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- Join Date
- Jan 2013
"Let go. Let go. Let go of everything. Let go." Mythos 3.5/PF
Quote is from The Beast of Rage the Berserk series.
"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.
Spoiler: Special Armor Rules
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(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.
- Join Date
- Jan 2013
Re: Mythos 3.5/PF
A Reliquary For The Fire Of The Gods
Within the core of your mythic essence, you create a vessel for the habitation of magic, the terrible flame forged by the Lawgivers and gifted to their creations.
In a ritual requiring 8 hours of intimate contact, a spellcaster may invest you with the power of one of their cantrips, expending a use of the chosen cantrip at the culmination of the ritual. A copy of the spell's cosmic pattern is created in your vessel, and a tiny rune appears somewhere on your body to represent it. There is no limit to the number of times this ritual may be performed on you, other than the number of cantrips that exist. Spellcasting classes with no 0th level spells may substitute 1st level spells which appear as 0th level spells on the Cleric or Wizard spell list for the purposes of this ritual.
Within your magic vessel, you have a pool of Magic Power with a maximum capacity equal to (1 + your Wisdom modifier). Using the action normally required to cast the spell, you may expend 1 Magic Power to cast one of the cantrips copied into you as a Supernatural ability. Every hour, you regenerate 1 Magic Power, up to your maximum.
You also have room in your vessel for five motes of energy, one of each energy type (Fire, Cold, Electricity, Acid, and Sonic). You gain the mote corresponding to the proper energy type whenever you are used to slay, or are bathed in the blood(or other bodily fluid) of the creature immediately after the slaying of, a creature themed around that energy of CR 6 or greater. There's no quick and easy set of rules to determine a creature's energy "theme", but suffice it to say that any creature whose most interesting and obvious trait is an offense or defense centered around a particular kind of energy qualifies, as do creatures whose associations with a kind of energy are so strong that they're named after them. (For example: A Fire Elemental for Fire, a Frost Giant for Cold, a Blue Dragon for Electricity, a Digester for Acid, and a Destrachan for Sonic.) Alternatively, a spellcaster may manually ignite one such mote by laying a hand on you and expending the energy of a 4th level (or higher) spell with the corresponding [energy descriptor].
While you have at least 1 Magic Power remaining, cantrips you cast that have an energy descriptor, that you have acquired the corresponding energy mote for, do not cost Magic Power.
If you have Undeniable Spirited Iron Warrior(Mana-Fueled War Machine) then your Magic Power equals 5 + Pseudo-Constitution Modifier + Wisdom Modifier + 2*(class level - 1)
Clad in Iron Colder Than Steel
You take on the properties of Cold Iron. Your base Hardness becomes 10 if it is not already higher.
Furthermore, you are better than normal Cold Iron armor. You and your wearer gains protection form magical assaults, light armor grants +2 saves vs any magical effect spell or otherwise, Medium armor the bonus increases to +4, and Heavy +6. If neither you nor your wearer have spell casting, supernatural or spell like ability the bonuses of this mythos are doubled.
Fade Rejecting Reality: Any magical effect spell, supernatural or spell like ability effecting you or your wearer has its caster level/effective level reduced by 1 for light armor, 2 for medium armor, 3 for heavy armor.
Fade Shattering Reality: Any effect reduced to a caster level/effective level of 0 or less, or lower than the caster level required to activate it normally has no effect on you or your wearer. Requires Fade Rejecting Reality and Fantastic Mythos
Grayest Grey: You are a Ghost Touch armor, as the magic weapon property, though you manifest it as an Extraordinary quality.
You may train with a particular wearer, instructing them on the finer points of your use, and learning about their personal fighting style, until the two of you attain a higher level of synchronization than the standard warrior with their armor. This requires (14 - the intelligence modifier of your wielder) hours, split up over however many sessions you choose.
When worn by someone you have trained with in this way, you are a Comfort(Shining South), Restful(Dungeonscape), Light Fortification armor as the magical properties, though you manifest them as Extraordinary qualities.
In addition, as you are worn in battle over a long period of time, you learn more about your usage than you could have through mere introspection. At 5th level, you gain a +1 enhancement bonus to armor. At 10th level, this increases to a +2 bonus. At 13th, 15th, and 17th level, this bonus increases again to 3, 4, and 5, respectively.
Hide of the Dragon's Might
You take on the properties of Dragonhide. Your base Hardness becomes 10 if it is not already higher, and immunity same energy as the dragon.
Furthermore, you are better than normal Dragonhide armor. Your wearer gains energy resistance 10 per mythos tier unlocked. This resistance becomes immunity at exalted tier. The inpenatrable scales of the dragon increase your normal armor bonus by 2 above normal armor of your type.
Dragon Splendor Unblemished: You and your wearer gain immunity to the breath weapon of the same type of dragon you are made of.
