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Amnoriath
2014-04-24, 05:28 PM
The Mythic Warforged

http://i.imgur.com/tIxzT33.jpg
credit goes to Adam1949

"Why do humans spend so much time worrying about what they call “moral issues”? It is one of the many mysteries of their behaviour." Erasmus, a mythic warforged

The squeaks of carts, the chants at the market stalls, ringing from the smithies, wafts from the taverns, and lack of the lords' voices in public. These are the proof of the existence peace through out Khorvaire in -510 YK. While the threat of the aberrant dragonmarks was apparent at most they seemed to be more of a cult of the gifted. A few in House Cannith delved further into their inventions observing the coming of the aberrants. Magic by books and blood was not enough they thought looking for ways that simple gears and levers could take a leap into the arcane or divine with out the cliques of either. The answer, seek a force beyond that of the arcane, elementals, psionics, or even the Gods themselves. When doing so a flash of insight came to D'arenal which came with dreams of cables harnessing a great current followed by rushing carriages. Khyber crystals release powerful vibration which could act as various spells when creating items. He and his colleagues sought to make a special forge that could infuse magic into whatever was created depending on how the khyber crystals were arranged. Elation ensued as a brilliant flaming sword was hewed out of a dull slab of iron.

As familiarity grew with the forge it seemed to make things faster. The crystals even seemed pulse in an intentional fashion. D'arenal noticed that items seemed to differ slightly than what the craftsmen set out to do, even exact replicas seemed to have minute details added or subtracted. At this point he knew the forge was intelligent and set out to communicate with it. He recorded down the vibrations in secret as his colleagues would seek to dismantle it as exact control was more important than another mind. Fortunately, in this respect, the War of the Marks preoccupied them to greatly to have the time to notice. In this time he found out the patterns of the pulses, making a sort of tongue out of musical instruments. His colleagues though took interest in the sudden delving in the orchestral arts of D'arenal. Though at the time they didn't delve in as it was war and he was erecting great weapons and mobile fortresses to hunt down the gifted aberrant.

When the war was over and the Houses established themselves his colleagues acted on their instincts. D'arenal was struming on a harp when they surrounded him with flasks of alchemist's fire and stout warriors with hammers to immense to be thought to be weapons, but he was expecting this. The crystals glowed brighter than ever before and hummed as if screaching. Flames cascaded out against the warriors and random objects soared across the room into the cowards leaving only D'arenal paused in a rest period on the score. The battle seemed won until a frantic, flaming dwarf ran from the conflagration striking the crown piece of the forge with the hammer. Astonished, D'arenal reflexively shot a bolt from his arm landing straight in the dwarf's head. The prisms shuttered and flickered until crown cracked into sheets peeling away from the supports. He quickly collected the crystals and grafted them into metal ball bearings and other trinkets. At this point he knew he couldn't make such a forge again, hiding away most of them except for one in which kept in the seal while making it green. He then set out to compile a history of Eberron, focusing on his house and lineage but truly in it was the code to all of his fortunes.

In 890 YK the success of House Cannith was vast spreading its technology to even the most unfortunate of people. A young leader who bore an old seal proudly when firing the largest forge in which Khovaire had ever seen, but the seal didn't seem to glow anymore like it once did. Four years later Khovaire would beckon the forge to determine its future. Which is why at the last battle of Cyre a metallic figure would set Eberron's direction ablaze and rerouted for years to come.


Secrets of the Automonous Forge
Prerequisites: Living Construct subtype, One mythos known
Benefit: You may add the following mythos to a mythos class list to select from as mythos known. All Craft skills permanently become known regardless of what you multiclass into. If you already possess them as class skills you act as if you had the Skill Focus feat for each of them. Additionaly each Warforged feat you possess adds one hit point to your total health.

Amnoriath
2014-04-24, 05:33 PM
Exceptional Mythos

Visceral Clockwork Duality

You gain Cannith Forgecraft as a bonus feat. When you perform a craft check in order to heal yourself you may add half your character level to the result. Additionally you may heal ability damage, burn, or drain instead dividing the normal result by 5(minimum 1) and any heal check you perform on yourself may instead use the appropriate craft check.

Advanced Manifestations

Tenacious Metallic Vitality(Living): You gain Overload Metabolism and Jaws of Death as bonus feats except that you may use either ability of the Overload Metabolism feat once per encounter as a swift action and you do not suffer the penalty until after the encounter ends. Additionally the feat may give temporary hit points that last for the encounter if the points healed exceed your health total and the second ability may also apply to invocations that only apply to yourself or touch. At mythos level 10 it may be done 2 times an encounter and the penalties stack when they occur.

Stoic Adamant Chasis(Construct): You gain Improved Fortification and Improved Resilience as bonus feats. If you already possess a percentage chance negate precision damage this percentage chance may apply against abilities that bypass precision damage immunities. Additionally you no longer need to save against massive damage for premature death as well as act normally when at negative hit points and you are immune to any effect that would slow or stagger you. If you already possess Diehard or similar ability your negative hit points may equal your constitution score before you die. Finally rolling a 1 on any check, save, or attack does not equal an automatic failure but you may still fail normally.

Millitary Industrial Raison D'etre

Prerequisites: Craft(weaponsmithing) 4 ranks
You can choose a bonus feat from the following list in which you do not need to meet the prerequisites for at the corresponding mythos levels. If the feats have attribute requirements you are treated as having that attribute for qualifying for other feats and any bonus to your actual attribute may also apply to that substitute. If there are outside feats that can act like any of the below feats for qualifications you may choose that feat instead.
Construct Lock, Power Attack, Dodge, Mobility, Two Weapon Fighting, Weapons Finesse, Weapons Focus(x), Exotic Weapons Proficiency(x), Improved Bull Rush, Precise Shot, Point Blank Shot, Rapid Reload, Rapid Shot, Combat Expertise, Combat Reflexes, Brute Fighting, Goad, Improved Trip, Weapons Specialization(x), Improved Critical(x), Improved Sunder, Cleave, Improved Disarm, Second Slam, Shocking Fist, Quick Draw, Improved Unarmed Strike, Improved Grapple, Improved Overrun, Improved Initiative, Shield Specialization, and Improved Shield Bash
You also gain the Weapon Aptitude class feature of the Warblade using your character level. Finally if any of the below manifestations would replace your limbs you can retract it and bring out your original limb as an equivalent action to drawing a weapon. Components may not overlap each other and any weapon below bypasses damage reduction as if it were magic.

Basic Manifestations

It's an arm. It's a cannon: Choose from either fire, cold, electricity, and acid energy when making this component. This cannon deals 1d6+int. modifier +1d6/4 mythos level, 20/x2 in energy damage as an attack with a range increment of 60 feet. This cannon is considered to be a one-handed weapon in all respects and gains an enhancement bonus to its attacks equal to 1/4 mythos class levels you possess. You may also take a full-round action in which it deals 1d6+1/mythos class level instead of the original damage with in a 30 foot radius of your first two range increments allowing a reflex save for half damage. Each energy type has a tertiary option which is always activated as a standard action. This is considered an embedded component that replaces one of your hands when in use. If you have an item in the hands slot it is considered repressed until you retract it. You can choose from one of the following options below to add to the component upon mythos level 4.

Fire: You can make a 20 foot cone of fire which deals the base weapon damage in fire damage allowing a reflex save for half. This increases to 40 feet at level 11. Additionally the area is considered to have concealment as well as penalizes spot and listen checks equal to 2+1/5 mythos class level and deals the base die damage in the area for 1+1/5 mythos level rounds if the creatures can be potentially affected by the fire. This ongoing damage allows the damage to be negated by a reflex save.

Cold: You can target a creature within 60 feet to make a fort. save or take nonlethal damage equal to your base weapon damage and be exhausted for 2+1/5 mythos level rounds. If they succeed they only take half damage and are fatigued for half the time. This increases to 120 at level 11.

Electricity: You can make a forty foot line in which deals the base weapon damage in electricty damage. This increase to 80 at level 11. This line also forces a penalty to attacks, AC, and saves equal to 2+1/4 mythos level for 2+1/5 mythos level rounds. This allows a will save for half the damage and penalty as well as only lasting for 1 round.
Acid: You can target a creature within 60 feet to make a fort. save or take 1d6+1/4 mythos level+int. modifier ongoing damage for rounds equal to 2+1/4 mythos level rounds. Additionally they become nauseated for half the time(staggered instead if they are immune). If you wish the damage can be dealt to the items instead but only on a failed save. If they make the save they only suffer damage for half the time and only staggered for 1. This increases to 120 at level 11.

