At 1st level, an armiger may customize up to three sets of weapons in a process that takes 8 hours of modification, drilling, and practice each, reworking scabbards, modifying grips, adding hooks and straps, and other tweaks to suit her personal fighting style. Each set may consist of: a single weapon, a pair of weapons that are wielded simultaneously, up to 10 identical thrown weapons, or up to 50 pieces of ammunition. A given weapon cannot be part of more than one set simultaneously. The armiger always treats her active weapon as if it were masterwork.
The armiger may choose to customize a new weapon by spending 8 hours, choosing which existing customizations to lose. The armiger must be proficient with the weapon to customize it and may not customize siege weapons. If the armiger possesses proficiency with shields, she may customize a shield with one of her weapon customization sets, either as a single weapon or as part of a pair of weapons. The enhancement bonus from enhanced customization only applies to using the shield as a weapon.
The customization process allows the armiger to train in additional talents unique to each customized weapon. At first level, each customized weapon grants a single sphere or talent. A customized weapon must possess a base sphere before additional talents of that sphere may be added unless the armiger possesses that sphere, such as through the bonus talents gained from possessing the combat training class feature, from the Extra Combat Talent feat, or levels in another class. The armiger may not use talents gained from a customized weapon to qualify for feats or to meet other prerequisites unless otherwise noted. Customization talents may be changed with the same action required to customize a new weapon. Spheres and talents that grant skill retraining never grant it when gained via a customized weapon.
The armiger may only benefit from the talents granted by one customized weapon at a time. The weapon she is currently gaining talents from is the active weapon. A customized weapon may be activated as part of drawing it or otherwise recovering it (such as picking it up from the ground) with no action cost. The active weapon must be wielded (or able to be drawn, in the case of ammunition) to provide its benefits; should the active weapon be disarmed, stowed, destroyed, or otherwise no longer wielded (or able to be drawn, in the case of ammunition), the armiger loses access to the granted talents immediately.
If the weapon is thrown as part of an attack, the armiger retains any benefits from the weapon until the end of her turn.
If the armiger customizes a set of thrown weapons or ammunition, she retains the granted talents as long as at least one of the set remains wielded. If a pair of weapons are customized to be wielded together and one is not being wielded, the armiger loses the benefits of the granted talents until the second weapon is recovered. Should the armiger be wielding weapons from two separate customization sets at the same time, she may choose which weapon is active at the beginning of each turn.
At 3rd level and every 4 levels thereafter (7th, 11th, 15th, etc.), each customized weapon grants an additional talent. The armiger gains an additional customized weapon at her 11th and 19th levels.