Lanth Sor
2017-10-15, 05:18 AM
Quote is from The Beast of Rage the Berserk series.
The Duine
https://i.imgur.com/MGA5Cd4.jpg
"Been to many worlds, but none of them this strange. Understood feelings before, but simple feelings - like colors, bold and bright. Happy. Sad. Angry. Then... met Spider-man. Feelings got complicated. Learned guilt. Also the first time I felt fear. Felt agony. Learned feeling: Betrayal. Learned first words they called me. Monster. Parasite. Bad.[...] Feels good to be a hero. Did do bad things, too. Can't deny. Mac Gargan was bad. Thoughts like poison stingers. It was a thrill to kill. Knew it was bad. Didn't care. Gargan made it easy. Got to punish Gargan for what he did. He was evil and afraid. Lee Price was not afraid. He was a soldier. Hurt and desperate. I trusted him. Talked to him. But Lee was too strong. Didn't want to talk. Didn't want to be a hero. Wanted power. Couldn't stop the bad things he was doing. Lee was bad. Hurt me. Eddie hurts me too, sometimes, but Eddie is different. Eddie never means to.[...] if Eddie is good, why do we disagree? if disagree... am I a monster? parasite? bad? can't be bad. Wasn't bad with Flash. Fought with heroes. Was a hero. Trained another symibote. Got to learn. Got to teach. Flash called me partner. Was never afraid like Spider-Man. But Flash is gone... and heroes don't hide. Not from anything... especially their mistakes. " -- Venom Symbiote
In the dark and twisted places
a shadow did still sit,
Sun did not see
Shadow deftly hid
With rage forged and fate sealed
Shadow fashioned a knife
Wicked, cold and sharp as bone
Shadow mastered strife
Being wise and master of disguise
Shadow stole the forge
Twisted craft and blackest mask
and wispy veiled to form
So he sat, taunting light
bearing knife in hand
Sun did strike true and right
But shadow had no form
Wisps and tangles turn the blade
and shadow escaped again
Ages pass and Sun would gasp
until Moon would play a game
with a wager and trick of light
Moon did win a friend
A veil of wisp and darken places
Darkness was its name
Sun did set and wrath ensued
shadow tried a new
but with a blade and not a game
the sun quickly slew
Hit Die: d10
Skill Points: 6 + Intelligence Modifier
Class Skills: Appraise, Bluff, Concentration, Decipher Script, Diplomacy, Escape Artist, Intimidate, Knowledge (Any), Listen, Perform, Sense Motive, Speak Language, Spellcraft, Spot
Proficiencies: Duine are not proficient with any weapons or armor, other than themselves. No matter what form they take, they are always proficient in their own use.
Level
BAB
Fort
Ref
Will
Special
Mythos
Excellencies
1st
+1
+2
+2
+2
Armor's Mythos, Mythos Known, Exceptional Mythos, Reinforced Excellence, An Armor Am I, A Will Of My Own, Protective Impulse
+2
+1
2nd
+2
+3
+3
+3
+0
+1
3rd
+3
+3
+3
+3
+1
+0
4th
+4
+4
+4
+4
+0
+1
5th
+5
+4
+4
+4
+1
+0
6th
+6/+1
+5
+5
+5
+0
+1
7th
+7/+2
+5
+5
+5
Fantastic Mythos
+1
+1
8th
+8/+3
+6
+6
+6
+0
+1
9th
+9/+4
+6
+6
+6
+1
+0
10th
+10/+5
+7
+7
+7
+0
+1
11th
+11/+6/+1
+7
+7
+7
+1
+0
12th
+12/+7/+2
+8
+8
+8
+0
+1
13th
+13/+8/+3
+8
+8
+8
Legendary Mythos
+1
+1
14th
+14/+9/+4
+9
+9
+9
+0
+1
15th
+15/+10/+5
+9
+9
+9
+1
+0
16th
+16/+11/+6/+1
+10
+10
+10
+0
+1
17th
+17/+12/+7/+2
+10
+10
+10
+1
+0
18th
+18/+13/+8/+3
+11
+11
+11
+0
+1
19th
+19/+14/+9/+4
+11
+11
+11
Exalted Mythos
+1
+1
20th
+20/+15/+10/+5
+12
+12
+12
+1
+1
Armor's Mythos: A Duine's power is expressed in terms of one or more "Mythos", the building blocks of the legend that they are, and the stories that they have told and will tell. While any given Mythos varies from the rest, they share some similar traits. They are always Extraordinary abilities, and when they reference a difficulty class for an imposed saving throw, that saving throw is always calculated as (10 + 1/2 class level + charisma modifier, unless otherwise stated). When a Mythos references a "level" that is not clearly defined in some other way, such as "character level", it refers to "class level" as in the number of levels one has in the Duine class. When a Mythos references "allies", it specifically does not refer to the Duine using it. When a Mythos grants a feat as a bonus feat, it is regardless of whether the character meets the prerequisites for that feat (unless otherwise stated), and if the character already possesses that feat (in some permanent fashion - via the normal allotment gained by leveling up, or through another Mythos, and so on, but not those gained temporarily, such as via a "Heroics" spell), they must replace the prior instance of that feat with another feat that they qualify for.