Like a Predator: You gain mounted rifle on the top of one of your shoulders. This is considered an attached component and it can never be used as an off-hand weapon, however it does not occupy the slot. It deals 1d8+int. modifier+1d8/10 mythos levels piercing damage, 19-20/x3 and is treated as a one handed weapon. If the user fires from a prone position it may be treated as a two-handed. It has a clip of 8 bolts which may be reloaded as a move action and can benefit from Rapid Reload. At the beginning of the day you automatically have 8+1/mythos level bolts otherwise pay 1 mythos for 2 bolts. It has a range increment of 100 ft and gains an enhancement bonus to its attacks equal to 1/4 mythos class levels you possess. Unlike other weapons it only suffers a -10 penalty to your hide check after firing. Finally it can bypass cover and concealment but does not reduce total cover or concealment. You can choose from one of the following options below to add to the component upon mythos level 4.

Long Shot: Your sight auto corrects for range. You add one range increment to your total range. What this means is you do not suffer any spot penalties due to distance and you add that range increment to the maximum range to deal precision damage.

Dead Shot: As a full-round action you can make a single attack, however it may still be used in readying an action. This attack is considered a critical threat. Additionally its critical multiplier increases to x4.

Sneaky Shot: You can make a Spot Check against an opponent's AC as a swift action. If successful you can either make it a ranged touch attack or the opponent to lose its dexterity bonus for the next attack. Additionally you do not suffer any hide penalty while sniping.

Trick Shot: Your shots may treat total concealment and total cover as regular concealment and regular cover. This stacks with Improved
Precise Shot. Additionally as a standard action you can make a disarm attempt to any single opponent with in your range.

Propelled Hand: This is treated as an embedded component of the shoulder slot, but only one shoulder. You can as a standard action launch your hand with a 15 foot range increment treating it as a thrown weapon. You can use this action to attack, make a strength check(except for grappling), or pick up an object. If used for the latter two the arm is treated as having half your strength score. If it is handling an object it only can move 30 ft a round. You can continue to concentrate if it is carrying an object or sustaining a strength check until it reaches its maximum distance in which it ceases its action and returns to the user at the end of his turn. The attack is resolved like an unarmed strike except you may use either your Dexterity or Strength for your attack roll. The arm can be attacked treat it as an appropriate metal object two sizes smaller than yourself with hit points equal to one fourth your health with an AC of yours+2. You can choose from one of the following options below to add to the component upon mythos level 4.

Strong Hand: It is treated as having your full strength and can move 60 feet a round if it is handling something.
Hand of Finesse: It can handle complicated tools and devices as if it were your own hand. This allows it to make any kind of intricate skill trick normally done directly with your hands.

Mystic Hand: It can deliver a touch attack as part of its standard action to throw it. Additionally your hand can remain active for one round when you would lose concentration.

Easy Hand: You no longer provoke attacks of opportunity using your propelled hand. When activating it only takes a move action and concentrating only takes a free action.

Mech Katar: This is considered an embedded component that takes up an arm slot. If you have an another arm slot item equipped it is repressed when this is drawn. This weapon deals 1d6+str. modifer damage 18-20/x2, brace piercing and slashing which may use strength or dexterity for both its attack and damage rolls. The damage increases by one size category for every six levels of mythos. You can use your attack roll as a sleight of hand check to avoid this component being noticed or felt by creatures except that concealing it and bring it out this way is the same action as drawing a weapon. Any bonus to sleight of hand can apply here as well. This is considered a light weapon but may still benefit as a natural weapon and gains an enhancement bonus to its attacks equal to 1/4 mythos class levels you possess. Additionally any ability derived from a feat that can apply to an attack can be used by this weapon. You can choose from one of the following options below to add to the component upon mythos level 4.

Under-sleeve Shiv: You gain sneak attack damage of 1d6+1/2 mythos level and a +4 bonus to sleight of hand checks. If you possess any ambush feat you can instead sacrifice 2 points from the bonus here instead of damage die. Finally when attacking opponents that have lost their dexterity bonus its threat range is increased by 2 after abilities such as Improved Critical.

Buster Sword: You can change your katar into an oversized sword. This deals 2d6 points of damage instead of 1d6 and may be considered a bastard sword. Additionally it gains the reach quality but may strike adjacent opponents as well.

Persistant Blade: You can disengage your blade after a successful attack causing ongoing damage equal to its base weapon damage. This damage bypassess any DR or hardness and lasts for 1d4+1/5 mythos level rounds after which it returns to its hilt. Additionally damage dealt from this can not be healed until removed. It can be forcibly removed if the opponent makes a strength check equal to your attack roll. You can also end the effect as a free action in which it returns to you immediately

Contingent Strike: Your blade gains a limited form of sentience. You can program your blade to automatically react to certain situations. Designate one particular action you can do by readying an action or an immediate action with this weapon and it no longer takes any action on your part to initiate. If the action has limited uses then you must wait until you can change again in order to use it or regain the uses whichever comes first. You can prepare or change this action if given 10 minutes of preparation.

Grappling Lash: This is considered an embedded component that takes up a hand slot. You can shoot out a metal cable that is caple of interlocking with itself, therefore it can be used as a grapple hook. This cable reaches out to 30 ft. It is also capable of breaking itself into smaller units. Treat this as a metal chain for hardness, hit points, and break DC. What this effectively means is you can use your attack score instead of a Use Rope check when using this. It may also be used as a whip of your equivalent size dealing lethal bludgeoning damage not applying the armor bonus restriction gaining an enhancement bonus to its attacks equal to 1/4 mythos class levels you possess.. You can choose from one of the following options below to add to the component upon mythos level 4.

Elastic Chain: The cable increases in maximum length by 10+5/2 mythos levels feet. Additionally you may increase its melee reach by 5 ft and 5 ft again at mythos level 11.

Constricting Chain: The cable can perform constricting maneuvers. If binding specific limbs it increases the escape artist or strength check to break free by 2+1/10 mythos levels. If it is on a neck with only one head they must save from suffocation except they add the previous bonus to that save DC. If the living creature has more than one head it must still save in order for that head to do anything. If you have fully grappled a creature with the cable it can deal 1d6+ str. modifier in constriction damage that stacks with other constriction.

Chain Master: You may now threaten the area when used like a melee weapon. Additionally you can make a trip or grapple attempt as a free action after a successful attack. Finally, enemies do not get the chance to make any strength check against you due to any failure of your own.

Dragging Chain: You can move the length of your chain as a move action if you have secured to a fixture. If you have a creature of up to a maximum weight you can drag attached to your chain you can make a strength check versus theirs as a free action. Prone creatures suffer a -4 penalty to this check. If successful they lose their footing allowing you to pull them to a desired square.

Utility Launcher: You can launch any item two sizes smaller than yourself as a standard action that can be thrown. This has a range increment of 60 ft. It can have two items loaded at a time and can benefit from the Rapid Reload feat. If the items are one size smaller than the maximum it can fit four and continue to double every size smaller. This is considered an attached component on the shoulder and it can never be used as an off-hand weapon, however it does not occupy the slot. Additionally it can increase DC or checks of the items equal to 2+1/4 mythos levels. Finally you gain the benefit of the Grenadier feat except it applies to anything fired from this. You can choose from one of the following options below to add to the component upon creation.

Perpetual Options: You can load in and launch anything that meets the size requirement not suffering any penalty.

Quick Launch: You can fire the launcher as an attack action. The capacity is increased by 2 per BAB iterative you possess.

Spread Ammo: You gain the benefit of the Shaped Splash feat except that it may apply with any item fired. Also if you are firing items that are one size smaller than normal it can launch 2 with in a cone equal to the range of the launcher and continues to double for each size category smaller. You can only fire a number of shots equal to half your mythos level round down.

Forceful Launch: Items that can be launched are increased by one size category. Additionally anything launched at least deals lethal damage equal to 1d4+str. modifier treating it as a one-handed weapon. If they already deal damage equal to or greater than that it deals damage as if one size larger. These attacks also gain an enhancement bonus equal to 1/4 mythos levels. Finally if there was a strength check involved with the item launched it increases your check by 2+1/10 mythos level and may affect a creature one size larger than normal.

Ablative Field: You can erect an protective barrier around yourself or another creature with in 60 ft as a swfit action. This barrier gives temporary hit points equal to 2+1/2 mythos levels which new every round. These hit points do not stack It last for rounds per day equal to your 2xcharacter level+int. modifier. While the hit points are active you gain a deflection bonus equal to 2+1/4 mythos levels. This is considered an embedded component that takes up your neck slot. You can choose from one of the following options below to add to the component upon mythos level 4.

