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Soulforger

Your devotion to a cause grants you the power to summon and wield a soulforged armament tethered to the very essence of your spirit.

Essence Powers

Your soulforged armament has an essence power you choose when you first bind an armament. It gains this power temporarily when you manifest its essence form. Each power has a specific corruption flaw that affects you if you have soulforged corruption. Essence powers that apply only to some types of armament indicate which.

Adaptable Persona Armor 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 Melee weapon only. The weapon gains the thrown 30 feet trait and has the returning rune (even if it 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 original target. This Strike uses the same multiple attack penalty as the missed Strike and doesn't count toward your multiple attack penalty.

Deep-Seated Fear You 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 as part of the action; Corruption Flaw If you attempt to Demoralize an enemy, it also targets the closest ally to you.

Determined Toughness Any status penalties you take from the following conditions are 1 less severe than their condition value would indicate: clumsy, drained, enfeebled, frightened, sickened, and 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, increase the condition's value by 1.

Harmful Malice (void) Your Strikes deal 1d4 additional void damage. You can cast harm once as an innate spell heightened to a rank equal to half your level rounded up; Corruption Flaw Reduce any damage you would deal by half your level.

Heroic Heart (mental) You gain a +1 status bonus to attack rolls, Perception checks, saving throws, and skill checks; Corruption Flaw You take a –1 status penalty to attack rolls.

Healing Grace (healing, vitality) You gain fast healing equal to half your level. You can cast heal once as an innate spell heightened to a rank equal to half your level rounded up; Corruption Flaw Reduce any healing you would receive or grant with a spell by half your level.

Magical Resilience Armor 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 dispel magic is heightened to a rank equal to 1 lower than half your level rounded up (2nd rank if you're 5th or 6th level, 3rd rank if you're 7th or 8th level, and so on); Corruption Flaw You take a –1 status penalty to saving throws and AC against spells.

Planar Bond Armor or shield only. When you manifest the essence form, choose one damage type: acid, cold, electricity, fire, sonic, spirit, vitality, or void. 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 Weapon only. When you manifest the essence form, choose one damage type: acid, cold, electricity, fire, sonic, spirit, vitality, or void. 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. You take this damage even if it's of a damage type that normally wouldn't harm you, such as vitality damage if you are living.

Pull of Stasis Weapon 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 Armor 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 reflect the projectile back, dealing damage equal to half your shield's hardness to the attacker. The damage type of the reflected projectile is the same as type as the original projectile; Corruption Flaw You have weakness 5 to physical ranged attacks.

Resolute Defiance Shield only. The shield gains a +2 status bonus to its Hardness and 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 you have a shield raised 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.

Binding an Armament

You bind an armament—a weapon, shield, or suit of armor—to your soul in a special ritual when you select the Soulforger Dedication feat. You can choose an item you own or spontaneously manifest one with a form drawn from the essence of your soul. In the latter case, you can choose the form, selecting a mundane weapon, shield, or armor of 1st level or lower, either common or one to which you have access. An existing armament is deconstructed and then recreated with the substance of your soul binding it together. This changes the appearance of the armament to match the state of your soul, which can change based on your actions. Most soulforgers also choose a unique name for their armament.

Traits: A soulforged armament is always magical. If it doesn't otherwise have any traits that make it magical, it gains the magical trait.

Extradimensional Storage: The armament is stored in an extradimensional space when not in use, and the soulforger can manifest it to instantly summon it into their hands or onto their body. A soulforged armament can be dropped, Disarmed, or otherwise removed from the soulforger, but its soulforged abilities don't function for anyone else, and the soulforger can Dismiss the manifestation ability to return the items to the extradimensional space no matter where the items are. If you die or choose to pass ownership of a soulforged armament to a successor, it loses any soulforged abilities, though violating the spirit of the soulforged bond by selling the item tends to have disastrous results. There might be special techniques or rituals that can allow a determined foe to break your bond with a soulforged item, but otherwise, your ability to Dismiss and manifest it essentially means it can't be stolen.

Special Armament Types: The types of items you can choose for your armaments are fairly flexible, but some require special rules.

Specific Items: You can turn a specific item for your armament, such as a searing blade or sturdy shield. Some unusual or special items, such as cursed items, artifacts, and intelligent items, can't be bonded, in addition to other story-specific items at the GM's discretion. Bonding a specific item follows the standard procedure for upgrading or reshaping your armament.

Dual Weapons: You can choose two one-handed weapons you want to wield simultaneously as your soulforged weapons. When you Manifest Soulforged Armament, both weapons appear. Because they're a pair, you must manifest them together, having two hands free to do so, and Dismiss them both simultaneously as well. The essence power applies to both weapons, so they share benefits like the new damage type and status bonus to damage from planar pain. However, you still get any effects the bond grants you only once, as the dual weapons are shared as a single armament. For instance, if your essence power is healing grace, you could still cast only one heal spell when you manifest the essence form of your dual weapons, not two.

