged corruption.
You can Manifest Soulforged Armament to summon your soulforged armaments in combat.
Manifest Soulforged Armament [one-action] (
concentrate,
divine,
extradimensional)
Requirements If summoning a soulforged weapon or shield, you have the hands free to wield it; if summoning soulforged armor, you aren’t wearing any armor;
Effect You immediately wield or wear the soulforged armament bound to you. The soulforged armament remains manifested until you
Dismiss this effect.
Once per day when you use this ability, you can manifest the armament’s essence form. You gain the armament’s essence power until it’s Dismissed. After 1 minute, the essence form armament is automatically Dismissed.
Archetype Concentrate Source Impossible Magic pg. 98Archetype SoulforgerPrerequisites Soulforger DedicationTrigger An attack you made with a soulforged weapon misses a creature, or a creature hits you with an attack while you’re either wearing manifested soulforged armor or have your soulforged shield raised.
Requirements Your soulforged armament is manifested.
You strive to change the outcome with sheer zeal. You gain a +1 status bonus to your attack roll if making an attack or to your AC if you were hit. This can change the outcome of the roll. If this bonus turns your missed attack into a hit or the hit against you into a miss, attempt a DC 5
flat check. If you fail, your soulforged armament is
Dismissed—your weapon if you attacked or your armor or shield if you were defending.
Archetype Source Impossible Magic pg. 98Archetype SoulforgerPrerequisites Soulforger DedicationTrigger You roll initiative or a hazard attacks you.
Your unwavering soul brings up your defenses as soon as you’re in danger. You Manifest your Soulforged Armament.
Archetype Source Impossible Magic pg. 98Archetype SoulforgerPrerequisites Soulforger Dedication
Choose an additional soulforged armament of a different type than you already chose, and choose one essence power for it. Upgrade or change your armaments individually.
When you Manifest Soulforged Armament, you can summon any number of your armaments (you must meet the requirements for each), and when you
Dismiss the effect, you can choose to Dismiss some and not others. You can choose to manifest the essence form of any number of your armaments when you take the action. Each armament can manifest its essence form only once per day.
When you gain soulforged corruption, you choose one armament’s corruption flaw to affect you for stage 1. At stage 2, you take the flaws of all your soulforged armaments. While you have the curse, each armament gets a separate
flat check if you try to manifest its essence form, and failing the check prevents you from manifesting only that armament’s essence form.
Special You can select this feat a second time at 12th level, choosing the final item type.
Archetype Source Impossible Magic pg. 98Archetype SoulforgerPrerequisites Soulforger DedicationRequirements At least one of your soulforged armaments is not manifested.
Your armaments are especially powerful the moment after you manifest them. You Manifest Soulforged Armament. If you manifested a weapon, make up to two
Strikes with that weapon, each targeting a different creature and each dealing an additional 1d6 spirit damage. Each attack counts toward your multiple attack penalty, but your penalty doesn’t increase until you have made all your attacks. If you Manifested an armor or shield, you gain
resistance 5 to all damage until the start of your next turn. If you manifested both a weapon and an armor or shield, you gain both effects.
Essence Powers
Your soulforged armament has an essence power you choose when you first bind it. It gains the power temporarily when you manifest its essence form. Each power has a corruption flaw that affects you if you have
soulforged corruption. Essence powers that only apply to some types of armament indicate which.
Adaptable Persona
Transmutation Source Secrets of Magic pg. 236Armor only. When you manifest the essence form, gain your choice of a climb Speed or swim Speed equal to your land Speed. If you're 8th level or higher, you can choose a fly Speed instead.
Corruption Flaw You take a –10-foot penalty to all your Speeds.
Bounding Spirit
Source Secrets of Magic pg. 236Melee weapon only. The weapon gains the
thrown 30 feet trait and has the
returning rune (even if it already has its maximum number of property runes).
Corruption Flaw When you make a Strike with a thrown or ranged weapon and miss, reroll the Strike, targeting your ally nearest to the target. This Strike uses the same multiple attack penalty as the missed Strike and doesn't count toward your multiple attack penalty.