Every Mythos has a Tier. The Tier of a Mythos ranges from 1 to 4, typically referred to as Exceptional, Fantastic, Legendary, and Exalted. An Exceptional Duine is a symbol to local folk heroes, recognizably well-crafted and strudy, and the difficult challenges that their wearer overcomes with them likely leads to rumors of it being more than it appears. A Fantastic Duine is almost certainly mistaken for a product of high magic, a sapient and puissant masterwork of some great wizard or another, a worthy armor to any great hero of the age. Legendary Duine are unique and peerless items that will be admired, coveted, and respected so much as any artifact, the subject of quests and courtships from all over the world. A Duine with Exalted Mythos is clearly beyond even the craftsmanship of most immortals, baffling the smiths of the Upper and Lower Planes. Smithing deities and Gods of War may begin to see the Duine as a worthy prize to claim and subjugate to their purposes, for few armors in all the multiverse are finer than they.
Some Mythos, in addition to their initial stated effect, have Basic and Advanced manifestations. When a Duine gains access to a Mythos with a list of Basic manifestations, they may choose one such manifestation, and they gain that benefit immediately as well. This choice may not be changed later. When a Duine gains access to a Mythos with a list of Advanced manifestations, they may choose one such manifestation, and they gain that benefit upon achieving their next level of Duine. This choice may be changed at any point before receiving the chosen manifestation itself, but not after (choosing beforehand is just an easy way to mark it down on your character sheet so you don't forget that you'll be getting something later).
Mythos Known: A 1st level Duine begins play with two Exceptional Mythos that he qualifies for if this is his first level in a PC character class. At higher levels, he gains additional Mythos as noted on the Duine class table.
For characters that multiclass into Duine after having taken levels in another PC character class, the 1st level of Duine grants only a single Exceptional Mythos, rather than two.
A Duine also has the ability to learn more Mythos, above the ones automatically allotted to him by leveling up, by triumphing over lesser tools and working in tandem with their wearer. Whenever they destroy or are used to destroy, a magical item, they gain Mythos Points equal to the gold piece value of the item destroyed. If they destroy, or are used to destroy, another Duine or Syntrofos, the one destroyed loses all unspent Mythos Points they possess, which are transferred to the destroyer.
Finally, money spent to make a Duine more ornate, but not to improve its functionality in any way, is transferred to the Duine as Mythos Points, at the rate of 1gp to 1mp. This could include embedded gems, fancy engravings, really impractical metallurgic flourishes, and things of that nature. This requires a reforging process, identical to the one described below for [Reforged] Mythos. During this process, the crafter can put a little bit of themselves into the craftsmanship in an intensely personal way, transferring some or all of their own built up Mythos Points to the Duine, at their discretion.
By spending 1,000 Mythos Points, and 250xp, a Duine may learn an Exceptional Mythos. A Fantastic Mythos requires 5,000 Mythos Points and 500xp. A Legendary Mythos takes 10,000 Mythos Points, and 1,000xp. And an Exalted Mythos takes 20,000 Mythos Points and 2,000xp.
For half the listed price for a given Tier, a Duine may learn a Basic or Advanced manifestation of a Mythos they already know of that Tier.
Learning Mythos above the standard amount requires astounding, nearly single-minded devotion to the story of the Duine. One may only utilize this ability while more than half of his effective character level (ECL) is devoted to levels in the Duine class.