True Dragon Mouthpiece: As a standard action you may use the breath weapon of the dragon who's scales you share. The range is 30ft for cone and 60ft for line, and can be done every 5 rounds. The damage is 1d8 per 2 class levels.
Hidden Hoard of the Wise: Gain an extradimensional space that can hold 5 cubic feet per class level and functions identical to a bag of concealment. An item must have a perceived value greater than or equal to 50g, if value is not known then the Duine must make an apprise check. Items that cease meeting the requirement due to leveling, deception, or other means are ejected at random through out the day. Only the armor can open the horde, but the wearer can place things inside once open. Upon gaining access to new mythos tiers the value requirement increases to 150g at fantastic, 500g at legendary, and 1500g at exalted. Gold can always be put in the hoard.
Internalized [Weapon] Arsenal
The assassin seemed to have an unlimited supply of throwing knives. After being struck by a Great sword his blades stopped flying as did he. Upon through searching they couldn't find the blades and the ones he'd thrown seemed to vanish with the next dawn.
Choose one weapon you may produce an infinite supply of that weapon. You or your wearer may draw these weapons as a swift action. You instantly gain proficiency in that weapon and if you have Extension-Of-One's-Self Methodology mythos the wearer also gains proficiency with the weapon after spending an equal amount of time training. These weapons are made of the same material as you and erode rapidly after 24 hours. They share any magic properties you have if they would benefit from them.
In addition, as you are worn in battle over a long period of time, you learn more about their usage than you could have through mere introspection. At 5th level, you gain a +1 enhancement bonus to attack and damage rolls. At 10th level, this increases to a +2 bonus. At 13th, 15th, and 17th level, this bonus increases again to 3, 4, and 5, respectively.
Magic Item Prana
Prerequisite: 1 rank in the Spellcraft and Knowledge (Arcana) skills
By Xefas, moded by Lanthsor
You gain Spell Resistance equal to your class level , using study of your lesser magic-item cousins to develop a technique by which you may bend small amounts of magic through your physical form, and harmlessly disperse it.
More practically, your wearer gains enhanced defense against magical strikes, adding your Intelligence modifier as a bonus to their Touch AC against magical effects.
Finally, as a full-round action, you may attempt to identify the properties of a magical armor that you are in contact with, reaching out and briefly connecting your itemnesses. If the caster level of the magic armor is equal to or less than your ranks in the Spellcraft skill, you gain knowledge of the item as if you had successfully cast an Identify spell on it.
You may use this ability to identify magic items that are not armor, but you use your Spellcraft (ranks - 3) instead.
Broadening The Pathways: The Spell Resistance granted by this Mythos becomes (your class level + 10).
Extended Family Armory: You may identify all magic items as if they were armor.
Spell-Parrying Expertise: The bonus to Touch AC you grant your wielder with this Mythos increases by 2 against spells that you have successfully identified with the Spellcraft skill.
Internalized Spellcasting Battery: [Reforged] You rearrange some of your nervous-system-equivalent to accommodate a Wand Chamber (Dungeonscape pg34) being installed in your body. You may activate the wand inside of you as if you were wielding it and as though you were a spellcaster with the appropriate spell on your spell list, but you and your wielder may not activate the same wand stored in your Wand Chamber in the same round. Requirement the Duine must have bracers as part of their body and the chamber must be in the bracer.
Man and Steel Ascension Assignation
Prerequisite: You are an armor or are able to wear armor.
In the shadows of a bloody war, Skaln the Skinflayer parleyed with blood and bone, of dead friend and foe. Gore fled from his hack, with wicked smack until Trevor came to throne. So knights did come and as did charioted son, but Skaln was never lowered. Then king did ride, the blackened night on mare of golden gleam. With a glance and golden lance, death was brought to thee. Blood did spray, darkness away, but curse did he call, to king. Now little prince should armor walk with malice and hate for thee, strike a stance or hide from glance as Skaln comes for thee.
If the mythos is taken by someone that is not a Duine the next time they die they are bound to the armor they died in, becoming a Duine, and may trade any other mythos levels for levels in Duine. The new Duine gains A Will of My Own, An Armor Am I, and Protective Impulse.
An Armor Am I gains has the following changes
- Gain a strength score of 10 +/- size modifiers, If level 1 then you may roll for the attribute as per normal, and if you have a strength score keep it
- Gain a dexterity score of 10 +/- size modifiers, If level 1 then you may roll for the attribute as per normal, and if you have a dexterity score keep it
- You treated as if wearing yourself for everything that applies, ACP, Max Dex bonus, Spell Failure, specials, but your weight doesn't apply to encumbrance and the armor bonus counts as both armor and natural armor and counts as whichever is most beneficial at the time.
- You no longer have the -10 penalty to reflex saves.
