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roko10
2016-06-10, 02:14 PM
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"Science does not have a moral dimension. It is like a knife. If you give it to a surgeon or a murderer, each will use it differently." -Wernher von Braun


The Proidos

There are many Titans, each who embody a specific ideal, and there are many more Titans, who corrupts or twists the ideal of a specific Titan.

There are many examples of the latter, but we’re going to focus on the lesser-known one, the Maker and the Innovator.

When the Maker is hammering a single sword for what may seem like innumerable aeons in order to make it a masterpiece beyond measure, the Innovator would have invented several dozen devices, doodads, and nicknacks at around the same period, which oftentimes would figuratively (sometimes even literally) blow up in its face. Still, it did have some successes, which are forever ingrained in the Great Wheel

His scions are those who invent really, really ridiculous, impractical stuff that somehow works.

Hit Die: d8
Skill Points: 6 + Intelligence Modifier
Class Skills: Autohypnosis, Balance, Climb, Concentration, Craft (Any) Diplomacy, Intimidate, Jump, Knowledge (Architecture and Engineering), Listen, Profession(Any), Search, Sense Motive, Spot, Survival, Swim, Tumble, Use Magic Device.
Proficiencies: Proidos are proficient with all simple weapons, and with all armor and shields(but not tower shields). They are also proficient in any weapon with a [Template] applied to them(see below).



Level
BAB
Fort
Ref
Will
Special
Mythos
Excelencies
Craft Reserve



1
+0
+2
+2
+2
The Inventor’s Mythos, Mythos Known, Exceptional Mythos, Genial Excellence, Craft Reserve
+2
+1
40


2
+1
+3
+3
+3

+0
+1
80


3
+2
+3
+3
+3

+1
+0
120


4
+3
+4
+4
+4

+0
+1
160


5
+3
+4
+4
+4

+1
+0
200


6
+4
+5
+5
+5

+0
+1
300


7
+5
+5
+5
+5
Fantastic Mythos
+1
+1
400


8
+6/+1
+6
+6
+6

+0
+1
500


9
+6/+1
+6
+6
+6

+1
+0
600


10
+7/+2
+7
+7
+7

+0
+1
800


11
+8/+3
+7
+7
+7

+1
+0
1000


12
+9/+4
+8
+8
+8

+0
+1
1400


13
+9/+4
+8
+8
+8
Legendary Mythos
+1
+1
1800


14
+10/+5
+9
+9
+9

+0
+1
2400


15
+11/+6/+1
+9
+9
+9

+1
+0
3000


16
+12/+7/+2
+10
+10
+10

+0
+1
4000


17
+12/+7/+2
+10
+10
+10

+1
+0
5000


18
+13/+8/+3
+11
+11
+11

+0
+1
6000


19
+14/+9/+4
+11
+11
+11
Exalted Mythos
+1
+1
8000


20
+15/+10/+5
+12
+12
+12

+1
+1
10000



The Inventor’s Mythos: A Proidos’ 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 + Wisdom 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 Proidos class. When a Mythos references "allies", it specifically does not refer to the Proidos 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. Exceptional Proidos are those small-time innovators with big dreams, who have the potential to change the world. A Fantastic Proidos already has significant influence within the scientific community, and has had an impact on th eworld as a whole. A Legendary Proidos has forever changed the landscape of the world’s technology, whilst a Exalted Proidos may have done that for entire planes.

Some Mythos, in addition to their initial stated effect, have Basic and Advanced manifestations. When a Proidos 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 Proidos 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 Proidos. 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 Proidos 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 Proidos class table.

For characters that multiclass into Proidos after having taken levels in another PC character class, the 1st level of Proidos grants only a single Exceptional Mythos, rather than two.

An Proidos also has the ability to learn more Mythos, above the ones automatically allotted to him by leveling up- by spending money to advance the sciences. Methods vary, with certain Proidos sponsoring universities, others donating their wondrous inventions to curious crafters and scientists, whilst others organize massive book-burnings of religious texts to unshackle the sciences from religious superstition. In all cases, the Proidos must somehow lose gold or items, in such a way that does not otherwise mechanically benefit him or his allies, with the understanding that he will never attempt to reclaim what was lost (otherwise, the sacrifice would mean nothing, and therefore yield no further insight). He then gains Mythos Points equal to the gold piece value of the currency or items removed.

By spending 1,000 Mythos Points, and 250xp, he 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, an Proidos 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 effectively creating and testing potentially disastrous experimental items. One may only utilize this ability while more than half of his effective character level (ECL) is devoted to levels in the Proidos class.

Genial Excellence(Ex): As denoted on their class table, a Proidos 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 Proidos 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.)