Hard Shield: You can spend an extra round to increase the hit points by 1+1/4 mythos levels and the deflection bonus by 1. You can spend an amount of extra rounds equal to your character level.

Expansive Shield: You can choose to have your field to protect creatures in a 30 ft spread centered on you. This field moves with but you can choose to move it as a swift action so long as you are still within the field. This use though doubles the cost in rounds. At mythos level 11 it can be centered on any target with in your previous range.

Absorbing Shield: So long as the field is active the target is considered to have evasion if they don't normally qualify. If they do have one their saves increase by 1+1/10 mythos levels.

Repelling Shield: The field becomes more substantial to an iminent strike. As a free action the user can expel another round of a shield
making a level check modified by the user's int. modifier versus either the attack roll or the caster level of an incoming effect, whichever is appropriate. Regardless of the result the field is disengaged until you can start it again next turn. This spell or spell-like ability though must be a targeted effect and must cause direct harm.

Zephyr Greaves: You can go at blinding speeds for a short amount of time. As a free action you can increase your land speed by 30+5/2 mythos level feet and is considered an enhancement bonus. This effect last for one round in which you must wait 1d6+2 rounds to use again. Additionally while equipped you are always treated as having a running start when jumping. These are considered an attached component that takes up the feet slot. You can choose from one of the following options below to add to the component upon mythos level 4.

Efficient Burst: The burst of speed may last for 2 rounds and may be used 1d4+1 rounds afterwards instead.

Different Motions: You can apply your speed bonuses to climb, burrow, and swim speeds but they only increase them by half the amount.

Rocket Jump: Instead using the burst to fuel overall speed it can be used in one mighty jump. You can move the result of your jump check as a move action not bound by your land speed. This use may apply any time they are allowed to move as if they had their move action.

Springing Step: You gain a dodge bonus to your AC of 2. Additionally you can add 5 feet to your 5 foot steps for the duration of the bursts.

Metal to Flesh Buckle: You can use your craft check to repair yourself to heal other beings. For both purposes your check is reduced to one hour to perform. Additionally, you can craft makeshift packages to heal on the go. These packages don't need a specific craft DC to make instead they just simply heal the value of the check. These packages only take a free action to use once a round on their turn and can be used by any one. Creatures can have a total of 1+1/10 mythos level equipped with them. While equipped you have an effect equivalent to the status spell to any creature you are healing or just has used one of the packages. This is considered an embedded componet that takes up the belt slot. You can choose from one of the following options below to add to the component upon mythos level 4.

Urgent Trigger: Whenever a creature equipped with a package would be reduced to zero or negative hit points or require a heal check the package automatically engages healing them as normal and using the craft check in place of the heal check. If the healing brings them to positive hit points they suffer no ill effect.

Handy Save: If an ally has failed a fortitude or will save with in 30 ft as an immediate action you can substitute for your craft check by sacrificing a package you have on hand.

Quick Package: Once every 1d4+1 rounds you can make a package as a swift action.

Booster Shot: If you spend 5 minutes of devoted work you can turn a potion or oil you have into a package by making a craft(alchemy) check equal to 10+original DC.

Survey Visor: While equipped you gain Search as a class skill and as if you were trained in the skill. If you already have search as a class skill and trained it you gain a perfection bonus equal to 2+1/2 mythos level. Additionally you can scan an area with a 20 foot radius as a standard action as if using the search skill, however it may detect hidden creatures as if using a spot check as well. Finally you gain Darkvision 60 and may even see in magical darkness. This is considered an attached component that takes up the brow slot. You can choose from one of the following options below to add to the component upon mythos level 4.

Find the Trail: The area in which you scan is increased by 10+5/2 mythos level feet.

Tracer Blip: If you have succefully spotted a creature or object you can outline the effect as the faerie fire spell as a swift action.
Automonous Sonar: You gain Blindsense out to 30+5/2 mythos feet. Additionally using the scan option it can be treated as if a listen check was performed as well.

Detect Supernatural: You can see invisible or ethereal creatures while using the scan option. If you wait for an additional move action you can replicate the effect of a Detect Magic spell as if concentrating for three rounds.

Darting Onslaught: Your forearm may now be a rapid fire crossbow. This crossbow deals 1d6+int. modifier piercing damage 20/x2 and may be considered a light weapon for two weapon fighting purposes. It has a range increment of 50 ft and a 30 bolt cartridge that may benefit from Rapid Reload. You gain 30+3/mythos level bolts at the beginning of the day otherwise pay 1 mythos per 5 bolts. This damage increases by one size per ten levels of mythos and gains an enhancement bonus to attacks equal to 1/4 mythos levels. As a standard action you can fire one shot at every enemy with in the first range increment. If you can apply another attack such as from two-weapon fighting you may attack another target again. If you have a copy of this manifestation you can make two attacks of this manifestation instead. This is considered an embedded component that takes up an arm slot. If you have an another arm slot item equipped it is repressed when this is drawn. You can choose from one of the following options below to add to the component upon mythos level 4.

Heedless Flurry: You can sacrifice an attack of opportunity to make an attack as a free action during your turn or action. You can use this a number of times per round equal to 1/4 mythos level.

Endless Bolts: You gain Rapid Reload as a bonus feat and you may sacrifice a hit point that bypasses any DR to give yourself 5 bolts.

Fragging Bolts: Instead of a normal attack you can choose to fire a volley of 5+1/4 mythos level bolts rolling damage for each one. Instead the target must make a reflex save for half damage but they may use their total AC as DR/- that stacks with others and applies to any kind of damage from the bolts. This may only be done once a round, then twice at mythos level 11.

Mutable Bolts: You may treat those bolts being made of any kind of metal and any kind of physical damage for bypassing DR.

Advanced Manifestations: You may select from another feat from the list above.

Deus Ex Machina of War: You may create multiples of the manifestations you know simply by paying 500 mythos points and 20 xp per device making a check as if making an exotic weapon. These devices still only work for you. At mythos level 11 you can apply another option to any current or future devices by paying 50% more and making a check as if 50% higher.

Ferrous Veteran: You may select another basic manifestation.

Clank in Arms: You can pay a cost of 500 mythos and increase the craft DC by 5 of a component above so that those with martial weapon proficiency or at least 3 exotic weapons proficiency can use it. At mythos level 8 you can pay 1000 mythos and increase by 10 those with simple weapons proficiency can use them. You must choose this option before applying a second option if you are capable.

Dissociative Omniscient Amulet Psyche

You now have a docent familiar. The shape of the docent is up to your discretion but it is generally small enough to easily fit in the palm of your hand and doesn't possess any limbs or methods of attack. It can This docent starts out with the array of mental stats as follows 14, 10, and 8. It also has a hardness of 10+mythos class level. These attributes may be arranged however you like. Unlike a normal docent it can take up any slot you wish but it is still active if not in any slot. It just apply the specified benefits of a familiar and ones on the table. Aside from the table below treat like a familiar for determining its saves, BAB, skills and health using you mythos level. If it should ever be destroyed you can replace it by paying 20xmythos level squared in gold and 1+1/10 mythos level days in crafting rounding normally as well as experience points equal to 1/20 the gold cost.



Level
Special
Mental Attribute bonuses
Skill Points
Nat. Armor Adj.


1st-2nd
Personality, Evasion, Modification, Commune with Master, Share Spells
+1/+0
12
+1


3rd-4th
Mutual Component, Modification
+2/+0
16
+2


5th-6th
Pocket Knowledge
+3/+1
20
+3


7th-8th
Bonus Feat, Modification
+4/+1
24
+4


9th-10th
Animate
+5/+2
28
+5


11th-12th
Improved Evasion, Modification
+6/+2
32
+6


13th-14th
Scry on Docent
+7/+3
36
+7


15th-16th
Modification
+8/+3
40
+8


17th-18th
Telepathy, Bonus Feat
+9/+4
44
+9


19th-20th
Equal with Master, Modification
+10/+4
48
+10



Mental Attribute Bonuses: The first number is what is added to its good and average scores while the second is added to its bad score.

Skill points: The docent gains an amount of skill points according to the table above. A Docent that has a positive int. modifier may add two times at level one and once every time it gains more skill points. It can treat any 4 of your class skills as its own as well as Disable Device, Knowledge(all), Listen, Spot, Search, Spellcraft, Speak Language and Psicraft

Natural Armor Adjustment: It gains natural armor according to the table above.

