Swordkeeper
Level 10Attacks
Abilities
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 to open; on a critical failure, magical backlash deals 6d6 force damage (DC 30 reflex save) to the creature attempting the check.
If the swordkeeper is Grabbed, Immobilized, Prone, or Stunned, both DCs are reduced by 2.
If the weapon is removed, the swordkeeper's echoblades van
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 reflex save). It can't use Colossal Echo again for .
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.
Requirements The swordkeeper has a central weapon
Effect The swordkeeper projects an echoblade—a force copy of its central weapon that deals an additional 1d8 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
Effect The swordkeeper raises an echoblade to protect itself, gaining a +2 circumstance bonus to AC until the start of its next turn.
Effect: Raise Guard
Collectors who want to guard their magical arsenals procure or build swordkeepers. These multi-armed 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.