- Base move speed of 20ft if Small, and +10ft per size category past Small, Tiny 15ft, Diminutive 10ft, and 5ft for Fine or smaller.
A Will Of My Own gains a few new uses and is modified as follows.
- When not worn the Duine is able to function as if an invisible force was within the armor animating it.
- When worn the Duine can as a full round action make a Strength test against the wearer's Strength, to take any standard action of the Duine's chocie, or prevent the wearer from taking any actions.
- The Duine is in full control of its form and may relinquish its control to a wearer. Doing so the Duine can grant the wearer the bonus of aid another once per round as an immediate action.
- Performing an attack with itself is now a standard action if the wearer is willing.
- The Duine can perform a move action to make a 5ft step for a willing wearer.
- While worn as a Standard action you may grant the wearer your strength score, dexterity scores, any move speeds, if they are greater then the wearers. They additionally gain use of any additional appendages the Duine has, and benefit from any extraordinary abilities the Duine has. The wearer can use the Duine's skill modifier for any strength or dexterity based skill instead of their own.
Mountain Blacksteel Juggernaut
You take on the properties of Adamantine. Your base Hardness becomes 20 if it is not already higher, and you ignore any Hardness less than 20 when used to attack objects. You gain Improved Toughness as a bonus feat.
Crushing Mountain Avalanche Strike: Whenever you or your wearer moves at least 10ft in the same direction before making an attack, Jump(long), bull rush, or overrun, add 1/2 class level to such checks.
Mountain Unhindered: You and your wearer's move speed cannot be lowered below the speed listed for your armor by any means. IE 30ft cannot go below 20ft, 20ft cannot go below 15ft, etc.
Plate of Silver Starlight
You take on the properties of Mithral. Your base Hardness becomes 15 if it is not already higher, and you weigh half as much as normal.
Furthermore, you are better than normal Mithral armors. You are also impossibly quick, instead of the normal benefist of mithral you have a max dex bonus increased by 4, Armor check penalty reduced by 6(to a minimum of 0), and arcane spell failure decreased by 20%, you weigh 1/3 normal weight, and count as light armor for encumberance regardless of armor type.
Dodging the Dragon You and your wearer gain the benefit of evasion as the rogue as the rogue class feature of the same name. Upon gaining access to Fantastic Mythos this manifestation also grants improved evasion as the rogue class feature of the same name.
Glimmering Starlight Sliver Attenuation With flash you bathe the area in a pure white light. The armor radiates as per daylight spell continuously. As a standard action, the Duine can suppress the effect or activate it if suppressed. The effect is an extraordinary ability.
Quick as Lightning You and your wearer gain +10ft move speed to all forms of movement.
Prerequisite: The 'A Reliquary For The Fire Of The Gods' Mythos, in which case you have generated your own curse; alternatively, you may have had a curse bestowed on you by someone else that made you difficult for an owner to be rid of you, and now your nature has changed to perpetuate that curse even if the original curse is broken
You are a cursed armor! When a creature picks you up, you may attach yourself to them as a Supernatural effect. Now, until they die, they cannot get rid of you. If they throw you away, you simply reappear on them, or at their feet, or in their backpack or something. If they try to wear another armor, they accidentally don you instead, even if it would otherwise be physically impossible for them to. No one else can be considered your wearer, or to have you in their possession.
As noted above, the death of your unwilling owner ends the curse, even if they are later resurrected. Your death also breaks the curse - however, your owner is completely incapable of harming you with their own actions. If they detonate a fireball next to you, you are unharmed, if they throw you down a cliff, you reappear in their hand unscathed, if they strike you with a hammer, it deals no damage, etc. The least grizzly option is for a Remove Curse spell to be cast on you. This requires the caster to succeed on a caster level check against a DC of (10 + your class level + your Charisma modifier), and if the check fails, your curse is immune to further attempts to break it for 24 hours.
You cannot voluntarily break your own curse.
At level 7, Remove Curse is no longer sufficient; nothing less than a Break Enchantment spell can separate you. At level 14, nothing short of a Wish or Miracle can unbind your curse.
In exchange, you are able to use your own curse as leverage to remove other curses from your cursed owner. You may attempt an opposed check (d20 + your class level + your Charisma modifier) vs a DC of (11 + the effect's caster level) as a free action to remove any curse or supernatural disease (such as Lycanthropy or Mummy Rot) from your owner. However, you may only make this attempt once per week per curse or disease - if you are unable to wrench the malediction from your host immediately, you must spend time working at it from a different angle.
Armor of +1 Frustrating Obstinance: While you have an owner cursed to wear you, you may enter a mode of unpleasant uselessness. For your wearer's purposes, during this mode, they gain no positive benefits from any of your Mythos, wearing you as if you were just a standard version of your armor. In addition, when you gain this manifestation, choose an additional hindrance that is of similar power to a Bestow Curse spell - while in your useless mode, your wielder suffers from this hindrance as well. (Examples include automatically missing 50% of their attacks before even making the attack roll, being rendered completely deaf, or being afflicted with a constant and unearthly flatulence that inflicts a penalty to their Move Silently, Diplomacy, and Intimidate checks equal to your class level).