Personality: You can choose a psicrystal personality trait. If you wish you can either have the docent take your alignment or be with in one step of your own.

Evasion: as the rogue class feature

Modification: You can choose from an array of modifications to place on the docent so long as it meets the conditions according to the table above one level before.

Float: It can levitate 20 ft as a move action gaining a dexterity score of 16.

Disguise: It can conceal itself as another object of equivalent size as the disguise self spell with a caster level equal to your mythos level.

Commune: It must have Communicate with Master. It can use the speak languages spell with a caster level equal to your mythos level.

Blast: It must have the Float modification. It can attack with a force blast as a ranged touch attack deal 1d4+highest mental modifier+1d4/5 mythos level out to 60 feet.

Control Item: It must have the Mutual Component feature. It can control a single item on your person using its own statistics. It can only control one item a round.

Juggle Items: It must have the Mutual Component feature. It can benefit from two items on its master's person.

Parlor Tricks: It must have the Pocket Knowledge feature. It can act as if it were a masterwork tool and necessary equipment of any skill both for you and itself. Additionally, it may choose any cantrip or orison to emulate as an extraordinary ability using 10+highest mental modifier as the save DC. It can change this choice given one hour of still thought. If you have the synergy bonuses of Knowledge(arcana) and Knowledge(religion) you may add it to the save DC.

Dominate Absent: It must have the Animate feature. It can take control of any construct or mindless creature if it fails a will save using the animate feature.

Fortify: It must have the Animate feature. When controlling an object with the Animate feature it gains a +4 bonus to strength and fast healing of 2.

Usurp Item: It must of the Control Item modification. If the item fails a will save it can use the item as normal.

Retrieve Docent: It must have the Scry on Docent feature. Once you have successfully scryed on the docent you can teleport the docent to your person or you as close to it as you wish. You may take up to 1/2 mythos level passengers.

Close to Master: It must have the Mutual Component feature. It can extend the range of any ability that shares with is master to 30 feet away.

Disrupt Magic: It must have the Pocket Knowledge feature. You can make a Knowledge(arcana) or Knowledge(psionics) check to dispel a spell, item, or power as a standard action using the respective skills. This is usable 2+1/10 mythos level times per day.

Cease and Insert Action: It must have the Telepathy feature. It can as a standard action force a creature to make a will save or become stunned for 1+1/4 mythos rounds with in range of the Telepathy. Additionally it can insert a false memory as to why they lost consciousness. If they succeed they are only staggered for 2 rounds. If they are immune to stunning they are dazed instead without the false memory.

Bound Story: It must have the Telepathy feature and Close to Master modification. It can chose one mythos you know it can benefit from while on your person. This mythos must be one grade lower than you can select. It can change this mythos through one hour of still thought.

Share Spells: as the familiar

Commune with Master: While it can talk it can communicate to its master with just a simple thought as long as it is with in 60 feet. Since it works with one creature it isn't considered telepathy.

Mutual Component: A docent can either the effect of a single component currently on its master. The docent need only be adjacent to its master to share its benefit.

Pocket Knowledge: A docent gains Research as a bonus feat and may always take 10 on any knowledge check while adding half its level as a bonus on all knowledge skills. Additionally all such skills are considered trained and taking any time to help your knowledge checks take half the time.

Bonus feat: A docent may select any feat for which it qualifies for. It may use its master's statistics to help qualify for them. The master may also use this bonus feat if equipped. Whenever the master would advance in a level of mythos they can change this feat.

Animate: This functions as the animate objects spell except that a docent can only control one object and it must be in the object's space to control it using your mythos level as its caster level. They may though hitch a ride with the object act as if it was equipped as a swift action. Additionally the number of HD and increase in size is added as temporary hit points to the docent's total. This object though maybe magical if the docent possesses a caster level greater than the item in question. If the item can deal greater damage than what a slam of an animated object of its size would deal the docent can use the greater one for the slam. A docent may use this ability 1+1/10 mythos level times a day round normally.

Improved Evasion: as the rogue class feature

Scry on Docent: This functions as the scry on familiar class feature.

Telepathy: A docent can mentally communicate with any sentient creature with in 60 feet.

Equal to Master: A docent may now be considered a seperate being in and of its own right. It can choose a base class to take levels advancing in any class or prestige class it desires as you advance in yours.

Sapient Enterprising Techno-Genesis

You may use your craft skill to observe, activate, or disable magical items. Select one craft subset skill it may act as a Appraise, Use Magical Device, or Disable Device check. You must select a subset skill for each kind of substitution and any bonus that would apply to those previous checks now apply to this subset. If you possess the Psiforged Body feat you can add Use Psionic Devic to the list above. Additionally you may disable traps as rogue equal to your mythos level. You may also craft alchemical items. You gain access to a number of infusions with a caster level based upon your mythos level. At level one select two first level infusions and at every third mythos level after 1 you may add another infusion to your list. You can select a higher level of infusion at levels 4, 9, 14, and 19. Unlike an artificer you do not expend your infusions for the day but may be done at will but a single item may not recieve the benefits of more than one infusion. Finally you gain a pool of charges equal to your intelligence modifier which replenish at the start of the day like a wizard prepares spells. Using a charge is a free action and quickens the casting down to a standard action.

Primal Fury
2014-04-24, 07:21 PM
Ooookay. I'm a little confused as to the fluff. It seems to be entirely divorced from the Great Wheel, which is where the power of narrative originates from, which leaves me wondering where this story came from. I've no issue with the Eberron setting, as I would like to think that the Great Wheel includes all D&D cosmologies (Eberron, Faerun, Pathfinder etc), but without that connection, it feels a little off.

I like the Mythos, ESPECIALLY Millitary Industrial Raison D'etre. I'm thinking of adopting that format for one of the Mythic Hag's mythos. A few things though. Could you explain what a "docent familiar" is? I've never heard of that. The only actual issue I have is "Equal to Master". Who wouldn't choose a spellcaster of some sort given the chance? Perhaps their level is equal to half yours? That's certainly more manageable.

Amnoriath
2014-04-24, 07:42 PM
Ooookay. I'm a little confused as to the fluff. It seems to be entirely divorced from the Great Wheel, which is where the power of narrative originates from, which leaves me wondering where this story came from. I've no issue with the Eberron setting, as I would like to think that the Great Wheel includes all D&D cosmologies (Eberron, Faerun, Pathfinder etc), but without that connection, it feels a little off.

I like the Mythos, ESPECIALLY Millitary Industrial Raison D'etre. I'm thinking of adopting that format for one of the Mythic Hag's mythos. A few things though. Could you explain what a "docent familiar" is? I've never heard of that. The only actual issue I have is "Equal to Master". Who wouldn't choose a spellcaster of some sort given the chance? Perhaps their level is equal to half yours? That's certainly more manageable.

1. I made a slight reference in the inspiration that D'arenal was an Anthol of the Maker by him seeing his body in the dream. It is mostly extrapolating on the Eberron setting. I know I don't talk about the great Titans or Law Givers..etc in a direct manner at all but that is because I believe it should be about where the origins and the dynamics a Warforged have.
2. Thank you, I had to get to work and I will be copying and pasting the rest. It has a table but the system literally wiped it out when I pasted it online. As such it doesn't come in until mythos level 19. It doesn't really exist I just made it up but docents are in the Secrets of Xendrik and basically little sentient metal golf balls that fit in an amulet slot and give a Warforged all sorts of mental benefits.

Amnoriath
2014-04-24, 07:51 PM
Fantastic Mythos

Existential Corporeal Hearth

Prerequisite: Craft(armorsmithing) 10, One Warforged Mythos Known
You may now craft components as if you had the Craft Wondrous item feat except you may replace mythos points for the effective gold provided. Your caster level is equal to your mythos class level and you automatically are considered to know the spells to craft components. If you were to gain a similar ability this mythos increases the caster level of both by 2. These substitutions though do not apply to spell-trigger or spell-completion items. Additionally you can make a craft check of 25 for each of the manifestations of this mythos you possess to be made into seperate suits unless it says otherwise. Doing so takes one day of work as per crafting rules but does not cost any additional resources. Once completed each suit can have their own set of components installed in them. A suit weighs approximately 30 lbs unless otherwise stated, double for each each size category larger than medium. It has hit points and hardness equal to a full plate of its equivalent material gaining hardness equal to 1/2 your level and hit points equal to three times your level. Equipping a suit takes one full-round action that provokes an attack of opportunity while removing one only takes a move action. Once fully donned you can as a free action choose which set of components to be active and inactive in your item slots. You may only benefit from one suit at a time and any skill bonus a suit provides you are treated as being trained in the skill. At mythos level 11 donning a suit only takes a standard action while removing one is a free action.

