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What I want to do is make a character that is defined by the swapping of two or more sets of weapons/armor. For semi-related out-of-game examples of this, the armor of Mega Man X and the Requip magic of Fairy Tail's Erza are decent references. They could switch between different sets of weapons and armor and fight with them effectively, but the fighting style would be different due to the differences in the armor. I intend to try this by creating a new magic item to use along with the Ring of Arming. (For reference to the original Ring of Arming item from MIC: http://www.giantitp.com/forums/showthread.php?t=208730)
As a rough idea, this is what I would want the new item to do:
- The item can be enhanced as armor, main hand melee weapon, off-hand melee weapon, ranged weapon, and shield. The cost for each of these psuedo-slots is the same as the slot itself. For example, you can give the ring's armor slot +1 for 1000g, and the main hand melee weapon +2 for 8000g. Off-hand weapons and ranged need to be enchanted separately, which means that using this ring should not cost more or less than enchanting one set of armor and weapons.
- While wearing this ring, the magical enhancements of your weapons, armor, and shields are completely suppressed and replaced by the enhancement on the ring. So, if you find a +2 heavy fortification chain shirt, but your ring is +1 light fortification, the chain shirt has +1 light fortification while wearing both the ring and the shirt.
This eliminates the cost of maintaining multiple sets of armor and weapons just so that you can use of all of the weapons and armor that you are proficient with. I considered trying to come up with a class archetype that worked like this, but making it into something that can't be taken away would give it the same issues that Vow of Poverty has (less leverage for the DM to use on the character).
A cursed version of the item could cause all magic armor, weapons, and shields that you equip to have no magical enhancement bonuses at all.
Is there any precedent for this kind of item? I didn't see one, other than the folding plate, which is really something else entirely.
Also, what should the base, unenchanted price of this ring be? Is 5000gp appropriate, or is that too cheap/expensive?

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Those are both good points. Would adding the following limitations address those well enough?
1) Only masterwork items can be affected by the enchantment replacement.
2) Replacing the enchantments (or dismissing the replacement) takes a swift action for one piece of equipment.
3) Replacing the enchantments (or dismissing the replacement) on all currently equipped armor, shields, and weapons takes a move action that provokes AoOs.
4) The replacement effect lasts until 1 round after the item has left its equipment slot. As long as the item remains equipped or in your hands, the replacement continues.
This way, if you throw your main hand weapon, you won't have that enchantment on the rest of your throws that turn (although other magical thrown weapons could be used, and you could use the enchantment on one other weapon on the next round).
The activation requirement also makes it possible to wear a magical piece of armor or weapon without worrying about the ring overwriting it.
There is still the issue of disarming potentially not meaning as much, though. Perhaps the swift action to enchant should also provoke? Then again, a weapon with a crystal of returning (lesser) would have a similar effect, since it can be recalled from 30' away for a swift(move?) action.
This also adds the complication of needing to re-enchant your weapons each time that you draw them. If you're expecting a fight, this isn't a problem, but being surprised now has the cost of potentially going in with your weapons half-cocked.

Cheapy |

I don't recall the weapon crystals being seen as particularly balanced. ;)
There're also oddities with weapon enhancements on the item that may not even apply to the weapon in hand. For example, disruption on a longsword.
And it would also allow you to enchant any item in your hand, I would think. Suddenly you get a +1 flaming burst chair leg which isn't currently possible.
What are the reasons to not use this? What advantages would actually enchanting a sword have, as opposed to this item which would work on any sword you use?

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I don't recall the weapon crystals being seen as particularly balanced. ;)
There're also oddities with weapon enhancements on the item that may not even apply to the weapon in hand. For example, disruption on a longsword.
And it would also allow you to enchant any item in your hand, I would think. Suddenly you get a +1 flaming burst chair leg which isn't currently possible.
What are the reasons to not use this? What advantages would actually enchanting a sword have, as opposed to this item which would work on any sword you use?
Yeah I agree with Cheapy, this will probably be an item that every character would want all the time. I would say you should have some additional restriction to keep it balanced, such as restricting each ring to a certain group of weapons (like all swords, or all axes), and to a certain group of armor (light, or medium, or heavy). If you wear or use an item that doesn't match this, it suppresses any magical abilities of the armor or weapon completely. This way you'd still have the option of having the character swap out between a short sword, a long sword, a greatsword, or a bastard sword, and have him use different armors depending on the task at hand (if he needs to be stealthy, use chainmail instead of scalemail, etc.)