You Must Be This Tall To Massacre: Maybe your curse backfired on you, or maybe you always wanted it this way - you have some kind of prerequisite to your use, which must be met by all of your wearers, cursed or no. If the requirement is not met by your current wearer, they gain no positive benefits from any of your Mythos, wearing you as if you were just a standard version of your armor. This requirement can be something like race (only elves!), skill (only if you have Perform (Calliope)!), class (only paladins!), class feature (only those drunk on their own Rage or Frenzy need apply), or something even more esoteric (you must be a 11-foot-tall nihilistic shoe-enthusiast). Alternatively, you may have an actual action as your requirement, whether something your wielder must have experienced (must have killed an innocent person), something your wielder must accomplish with you (must kill an innocent person using me), or something that requires constant upkeep (must bathe me in the blood of the innocent once per day).
Shadow's Only Friend
Prerequisite: Must be made of Silk.
You take on the properties of Shadow Silk. You gain partial concealment in any lighting condition except real daylight (or a daylight spell) as long as they're not wearing armor, and total concealment in areas of dim light or darker
Furthermore, you are better than normal Shadowsilk armor. Your wearer gains partial concealment in any light other than bright light, this effect stops working if they wear any other armor. Additionally they gain a competence bonus to hide, move silently, and sleight of hand equal to 1/2 your class level (min 2).
Veil of the Unseen: As a full round action the Duine may cause their wearer to go invisible as per the spell for 5 rounds. They may not use this ability for 1 minute once used. This effect is an extraordinary ability.
Stride of the Dark: You and your wearer take no penalty for moving you base move speed while hiding or moving silently in less than bright light. Additionally half the penalty to hide and move silently when moving faster than your move speed, and the penalty to sleight of hand for making a check as a free action.
One in Shadow: You no longer have a penalty to hide or move silently regardless of how fast you move while in less than bright light, nor do you have a penalty for making a sleight of hand check as a free action in similar lighting. Requires Fantastic Mythos and Stride of the Dark
Skin of the Metal King(WHAAAAO!)
You take on the properties of Eel Hide. Your base Hardness becomes 2 if it is not already higher, and electricity immunity.
Furthermore, you are better than normal Eel Hide armor. Your wearer gains Electricity resistance 10 per mythos tier unlocked. This resistance becomes immunity at exalted tier. Additionally you have no max dex or armor check penalty.
Blacker than the Blackest Blaaaack: You and your wearer gain a competence bonus equal to 1/2 class level(minimum 2) to hide and move silently.
Flashy Shocking Lightning Extravagaaaanza: As a full round action you may expel electricity in a radius equal to the reach of a creature your size and shape's reach centered on you. Everything in the area takes 1d6 per class level electricity damage, Reflex for half, this ability take 1 minute to recharge before it can be used again. When you use shocking entrance you can also make an intimidate check to demoralize, against all who can see you, granting a bonus equal to the electricity damage you dealt to them. You and your wearer are immune.
Peel of the Thunder Gaawd: The Sudden discharge of Flashy Shocking Lightning Extravaganza now can at your option create a peel of thunder causing the discharge to also deal 1d6 per 2 levels sonic damage and anyone that can hear it must make a fortitude save or be deafened for 1 minute. You and your wearer are immune. Requires Flashy Shocking Lightning Extravaganza
Undeniable Spirited Iron Warrior
Gain a pseudo-constitution score, made of mana fuel tanks and crystal fibers, electrical batteries and circuitry, or whatever convoluted contrivance you can come up with. This pseudo-constitution score provides the same benefits and penalties as a normal constitution except where noted below. You may only have one basic manifestation of this mythos. If you ever gain another basic manifestation you lose the old one. You roll the attribute as normal.
- Unlike normal constitution it does not result in actual death when drained, instead you are disabled.
- This pseudo-constitution has no effect on HP, instead you gain a pool of energy akin to essentia. Some abilities draw on this power to make them work or better at a sustainable level these you simply allocate energy to maintain. Other abilities burn energy representing major drains that must be recovered via significant means
- As the system is not biological it is immune to mundane poisons/diseases, how ever there may be special things like computer virus that take effect, results may vary.
- The energy pool is 4 + pseudo-constitution modifier, and increases by 2 per level past the first.
- Any ability that effects constitution in a non biological way such as rage can benefit their Pseudo-constitution, but special made items can be used that cost x1.5 the cost of identical items.
- No more than 2+1/3 class level energy can be invested in one manifestation.