Attached Weapons: An attached weapon (such as a shield boss) brings the item it's attached to with it when manifested or Dismissed. Manifest Soulforged Armament uses the item the weapon is attached to for its Requirements, so a shield boss would require you to have a hand free to hold the shield. If you have Soul Arsenal, you could have a soulforged weapon attached to a soulforged shield. These items work normally for Soul Arsenal, except that you can neither manifest nor Dismiss one without the other.

Ammunition: If a soulforged weapon requires ammunition, that ammunition appears with the weapon when you Manifest it. You can choose the way it appears, such as in a magical quiver that appears on your body or simply floating in the air, where you can pluck it to load or shoot your weapon. The form doesn't change how many or what type of actions reloading takes or any other functions of the ammunition. If you want anything other than the basic ammunition for your weapon (such as a sleep arrow), you need to attain and carry that separately.

Upgrading, Reshaping, and Restoring

You might want to alter your soulbound armament by adding new runes to it, replacing its old form with a new one, or creating a new armament after yours was destroyed. When you do, it's up to you whether you consider this to be the same armament of the same lineage or a brand-new creation with a totally different appearance and name.

Upgrading your armament works like etching or transferring a rune or upgrading a permanent item from a lower-level version of the same item, whichever is appropriate to what you're doing. You or someone else can do the work, but you must leave the item manifested for the entire process. You can transfer runes off your armament as well, typically in anticipation of establishing your bond with a different item.

Reshaping your armament allows you to change the base weapon, armor, or shield into another of the same type, turning half plate armor into full plate, changing a warhammer into a longbow, and so on. If all you're doing is changing the form while keeping the same runes and other magical properties, you can do so by spending a day in meditation. This doesn't cost any gp or extra time unless the new form is higher than 1st level or unless the difference is so vast that the GM determines it might take additional time and cost. For example, turning explorer's clothing into full plate requires the same time, expense, and Crafting check as you'd need to Craft full plate since full plate is a 2nd-level item. Specific items can't be reshaped in this way unless the GM specifically allows it.

You can also use this day in meditation to rebind your soul to a different item in your possession. Typically, you keep the old item, its power removed. Since the essence power you chose represents the effects of the connection to your soul, typically the essence power doesn't change when you bind a new armament. If you rebind your soul to an armament that can't accommodate your current essence power, you might also need to change the essence power. You can recreate a destroyed soulforged armament or bond to a new one if your previous one was destroyed. If it was destroyed by soulforged corruption, you must first successfully use purify soul path. Recreating costs the same amount of time and money as creating the item from scratch. If you already have an item to form a new bond with, it takes 1 day in meditation, as with reshaping an armament.

Soul Path

When you take Soulforger Dedication, you must choose a soul path—a motivation, cause, or goal that compels you to act and drives you to face significant danger. Such a motivation can be limited or grand in scope but must be actionable enough to be easily linked to gameplay. Work with your GM to choose a soul path that fits in well with the themes of your campaign and group dynamic, allowing you to pursue your soul path in an interesting fashion.

Corruption

Though a soulbond is powerful, once you're bound to a one, your devotion to your soul path will be tested.

If you behave in a way that directly opposes or hinders the motivation, goal, or cause declared in your soul path (regardless of whether the act involves your soulforged armaments), your spirit tarnishes. It's anathema for you to commit acts opposed to your soul path or even to go a long time without taking action to pursue the path. You and your GM determine when you've performed an anathematic act. Anathematic acts trigger a curse known as soulforged corruption that degrades the energies within your soulforged armament. This brings out a flaw inextricably tied to the armament's true essence. The corruption flaw applies to you even when your armament isn't manifested. The rules for the flaw appear in the essence power. As normal for a curse, this affliction can be removed only by effects that specifically target curses, including the methods in Removing Corruption below.

Soulforged Corruption (curse, divine) A successful 4th-rank cleanse affliction spell, rather than ending this curse, reduces its stage by 1 (to a minimum of stage 1). Level your level; Saving Throw Will save against a very hard DC of the curse's level; Stage 1 You suffer the effects of your armament's corruption flaw. If you try to manifest the armament's essence form, you must attempt a DC 5 flat check. If you fail, only the normal form manifests, and you can't try to manifest that armament's essence form again that day (1 day); Stage 2 You suffer the effects of your armament's corruption flaw, and any attempt to activate the armament's essence form fails (1 day); Stage 3 Your soulforged armament is permanently destroyed. You can't have a new soulforged armament until you remove the curse entirely with the purify soul path ritual (1 day).

Removing Corruption

The effects of soulforged corruption can be staved off with the Cleanse Soul Path exploration activity or cured with the purify soul path ritual.

Cleanse Soul Path

Exploration 
Source Impossible Magic pg. 101
You meditate, pray, or otherwise try to reinforce your soul's connection to your armament. This takes 10 minutes. Attempt a counteract check against your soulforged corruption. The counteract rank is half your level rounded up, and the counteract check modifier is your Religion modifier. If successful, reduce the stage of soulforged corruption by 1 (to a minimum of stage 1).

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