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I don't recall the weapon crystals being seen as particularly balanced. ;)
There're also oddities with weapon enhancements on the item that may not even apply to the weapon in hand. For example, disruption on a longsword.
And it would also allow you to enchant any item in your hand, I would think. Suddenly you get a +1 flaming burst chair leg which isn't currently possible.
What are the reasons to not use this? What advantages would actually enchanting a sword have, as opposed to this item which would work on any sword you use?
Good points. Let me address them each.
A decent Acrobatics should allow you to move and pick up a disarmed item without provoking, too.
I've added a clause about applying enhancements to the items so that only ones that the item could normally have are applied.
The chair leg would have to be masterwork (as this is one of the requirements for using the charms on them), and if you don't have Catch Off-Guard you'd suffer penalties. I think that if you had a masterwork improvised weapon, you could still enchant it. It's just not normally done due to the inferiority compared to a real weapon. Or is there something I'm forgetting?
Reasons I can think of not to use this:
- You don't want to waste your first swift action or move action to enhance your weapons and shield every fight. (Your armor isn't an issue, because you would likely keep it on)
- You don't want your magic enhancements on an easily steal-able necklace.
- You don't want all of your eggs in one basket. If someone sunders the amulet's chain and the charms fall, suddenly you're down all of your weapon and armor magical enhancements.
- They cost extra above what a single magic weapon/armor/shield would. A +1 longsword is just over 2000g, while a +1 charm is 4000g. Then again, at higher levels, the initial cost isn't as much of an issue.
Here's my initial draft of the item(s), which are now separate charms for each enhancement that can be worn together in the amulet slot:
Amulets of Consistent Armament:
Price: 2000 gp each
Body Slot: Amulet (multiple charms may be worn at the same time)
Caster Level: 10
Aura: Moderate; (DC 20) transmutation
Activation: Swift (single) or move (all)
Weight: —
These amulets are adamantine charms in the shape of armor, a shield, a weapon, a bow (or other ranged weapon), and a bundle of arrows (or other ammunition). You may activate any one that you are wearing individually with a swift action, or you may activate them all as a move action that provokes attacks of opportunity. You may only apply the affects of each charm to a single item (or group of 10 ammunition).
Adding a magical enhancement to one of these charms requires the same feats, time, and other requirements as adding a magical enhancement to the item that the charm affects.
Amulet of Consistent Armor:
This armor-shaped charm can be worn with other "Amulet of Consistent Armament" charms. As a swift action, you may suppress the magical enhancement bonuses and effects (if any) of your currently worn masterwork armor and replace it with the magical enhancement bonuses and effects that this amulet has been enhanced with (as long as the enchantment can normally be applied to the item). The replacement effect can be dismissed with a swift action.
Amulet of Consistent Shields:
This shield-shaped charm can be worn with other "Amulet of Consistent Armament" charms. As a swift action, you may suppress the magical enhancement bonuses and effects (if any) of your currently worn masterwork shield and replace it with the magical enhancement bonuses and effects that this amulet has been enhanced with (as long as the enchantment can normally be applied to the item). The replacement effect can be dismissed with a swift action.
Amulet of Consistent Melee Weaponry:
This weapon-shaped charm can be worn with other "Amulet of Consistent Armament" charms. As a swift action, you may suppress the magical enhancement bonuses and effects (if any) of your currently held masterwork melee weapon and replace it with the magical enhancement bonuses and effects that this amulet has been enhanced with (as long as the enchantment can normally be applied to the item). The replacement effect can be dismissed with a swift action.
Amulet of Consistent Ranged Weaponry:
This weapon-shaped charm can be worn with other "Amulet of Consistent Armament" charms. As a swift action, you may suppress the magical enhancement bonuses and effects (if any) of your currently held masterwork ranged weapon and replace it with the magical enhancement bonuses and effects that this amulet has been enhanced with (as long as the enchantment can normally be applied to the item). The replacement effect can be dismissed with a swift action.
Amulet of Consistent Ammunition:
This ammunition-shaped charm can be worn with other "Amulet of Consistent Armament" charms. As a swift action, you may suppress the magical enhancement bonuses and effects (if any) of up to 10 of your currently available masterwork ammunition and replace it with the magical enhancement bonuses and effects that this amulet has been enhanced with (as long as the enchantment can normally be applied to the item). Any ammunition that can be drawn and used as a free action is considered available. The replacement effect can be dismissed with a swift action.
Amulet of Consistent Suppression (CURSED):
This charm can be worn with other "Amulet of Consistent Armament" charms, and it may appear to be any of the other charms. While wearing this charm, all magical effects of armor, shields, weapons, and ammunition are suppressed when you wield them. Can be removed with remove curse.