Feeding on Souls Stuff: Your energy is essentia. You draw on the power of tainted negative energy souls. You gain the Incarnum Subtype, but you deal in Necrocarnum. Negative energy and positive energy treat you as undead.
Lightning in a Bottle: You are powered by advance electronics. Many dismiss you as magical, but the skilled craftsman can tell the difference. You contain a unique power drive that converts some unknown source into electrical power. You recover burned energy at a rate of 1 per hour while not resting or preforming strenuous activity. [Reforge]
Mana-Fueled War Machine: You are powered by Magic Power. Through advanced apparatus and skill application you have a mana generator and inlays or crystal fiber driving the mana trough out your body. You can convert potions and magic items into mythos points in a process that takes 8 hours of continuous work extracting the magic. You may expend up to your 50 mythos points to recover 1 burned energy. [Reforge]
Souls Are My Power: Your energy is essentia. You draw on the power of raw soul stuff and work in tandem with the positive energy plane. You gain the Incarnum Subtype. Negative energy and positive energy treat you as living.
You may communicate telepathically with your wearer, even if the two of you do not share a language.
You may also attempt to establish a deeper connection with your wearer's mind. If they are not willing, they are permitted a Will saving throw to resist. If they succeed, you cannot attempt to establish this connection again for 24 hours. If they fail, or consent to the connection, they may attempt to later sever this connection with a Will save, but may only attempt once every 24 hours. Once a connection of this kind is established, it persists as long as the both of you are within (class level x 5)ft. You may only have this deep connection with one creature at a time, establishing a new connection severs the old one.
First, while you are mentally connected to a creature, you know their surface thoughts (as if by a Detect Thoughts spell), but not vice-versa. Second, they may speak and understand any languages you know, and you may do the same for any languages that they know. Third, they are considered to be proficient with you and, with (14 - their intelligence modifier) hours of training, spaced out however you choose, you may permanently impart to them proficiency with whatever kind of armor your are, they do not need to meet any of the normal requirements. Fourth, while attacking and wearing you, they may use your Base Attack Bonus in place of their own. Fifth, you receive the effects of any Martial Stance that they are currently in, if any. And, finally, they gain a +2 bonus on saving throws against Mind-Affecting Effects, and you are intuitively aware if they are currently laboring under an ongoing Mind-Affecting Effect, though not what it is.
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- Jan 2013
Re: Mythos 3.5/PF
Bloodshed With Greater Purpose
By xefas, modded by lanthsor.
Choose one alignment component.
An holy/unholy/axiomatic/anarchic armor is imbued with power. This power makes the armor good/evil/law/chaos-aligned and thus bypasses the corresponding damage reduction. You gain DR 10/oppose alignment. It bestows one permanent negative level on any opposed alignment creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including restoration spells) while the weapon is wielded. You now radiate a continual Magic Circle Against Opposed Alignment.
These property are Extraordinary, but the Circles they emanate are Supernatural in nature.
Furthermore, choose an ongoing situation in the world that is great enough to at least be important on a national or continental scale, the resolution of which would further the cause of your chosen alignment component. While your wearer is directly taking action to resolve this situation in accordance with your chosen alignment, doubles the armor bonus from this and they take the better result. When this situation is resolved, made impossible, or deteriorates in importance until it is no longer of the proper scale, you may choose a new purpose.
At 13th level, you must choose situations that are at least of planetary impact and importance.
The player of a Duine need not choose an alignment component for this Mythos that the Duine actually has. It is theoretically possible for a bloodthirsty jerkface armor to be destined with a noble purpose, or a Leather Apron to bring order to the land to, through its own experiences, eventually develop a detached individualistic personality.
Conducting Lightning And God-Flame
Prerequisite: One of the 'Magic Item Prana' OR 'A Reliquary For The Fire Of The Gods' Mythos
You attain great mastery over the inner workings of your body, and the channels through which magic might be flow. Whenever an augment crystal is socketed into you, it operates as if it were one step more powerful than it actually is (for example, a Least Crystal of Fire Assault would function as a Lesser Crystal of Fire Assault while inside of you). If you are socketed with a Greater Crystal, the residual magic allows you to bypass damage reduction as if you were magical, if you are not already, and if you already provide an enhancement bonus to attack and damage rolls made with you, this bonus is 1 greater than usual.
Furthermore, choose a clerical Domain (or, if you're feeling up to it, you may create a thematically linked list of nine spells of your own devising, one of each level, though they must be as tightly joined in theme as a regular Domain would be).
Three times per day, your wearer may sacrifice a prepared spell or daily spell use, to cast the same level spell on your Domain list. This new spell functions exactly as if they had cast it, including caster level, save DC, material and XP components required, and so on. They may even spontaneously apply Metamagic feats to these new spells, but they must still sacrifice a prepared spell or daily spell use of the new, appropriate level.