Reinforced Excellence: As denoted on their class table, a Duine gains a certain number of abilities known as "Excellencies". These tend to be more general, generic, and passive than a Mythos, but are useful nonetheless, and are drawn from their own separate list, unsegregated by Tiers. Like a Mythos, a Duine may learn more Excellencies above their allotted amount. Each one costs 1,000 Mythos Points and 100xp, plus an additional 1,000 Mythos Points and 100xp for each time a new Excellency is innovated beyond the first. (So, 2,000mp and 200xp for the second, 3,000mp and 300xp for the third, etc.)
An Amor Am I: This class may only be taken by a 1st level character. They do not choose a race. Instead, they choose an armor and a size. Physically, their form is that armor, sized to be worn properly by a character of the chosen size. By default, they are of Masterwork quality.
A Duine' type is 'Construct'. Unlike a normal Construct, they do not automatically gain Darkvision, Low-Light Vision, Immunity to Mind-Affecting Effects, or bonus hit points based on size. Even though they do not have eyes, ears, nerve-endings, or mouths, they may see, hear, feel, smell, taste, and speak as proficiently as a human, as if their entire body was a sensory organ.
They have no Strength, Dexterity, or Constitution scores (a score of "-"). When assigning ability scores or point-buy, continue as normal. Having three dump-stats is fine. Druids have five.
Duine normally have a base Hardness rating equivalent to a mundane example of the armor they are. Duine may substitute a Will save in place of a Fortitude save against effects that can target objects and require a Fortitude save. Duine take a -10 penalty on Reflex saves (they can't move in any highly useful way, but luck could still theoretically be on their side), but if they're being worn, they may have a consenting wearer make Reflex saves on their behalf. Their Armor Class is usually (10 + armor bonus + size modifier), but when worn, they may add their wearer's Dexterity modifier to their Armor Class, as the wearer is presumably trying to keep their armor from being harmed.
Some of the Armor's Mythos have the [Reforged] tag, which somehow change the composition of the Duine' body in a fundamental way. After purchasing such a Mythos, it does not take effect until the Duine undergoes a reforging process, which requires a character with a number of ranks equal to the Duine' class level in the Craft (thing) skill required to make the armor that the Duine is. This process takes as long as it would normally take that crafter to craft a masterwork example of the Duine' armor-body, taking into account whatever material they're made of. Failures on craft rolls never endanger the Duine' life; they merely do not make progress. However, a Duine is particularly vulnerable while being reforged, and anyone present may intentionally mutilate them, such as by spilling a crucible containing the molten metal of the Duine' breastplate, killing them instantly.
A Duine cannot have their composition permanently altered, or be permanently enchanted as a magic item, except through the use of [Reforged] Mythos.
A Duine normally obeys the standard laws of crafted items; they can only be made of one special material at a time, they can only have one special crafting template, they have one augment crystal slot, etc. They cannot normally benefit from taking additional [Reforged] Mythos which would violate these rules (i.e. trying to shove Mythril into the body of an Adamantine Duine during the reforging process is tantamount to mutilating them to death, as above). The one exception is if the crafter reforging them has an ability that specifically allows them to break the normal crafting rules, and do things such as craft an armor of two materials. In this case, the crafter can allow a Duine to benefit from additional [Reforged] Mythos, up to the limit of that crafter's ability to do so.
A Duine that takes an Exceptional [Reforged] Mythos as one of their starting, 1st level, Mythos, may skip the reforging process - instead, this represents that they were originally created that way, rather than being altered later.
A Will Of My Own: A Duine cannot move its body in the traditional sense, making most actions impossible, and preventing them from doing much on their own. To reflect this, while being worn, they always act on the initiative count of their wearer.
However, as a full-round action, a Duine may subtly push itself to perform one of the following feats while being worn.
Perform one attack with itself, adding its Charisma modifier as a bonus on attack and damage rolls. If it attempts to attack a target that the wearer does not wish to attack, the Duine must make a Charisma check opposed by a Strength check from the wearer to do so. (This attack can be a Disarm, Feint, Sunder, or Trip, but not a Bull Rush or Grapple unless the target is the wearer, and they cannot make an Overrun attempt.) The attack deals damage as a gauntlet of appropriate size, 1d2 small, 1d3 medium, 1d4 large.