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Yeah I agree with Cheapy, this will probably be an item that every character would want all the time. I would say you should have some additional restriction to keep it balanced, such as restricting each ring to a certain group of weapons (like all swords, or all axes), and to a certain group of armor (light, or medium, or heavy). If you wear or use an item that doesn't match this, it suppresses any magical abilities of the armor or weapon completely. This way you'd still have the option of having the character swap out between a short sword, a long sword, a greatsword, or a bastard sword, and have him use different armors depending on the task at hand (if he needs to be stealthy, use chainmail instead of scalemail, etc.)
Hmm... I'd rather not make that kind of limitation, although I see your point.
I'd like to be able to change from a greatsword to a lance (as a fighter) if I know that we're going to be dealing with an army of charging nomads. If the charms are limited to weapon type, that wouldn't be an option.
Then again, being able to swap between sword-like weapons isn't bad. It could use the weapon type lists from the fighter description...
But if I want to make use of adamantine full plate and a mithral chain shirt, I would need two charms, which partially defeats what I wanted to do. I'd like to be able to go from all-out mobility and offense with mithral chain shirt and greatsword to heavy defense with adamantine full plate, a tower shield, and a mace with only a standard action (Ring of Arming) and a move action that provokes (activate all charms). It would burn a round for me and might get me hit, but it could potentially shift the battle from failure to success.
Then again, I could have a mithral kikko armor (more expensive than mithral chain shirt, but one point of AC better) and an adamantine breastplate with a medium armor charm, and that would serve the same purpose...

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I would be far more likely to allow morphing armor and weapons than any of the ones proposed here. Quite frankly if these existed, why would anyone bother enchanting arms and armor ever again?
I tried to address that above with this:
- You don't want to waste your first swift action or move action to enhance your weapons and shield every fight. (Your armor isn't an issue, because you would likely keep it on)- You don't want your magic enhancements on an easily steal-able necklace.
- You don't want all of your eggs in one basket. If someone sunders the amulet's chain and the charms fall, suddenly you're down all of your weapon and armor magical enhancements.
- They cost extra above what a single magic weapon/armor/shield would. A +1 longsword is just over 2000g, while a +1 charm is 4000g. Then again, at higher levels, the initial cost isn't as much of an issue.
Additionally, it eats up your amulet slot, which isn't something that I would want to lose on most of my characters. If these reasons are not enough, can you give me any suggestions?
Also, is there a precedent for morphing weapons and armor anywhere? That might serve my purposes if I can work off of that.

