Evolutions Minor Evolutions Reshapable Weapon The Wielder gains the ability to shape his Weapon into different weapon forms. He may change his blade’s form to the light weapon, one-handed weapon, two-handed weapon, or Ranged forms. The wielder can do this once per day, and the process take about one hour. Deadly Edge The Wielder's Weapon critical multiplier increases by 1. The Wielder must be 10th level before they can choose this Evolution Extending Spine When a Wielder makes a power attack, they may treat it as if their reach was 5' longer. A Wielder must be at least 4th level to choose this Evolution. Fire Attunement While not in Battle, the Wielder can attune his weapon to the element of fire. When the Wielder makes an attack with his Weapon, he can choose to have it deal fire damage instead of its normal damage. In addition, if it was a power attack or Deadly Aim, the Wielder can deal an additional +1d4 fire damage. The Wielder must be at least 5th level to choose this Evolution Focused Defense When fighting defensively or using Combat Expertise or the total defense action, the Wielder adds his Wisdom modifier as a dodge bonus to her AC. The Wielder must be at least 4th level in order to select this Evolution. Focused Offense As long as the Wielder maintains psionic focus, he adds his Wisdom modifier to his attack and damage rolls instead of his Strength modifier. Retribution When you are hit by a melee attack, make a Ref check of 20, if passed you may make a melee attack at your full attack bonus against the attacker. The Wielder must be 10th level to choose this Evolution Ice Attunement While not in Battle, the Wielder can attune his weapon to the element of ice. When the Wielder makes an attack with his Weapon, he can choose to have it deal ice damage instead of its normal damage. In addition, if it was a power attack or deadly aim, the Wielder can deal an additional +1d4 ice damage. The Wielder must be at least 5th level to choose this Evolution Lightning Attunement While not in Battle, the Wielder can attune his weapon to the element of Lightning. When the Wielder makes an attack with his Weapon, he can choose to have it deal electricity damage instead of its normal damage. In addition, if it was a power attack or deadly aim, the target a -2 penalty to attack and damage rolls until the end of her next turn. If the target is wearing metal armor, the penalty increases to -3. The Wielder must be at least 5th level to choose this Evolution Attuned Shield The Weilder gains a +1 Sheild bonus to AC. This increases to +2 at 10th Level Rending Blades Hooks extend from the Weapon, dealing an additional 1d6 bleed damage on a critical hit, and giving a competence bonus on Climb checks equal to the Attunement bonus of the Weapon. Living Ammunition The Wielder's Weapon echews the ammunition for its current form Gaping Maw The Weilder' Weapon grows a mouth, giving the Wielder a +5 to Bluff and Intimidation Checks. Additonally Mitallic Metabolism's Goal decreases by 50. The Weapon can now talk. The Wielder must be 10th level before taking this Evolution. Ocular Growth The Wielder's Weapon grows an eye on bothe side of it. The Weapon gains Darkvision 60' and +10 to Perception and is constantly on the lookout for Enemies. Invisible Enemies that come within 10' automatically proc a Perception Check. The Weapon warns the Wielder of incoming danger. Grasping Tail The Wielder's Weapon grows a tail. This Tail Weilder a +5 to Trip. A Living Weapon can use this tail to try and trip an enemy on its own. Retractable Limbs The Wielder's Weapon grows short retractable limbs The Weapon gains 5' Speed the ability to move on its own. If seperated, the Weapon will attempt to return to the Wielder unless otherwise Instructed by the Wielder. Thunder Attunement While not in Battle, the Wielder can attune his weapon to the element of Thunder. When the Wielder makes an attack with his Weapon, he can choose to have it deal Sonic damage instead of its normal damage. In addition, if it was a power attack or deadly aim, the Wielder can stagger the target until the end of her next turn unless the target makes a successful Fortitude save (DC 10 + the Wielder’s base attack bonus). The Wielder must be at least 5th level to choose this Evolution Bioluminescence The Weilders Weapon can begin glowing, acting as a torch. Once per day, the Weapon can flash brightly Dazing enemies who fail a Will Save of 15 Greater Evolutions Truesteel Blade The Wielders Weapon counts as Cold Steel, Silver and Adamantine Dual Attunements The Weilder can Attune his weapon to 2 elements at the same time. Attuned Parry While Wielding his Weapon and not suffering an Armor Check Penalty, you have a minimum armor bonus to AC equal to half your base attack bonus. This overlaps (does not stack with) any other armor bonus or enhancement to armor bonus you may have. Physical Apex The Weilder adds half his level to all ability checks and skill checks based on Strength, Dexterity, or Constitution. Ultimate Adaptation The Weapon can form itself into an Medium Intelligent Construct creature that listens to the Wielder's command. The construct Maintains all Evolutions, gains Mirror Attributes to the Wielders and Half of the Wielders BAB and Saves. While the Weapon is in this form, the Wielder must have an Additional Weapon, or be considered unarmed. the Wielder must be 20th Level to gain this Evolution Infinite Edge Icreases the Weapons Crit Multiplier by 1, this stacks with the Deadly Edge Evolution. The wielder must be 16th Level to gain this Evolution. Predator's Instinct The Weapon becomes aware of all creatures within a 15' Radius Resilient Antibodies While wielding their Weapon, Wielders gain +10 to all Fort saves