Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Attack of Opportunity [Reaction]
Ability
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.
Ability
Colossal Echo
Circumstance: The swordkeeper has a central weapon;
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.
Ability
Echoblade Flurry
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.
Ability
Project Echoblade
Circumstance: The swordkeeper has a central weapon;
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.
Ability
Raise Guard
Effect: The swordkeeper raises an echoblade to protect itself, gaining a +2 circumstance bonus to AC until the start of its next turn.
Offense
Melee
Circumstance: combat round (melee)
echoblade +23 [+18/+13] (magical, reach 10 feet, versatile P), Damage 2d8+13 slashing plus 1d8 force
Offense
Ranged
Circumstance: combat round (ranged)
echoblade +23 [+19/+15] (agile, magical, thrown 30 feet), Damage 2d8+13 slashing plus 1d8 force
Trait
Construct
A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.
Trait
Mindless
A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.
Immunity
death effects
disease
doomed
drained
fatigued
healing
mental
necromancy
nonlethal attacks
paralyzed
poison
Item
+1 striking disrupting longsword
Language
Common