Defend its wearer, making an attack roll and adding their Charisma modifier to it. Before the beginning of the Duine' next turn, they may choose one attack targeting their wearer, after the attack roll is made but before the results are given, and oppose that roll with the attack roll they made earlier. If the Duine' roll is higher, the attack is negated. This can function on ranged, touch, and ranged touch attacks just the same as melee attacks.
Make an escape attempt see below.
In addition, while being carried or worn, the Duine may make Escape Artist checks, opposed by whatever mechanism is holding them, to slip out of its carrier's possession. This can have small, mysterious effects, such as loosening the band binding the Duine' together or bouncing off a wagon it was thrown in the back of. Opposed Spot and Listen checks can notice the Duine' falling out of the carrier's possession, though they do not determine that the Duine is intentionally doing anything to cause it.
Protective Impulse: While being worn, a Duine may make subtle (or, occasionally, not so subtle) twists, tugs, and other minor adjustments to their wearer's combat form, allowing them to better protect an amateur warrior. They add their Charisma modifier as a competence bonus to their wearer's Armor Class against any attack the Duine is aware of. However, the amount of effort a Duine is able to exert in this way is minimal, and this bonus is limited by the Duine's Armor Check Penalty. In addition, if their wearer already has a class feature that allows them to add one of their ability modifiers as a bonus to their Armor Class (such as a Monk adding their Wisdom to their Armor Class, or a Teramach adding their Strength), this bonus does not stack with it; use whichever bonus is higher.
In cases where armor has varying tiers of light, medium, or heavy the armor provides benefits based on the type it currently is. In the case of armor that can be taken Piecemeal (http://www.d20pfsrd.com/gamemastering/other-rules/piecemeal-armor/)(Fullplate) or broken down for convenience(Sectioned Armor) the Duine determines what part of the armor their intelligence in habits or their Focus. The Duine can only speak from the Focus. The Duine senses extend form every part of it, but senses are limited for every part not connected to the Focus and its wearer, taking a penalty of 5 + 1 per mile to all skill checks. The sense of Touch, Smell, and Taste are not impeded. For the wearer to benefit from any of the mythos the focus must be worn.
Design Note: Several thing reference benefits normally applied to weapons. These are present to provide guidance fro unarmed strikes and attacks made with the armor.
The Duine
https://i.imgur.com/MGA5Cd4.jpg
"Been to many worlds, but none of them this strange. Understood feelings before, but simple feelings - like colors, bold and bright. Happy. Sad. Angry. Then... met Spider-man. Feelings got complicated. Learned guilt. Also the first time I felt fear. Felt agony. Learned feeling: Betrayal. Learned first words they called me. Monster. Parasite. Bad.[...] Feels good to be a hero. Did do bad things, too. Can't deny. Mac Gargan was bad. Thoughts like poison stingers. It was a thrill to kill. Knew it was bad. Didn't care. Gargan made it easy. Got to punish Gargan for what he did. He was evil and afraid. Lee Price was not afraid. He was a soldier. Hurt and desperate. I trusted him. Talked to him. But Lee was too strong. Didn't want to talk. Didn't want to be a hero. Wanted power. Couldn't stop the bad things he was doing. Lee was bad. Hurt me. Eddie hurts me too, sometimes, but Eddie is different. Eddie never means to.[...] if Eddie is good, why do we disagree? if disagree... am I a monster? parasite? bad? can't be bad. Wasn't bad with Flash. Fought with heroes. Was a hero. Trained another symibote. Got to learn. Got to teach. Flash called me partner. Was never afraid like Spider-Man. But Flash is gone... and heroes don't hide. Not from anything... especially their mistakes. " -- Venom Symbiote
In the dark and twisted places
a shadow did still sit,
Sun did not see
Shadow deftly hid
With rage forged and fate sealed
Shadow fashioned a knife
Wicked, cold and sharp as bone
Shadow mastered strife
Being wise and master of disguise
Shadow stole the forge
Twisted craft and blackest mask
and wispy veiled to form
So he sat, taunting light
bearing knife in hand
Sun did strike true and right
But shadow had no form
Wisps and tangles turn the blade
and shadow escaped again
Ages pass and Sun would gasp
until Moon would play a game
with a wager and trick of light
Moon did win a friend
A veil of wisp and darken places
Darkness was its name
Sun did set and wrath ensued
shadow tried a new
but with a blade and not a game
the sun quickly slew
Hit Die: d10
Skill Points: 6 + Intelligence Modifier
Class Skills: Appraise, Bluff, Concentration, Decipher Script, Diplomacy, Escape Artist, Intimidate, Knowledge (Any), Listen, Perform, Sense Motive, Speak Language, Spellcraft, Spot
Proficiencies: Duine are not proficient with any weapons or armor, other than themselves. No matter what form they take, they are always proficient in their own use.
