Racial Advantages: Weapon Master(Same as their own type or their previous type if they are now ranged), Nerves of Steel
Racial Disadvantages: Uncharismatic, Subservient
Weaponshift: By spending all of their actions during a turn, an Armshifter may transform themselves into a single weapon chosen when they take their first level of this subrace. When they gain this ability, the character's starting weapon that they may transform into is a 2-handed melee damage of the type of their choice which deals 1d6 damage plus one die of a stat you choose(The Armshifter's stat is rolled for this die, not the wielder) when you first gain this ability and uses two skills of their choice to wield in a single stance of their choice. A character in weapon form loses all of their actions, but gains a single telepathic talk action with which they may communicate only with whoever is wielding them. Whenever your character is wielded by another character, your character immediately becomes that character's size.
X Weapon Points: An Armshifter gains a point at each level which they may save for later or spend on abilities that improve their weapon form. The options for spending their points are as follows:
1-4 Points: Recall: An Armshifter with this upgrade may instantly teleport into its master's(the person specified with its subservient flaw) hands when they use their weaponshift ability to take weapon form. The master's hands required to wield the weapon must be empty, and a character without the subservient flaw may not use this ability.) The distance you may teleport with this ability depends on the number of points spent on it. You may spend additional points to enhance the ability.
1 Point: Up to 30 Feet
2 Points: Up to 1 Mile
3 Points: Up to 100 Miles
4 Points: Anywhere on the planet
2 Points: Range: This upgrade changes the Armshifter's weapon type from melee to ranged. Your default range is 30, but you may spend a additional points to add 30 more range for every point spent. The Armshifter loses their melee weapon type when this ability is taken.
1-4 Points: Balancing: This upgrades the number of the Armshifter's damage dice. You must buy it up in steps, each step costing 1 more point, as such:
1dx to 2+dx: 1 Point
2+dx to 3+dx: 2 Points
3+dx to 4+dx: 3 Points
4+dx to 5+dx: 4 Points
1-4 Points: Sharpening: This upgrades the type of the Armshifter's damage dice. You must buy it up in steps, each step costing 1 more point, as such:
d6 to d8: 1 Point
d8 to d10: 2 Points
d10 to d12: 3 Points
d12 to d(Stat of your choice chosen when this ability is gained): 4 Points
You cannot upgrade your damage dice past 5+dx.
1 Point: Enhancement: For each level the Armshifter takes in this ability, it gains +2 in weapon enhancements that apply to that character's weapon form. You may take more enhancements than would normally be allowed for a weapon if you reach such a high level, but you cannot be enhanced any other way than by taking this ability.
1+ Point: Telekinetic Security: When your character in their weapon form is wielded by someone that they don't like, if they have this ability they may make an opposed personality roll whenever they're being used in an attack. If they beat their opponent, the hand action(s) are used but the attack automatically misses. If they beat their opponent by 4 or more, the attack's target changes to the wielder or another target within attack range of your character's choice. For every point past the first spent on this ability, you gain a +4 to your personality rolls made when using this ability.
1 Point: Extra Stance: A character with this upgrade adds an extra stance to their useable stances. This upgrade may be taken multiple times, and each time it grants a new stance.
1 Point: Extra Skill: A character with this upgrade adds an extra skill to their useable skills. This upgrade may be taken multiple times, and each time it grants a new skill.
3 Points: 1-Handed: You become a 1-handed weapon rather than a 2-handed weapon.
4 Points: Casting Proficiency: Pick a facet that casts spells. Whenever you deal damage in your weapon form, you gain an action which you may spend as a hand, speak, move, or analyze action in order to cast a spell as that facet as you would normally while still in weapon form. These spells may only target you, your wielder, or someone struck by you. If the spell consumes material components, you must have been carrying those components on your person before you shifted into your weapon form.
2 Points: Ability Transfer: Pick a racial or facet ability you possess. Your wielder gains that ability at the same level you possess it while they are wielding you. You can choose to not grant this ability to a wielder at any time.
5 Points: Slot Added: You gain a single gem slot, of the element or elements of your choice.