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Collectors who want to guard their magical arsenals procure or build swordkeepers. These constructs are equal parts display case and security system, each holding a single weapon within its body and projecting copies of the weapon it stores to deter would-be thieves.

Recall Knowledge - Construct (Arcana, Crafting): DC 27

SwordkeeperCreature 10

Source Bestiary 3 pg. 261
Perception +20
Languages Common
Skills Acrobatics +21, Athletics +23
Str +7, Dex +5, Con +5, Int -5, Wis +2, Cha -5
Central Weapon A swordkeeper's torso houses a single weapon of a level no higher than the swordkeeper. While the swordkeeper is operational, the chamber requires four successful DC 32 Thievery checks to Disable a Device to open; on a critical failure, the backlash deals 6d6 force damage (DC 30 basic Reflex save) to the creature attempting the check. If the swordkeeper is immobilized, grabbed, prone, or stunned, both DCs are reduced by 2. If the weapon is removed, the swordkeeper's echoblades vanish.
Items +1 striking disrupting longsword
AC 29 (31 with guard raised); Fort +21, Ref +19, Will +14
HP 285; Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison
Attack of Opportunity ReactionReaction
Speed 20 feet
Melee Single ActionSingle Action echoblade +23 [+18/+13] (magical, reach 10 feet, versatile P), Damage 2d8+13 slashing plus 1d8 forceMelee Single ActionSingle Action fist +23 [+19/+15] (agile, reach 10 feet), Damage 2d8+13 bludgeoningRanged Single ActionSingle Action echoblade +23 [+19/+15] (agile, magical, thrown 30 feet), Damage 2d8+13 slashing plus 1d8 forceColossal Echo Two ActionsTwo Actions (force) Requirements The swordkeeper has a central weapon; Effect The swordkeeper projects a massive echoblade held in all four hands, dealing 9d8 force damage to all creatures in a 30-foot line (DC 30 basic Reflex save). It can't use Colossal Echo again for 1d4 rounds.Echoblade Flurry Single ActionSingle Action Frequency once per round; Effect The swordkeeper makes two melee echoblade Strikes. If both Strikes hit the same creature, combine their damage for the purpose of resistances and weakness. Apply the swordkeeper's multiple attack penalty normally.Project Echoblade Free ActionFree Action Requirements The swordkeeper has a central weapon; Effect The swordkeeper projects an echoblade—a force copy of its central weapon that deals 1d8 additional force damage and gains thrown 30 feet. Echoblades inherit the weapon damage dice, weapon traits, and runes of the central weapon, but no other abilities or activations. The swordkeeper gains access to their critical specialization effects. The swordkeeper can have up to four echoblades at once; unattended echoblades vanish at the end of the swordkeeper's turn.Raise Guard Single ActionSingle Action Effect The swordkeeper raises an echoblade to protect itself, gaining a +2 circumstance bonus to AC until the start of its next turn.

Sidebar - Advice and Rules Treasure Guardians

While the sample swordkeeper awards treasure based on its level, you can use a swordkeeper to provide PCs with a powerful or significant weapon—particularly an artifact or relic. To create a swordkeeper with a different weapon, replace the versatile P trait from its echoblade Strikes with those of the new weapon, change the weapon damage dice to match, and apply any runes. Unless you want to significantly change the swordkeeper's level, you should also adjust the Strike damage to make sure it's not too high or too low.