Of Science and Crafting: Some(read:most) of a Proidos’ Mythos are labeled with [Template], [Augment] or [Mechanical] descriptors. [Template] Mythos apply certain effects on weapons and armor, enhancing their power and capabilities. Before you craft a weapon or a suit of armor, you may decide to apply a [Template] Mythos to the construction process. If you do so, you may substitute a Craft(Mad Science) check in place of the Craft skill normally used, and you add the selected [Template]’s effects to the crafted weapon. However, the Mythic essence is weaved so thoroughly inside the item that it cannot be enchanted or affected by spells anymore, and you cannot apply more than one [Template] to an item, unless otherwise specified. An Item with a [Template] does not gain upgrades retroactively; the Proidos must spend one-fourth of the time and GP reapplying and improving the item’s [Template.] Exceptional [Templates] costs 50 gp to apply, Fantastic [Templates] 250, Legendary [Templates] 1000 gp, and Exalted [Templates] 5000 gp.

[Augment] Mythos allow a Proidos to make a creature more machine than man; more often than not, this involves a lot of chopping off limbs. If the subject already has lost a limb, he may automatically opt to get a limb replacement; if they do not, you must first remove their limbs. Removing a limb is a 1-minute action, and you need to succeed on a DC 20 Heal check or else they take 2 points of Constitution damage, but their limb is still severed, although messily. You may not intentionally botch this check to both sever a limb and to deal Constitution damage.

[Mechanical] Mythos allow a Proidos to craft his own mechanical servants, soldiers, and creatures. An Proidos can maintain control over a maximum number of Hit Dice of Constructs created via his Mythos equal to (4 x Class Level).

In any case, the effects of a Proidos’ Mythos do not stop on the death of the Proidos themselves.

Craft Reserve: An Proidos receives a pool of points he can spend instead of gold coins when crafting an item with a [Template], a [Mechanical] creature, or an [Augment]. Each time he gains a new level he gains a new reserve of points, leftover points do not carry over. If a Proidos opts to use points from this pool, he might not sell the item, nor may he gift it in exchange for Mythos Points.

Excellencies

A Truly Mad Scientist
Prerequisite: Access to Fantastic Mythos

You gain Deformity(Madness) as a bonus feat.

Caved-In Box of Scraps Approach
Prerequisite: -

You may use improvised tools for crafting. You do not gain any penalty for using improvised tools whilst crafting.

In addition, you can create items with Exceptional or lower [Templates] applied to them out of comparatively worthless materials, substituing the gp cost for sp, but the resulting item is shoddy and falls apart after one hour.

Miracle Power Source
Prerequisite: -

You have discovered a miraculous, seemingly infinite source of energy. Maybe you discovered that destroying a certain combination of crystals causes a massive influx of energy, or that the captured souls of living beings are actually quite good renewable energy sources. Maybe just accidentally dumped a bunch of alchemical reagents in a cauldron, and you managed to reverse-engineer that concoction.

In any case, they all function the same. All Power Sources generate one Charge per hour, up to a maximum of ten Charges. Certain Mythos require the spending of one or more Charges from the Power Source, or require a Power Source in the first place. Constructing a Power Source takes 250 gp in materials and roughly 5 hours.

[Skill] Mad Science Appropriation
Prerequisite: -

Select one of Knowledge (Arcana, Architecture and Engineering, or Geography), Spellcraft, or any Craft skill. From now on, you may use Craft (Mad Science) in place of the selected skill. Your skill points in the chosen skill are refunded to you, to be used as normal upon your next level-up.

This Excellency may be learned multiple times, once for each applicable skill.

Prepared for the Inevitable
(Credit to ThreadNecro5)
Prerequisite:-
You gain Evasion, as per a Rogue, but only against effects that deal damage and affect more than one space (e.g. Fireball spell) and gain a +2 bonus on reflex saves against such effects.

Overload
(Credit to ThreadNecro5)
Prerequisite: Miracle Power Source
Power Sources you create may be made to explode as a swift action if you can touch them (you can forcefully use this as a melee touch attack using a standard action). When triggered, the power source explodes in 1d4 rounds and deals Xd6 damage in an X x10ft area, where X is half the number of charges the Source has. There is a 10% chance that when activated the Power Source instead explodes in only 1d2 rounds and X equals the number of charges it has. The damage dealt by a power source is half fire damage and half force damage. Any item that requires a power source for its construction may be triggered to explode as if it was a power source.

roko10
2016-06-10, 02:15 PM
Exceptional Mythos

Armor-Grafting Method
[Augment]
Prerequisite: -

You may apply this Mythos to a humanoid (in shape, not type) creature. A humanoid creature with this template gains armored skin all over their body, granting them a +6 AC bonus, a maximum Dexterity bonus of 3, and an armor check penalty of -3. You may apply [Templates] that affect suits of armor to creatures with this template. You need to supply about 500 gp to apply this augment to a creature.

Enhanced Sensor Suite
[Augment]
Prerequisite: -

You may replace the rather puny senses of other organic creatures with a suite of far more impressive ones. Due to the fact that the brain has a hard time processing those aforementioned superior sensor suites, you may only apply one of these [Augments] at a time. However, applying one of these [Augments] to a creature means that they cannot be blinded, deafened by any effect, and they also cannot be affected by smell-based effects. In addition, you may apply one Basic manifestation of this Mythos on the sensor suite. Constructing an artificial sensor suite costs about 500 gp in materials and two days; applying them, on the other hand, costs seven hours.

