1: B.R.R.
2: Power Slot
3: Mag Bauble
4: Project I
5: Bonus Talent
6: Core: Mobile Leylane
7: Mag Bauble
8: Project II
9: Power Slot
10: Threaten
11: Mag Bauble
12: Project III
13: Power Slot
14: Feat or Aura
15: Perfect Keeper
16: Project IV
17: Mag Bauble
18: Power Slot
19: Tailwind
20: Project V
The most basic ability of the Armsmaster is to breakdown matter to use as a template for the object in question.
If you are a Primal Armsmaster of Wind and intend to create a Wind spear you would first need to buy a spear and break it down. The manifested spear will still possess the statistics of the original however if it is destroyed you just recreate it.
Items can also be reconstituted to be sold, upgraded or enchanted. In this example if you did so and sold the spear you would no longer be able to create a wind spear until purchasing another spear. Armsmasters have a limit on the amount of spiritual gear they can store in the spirit realm. Calculate their spiritual carrying capacity similar as you would a regular character except that it scales off of wisdom instead of strength.
Gear that has been converted can be resummoned to it's owner if dropped or destroyed.
Armsmaster gear cannot be used by others unless it has been intentionally projected to do so.
The Armsmaster must be the owner of the Equipment to breakdown the equipment.
The control cost to resummon a destroyed item is equal to it's Hardness [Before will bonus mentioned below]
The Armsmaster applies it's Wisdom mod if greater then 0 to all Spiritual equipment hardness it has summoned that it is using.
Projected weapons are considered an extension of your body, making them classified as natural weapons even if they would normally not be. This also increases one's ability to use them effectively: +X to Hit with Projected Weapons.
With the 'Feral Combat Training' feat [not currently on site] Projected Weapons can be used in flurry of blows class feature & Fighter's Flurry class feature.
Hunters can still bond with projected weapons as long as they are the valid type.
The damage type of the Projected weapon varies with the classes theme. It cannot be changed on the fly but multiple weapons with different damage types could be created by a crafty enough armsmaster
Some Armsman seem to act like a Tether to whatever concept they are embodying or channeling. A rare few seem to be even more realized then others, acting as a sort of Mobile Leylane which can have all sorts of interesting effects.
[Leylane types will be progressively added over time]
At 10th level, you can paralyze an enemy with fear; this causes 1 opponent within 30’ to become dazed for 3 rounds; creatures that are immune to fear are also immune to this effect; your opponent must make a Will save (DC10 + ½ your class level + your Charisma/Strength modifier (whichever is higher)) to resist; this is a standard action that does not provoke attacks of opportunity; this ability costs 15CP to use
Armsman get a General bonus feat at 14th level. However if they are an emotional spectrum type Armsman they may choose to get an appropriate aura to match their emotion spectrum instead.
[Appropriate aura types will be progressively added over time]
As Long as the Armsman's HP remains above half they gain +1 dice on the damage of weapons they use.
At 20th level the Armsmaster may expend 5 control points to give a morale bonus to an ally's speed.
The targeted ally gains +1d6 initiative and moves 5x1d6 feet faster.
For every additional ally/self targeted increase the control cost by +1.
This ability must always target an ally first however you can boost yourself as a secondary target.
Example Progression of cost
Single person - 5 [5x1]
Two - 12 [6x2]
Three - 21 [7x3]
Four - 32 [8x4]
Class Defect suggestions: Some types of armsmaster have physical tethers to their sources of power from rings to buck-- ahem . . helmets, various things could allow or prevent an Armsmaster from projecting.
Taiga notes
Starting Meseta: 1000-might 1250-magic 1500-civilian [This should be likely + 1 zero more on each. to be done when coupons are updated!]
Basic classes use 11 points split among [HP, Energy, skills and proficiencies]
+1 HP [1] +2 HP [2]
1d4 control [0] 1d6 [1] 1d8 [2] 1d10 [3]
4 + Int at level 1 ||| 2 + Int per level after [0] 6 + Int at level 1 ||| 4 + Int per level after [2]
Highly skilled increases [Per level after] up to match Initial and costs [2]
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Advanced classes use 7
Skill base is 2 + Int per level. [0]
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Prestige is likely less [points] then adv