Cheapy |

Reasons I can think of not to use this:
- You don't want to waste your first swift action or move action to enhance your weapons and shield every fight. (Your armor isn't an issue, because you would likely keep it on)
- You don't want your magic enhancements on an easily steal-able necklace.
- You don't want all of your eggs in one basket. If someone sunders the amulet's chain and the charms fall, suddenly you're down all of your weapon and armor magical enhancements.
- They cost extra above what a single magic weapon/armor/shield would. A +1 longsword is just over 2000g, while a +1 charm is 4000g. Then again, at higher levels, the initial cost isn't as much of an issue.
I think the benefits outweigh the drawbacks by a long-shot.
You won't be spending your first round doing those things, since the item would be still enchanted from the last time, going from the item's words.
GMs rarely steal items from players, and sunder even less often. And really, the enemy would probably have to be meta-gaming to know to take it. It won't be like a wizard's spellbook where everyone knows about it.
At higher levels, the extra gp this would cost is negligible. And 2k is dirt cheap for getting an item that will enchant *all* of your weapons. If that longsword is sundered, disarmed, whatever, no problem. Just pull out your masterwork dagger and you'll still have all those enhancements with just a swift action (which you probably aren't using anyways, unless you're an inquisitor).
This is basically an Amulet of Mighty Fists++. Except it's a lot better, since not only does it also work with other armor and shields, but it allows for a lot more versatility. Part of the challenge of focusing on a weapon (as most martials do) is that if it's not effective against an enemy, you'll need to use your inferior weapon that's most likely not as well enchanted. This negates that aspect of the game.

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Quote:*snip*I think the benefits outweigh the drawbacks by a long-shot.
You won't be spending your first round doing those things, since the item would be still enchanted from the last time, going from the item's words.
GMs rarely steal items from players, and sunder even less often. And really, the enemy would probably have to be meta-gaming to know to take it. It won't be like a wizard's spellbook where everyone knows about it.
At higher levels, the extra gp this would cost is negligible. And 2k is dirt cheap for getting an item that will enchant *all* of your weapons. If that longsword is sundered, disarmed, whatever, no problem. Just pull out your masterwork dagger and you'll still have all those enhancements with just a swift action (which you probably aren't using anyways, unless you're an inquisitor).
This is basically an Amulet of Mighty Fists++. Except it's a lot better, since not only does it also work with other armor and shields, but it allows for a lot more versatility. Part of the challenge of focusing on a weapon (as most martials do) is that if it's not effective against an enemy, you'll need to use your inferior weapon that's most likely not as well enchanted. This negates that aspect of the game.
I was planning on breaking and stealing stuff all of the time with my players. I figured as long as they were able to recover and repair their items, it wouldn't be an issue.
I can see the abuse now, though. Swift actions to switch to a different enchantment set on your weapons, putting on just anything you find and using it very effectively, having unlimited magical ammunition with various modifiers, and so on. It could be offset by increasing the price a lot, but that could get very ridiculous very fast. Something like having the enhancements cost double to be added to the amulet would make it less abusable, but would ruin a character's economy and make the item unused.
I'm now leaning towards making a set of transformative weapons and armor, but the property only exists for weapons as-is, and it takes a standard action for one weapon. Would the following be a workable modified version to allow for a full change in one round? The intent is that it always takes a full-round action to change, regardless of how many items you change, so if you just have a battleform weapon, it is strictly worse than a transformative one.
Battleform
Aura Moderate transmutation; CL 10th; Craft Magic Arms and Armor, major creation; Price +10,000 gp for weapons, +5000 gp for armor and shields
Description
This ability can only be placed on melee weapons, armor, or shields.
With a full-round action, all of your equipped battleform items may change their shape; weapons become any other melee weapon of the same general shape and handedness; armor becomes any other armor of the same weight class (light, medium, or heavy); shields become any other shield type (shield spikes are not modified, although they are useless if the shield is made into a tower shield). Weapon limitations are the same as the tranformative property. When unattended, the items revert to their original shape.

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Cheapy wrote:Quote:*snip*I think the benefits outweigh the drawbacks by a long-shot.
You won't be spending your first round doing those things, since the item would be still enchanted from the last time, going from the item's words.
GMs rarely steal items from players, and sunder even less often. And really, the enemy would probably have to be meta-gaming to know to take it. It won't be like a wizard's spellbook where everyone knows about it.
At higher levels, the extra gp this would cost is negligible. And 2k is dirt cheap for getting an item that will enchant *all* of your weapons. If that longsword is sundered, disarmed, whatever, no problem. Just pull out your masterwork dagger and you'll still have all those enhancements with just a swift action (which you probably aren't using anyways, unless you're an inquisitor).
This is basically an Amulet of Mighty Fists++. Except it's a lot better, since not only does it also work with other armor and shields, but it allows for a lot more versatility. Part of the challenge of focusing on a weapon (as most martials do) is that if it's not effective against an enemy, you'll need to use your inferior weapon that's most likely not as well enchanted. This negates that aspect of the game.
I was planning on breaking and stealing stuff all of the time with my players. I figured as long as they were able to recover and repair their items, it wouldn't be an issue.
I can see the abuse now, though. Swift actions to switch to a different enchantment set on your weapons, putting on just anything you find and using it very effectively, having unlimited magical ammunition with various modifiers, and so on. It could be offset by increasing the price a lot, but that could get very ridiculous very fast. Something like having the enhancements cost double to be added to the amulet would make it less abusable, but would ruin a character's economy and make the item unused.
I'm now leaning towards making a set of transformative weapons and...
I think this would be a much more reasonable way to do what you're aiming for. Also note that things like Weapon Focus and Specialization would cease to work when the weapon changes shape.