Basic Manifestations

Bare Necessities: You gain Unarmored Body and Spring Attack as bonus feats. Your compostie plating may now be made into a suit. While not wearing any other suit your current encumbrance is subtracted by 30 while gaining a 10 foot bonus to any movement your possess and a +4 perfection bonus to your dexterity. Also you may ignore attacks of opportunity up to your dexterity modifier due to movement and the withdraw action used as a move action in which you only move your base speed. You also gain a 4+1/5 mythos level perfection bonus to tumble, jump, swim, climb, balance, escape artist, and move silently checks. You only are able retain these abilities if you are able to stay under your original encumbrance level. Finally you may make your composite plating into a suit.

Like a Block of Iron: You gain Adamantine Body and Heavy Armor Optimization as bonus feats except your damage reduction is no longer bypassed by adamantine. This suit weighs 40 lbs instead of 30. If you were to fail against a strength caused by another creature or hazard you can as an immediate action choose to ignore the normal effects once per encounter. You may use it once more at mythos level 15. Additionally you gain a +4 perfection bonus to strength and fire, cold, electricity, and acid resistance of 5 that stacks with any other source.

Return to Nature: You gain Ironwood Body and Track as bonus feats. You are no longer affected by abilities that effect metal. However you are susceptible to abilities that effect wood. Warp Wood deals damage to you equal to 2d6+caster level(max 10) if you fail the saving throw. Additionally you secreet a poison that can deal 1d4 points of both primary and secondary damage allowing fort. save as normal as a full-round action. You can choose what kind of ability damage at the beginning of the day and may have 1/2 mythos+con. modifier doses at any time. Finally you gain a +4 perfection bonus to your wisdom score and 4+1/5 mythos level bonus to spot, listen, handle animal, knowledge(nature), and survival checks.

Floating Dragonscale: You gain Mithril Body and Magic Device Attunement as bonus feats. Additionally you have a reserve of charges equal to half your mythos level that can be used to substitute charges on magical items in your possesion which renew each day. Expending one is a free action as part of the normal activation of the item in question. If the item only has one use a day it uses 2 charges otherwise use it on a one to one basis. These cannot be used to substitute for single use items. Items on your possession have their caster level increased by 2 up to your character level. You gain a +4 perfection bonus to Charisma and 4+1/5 mythos level perfection bonus to bluff, diplomacy, knowledge(arcana), and spellcraft checks.

Lustrous Sheen: You gain Silver Tracery as a bonus feat. Additionally you are under a constant effect equivalent to the protection from evil spell except that it does not protect you from mental attacks but it does stop any attempt to possess you or attempt to steal your spiritual essence. Since this is a supernatural effect spell resistance does not apply but they are allowed a will save instead. If you are of another non-neutral alignment it must be the opposite of your alignment but you may only replicate one spell effect. If you are neutral you may choose which kind of protection from x spell to replicate. You also gain a +2 perfection bonus to intelligence and a 2+1/10 mythos level perfection bonus to appraise, decipher script, knowledge(religion), and forgery checks. This manifestation cannot be made into a suit but it can be applied to any current suit or body. Composite plating can hold two different manifestations like this.

Cold Heart Ambience: You gain Cold Iron Tracery as a bonus feat. You gain spell resistance equal to 10+1/2 mythos class level+con. modifier. Additionally you gain a +2 perfection bonus to wisdom as well as a 2+1/10 mythos level bonus to knowledge(planes), sense motive, gather information, and hide checks. This manifestation cannot be made into a suit but it can be applied to any current suit or body. Composite plating can hold two different manifestations like this.

Insightful Facets: You gain Psiforged Body as a bonus feat. Your power point pool may now equal to what your body can hold as a cognizance crystal. Additionally you gain the Hidden Talent soulknife class feature using your intelligence score instead of your charisma score with a manifester level equal to your mythos level. You also gain a +2 perfection bonus to intelligence and a 2+1/10 mythos level bonus to autohypnosis, concentration, knowledge(psionics), and psicraft checks. Finally your fellow manifesters can benefit from your personal cognizance crystal simply by being with in arm's reach of another. They can elect to give you power points or you can elect to give some to them once per round. This manifestation cannot be made into a suit but it can be applied to any current suit or body. Composite plating can hold two different manifestations like this.

Sharp Presence: You gain Spiked Body and Daunting Presence(using constiution instead of charisma) as bonus feats. In addition creatures who attack or grapple you while adjacent or in your space suffer the base damage of your spikes. This may also apply to items that are wrapped around you in some way if you wish it or . If you gain spikes on your body from another source increase the damage die one step. Also you add a +2 perfection bonus to constitution as well as 2+1/10 mythos level perfection bonus to intimidate, open lock, disable device, and use rope checks. This manifestation cannot be made into a suit but it can be applied to any current suit or body. Composite plating can hold two different manifestations like this.

Advanced Manifestations: You may spend 500 mythos points and one hour worth of tinkering per 500 mythos spent to advance the abilities and bonuses on each suit below. You must make the original check +2 per previous advancement. You may advance each of these abilities up to four times costing double of what it previously. Each suit may have as many of these upgrades equal to half your mythos level with the exception of composite plating which may have 50% more, but it starts at a DC 20.

The Iron Iron Man: You may select another basic manifestation.

Innovative Recyclable Scrap-heap Arsenal: You can create a suit out of the identical to any manifestations you know by paying 1000 mythos points and 40 exp using the same crafting rules when first creating. Additionally you can salvage mythos points from any other suits or components regardless of condition derived from your mythos on a 1 to 1 basis after which reduces them to dust. The exception to this rule is Composite Plating in which you simple just remove any components and advancements below.

Composite Plating: 1. +1 bonus to attribute of choice and armor bonus, if you invest in this twice you become immune to ability damage. If you were already immune to it you become immune to ability drain. Additionally you may choose a +1 armor enchantment to apply to your composite plating that doesn't count against any current armor enchantments and may changed as a standard action. This increases to +2 at mythos level 15. If you invest in this four times you become immune to attribute penalties and attribute check penalties. Additionally, determine the amount of mythos points invested in this plating, not the total suit, equating to gold value and you can treat the plating as an item that would normally occupy this slot. This item may be changed at the beginning of the day and it may be exchanged once through out the day. You may also invest more mythos points equal to 2000x(mythos level-level this was achieved)(minimum 0). For example Hummer a 15 level warforged teramach invested enough to unlock this at level 12 so he can invest an additional 6000 mythos points un top what he already invested to unlock other aspects. If you were to choose a cheaper item than what you have invested you can choose an armor enhancement with a non-scaling cost.
2. +2 perfection bonus to 4 skills of your choice, if you invest in this twice you can take 10 on these skills regardless of the situation. If you already could take 10, take 12. If you invest in this four times these skills advance +1/4 mythos levels you possess after you achieve this level of investment. Additionally as a swift action you can lend your mastery of one of these skills to a creature of your choice with in a 60 foot radius. They recieve any expertise and bonuses that you do when using the skill even if they are untrained. This lasts for rounds equal to your mythos level.
3. +1 bonus to two saves of your choice, if you invest in this twice you gain evasion. If you already have Evasion you get the Spell Reflection ACF except you are not limited in times per day to use it. If you invest in this four times you get the mettle class feature. Additionally you can choose a save to be considered a natural 20 as a free action. You can do this 2+1/10 mythos levels a day. This also may benefit an ally with in 60 feet or curse an enemy to automatically fail a save if they fail a will save.

Unarmored Body: 1. +1 bonus to dexterity and +1 dodge bonus every odd upgrade, if you invest in this twice you gain skirmish damage of 1d6 and +1 competence bonus to AC and the Acrobatic Charge class feature. Additionally you gain the ability to move normally while using the Run action. If you invest in this four times you can treat yourself one size smaller if it is beneficial to you. Additionally as a free action you can choose to be under the effects of the freedom of movement spell with a caster level equal to your mythos level. This lasts for 1 round and may be used mythos level+dex. modifier rounds a day.
2. +1 bonus to skills above, if you invest in this twice you can take 10 on these skills regardless of the situation. If you already could take 10, take 12. If you invest in this four times you are never considered flat-footed or suffer any penalty for using any of those options of skills. You may also jump or climb as part of a 5 foot step and are under a constant effect of Balancing Lorecall with a caster level equal to your mythos level.
3. +5 feet to movement, if you invest in this twice you can take a move action as a swift action, but it must involve you moving. If you invest in this four times you are under the effect of a constant haste except that you can use the attack any time you could attack and/or you can trade the additional attack for a 5-foot step.