Deep-Seeded Fear
Source Secrets of Magic pg. 236You gain a +2 status bonus to your
Intimidation checks and don't take any penalties for not sharing a language when
Demoralizing foes who can perceive your armament's essence form. When you manifest the essence form, you can attempt to Demoralize an enemy who can perceive the manifestation.
Corruption Flaw If you attempt to Demoralize an enemy, your Demoralize also targets the ally closest to you.
Determined Toughness
Source Secrets of Magic pg. 236Any status penalties you take from the following conditions are 1 less than their condition's value:
clumsy,
drained,
enfeebled,
frightened,
sickened,
stupefied. This doesn't change the actual condition value, or any other effects of the condition (such as stupefied's disruption and its DC).
Corruption Flaw Whenever you take a status penalty from the listed conditions, you also take a –1 penalty to the same statistics.
Harmful Malice
Necromancy Negative Source Secrets of Magic pg. 237Your Strikes deal an additional 1d4 negative damage. Once while the armament is manifested, you can cast
harm as an innate spell, with a level equal to half your level rounded up.
Corruption Flaw Reduce any damage you would deal by half your level.
Healing Grace
Healing Necromancy Positive Source Secrets of Magic pg. 237You gain
fast healing equal to half your level. You can cast
heal once as an innate spell with a level equal to half your level rounded up.
Corruption Flaw Reduce all healing you would receive or grant with a spell by half your level.
Heroic Heart
Enchantment Mental Source Secrets of Magic pg. 237You gain a +1 status bonus to attack rolls, Perception checks, skill checks, and saves.
Corruption Flaw You take a –1 penalty to attack rolls.
Magical Resilience
Abjuration Source Secrets of Magic pg. 237Armor or shield only. You gain a +2 status bonus to saving throws and AC against spells. If you're 5th level or higher, you can cast
dispel magic once as an innate spell. The spell level is equal to 1 lower than half your level rounded up (2nd level if you're 5th or 6th level, and so on).
Corruption Flaw You take a –1 penalty to saving throws and AC against spells.
Planar Bond
Abjuration Source Secrets of Magic pg. 237Armor or shield only. When you manifest the essence form, choose one damage type: acid, chaotic, cold, electricity, evil, fire, good, lawful, negative, positive, or sonic. You gain resistance equal to your level + 2 to damage of the selected type.
Corruption Flaw You gain weakness 1 to all damage.
Planar Pain
Evocation Source Secrets of Magic pg. 237Weapon only. When you manifest the essence form, choose one damage type: acid, chaotic, cold, electricity, evil, fire, good, lawful, negative, positive, or sonic. Attacks with the weapon deal this type of damage instead of their physical damage with a +2 status bonus to the damage.
Corruption Flaw When you deal damage with a weapon or unarmed attack, you take 2 damage of the last type you chose for planar pain, even if the damage type normally wouldn't harm you, such as good damage if you aren't evil.
Pull of Stasis
Transmutation Source Secrets of Magic pg. 237Weapon only. Any time you hit with the soulforged weapon, the target takes a –10-foot penalty to its Speeds for 1 round. On a critical hit, the creature is
immobilized for 1 round instead.
Corruption Flaw You take a –10-foot penalty to all your Speeds.
Reflecting Spirit
Source Secrets of Magic pg. 237Armor or shield only. You gain a +2 status bonus to AC against physical ranged attacks. If an enemy's physical ranged attack misses you, you can use your reaction to immediately attempt a ranged Strike against the attacker using the projectile that missed.
Corruption Flaw You have weakness 5 to physical ranged attacks.
Resolute Defiance
Source Secrets of Magic pg. 237Shield only. The shield gains a +2 status bonus to its Hardness and gains temporary Hit Points equal to your level + 2 that last until the essence effect ends. If you don't have the
Shield Block reaction, you gain it while your shield is manifested.
Corruption Flaw When you take damage while
Raising a Shield or use Shield Block, attempt a DC 5 flat check. If you fail, the shield is Dismissed if it's your soulforged armament or Dropped if it's a different shield.