(For example, if you chose the Protection Domain, a Sorcerer with the Extend Spell feat might sacrifice a 5th level daily spell slot to cast an Extended Spell Immunity through your domain list, whereas a Wizard with the Still and Silent Spell feats could sacrifice one of his prepared Summon Monster VIIIs to cast a Still Silent Antimagic Field.)
Protective Synergy Practices: You have modified your eldritch pathways to accept Weapon and Shield Augment Crystals into your augment crystal sockets. They function as normal, as if you were a weapon or a shield.
Exciting New Customization Options: [Reforged] You have a second augment crystal socket.
Reinforced Arcano-Capillaries: If you have the 'A Reliquary For The Fire Of The Gods' Mythos, and you have no more daily uses of this Mythos' spell-conversion ability, you may spend one Magic Power to allow your wearer to convert a spell anyway.
Loathing Fury Ferrous Sanguination
You take on the properties of Abyssal Blood Iron. Your base Hardness becomes 10 if it is not already higher.
Furthermore, you are better than normal Abyssal Blood Iron armor. You gain immunity to pain and fear. It is not that you are actually immune you cant understand the concepts and thus negate any fear effect currently applying to you instantly after it begins. Additionally you suppress any pain or fear effect while worn. As a by product your wearer gains a temporary increase to their strength score equal to your class level. All strength based die rolls automatically deal 1d4 damage to the wearer. If the action would normally not be successful without this bonus, the damage taken is increased by the amount the wearer would have failed by. The damage from this mythos to the wearer cannot be reduced in any way.
Spite Fueled Alacrity: Your wearer also gains the benefit and penalty to strength to dexterity. The wearer gains their dexterity score to move speed and take 1d4 damage every move action taken to move more than their base land speed.
Unbridled Rage Replenishment: Your wearer also gains the benefit and penalty to strength to constitution. Additionally all ability damage/drain is suppressed to physical ability scores. While suppressed strength and dexterity can go below 0, but if current constitution - any con damage and drain suppressed equal 0 the wearer dies instantly
Fury Rage Vengeance: Your wearer must make a will save when ever something makes makes an attack against them, this can be either physical or emotional, or the wearer can force a save. This save can be intentionally failed. On a failed save they instantly enter a rage as per Teramach All consuming rampage release, but the only way to end the rage is for no targets to be available prompting a will save each minute, or an ally forcing a save via aid another. A failed save causes the rage to continue but a successful save ends the rage.
Prerequisite: Improved Unarmed Strike
When you attack with yourself using your 'A Will Of My Own' class feature, you may make a full-attack instead of a single attack.
Your wielder may spend a standard action to make a full-attack with you, these attacks cannot be made with weapons not integrated into your form.
Walk About a Waiting World
Prerequisite: Undeniable Spirited Iron Warrior
You gain the ability to effect you and your wearer with Temporal Acceleration at your class level as manifested level, but you can only gain one round. This is an extraordinary ability. After using the ability the wear is fatigued. If fatigued the wearer becomes Exhausted. If exhausted the wearer takes 1/2 their max HP in nonlethal damage. If used while the wearer is unconscious this damage is lethal. If the wearer is immune to Fatigue, Exhaustion, or Nonlethal damage the each time deals 1/5th their max hp. Whenever used burn 3 energy.
Dodging Bullets Like Granny Punches: You and your wearer gain +1 Dodge bonus to AC per 2 energy invested.
Flurry of Steel and Ribbons: You and your wearer gain an additional attack during full round attack action per 5 energy invested. While benefiting. This each additional attack is made at a -5 from the lowest attack bonus. IE if you have +6/+1, then at 5 energy invested would become +6/+1/-4 BAB.
Legs Don't Move That Fast: You and your wearer gain +5ft to all modes of movement per 1 energy invested.
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- Jan 2013
Re: Mythos 3.5/PF
Legacy of Darkness's Denial
You gain the Heavy Fortification magic property, as warps and twists in reality negate any form of precise attack. Additionally Nothing can overcome this effect.
Additionally, you have a 75% negate any effect that would cause you or your wearer to die, where you or your wearer would not normally, IE. Titanslaying Godspear Legacy would not immediately kill a vampire they would instead turn into their gaseous form on a 1-75. This does not prevent further attacks that beat the 75% form working just that attack.
The Supernal Emperor of Metals
Prerequisite: 'The Glorious King of Metals' Mythos
The Reforging process for this Mythos requires that you be recreated in the presence of intensely focused sunlight (such as through a giant lens) and involves the use of a naturally ocurring lava-flow.
You take on the properties of a rare and ancient alloy developed by the Lawgivers themselves, called Orichalcum. Your base Hardness becomes 25 if it is not already higher. You weigh four times as much as a standard version of your weapon (this replaces the 2x from being made of Alchemical Gold). You deal damage as if you were one additional size category larger than you are (this stacks with the +1 size from being made of Alchemical Gold). You completely bypass Hardness of 25 or less. You You are immune to fire and acid damage.