Level
BAB
Fort
Ref
Will
Special
Mythos
Excellencies
1st
+1
+2
+2
+2
Armor's Mythos, Mythos Known, Exceptional Mythos, Reinforced Excellence, An Armor Am I, A Will Of My Own, Protective Impulse
+2
+1
2nd
+2
+3
+3
+3
+0
+1
3rd
+3
+3
+3
+3
+1
+0
4th
+4
+4
+4
+4
+0
+1
5th
+5
+4
+4
+4
+1
+0
6th
+6/+1
+5
+5
+5
+0
+1
7th
+7/+2
+5
+5
+5
Fantastic Mythos
+1
+1
8th
+8/+3
+6
+6
+6
+0
+1
9th
+9/+4
+6
+6
+6
+1
+0
10th
+10/+5
+7
+7
+7
+0
+1
11th
+11/+6/+1
+7
+7
+7
+1
+0
12th
+12/+7/+2
+8
+8
+8
+0
+1
13th
+13/+8/+3
+8
+8
+8
Legendary Mythos
+1
+1
14th
+14/+9/+4
+9
+9
+9
+0
+1
15th
+15/+10/+5
+9
+9
+9
+1
+0
16th
+16/+11/+6/+1
+10
+10
+10
+0
+1
17th
+17/+12/+7/+2
+10
+10
+10
+1
+0
18th
+18/+13/+8/+3
+11
+11
+11
+0
+1
19th
+19/+14/+9/+4
+11
+11
+11
Exalted Mythos
+1
+1
20th
+20/+15/+10/+5
+12
+12
+12
+1
+1
Armor's Mythos: A Duine's power is expressed in terms of one or more "Mythos", the building blocks of the legend that they are, and the stories that they have told and will tell. While any given Mythos varies from the rest, they share some similar traits. They are always Extraordinary abilities, and when they reference a difficulty class for an imposed saving throw, that saving throw is always calculated as (10 + 1/2 class level + charisma modifier, unless otherwise stated). When a Mythos references a "level" that is not clearly defined in some other way, such as "character level", it refers to "class level" as in the number of levels one has in the Duine class. When a Mythos references "allies", it specifically does not refer to the Duine using it. When a Mythos grants a feat as a bonus feat, it is regardless of whether the character meets the prerequisites for that feat (unless otherwise stated), and if the character already possesses that feat (in some permanent fashion - via the normal allotment gained by leveling up, or through another Mythos, and so on, but not those gained temporarily, such as via a "Heroics" spell), they must replace the prior instance of that feat with another feat that they qualify for.
Every Mythos has a Tier. The Tier of a Mythos ranges from 1 to 4, typically referred to as Exceptional, Fantastic, Legendary, and Exalted. An Exceptional Duine is a symbol to local folk heroes, recognizably well-crafted and strudy, and the difficult challenges that their wearer overcomes with them likely leads to rumors of it being more than it appears. A Fantastic Duine is almost certainly mistaken for a product of high magic, a sapient and puissant masterwork of some great wizard or another, a worthy armor to any great hero of the age. Legendary Duine are unique and peerless items that will be admired, coveted, and respected so much as any artifact, the subject of quests and courtships from all over the world. A Duine with Exalted Mythos is clearly beyond even the craftsmanship of most immortals, baffling the smiths of the Upper and Lower Planes. Smithing deities and Gods of War may begin to see the Duine as a worthy prize to claim and subjugate to their purposes, for few armors in all the multiverse are finer than they.
Some Mythos, in addition to their initial stated effect, have Basic and Advanced manifestations. When a Duine gains access to a Mythos with a list of Basic manifestations, they may choose one such manifestation, and they gain that benefit immediately as well. This choice may not be changed later. When a Duine gains access to a Mythos with a list of Advanced manifestations, they may choose one such manifestation, and they gain that benefit upon achieving their next level of Duine. This choice may be changed at any point before receiving the chosen manifestation itself, but not after (choosing beforehand is just an easy way to mark it down on your character sheet so you don't forget that you'll be getting something later).
