Weapon Construct Creature (CR +Varies)
Spellcasters carefully craft golems and other constructs to serve as guardians, servants, and attack “beasts.” Standard golems, shield guardians, and other constructs are primarily humanoid in form, but some more creative artisans have transformed the very weapons your wielding, have discovered, purchased or simply stolen into their servants.
Creating a Weapon Construct Creature
“Weapon construct creature” is an acquired template that can be added to any inanimate magical weapon.
A weapon construct creature starts with all the base statistics of an animated object based on its size plus any special properties it possess except as noted here. On average two handed weapons sized for a Medium creature are considered small animated objects, while other weapons sized for a Medium creature are considered Tiny.
Type: The creature's type becomes Construct calculate Hit Dice, BAB, and saves as an animated object of the appropriate size (even if the weapon is magical). It gains an additional hit die for each enhancement bonus it possesses
CR: add +1 to the CR for every two enhancement bonuses it possesses.
Speed: A weapon construct creature gains a fly speed double the corresponding speed of the base animated object.
Defenses/Qualities: fast healing 1, evasion
Hardness: add +2 to the weapon’s hardness for every enhancement bonuses it possess (also add +10 to its hp for every enhancement bonus as well).
Attacks: A weapon construct creature’s attacks deal damage as if it were wielding itself, which it always is.
Special Abilities: A weapon construct creature gains the following special abilities.
Animate Objects (Sp): Once per round, as a swift action, a weapon construct creature can animate a single weapon as though by the spell animate objects (caster level equal to weapon construct creature’s CR). These objects are under the control of the weapon construct creature. If the weapon construct creature is not intelligent enough to control them one random object simply seeks to defend the weapon construct creature to the best of its ability.
Touching the Blade (Su): If the weapon construct is a bladed weapon, its foe suffers a 50% chance of striking the weapon’s blade, unless he takes a -4 penalty to his attack roll to avoid such contact. Creatures attacking with unarmed strikes or natural weapons suffer damage as though they had been hit (weapon damage plus appropriate strength modifier for the weapon). If attacked by a foe’s weapon, the weapon construction creature automatically gains a free Sunder attempt against the foe’s weapon. If the attacker has the Improved Sunder feat, this effect does not trigger. Anyone who attempts to grab the blade either as a disarm attempt or to initiate a grapple provokes an attack of opportunity, even if they have Improved Grapple, Improved Disarm, or Grab.
Seizing the Hilt (Su): If an opponent successfully grapples or disarms weapon construct and is unarmed, or if a weapon construct allows an opponent to wield it, the opponent is Seizing the Hilt of the weapon construct. The opponent must make a Will save (DC 10 + ½ its hit dice + its Charisma modifier with a +4 racial bonus). If the opponent is affected, the wielder is considered helpless by the weapon construct’s dominance and the weapon construct can perform a coup de grace upon the wielder.
If the save is successful, the opponent may attempt a pin; if successful, the weapon is subject to Sheathing the Weapon.
Sheathing the Weapon (Su): If a weapon construct is successfully pinned, the wielder drives or wedges the weapon construct into an object dealing the weapon construct’s damage plus the foe’s Strength modifier as appropriate for weapon construct) to the object. If the damage exceeds the object's hardness and does not destroy the object, the weapon construct is considered bound and helpless unless it makes an Escape Artist check (+2 bonus) DC equal to 10 plus the damage dealt plus the hardness of the object.
Abilities: Increase from the base creature as follows: Str +8 (+4 to attack and damage, +4 to Climb and Swim skill checks, +4 to Strength, and CMB checks, +4 to CMD)
Feats: If a weapon construct creature gains Improved Sunder and Power Attack as bonus feats even if it does not meet the prerequisites.