Furthermore, while your surface is exposed to any light source bright enough to produce at least Shadowy Illumination, you shine with intense golden light equivalent to a Sunrod. When exposed to direct, natural sunlight, your luster is so brilliant that creatures within 30ft must keep their eyes shut (giving anything they target Total Concealment against them), or make a Fortitude save every round - failure results in permanent blindness. Bright, but non-harmful, light proceeds for 100ft beyond that, and shadowy illumination for another 200ft.
You gain a permanent +2 to your Charisma score.
Veil of Darkness Ascension
Prerequisite: Legacy of Darkness's Denial, Shadow's Only Friend
The Reforging process for this Mythos requires that you be recreated in the shadow plane on a loom crafted of Orichalcum, using stands of the Demonweb.
You take on the properties of Void Silk, the strands of blackest nothing forged to form by the Titan Shadow. You cannot by harmed by any means save force and ghost touch properties, which have all damages halved. only Orichalcum weapons deal full damage. You always grant you and your wearer total concealment, and your shifting form can be coalesced to show your original shape, as a swift action suppressing the concealment. While coalesced you appear to be made of Vantablack material. Suppressing the concealment must be maintained or else the Duine reverts to its wispy form.
Furthermore, while your surface is exposed to any light source not direct, natural sunlight, you consume most light in 30ft lowering illumination to shadowy illumination. When exposed to supernatural darkness you begin to absorb all light creating True Darkness, it is so dark that creatures within 30ft must keep their eyes shut (giving anything they target Total Concealment against them), or make a Fortitude save every round - failure results in permanent blindness as your ability to perceive light is removed, See in Darkness cannot see in this darkness, but does protect from the blindness. Dark, but non-harmful, supernatural darkness proceeds for 100ft beyond that, and darkness for another 200ft.
Murder Stick Incorporation
The duine may bind with a weapon that has spent a level in their possession. This weapon becomes apart of themselves and the duine may express its will through the weapon, as described in Special Armor Rules spoiler. The weapon must be made of the same material as the duine. The duine gains the ability to take any mythos or excellency of The Syntrofos as one of their mythos. All syntrofos mythos are one tier higher unless they have a duine counterpart, or have been gained via amalga feats.
Plate of the Damned
You are now made of Alethium. You gain fast healing 1, and if you are completely sundered or otherwise destroyed, they may automatically reform if all of their pieces are fit back together, as any small fractures regenerate.
Extended contact with Alethium is unhealthy, sapping the wear's self awareness. For armor, the amount of contact is greater, taking only 6 hours of being worn to deal 1 point of Charisma Drain.
Creatures that wear Alethium armor become more like empty vessels than real people. After at least 4 continuous hours of being worn, the wearer gains resistance 10 to negative energy. At 6 hours, the wearer is considered of no alignment for all spells and effects that depend on alignment. After 8 hours, they become immune to fear effects and effects related to emotions, such as a Rage or Calm Emotions spell. After 16 hours of continuous use, the wearer no longer needs to sleep, and does not suffer from fatigue or exhaustion. After 36 hours, the wearer becomes immune to negative energy damage.
Void Iron Domination: If your wearer reaches 0 charisma due to your charisma drain its soul is consumed and enters a repository of souls you maintain. If ever destroyed you any souls you currently contain are released to their body if still alive. The Duine gains control of the comatose body via a permanent Dominate Monster effect.
Zen'nō-sha Sensō Kējido Shintai
Prerequisite: Plate of the Damned, Man and Steel Ascension Assignation, Your death must have been caused by the armor you became.
You gain the Dread Lord template and Grave Knight template. The Grave Knights and rejuvenation ability only functions in their Domain provided by the Dread Lord and their domain is their level squared miles from their place of death. Ruinous Revivification uses Void damage. Void damage is the undoing of existence thus harms anything that exists.
Plot-Crushing MacGuffin Apotheosis
You become suddenly and terribly aware of your true cosmic purpose, the very reason for your construction, a place in history that perhaps far outstrips the intentions of the one who crafted you. Or, possibly, you always knew, but only now has the power you required awakened within you, and the moment of truth is close at hand.
As a player, choose the purpose of your Duine, which might be as concordant or abhorrent to the character's desires as you wish. However, it must be something of great significance, with the capacity to utterly destroy the cosmic status quo. Perhaps you are the one who will tear the bars of the Monster's cage and free him from the Abyss to rampage across the multiverse. Perhaps you are the ordained end to the Lady of Pain, the one who will bring dissolution to the order of Sigil, and herald a new age of open planar warfare. Perhaps you are meant to tear up the anchors tying Limbo to the Lower Planes, causing it to raise into the heavens and create a massive multiversal imbalance of freedom and hope throughout all living things as Chaos and Good dominate their opposition. Perhaps it is your fate to be cast into the Well of Souls and poison it with your Mythos, causing armors all over the Great Wheel to suddenly become endowed with sapience, will, and power.