Mythos Known: A 1st level Duine begins play with two Exceptional Mythos that he qualifies for if this is his first level in a PC character class. At higher levels, he gains additional Mythos as noted on the Duine class table.
For characters that multiclass into Duine after having taken levels in another PC character class, the 1st level of Duine grants only a single Exceptional Mythos, rather than two.
A Duine also has the ability to learn more Mythos, above the ones automatically allotted to him by leveling up, by triumphing over lesser tools and working in tandem with their wearer. Whenever they destroy or are used to destroy, a magical item, they gain Mythos Points equal to the gold piece value of the item destroyed. If they destroy, or are used to destroy, another Duine or Syntrofos, the one destroyed loses all unspent Mythos Points they possess, which are transferred to the destroyer.
Finally, money spent to make a Duine more ornate, but not to improve its functionality in any way, is transferred to the Duine as Mythos Points, at the rate of 1gp to 1mp. This could include embedded gems, fancy engravings, really impractical metallurgic flourishes, and things of that nature. This requires a reforging process, identical to the one described below for [Reforged] Mythos. During this process, the crafter can put a little bit of themselves into the craftsmanship in an intensely personal way, transferring some or all of their own built up Mythos Points to the Duine, at their discretion.
By spending 1,000 Mythos Points, and 250xp, a Duine may learn an Exceptional Mythos. A Fantastic Mythos requires 5,000 Mythos Points and 500xp. A Legendary Mythos takes 10,000 Mythos Points, and 1,000xp. And an Exalted Mythos takes 20,000 Mythos Points and 2,000xp.
For half the listed price for a given Tier, a Duine may learn a Basic or Advanced manifestation of a Mythos they already know of that Tier.
Learning Mythos above the standard amount requires astounding, nearly single-minded devotion to the story of the Duine. One may only utilize this ability while more than half of his effective character level (ECL) is devoted to levels in the Duine class.
Reinforced Excellence: As denoted on their class table, a Duine gains a certain number of abilities known as "Excellencies". These tend to be more general, generic, and passive than a Mythos, but are useful nonetheless, and are drawn from their own separate list, unsegregated by Tiers. Like a Mythos, a Duine may learn more Excellencies above their allotted amount. Each one costs 1,000 Mythos Points and 100xp, plus an additional 1,000 Mythos Points and 100xp for each time a new Excellency is innovated beyond the first. (So, 2,000mp and 200xp for the second, 3,000mp and 300xp for the third, etc.)
An Amor Am I: This class may only be taken by a 1st level character. They do not choose a race. Instead, they choose an armor and a size. Physically, their form is that armor, sized to be worn properly by a character of the chosen size. By default, they are of Masterwork quality.
A Duine' type is 'Construct'. Unlike a normal Construct, they do not automatically gain Darkvision, Low-Light Vision, Immunity to Mind-Affecting Effects, or bonus hit points based on size. Even though they do not have eyes, ears, nerve-endings, or mouths, they may see, hear, feel, smell, taste, and speak as proficiently as a human, as if their entire body was a sensory organ.
They have no Strength, Dexterity, or Constitution scores (a score of "-"). When assigning ability scores or point-buy, continue as normal. Having three dump-stats is fine. Druids have five.
Duine normally have a base Hardness rating equivalent to a mundane example of the armor they are. Duine may substitute a Will save in place of a Fortitude save against effects that can target objects and require a Fortitude save. Duine take a -10 penalty on Reflex saves (they can't move in any highly useful way, but luck could still theoretically be on their side), but if they're being worn, they may have a consenting wearer make Reflex saves on their behalf. Their Armor Class is usually (10 + armor bonus + size modifier), but when worn, they may add their wearer's Dexterity modifier to their Armor Class, as the wearer is presumably trying to keep their armor from being harmed.
Some of the Armor's Mythos have the [Reforged] tag, which somehow change the composition of the Duine' body in a fundamental way. After purchasing such a Mythos, it does not take effect until the Duine undergoes a reforging process, which requires a character with a number of ranks equal to the Duine' class level in the Craft (thing) skill required to make the armor that the Duine is. This process takes as long as it would normally take that crafter to craft a masterwork example of the Duine' armor-body, taking into account whatever material they're made of. Failures on craft rolls never endanger the Duine' life; they merely do not make progress. However, a Duine is particularly vulnerable while being reforged, and anyone present may intentionally mutilate them, such as by spilling a crucible containing the molten metal of the Duine' breastplate, killing them instantly.