Belle Mythix |

I considered trying to come up with a class archetype that worked like this, but making it into something that can't be taken away would give it the same issues that Vow of Poverty has (less leverage for the DM to use on the character).
Vow of Poverty, you mean the DnD 3.5 Book of Exalted Deeds one? it is even more restrictive than Paladinhood.

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BetaSprite wrote:Vow of Poverty, you mean the DnD 3.5 Book of Exalted Deeds one? it is even more restrictive than Paladinhood.I considered trying to come up with a class archetype that worked like this, but making it into something that can't be taken away would give it the same issues that Vow of Poverty has (less leverage for the DM to use on the character).
Yes, that's the one. The problem with that feat is that if the player doesn't use items, what can the DM do to reign that character in other than kill them? For anyone who doesn't have that feat, the DM has control over their loot and the availability of the items that the players want to buy.
I'm not that concerned about it, but I've heard that a broken character that uses it can be unmanageable if the player is a jerk about it.
Anyway, I've already been shown how bestowing enhancements to an unlimited number of weapons and armor is a bad idea, so I'm working on a character setup that could take advantage of the Battleform property that I posted above.

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All right, let's see what using battleform could get me:
+X Falcata (use two-handed)
+X Battleform Shield, Light Mithral (quickdraw)
+X Battleform Mithral Kikko Armor
For 5+X armor and a two-handed weapon. If I need heavier AC and less mobility, drawing the shield is free (with Quick Draw), and the whole set can change to:
+X Falcata (one-handed)
+X Battleform Tower Shield
+X Battleform Mithral Breastplate (agile)
For 6+4+X armor and a one-handed weapon. Is 10000g (the cost of Battleform on the shield and armor) worth gaining 5 armor for a full-round action? Given this, it only seems worth it for the shield, but then I might as well just keep a tower shield on my back and equip that instead of quick drawing this and transforming...
It seems that I've completely dropped the weapon transformation, too. What should it cost to be able to change the handedness of the weapon, too? In 3.5, there was a property (Sizing, +5000g, MIC) that let you modify the size of your weapon (although it didn't make you proficient with the new size or anything), so it doesn't seem unprecedented (in 3.5) to include a way to switch your weapon between one-handed and two-handed weapons. Being able to switch from a one-hander to a two-hander with reach would be ideal.
My new question is: What should it cost to make a transformative weapon that can change handedness? If that seems no good, I might as well go with a Falcata alone and just drop the whole morphing aspect. >_<