Whatever your purpose, you acquire whatever ability is necessary for you to actually complete it. If you are destined to kill the Lady of Pain, then you must therefore project some kind of immunity to her auto-win abilities, and be able to pierce her plot-armor, for example. It doesn't mean that you'll have an easy time of it, it just means that you are able to do whatever it is that you must be able to do.
On the other hand, when you gain this Mythos, some faction in the multiverse becomes aware of it. This faction must be something you have not significantly dealt with in the past, they must have power and resources enough to threaten you, at least general knowledge of who you are and what your purpose is, and they wish to do the opposite of whatever it is that you want to do with your purpose. (For example, if you want to kill the Lady of Pain, a faction will arise to stop you at any cost, if you are intentionally avoiding your purpose to kill the Lady of Pain, a faction will arise that will stop at nothing to acquire you and use you to kill the Lady of Pain).
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- Jan 2013
Re: Mythos 3.5/PF
Leveraging Lots of Free Time for [Skill]
As a disembodied mind inside of an inanimate object that doesn't require things like sleeping or eating, you have a tremendous amount of time to consider things.
Choose one Duine class skill. Whenever you're not doing anything, you are assumed to be secluding yourself into your own thought-space, continuously iterating on your ideas concerning your chosen skill, extrapolating new facts and strategies regarding it. Every day, you gain 1 rank in that skill, up to a maximum allowed by your level (when you gain a new level, you begin acquiring free ranks again until you reach the new maximum).
This Excellency may be learned multiple times, once for each Duine class skill.
Power Expanding Refinement
Prerequisite: Undeniable Spirited Iron Warrior
Increase you energy maximum by 2.
Relic of Unsurpassed [Skill]
Prerequisite: 10 ranks in the chosen Skill
Choose one Duine class skill in which you have at least ten ranks. You gain a competence bonus on checks with your chosen skill equal to (10 + class level).
This Excellency may be learned multiple times, once for each Duine class skill.
Singular Masterwork [Ability]
Prerequisite: One Fantastic Mythos
Choose one ability score. This Excellency may be purchased once for three Ability Score, granting a +2 enhancement bonus to the chosen ability.
Once you have at least one Legendary Mythos known, this Excellency may be purchased a second time for each Ability Score previously chosen. This second purchase increases the enhancement bonus by 4, to a total of +6.
The Steel Of This Sword Is Soaked With The Violence Of Ten Thousand Battles
You gain Toughness as a bonus feat.
Choose one feat. You do not gain the feat chosen, but instead, it is placed in a separately tracked pool of feats. While you are worn, they gain every feat in this pool that they qualify for.
This Excellency may be taken multiple times.
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- Jan 2013
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- Jan 2011
Re: "Let go. Let go. Let go of everything. Let go." Mythos 3.5/PF
First impression: The Mythos that lets you walk around independently seems weird in its provisions for interpersonal interaction; you have to convince them of your nature if they... discover your nature? Do you mean that anyone who sees you're empty automatically assumes you're evil unless you're a good diplomat? And I don't understand the paragraph about demoralizing people afterwards- it sounds as if a success makes them obey you, but not? Really, I don't think it needs special rules for people's reactions. If people freak out at seeing an empty suit of armor, that's more roleplaying, at most warranting a free intimidate check to just, you know, do what intimidate normally does.It's a falcon. Wearing a Fedora. Your argument is irrelevant.
Official Member of the No Cussing Club
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- Jan 2013
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- Jan 2013
Re: "Let go. Let go. Let go of everything. Let go." Mythos 3.5/PF
Cold Iron: Clad in Iron Colder Than Steel
Dragonhide: Hide of the Dragon's Might
Eel Skin: Skin of the Metal King(WHAAAAO!)
Mithral: Plate of Silver Starlight
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- Jul 2009
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- Jan 2013
Re: "Let go. Let go. Let go of everything. Let go." Mythos 3.5/PF
Infinite Knives Mythos- Internalized [Weapon] Arsenal
Adimantine - Mountain Blacksteel Juggernaut
Shadow Silk - Shadow's Only Friend
PseudoConstitution - Undeniable Spirited Iron Warrior
Abyssal Blood Iron - Loathing Fury Ferrous Sanguination
Speed Armor - Walk About a Waiting World
Antithesis of the god spear - Legacy of Darkness's Denial
Shadow Silk 2.0 - Veil of Darkness Ascension
Alethium - Plate of the Damned
Extra Energy - Power Expanding Refinement
Mythril - Plate of Silver Starlight