Adamantine Body: 1. +1 strength and +1 strength checks every odd upgrade, if you invest in this twice you gain the Powerful Build trait. Whenever you would successfully bull rush a creature you deal 2d6+str. modifier damage and you may choose to shove them down in the ground as a direction of choice. If you successfully bull rushed them for at least 5 ft they are rendered prone and for every 10 ft they would normally move they take an additional 1d6 damage. If they would succeed in moving them more than 20 feet they are immobile until they succeed in a strength check equal to your bull-rush check-10 as a full-round action. If the victim has a freedom of movement effect on it still has to take a standard action to get up. If you invest in this four times this suit's weight multiplies 4 but only add half to your encumbrance of your unarmored body. As a swift action you can grow one size larger and you add hit points as if you were a construct of your new size. This replaces the previous Powerful Build but not any other. This also does not hinder your movement at all anymore. If this could already be done add 2 to your strength. You may also bull rush inanimate structures or the ground. If you are successful in making a bull rush check against a DC of 11+size class of the structure +hardness. If it has a foundation or if it is well built add 5 to the DC for each. If successful you can move the structure five feet in a direction of your choice. If done on the ground it digs up ground equal to 1/2 the distance traveled up to your speed.
2. +1 armor bonus and Improved Damage Reduction as a bonus feat, if you invest in this twice you can treat one of your arms as if it was a buckler except it doesn't incur penalty to yourself and you may enchant it as if it were of masterwork quality. If it is free or if you are fighting defensively it may be treated as a heavy shield instead without penalty. If you have a free arm and only moved a single move action worth of distance in the round your arm can be treated as if it were a tower shield without penalty. You are considered to be automatically proficient with them. If you invest in this four times this damage reduction gained from this suit applies to any kind of damage except ability damage. Additionally, your fortification may also apply against any effect or ability triggered by a confirmation roll or critical hit.
3. Add 4 to above resistances, if you invest in this twice you are immune to any nonlethal damage incurred by energy as well as any penalties or effects if they don't take damage from the energy. If you are rendered inert, stunned, staggered, dazed, slow, unconscious, or similar afflictions but your body is still intact you can be revived by inflicting an amount of energy damage that remains below your resistance otherwise you remain still, but you only remain active for rounds equal to the total damage divided by 4 as per normal rules. If you were prone or dropped items you can get up and pick them up as an immediately. If you were to lose any previous actions due to the above afflictions you can take one of those actions when you are revived this way. You will though immediately succumb again if you take damage greater than your 1/2 mythos level+constitution modifier unless you are healed or the condition is negated. If you invest in this four times you gain the Mettle of the Mountains feature and may make a fortitude save in place of a reflex save once a round. The damage you absorbed can be released back as an attack action breathing a 30 ft line or 15 ft cone allowing a reflex save for half. This absorbed damage can also be the damage you avoided from a successful save. You may only store double your resistances worth of energy. If you become immune multiply your character level by 5 instead.

Ironwood Body: 1. +1 wisdom bonus and +1 armor bonus, if you invest in this twice you gain the scent quality. If you already have this or gain it later you gain Improved Scent and Uncanny Scent as bonus feats. You also can move at your full speed while tracking creatures. If you invest in this four times you are no longer treated as having armor on. If you could already add to 2 to either your strength or dexterity. Additionally, the suit and all of its parts are still active while under a polymorph effect if you wish, but leaving any obvious part active gets rid of any disguise bonus and enemies are entitled to a free spot check. Finally, you can replicate the tree stride spell using your mythos level as its caster level except it only lasts rounds per level. This is usable 1+1/10 mythos levels per day.
2. +1 to ability damage, if you invest in this twice you can replicate the entangle using your mythos save DC and caster level except the plants deal 1d6+1/2 mythos level+wis. modifier damage if the creatures fail and you are not affected by it. If you invest in this four times you can emulate the fog cloud spell except that enemies in the fog must make a fortitude save or suffer your poison damage and you are not affected by either. Alternatively you can infuse the effect of rusting grasp instead of your poison.
3. +1 bonus to skills above, if you invest in this twice you can take 10 on these skills regardless of the situation. If you already could take 10, take 12. If you invest in this four times you gain the Wild Empathy feature using your mythos class level and wisdom bonus instead of charisma. You also can always act in a surprise round and you may communicate with plants and animals. Finally you gain new uses for survival. If you succeed in making a survival check equal to 10+poison or disease DC you can cure them with in your reach as a standard action relying on the herbs that readily grow on yourself. It may also cure a curse effect by increasing the DC by 10. If you possess the Metal to Flesh Buckle these herbs can be made into a package.

Mithril Body: 1. You gain Mithril Fluidity as a bonus feat each time, if you invest in this twice you gain a flight speed of 30 feet with good maneuverability. If you possess a better flight speed you can cast feather fall as an immediate action regardless of your bodily hindrances. If you invest in this four times you can choose to double your flight speed provided here as a free but it is at poor maneuverability for the round. Your mithril body also doesn't count as armor anymore. If you had a similar ability you can add 2 to either your strength or dexterity score. Additionally any spell you cast with an arcane source does not adversely affect you or a designated ally in any way. At mythos level 15 this can exclude any two creatures of your choice.
2. +1 bonus to charisma and +1 caster level bonus to items, if you invest in this twice your body acts as if it was a ring of spell storing. Any person capable of casting arcane spells can imbue a number of spell levels into you equal to 1/2 character levels(round down)+cha. modifier up to your character level you possess. This takes one minute of concentration with a range of touch. You may cast these spell just as if you knew it without any arcane spell failure chance If you invest in this four times you can apply the caster level bonus to any arcane based classes so long as it doesn't exceed your character level. Additionally any attack you possess acts as if it had the spell storing weapon enchantment except it may use any spell currently imbued in you.
3. +1 bonus to skills above, if you invest in this twice you can take 10 on these skills regardless of the situation. If you already could take 10, take 12. If you invest in this four times whenever you would take time to bluff or conduct diplomacy you can grab their attention better. At the beginning of those actions as a free action you can force number of creatures with hit die totaling your mythos level+cha modifier to make a will save or become fascinated for the duration of the check plus 1d4 rounds afterwards. If they succeed it is negated but has no ill effect on the check. Additionally you can counterspell as an immediate action and you can expel any number of spell levels or charges you have to equal the level of spell being cast.

Silver Tracery: 1. +1 bonus to intelligence and +1 bonus to saves against transmutaion, if you invest in this twice you can force any creature using a transmutation or polymorph effect to lose it or return to their natural form after you made a successful attack. They must succeed against a level check equal to your mythos level versus their caster level or HD whichever is applicable. If you invest in this four times you are immune to transmutation effects but you may allow them to affect if you wish. Additionally your protection from evil effect may apply against any creature with an alignment opposing the spell you chose and the field grows to 10 feet emanating from you. They also must save from it 1d4 rounds later.
2. +1 bonus to skills above, if you invest in this twice you can take 10 on these skills regardless of the situation. If you already could take 10, take 12. If you invest in this four times you can turn undead and lycanthropes using your mythos level and intelligence modifier for any thing associated with the attempts. Additionally you can select a cleric domain spell of a God you revere. Select one orison and one 1st level spell either derived from the cleric list or from the domains from the God you chose at the beginning of the day. You may use these at will through out the day but you may only change your orison and spell at the start of each morning.
Cold Iron Tracery: 1. +1 bonus to wisdom and +2 to spell resistance, if you invest in this twice as a standard action you can attack a creature and affect them as though hitting them with dimensional anchor lasting for rounds equal to your mythos level. If you invest in this four times you can act as if you had a constant avoid planar effects. Additionally as a standard action you can force a creature with in 60 feet with spells or spell-like abilities to make fort. save or lose effective spell levels equal to 1/2 mythos level+wis. modifier. Outsiders take a -4 penalty to this save. At will spell-like abilities are treated as having 5 uses. They also have any of their save DC's linked with them decreased by 2+1/10 mythos levels. If they succeed they only suffer half the loss of spells and uses plust they can't lose at will abilities.
2. +1 bonus to skills above, if you invest in this twice you can take 10 on these skills regardless of the situation. If you already could take 10, take 12. If you invest in this four times you can gather information and observe enemies with greater ease. Gather Information checks now only take one hour. Additionally, you have a constant detect hostile intent effect. If successful in making a sense motive check you can as a free action make a hide check of 20+their wis. modifier to teleport closer to the creature you successfully made a sense motive check against. When you appear there is no discernable sound or visual other than your body as such they are not entitled to a spot or listen check nor are they observing you. You may only do this 1+1/10 mythos level per encounter.