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I like Battleform, but letting someone go from light armor to heavy armor wasn't the whole basis of the idea? I think you could take that restriction off.
Yes, that was the original intent, but my main problem with that is right here:
Mithral Chain Shirt = 1100 gp
Adamantine Chain Shirt = 5100 gp
Mithral Full Plate = 10500 gp
Adamantine Full Plate = 16500 gp
It would be cheaper to buy a +1 Battleform Mithral Chain Shirt and transform it into Full Plate than to buy the Full Plate itself, and that doesn't sit well with me. At least with the charm idea, you had to pay for the suit of armor itself in the first place.
Maybe the Battleform enhancement could be changed into a combining enhancement... like this:
Hidden Form
Aura Moderate transmutation; CL 10th; Craft Magic Arms and Armor, secret chest; Price +5000 gp for weapons, +2500 gp for armor and shields
Additional cost: One masterwork weapon, armor, or shield. Ammunition is not allowed.This ability can only be placed on weapons, armor, or shields. The item that receives the Hidden Form enhancement can change into the item that is spent during the enhancement process. When enchanting armor, only armor can be used in this process. When enchanting weapons or shields, either a weapon or shield may be used. Shield spikes and ammunition cannot be enchanted with Hidden Form.
With a full-round action, all of your equipped Hidden items may change their shape to an item that was sacrificed to create this enhancement. When unattended, the items revert to their original shape.
This enhancement may be added multiple times, giving the user options for transformation.
This way, if a player wants to have a Mithral Chain Shirt that changes into an Adamantine Full Plate, they would have to pay for both sets of base armor, but would only have to pay for one set of enhancements. Also, an off-hand shield could become a weapon, and vice versa.
EDIT: I've taken out the 'melee' requirement. I don't see why you shouldn't be able to make a composite longbow that becomes a greatsword. It's going to take a full-round action anyway, so it's less optimal than dropping the bow and pulling the sword out.
EDIT 2: I'm lowering the base price on this from 10000/5000 to 5000/2500. Given that it is inferior to a glove of storing (which is a free action) and you're paying for the additional items instead of getting them for free, like transformative would, I feel that 10000/5000 was too expensive.

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LazarX wrote:I would be far more likely to allow morphing armor and weapons than any of the ones proposed here. Quite frankly if these existed, why would anyone bother enchanting arms and armor ever again?I tried to address that above with this:
- You don't want to waste your first swift action or move action to enhance your weapons and shield every fight. (Your armor isn't an issue, because you would likely keep it on)
- You don't want your magic enhancements on an easily steal-able necklace.
- You don't want all of your eggs in one basket. If someone sunders the amulet's chain and the charms fall, suddenly you're down all of your weapon and armor magical enhancements.
- They cost extra above what a single magic weapon/armor/shield would. A +1 longsword is just over 2000g, while a +1 charm is 4000g. Then again, at higher levels, the initial cost isn't as much of an issue.
How many swift actions has my fighter used in the course of his 7th level career? Let me count them.... that's right, none! Outside of spellcasting there's very little demand on swift action economy.
Sunder my adamantium necklace, go ahead I dare you. Anything that gives me an AOO on you is something that's worth the risk. Sundering isn't that big a deal with allies that can cast Make Whole.
You admit yourself that much of your drawbacks aren't really much of a drawback at all.

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How many swift actions has my fighter used in the course of his 7th level career? Let me count them.... that's right, none! Outside of spellcasting there's very little demand on swift action economy.
Sunder my adamantium necklace, go ahead I dare you. Anything that gives me an AOO on you is something that's worth the risk. Sundering isn't that big a deal with allies that can cast Make Whole.
You admit yourself that much of your drawbacks aren't really much of a drawback at all.
I've already conceded that the necklace won't work. I'm no longer interested in trying to make that work.
If you have suggestions for improvement on either the Battleform or Hidden Form properties, then please let me know. I'm mainly concerned about Hidden Form now.

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LazarX wrote:How many swift actions has my fighter used in the course of his 7th level career? Let me count them.... that's right, none! Outside of spellcasting there's very little demand on swift action economy.
Sunder my adamantium necklace, go ahead I dare you. Anything that gives me an AOO on you is something that's worth the risk. Sundering isn't that big a deal with allies that can cast Make Whole.
You admit yourself that much of your drawbacks aren't really much of a drawback at all.
I've already conceded that the necklace won't work. I'm no longer interested in trying to make that work.
If you have suggestions for improvement on either the Battleform or Hidden Form properties, then please let me know. I'm mainly concerned about Hidden Form now.
For one, I'd separate it and build it separately into weapons and armor. There actually is a weapon quality which will let you mutate a weapon to other similar types of weapon. The major problem with battleform is that there armor enhancements that are specifically tied to armor type such as fortification. RPGNow might sell it in PDF form.
Maybe what you should consider doing is hunt around for the D20 version of Big Eyes Small Mouth. It has rules for all of that sailor manga style of roleplaying adapted to d20 mechanics.