A Duine cannot have their composition permanently altered, or be permanently enchanted as a magic item, except through the use of [Reforged] Mythos.
A Duine normally obeys the standard laws of crafted items; they can only be made of one special material at a time, they can only have one special crafting template, they have one augment crystal slot, etc. They cannot normally benefit from taking additional [Reforged] Mythos which would violate these rules (i.e. trying to shove Mythril into the body of an Adamantine Duine during the reforging process is tantamount to mutilating them to death, as above). The one exception is if the crafter reforging them has an ability that specifically allows them to break the normal crafting rules, and do things such as craft an armor of two materials. In this case, the crafter can allow a Duine to benefit from additional [Reforged] Mythos, up to the limit of that crafter's ability to do so.
A Duine that takes an Exceptional [Reforged] Mythos as one of their starting, 1st level, Mythos, may skip the reforging process - instead, this represents that they were originally created that way, rather than being altered later.
A Will Of My Own: A Duine cannot move its body in the traditional sense, making most actions impossible, and preventing them from doing much on their own. To reflect this, while being worn, they always act on the initiative count of their wearer.
However, as a full-round action, a Duine may subtly push itself to perform one of the following feats while being worn.
Perform one attack with itself, adding its Charisma modifier as a bonus on attack and damage rolls. If it attempts to attack a target that the wearer does not wish to attack, the Duine must make a Charisma check opposed by a Strength check from the wearer to do so. (This attack can be a Disarm, Feint, Sunder, or Trip, but not a Bull Rush or Grapple unless the target is the wearer, and they cannot make an Overrun attempt.) The attack deals damage as a gauntlet of appropriate size, 1d2 small, 1d3 medium, 1d4 large.
Defend its wearer, making an attack roll and adding their Charisma modifier to it. Before the beginning of the Duine' next turn, they may choose one attack targeting their wearer, after the attack roll is made but before the results are given, and oppose that roll with the attack roll they made earlier. If the Duine' roll is higher, the attack is negated. This can function on ranged, touch, and ranged touch attacks just the same as melee attacks.
Make an escape attempt see below.
In addition, while being carried or worn, the Duine may make Escape Artist checks, opposed by whatever mechanism is holding them, to slip out of its carrier's possession. This can have small, mysterious effects, such as loosening the band binding the Duine' together or bouncing off a wagon it was thrown in the back of. Opposed Spot and Listen checks can notice the Duine' falling out of the carrier's possession, though they do not determine that the Duine is intentionally doing anything to cause it.
Protective Impulse: While being worn, a Duine may make subtle (or, occasionally, not so subtle) twists, tugs, and other minor adjustments to their wearer's combat form, allowing them to better protect an amateur warrior. They add their Charisma modifier as a competence bonus to their wearer's Armor Class against any attack the Duine is aware of. However, the amount of effort a Duine is able to exert in this way is minimal, and this bonus is limited by the Duine's Armor Check Penalty. In addition, if their wearer already has a class feature that allows them to add one of their ability modifiers as a bonus to their Armor Class (such as a Monk adding their Wisdom to their Armor Class, or a Teramach adding their Strength), this bonus does not stack with it; use whichever bonus is higher.
In cases where armor has varying tiers of light, medium, or heavy the armor provides benefits based on the type it currently is. In the case of armor that can be taken Piecemeal (http://www.d20pfsrd.com/gamemastering/other-rules/piecemeal-armor/)(Fullplate) or broken down for convenience(Sectioned Armor) the Duine determines what part of the armor their intelligence in habits or their Focus. The Duine can only speak from the Focus. The Duine senses extend form every part of it, but senses are limited for every part not connected to the Focus and its wearer, taking a penalty of 5 + 1 per mile to all skill checks. The sense of Touch, Smell, and Taste are not impeded. For the wearer to benefit from any of the mythos the focus must be worn.
Design Note: Several thing reference benefits normally applied to weapons. These are present to provide guidance fro unarmed strikes and attacks made with the armor.