Psiforged Body: 1. +1 bonus to intelligence and add one power point to your pool as well to the maximum amount you can store in your body. If you invest in this twice you gain access to a second first level power and you gain Psionic Meditation as a bonus feat. If you invest in this four times you can gain access to any second level power in addition to the first two. Additionally your power point sharing radius becomes 20 feet if your reach already extends beyond that add 10 feet to that reach. Those in the circle may gain knowledge of your powers or benefit from it even if they normally couldn't. This can even include non-psionic creatures.
2. +1 bonus to skills above, if you invest in this twice you can take 10 on these skills regardless of the situation. If you already could take 10, take 12. If you invest in this four times you may store a psionic focus as a free action in your body crystal. You may also take another action that recquires concentration even if you are concentrating on another. If you are in a rage or similar ability that bans concentration you can still concentrate but only on one thing. Additionally your Autohypnosis applies to any kind of writing or image, however this still does not give you the ability to understand or prepare them. Finally, your resist fear option applies against any mind-affecting ability.

Spiked Body: 1. +1 bonus to constitution and +1 damage to spikes, if you invest in this twice your daunting presence becomes permanent unless you suppress it as a free action. Also you always add your strength modifier to your spikes and may now affect anyone adjacent to you unless they succeed on a reflex save. If you invest in this four times the daunting presence condition stacks and treats the area as difficult terrain if they are at least shaken. If panicked they are treated as if being cornered. You may treat turned creatures as panicked if you wish for this aura. This field also grows by 20 ft. Your natural attacks deal damage as if one size larger, piercing weapon, and adds the bonus damage from this modification to them. The spikes also grow in size increasing your AC by 2 affecting anyone with in your reach and those who fail the reflex save also take constitution damage of 1d4+1. If they succeed they only suffer half the spike damage. If they are immune to ability damage when they fail the reflex save just maximize it and add it to the spike damage.
2. +1 bonus to skills above, if you invest in this twice you can take 10 on these skills regardless of the situation. If you already could take 10, take 12. If you invest in this four times arcane lock is treated as a simple lock and you may make a use rope check against 11+caster level or HD whichever is applicable. once a round against exterior effects that would hinder movement. If successful the effect is destroyed. This check may also apply against objects that are restraning you allowing automatic sunder checks against each one treating it as if done by a two-handed weapon. If successful it automatically bypasses hardness. If the spikes are treated as adamantine add 5 to the damage roll. If either is successful you may make an initimidation check as a free action.

Heterogenic Polarous Cognitive Matrix

Prerequisite: One Warforged Mythos Known
You may now gain additional insight in using your craft skills. You can attempt to identify an object, determine composition, or determine the origin using the Knowledge skill rules as a full-round action. Additionally you can detect forgeries or fakes using the Appraise rules or competing rolls if applicable with a comparable craft skill. The craft subset skill though must be strongly related to the construction and/or composition of the object observed. You also can replicate the following spells as extraordinary abilities if you have an appropriate amount of ranks in any single craft skill each of which may be used at will, however any ones that have a duration automatically end when another one with a duration begins.


Skill ranks
Spell


5 ranks
Prestidignation


9 ranks
Wood Shape


13 ranks
Stone Shape


17 ranks
Shape Metal


21 ranks
Greater Fantastic Machine



Advanced Manifestations

Unwavering Ironclad Fellowship(Living): Upon taking this mythos you take 24 hours to designate an ally or other sentient being for this to benefit. This being in question must have personal significance to you. Once you do you can not harm or wish harm to this being intentionally. If this being were to be killed you take a -2 morale penality to attacks, AC, saves, and skills until you designate another. You gain the Quick Reconnoiter feat and Point it Out skill trick. Once you pick one as long as you are with in 60 feet of eachother you can choose to give them your initiative score in the round. Additionally you can give them one of your actions so long as you are able to give them. You can only do this once a round and both are free action. However, you may take an action of a lower grade than the one you gave up. This action though must be used to directly help this designated person. Finally you cannot be flanked or rendered flat-footed as per uncanny dodge rules. If you already possess uncanny dodge you can ignore one attempt a round to make you lose your dexterity bonus. If you already can't be flanked you can make a free attack once a round if an enemy tries to flank you or any one of allies in your threatened area.

Dogmatic Artifice Mantra(Construct): Once you select this manifestation state a cause in which you wish to aid or achieve. You must now not do anything to violate that cause in return though your determination undermines alignment and unnerves the mortal(make a set of parameters and goals with the DM of about 5 total). If this goal is met or becomes unattainable you may spend one hour of deep thought and observation to make new ones. If you should violate any one of these parameters penalties and restrictions incur. If you violate them again with in the day you lose the benefit of this mythos. Finally you suffer a -4 penalty to Bluff, Diplomacy, and Handle Animal checks.
While your actual alignment may change depending on your actions you can ignore any alignment component of any item, feat, prestige class, spell, or any ability to be able to use it. You suffer no penalty or negative levels for using them either. If there is any choices of beneficial options depending on alignment with in an ability you can choose any one.
You also can choose a number of skills to specialize in equal to int. modifer(minimum 1) or mythos level whichever is lower. You can select the same skill again at mythos level 15 allowing everything to stack except the additional ranks. Skill DC's with actions set aside just for using it may be done as one grade lower or half the time which ever is applicable. If something should be reduced to a free action it may only be done once a round. If checks are normally free actions in and of themselves you can roll twice and take the better result. You can still choose to be done at the higher action but you may always take 10 on it regardless of the parameters of the situation or skill. If you have any skill tricks or feats associated with this skill you may do them once more in the time given to recharge. These and any similar skill tricks do not count against your maximum you can have. If there are DC's that are achieved as a free action as part of another action those actions may be treated as one grade lower or half the time which ever is applicable once an encounter. Finally, you can increase your ranks beyond normal restraints by 1+1/5 mythos level. This may allow you to take epic feats for the associated skill if you qualify for them.
For every skill chosen to specialize in above you must choose another skill to inhibit yourself in. As such when selecting this mythos you need not choose all these skills all at once, but at least one must be chosen. This skill selected must have at least one rank in it and if you select more the next one can not be from the same skill subset. This skill's actions are increased one grade higher or double the time whichever is applicable. If you have any skill tricks or feats associated with this skill their uses take twice as long to recharge. You can choose the original action but you can never take 10 on it and whenever you would roll a d20 for it roll again and take the worse one. Finally you take a penalty to this skill equal to 1+1/5 mythos level.

Amnoriath
2014-04-24, 07:54 PM
Legendary Mythos

Xenological Mechanized Iconoclastic Volition

Prerequisites: Two Warforged Mythos Known, One of which must have had a Living and Construct tags.
You can choose one skill to substituted with a craft subset skill except that you do not need to designate a new subset skill. Finally, ehen you select this mythos you select one of two outcomes below in which you can never choose the other.

Bicentennial Metamorphic Perogative: In order to choose this option when you chose a previous mythos in which there was a choice of manifestations with the living and construct tags, half or more of these manifestations must have had the living tag. You are no longer subject to effects that affect constructs or objects. While you still don't need to sleep you do need to breathe and eat. You must determine an age to die at by rolling for age using the elven table. You gain the humanoid type while gaining a subtype of your choice in addition to the living construct subtype. This effectively allows to choose to treat yourself as a humanoid race of your choice for qualification and take full benefit of healing spells rather than half as well as fast-healing and consumables. If the race be smaller than medium than your size becomes theirs but you may return to your original size as a free action. In fact you cosmetically look like a member of that race as if under a polymorph effect except it isn't bypassed by true seeing. Any components or suits look like tools or armor respective of your choice of race but do not at all lose any function.

You gain far more versatility with mythos components and suits. As a standard action you can withdraw a desired amount of mythos points for that component to act like items equal to the effective wealth of the mythos points. If these items happen to be single use the component acts like it had that many uses. Allies may use these components modified this way as if it was otherwise that item replicated. It may only replicate effective levels of powers, spells, or maneuvers equal to 1/3 mythos class level. These points may also be withdrawn to act as if you had mythos, excellencies, or manifestations equal to what you would pay normally except you don't pay experience points. This mythos gives you empty mythos and excellency slots if you already at your maximum you could have at a level. Regardless of the duration of these abilities they only last 5 rounds after which the mythos points return to your pool. Reactivating the component to its normal function merely takes another standard action.