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For one, I'd separate it and build it separately into weapons and armor. There actually is a weapon quality which will let you mutate a weapon to other similar types of weapon. The major problem with battleform is that there armor enhancements that are specifically tied to armor type such as fortification. RPGNow might sell it in PDF form.
Maybe what you should consider doing is hunt around for the D20 version of Big Eyes Small Mouth. It has rules for all of that sailor manga style of roleplaying adapted to d20 mechanics.
Thanks for the suggestion on BESM. I wasn't aware that the books existed, and it sounds like it may have the armor-switching abilities that I'm looking for. I will take a look when I have the chance.
Transformative does more than I need it to, and less than I need it to. It allows transformation from any one-handed weapon to any other one-handed weapon, but not to a two-handed or light weapon. What I want is the ability to swap between two to three specific shapes/materials, and to switch along with the rest of the armor. I feel that the write-up I have for Hidden Form gets me exactly what I want, although it is a bit confusing to read.
I believe that you are mistaken about armor enhancements that are tied to armor type. Fortification has three levels of enchantment that take +1, +3, or +5 enhancement for different levels of protection, but I don't see anything claiming that you cannot have a Heavy Fortification Cloth Armor or a Light Fortification Full Plate.

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All right, here are the latest write-ups for the Hidden Form enhancement, split into three versions for armor, shields, and weapons. The price has also been flattened, as it doesn't make the weapon directly more powerful. I was previously pricing based on the fact that weapons enhancements cost double that of armor, but I feel that this is different enough to break the mold.
Hidden Form (armor)Aura Moderate transmutation; CL 10th; Craft Magic Arms and Armor, secret chest; Price 2500 gp
Additional cost: One masterwork armorThis ability can only be placed on armor. The armor that receives the Hidden Form enhancement gains the ability to change into the armor that is spent during the enhancement process. The spent armor is destroyed in the process, having been magically absorbed into the enhanced armor.
With a standard action, the armor may change into the spent armor, or revert back into the original armor. With a full-round action, all of your equipped Hidden Form items may change their shape to an item that was sacrificed to create this enhancement.
When unattended, the armor reverts to its original shape. This enhancement may be added multiple times, giving the user options for transformation.
Hidden Form (shield)Aura Moderate transmutation; CL 10th; Craft Magic Arms and Armor, secret chest; Price 2500 gp
Additional cost: One masterwork weapon or shieldThis ability can only be placed on shields. The shield that receives the Hidden Form enhancement gains the ability to change into the shield or weapon that is spent during the enhancement process. The spent weapon/shield is destroyed in the process, having been magically absorbed into the enhanced shield.
With a standard action, the shield may change into the spent weapon or shield, or revert back into the original shield. With a full-round action, all of your equipped Hidden Form items may change their shape to an item that was sacrificed to create this enhancement, or revert back to their original shape.
When unattended, the shield reverts to its original shape. This enhancement may be added multiple times, giving the user options for transformation.
Hidden Form (weapon)Aura Moderate transmutation; CL 10th; Craft Magic Arms and Armor, secret chest; Price 2500 gp
Additional cost: One masterwork weapon or shieldThis ability can only be placed on weapons. The weapon that receives the Hidden Form enhancement gains the ability to change into the shield or weapon that is spent during the enhancement process. The spent weapon/shield is destroyed in the process, having been magically absorbed into the enhanced weapon.
With a standard action, the weapon may change into the spent weapon or shield, or revert back into the original weapon. With a full-round action, all of your equipped Hidden Form items may change their shape to an item that was sacrificed to create this enhancement, or revert back to their original shape.
When unattended, the weapon reverts to its original shape. This enhancement may be added multiple times, giving the user options for transformation.

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Psionics Expanded: Master the Battle
That book was released just recently, and it seems that it is now much more efficient and cheaper to make a soulknife with the armored and shielded archetypes rather than using the equipment enhancements that I made up above.
It allows for creating armor of any size (in a limited capacity, of course), which can be enhanced using blade skills. Also, the mind shield can be changed to and from a tower shield with some other blade skills. With a little bit of flavor, the mind equipment can 'look' like whatever you want it to, and other blade skills would let you adjust the magic enhancements you've put on them, which is better than Hidden Form (for versatility).