Inevitable Meta-Facilitative Destiny: In order to choose this option when you chose a previous mythos in which there was a choice of manifestations with the living and construct tags, half or more of these manifestations must have had the construct tag. You are no longer subject to any ability that targets living things or stunning. Effectively this means you no longer benefit from healing spells. If you should be killed you can be awakened with a craft check equal to 20+your HD and resources equal to 100xHD gold with 1 hit point. Regardless, how you died unless your body is disintegrated or similar effect you can always be revived this way and you suffer no ill effects. You also possess the Graft Flesh feat except that you qualify for any graft you wish using your mythos points to supply the gold cost. These grafts may be applied to different suits if you possess the Existential Corporeal Hearth mythos and are mechanical in nature. These grafts though only can apply to something that can be treated as a construct.

Additionally you can infuse the nature of the robotic into organic beings. This ability comes in two forms. You can attempt to add the living construct subtype to those around you. If they fail a fortitude save they gain the subtype and are one step friendlier towards you. You also can shift their alignment one step in any direction of your choice. These creatures may elect to not take the save. Using this requires mythos points equal to 10xHD of the creatures affected and cannot be used again if successful. You may also use this to gain control of constructs or mindless creatures by paying 25xHD of the creatures to be affected. If they fail a fortitude save they follow your every command. If you choose not to pay it only lasts for mythos level rounds and doesn't count towards the total. You can control an amount of HD equal to 2xmythos class level+int. modifier. Both of these uses require a full-round action to use and if the creatures save you can not attempt it against them for 24 hours.

Primal Fury
2014-04-24, 08:09 PM
1. I made a slight reference in the inspiration that D'arenal was an Anthol of the Maker by him seeing his body in the dream. It is mostly extrapolating on the Eberron setting. I know I don't talk about the great Titans or Law Givers..etc in a direct manner at all but that is because I believe it should be about where the origins and the dynamics a Warforged have.
Fair enough. It doesn't always have to be "BEHOLD MY MASSIVE THROBBING LEGEND". It can be subtle too. :smalltongue:


It has a table but the system literally wiped it out when I pasted it online. As such it doesn't come in until mythos level 19.
So... when you are level 19, your docent gains its first level? Is that right?

I like the others as well, especially the idea of using Mythos points in the crafting of magic items (I'm not sure if I'll steal that though). But one final question. With the final Mythos, what function does Bicentennial Metamorphic Perogative have in a game without action points?

Amnoriath
2014-04-24, 08:43 PM
So... when you are level 19, your docent gains its first level? Is that right?

I like the others as well, especially the idea of using Mythos points in the crafting of magic items (I'm not sure if I'll steal that though). But one final question. With the final Mythos, what function does Bicentennial Metamorphic Perogative have in a game without action points?

1. Correct, I wanted to be sure the Mythic Human had lots of time to play with his Legendary Mythos before my little buddy got his seeing he is only exceptional.
2. Thank you, yeah the idea is that the Mythic Warforged becomes a sort of tanking artificer that focuses on making mechanical enhancements rather spell slinging boomsticks. You could dabble in a little allowing you to pick a few eclectic strategies or you could easily focus your entire mythic class into making yourself into a one man platoon given enough actions to change things up.
3. I thought that since it is Eberron and it expressly gives a separate pool than the one you gain at each level that it would be axiomatic in letting them have it. I know it seems odd but I wasn't sure what else to add on that didn't seem like polymorphing or sudden leader in which isn't at all in the running flavor. However outside of the action points it basically says I want to be a living creature and reforged with out losing all my Warforged gizmos.

Primal Fury
2014-04-24, 08:46 PM
3. I thought that since it is Eberron and it expressly gives a separate pool than the one you gain at each level that it would be axiomatic in letting them have it. I know it seems odd but I wasn't sure what else to add on that didn't seem like polymorphing or sudden leader in which isn't at all in the running flavor.
Rather... What should a player do if they want to use this in a campaign setting other than Eberron, with no action points at all?

Amnoriath
2014-04-24, 08:55 PM
Rather... What should a player do if they want to use this in a campaign setting other than Eberron, with no action points at all?

Well, if they are truly banned from the campaign in which then the separate pool can't be used and some how they allow a Mythos system than it is a problem. What would you suggest that doesn't go into poly-morphing or sudden face/slash leader that could compete with the Inevitable Meta-Facilitative Destiny.

Primal Fury
2014-04-24, 09:00 PM
Okay... What is the increased mastery of action points supposed to represent? How does it factor into the story? Are they simply made better through becoming truly living organisms? Empowered by the vigor that comes with living flesh? Is that the right of it, or is there something else?

Amnoriath
2014-04-24, 09:25 PM
Okay... What is the increased mastery of action points supposed to represent? How does it factor into the story? Are they simply made better through becoming truly living organisms? Empowered by the vigor that comes with living flesh? Is that the right of it, or is there something else?

If you noticed the manifestations with the living tags mechanically always have something to do with bettering action economy with yourself or even other people. Rather than changing your nature that could penalize you in some way you choose to better at what you have in the moment and help those around you. It represents that rather than continuing down the road of further augmenting yourself as a construct into something that isn't you anymore you turned a corner opening another horizon in your story, realizing that you are more than just a machine.

Amnoriath
2014-04-24, 09:32 PM
Also would someone give me the new code for tables? It eliminated two of mine.

Primal Fury
2014-04-24, 09:46 PM
What I'm seeing is a focus on the heart. You kick it into overdrive to become super tough, and you find someone you trust and become unflinchingly loyal to them. We just need take that and make it bigger. Gimme a minute to see what I can come up with.

Amnoriath
2014-04-25, 10:38 AM
All right figured out the new table format. It should be clean now.

Primal Fury
2014-04-25, 02:58 PM
Well... the simplest answer is usually the right one, so how about this: Taking that mythos grants you an anima. While it is active you gain a pool of action points that you can use to shrug of mental and physical attacks. Eh?

Amnoriath
2014-04-27, 05:21 PM
Well... the simplest answer is usually the right one, so how about this: Taking that mythos grants you an anima. While it is active you gain a pool of action points that you can use to shrug of mental and physical attacks. Eh?

No, it already has many manifestations that do both. However, I was looking at the Reforged crappy capstone and I was wondering if he could use that as way to essentially quickly salvage an item and temporarily turn it into something other item after which the mythos points simply return to your pool to be crafted from again.

Primal Fury
2014-04-27, 07:29 PM
While useful, I'm not sure how that fits with the "finally becoming a true living thing" theme.

Amnoriath
2014-04-27, 09:04 PM
While useful, I'm not sure how that fits with the "finally becoming a true living thing" theme.

Well the honest truth is you can't fully fulfill that ideal as it would eliminate pretty much any benefit you got here, however it does say I am will to sacrifice my robotic self for what needs to be done.

GreaserFish
2014-04-27, 10:57 PM
Who says that the Warforged needs to sacrifice its construct form to attain a living one? I say that any proper Mythic creature that draws upon the legacy of the living construct ought to merge those two words, "Living" and "Construct", and create something truly, uniquely alive.

Amnoriath
2014-04-28, 12:16 AM
Who says that the Warforged needs to sacrifice its construct form to attain a living one? I say that any proper Mythic creature that draws upon the legacy of the living construct ought to merge those two words, "Living" and "Construct", and create something truly, uniquely alive.

If you looked at my mythos you would realize they actually don't as it one of two perspectives they choose to go down and the only preclude each other at the final one. I only said that as it would be something it would be willing to do as a theme of the mythos I had said before, not that it actually does fully.

GreaserFish
2014-04-28, 02:39 PM
Ah, alright, then. Consider my statement retracted, unless you can find some use for it somehow.

Amnoriath
2014-05-04, 01:43 PM
Alright changed the Bicentennial Metamorphic Prerogative to what I discussed. Does anyone else care to weigh in?

Adam1949
2014-05-04, 01:54 PM
Alright changed the Bicentennial Metamorphic Prerogative to what I discussed. Does anyone else care to weigh in?

Please give this thread the Mythos tag, and I don't mean in the title; it's much, much easier to search for Mythos things with that tag.

Allnightmask
2014-05-05, 09:40 AM
I honestly prefer the first version you had up. This new one doesn't feel like you closer to living, if that makes sense. The old one felt closer to a myth growing.