Basic:
Not Afraid of The Dark: A creature with this [Augment] gets Low-Light vision, as well as Darkvision to 30ft. If they already have Low-Light vision, increase the Darkvision range to 45ft; if they already have Darkvision, add the Darkvision range granted by this [Augment] to their "natural" Darkvision range.
Follow The Smell: A creature with this [Augment] gets the smell special quality.
Analytical Predictive Systems: Requires 1 [Divination] Emulation Gadgetry. A creature with this [Augment] may have an Gadget based on a spell from the Divination school built into the [Augment]. They can get another Gadget built into the [Augment] when you could get Legendary Mythos, as well as Exalted Mythos.

Feather-Light Armor
[Template]
Prerequisite: -

You may apply this [Template] to any suit of armor. Reduce the Armor Check Penalty of armor with this [Template] applied to it by your Intelligence modifier, as well as a reduction of spell failure by 15%. If this would reduce the amount class penalty to 0, it no longer penalizes movement speed and ts weight no longer counts against encumbrance.

Armor with this [Template] may not appear much different from normal suits of armor, but an actual armorsmith can see how much corners were cut to make the armor lighter.

Advanced:
Compact Armor: You can make it so that armor with this [Template] folds up in a more compact size, such as a haversack or a briefcase. In addition, donning or doffing armor with this [Template] takes a full-round action, instead of its normal time.

Kinetic Weapons Are Just Better
[Template]
Prerequisite: -

You may apply this [Template] to any ranged weapon who needs an action to reload. A ranged weapon with this [Template] increases their damage die by one step, and can ignore up to two points of AC. Weapons with this template applied count as Firearms for the purposes of abilities. However, increase the time to reload the weapon by one step (Move to standard, standard to full-round, full-round to one round).

Weapons with this template oftentimes lack strings, preferring to use chambers and barrels instead. The exact launching mechanism varies from Proidos to Proidos: some simply utilize gunpowder, whilst others use complicated air pumps to simply blow out the projectile out of the barrel.

Advanced:
Rocket Sledgehammer: You may apply this template to any melee blunt or piercing weapon. Those often take the form of a rocket thruster strapped onto the back (in the case of blunt weapons), or as a pile driver mechanism in place of the head (in the case of piercing weapons). However, the effects of this Mythos aren’t activated all the time:You must activate the effect of this [Template] as a swift action, gaining the benefits for a single attack. You may rearm the weapon as a swift action
Wall-Hammering Guns: Weapons with this [Template] additionally ignore 8 points of Hardness.

Laser, Plasma and Beams, Oh My
[Template]
Prerequisite: -

You may apply this [Template] to any ranged weapon. A weapon with this [Template] resolves against the target’s touch AC, but is not considered a touch effect for the purposes of feats and abilities, and deal untyped damage instead of their normal damage type. Furthermore, a weapon with this [Template] never needs any ammo(and in fact cannot use any physical ammo), though it still requires cooling of after every five shots. Cooling off a weapon with this [Template] costs the same action as the unmodified base weapon(for example, a Light Crossbow with this [Template] can be cooled down using a move action, or using a free action with the effects of the Rapid Reload feat.) In addition, weapons with this template count as Firearms. However, you reduce the damage die of a weapon with this [Template] by one step. In addition, you cannot add your Strength modifier to damage if you use weapons with this [Template]

Weapons with this Template applied either appear incredibly streamlined or boxy, and oftentimes lack protrusions. Bows with this [Template] oftentimes lack a normal string to notch arrows on instead having a string of light or a handle to pull back the “arrow”.

Advanced:
Photon Sabre: You may apply the effects of this Mythos to any Slashing melee weapon. A melee weapon with this [Template] does not add the wielder’s Strength modifier to damage, but their damage die is not reduced by one step, nor do they need to be cooled: they merely need to be activated as a free action, and can be deactivated as a free action. In addition, reduce the weight of the weapon by 75%. Melee weapons with this [Template] oftentimes lack visible blades when not primed.
Scorching, Freezing, Or Shocking?: A weapon with this [Template] may select from fire, cold, or electricity; the weapon deals damage of this type instead of untyped damage.

Powering The Armor
[Template]
Prerequisite: Miracle Power Source

You may apply this [Template] to any suit of armor. A suit with this [Template] applied to it provides one and a half its Armor Class Bonus (rounded up), doubles its Armor Check Penalty (rounded down), and decreases its Maximum Dexterity Bonus by 4 (minimum 0), as well as doubling the weight of the armor. In addition, whilst wearing the suit, the wearer gains a +2 enchantment bonus to Strength, and gains a 10ft enchantment bonus to his land speed.

Applying this template to a suit of armor requires a Power Source in addition to the normal costs of applying a [Template]. A suit of Powered Armor requires one charge per hour to remain operational. If there are no charges available, the suit shuts down, removing all the bonuses granted by this Mythos, but not its penalties.

Advanced:
Gadgets and Gizmoes Aplenty: Requires at least 1 [School] Emulation Gadgetry. You can install Gadgets into a suit with this [Template] applied to it. A suit with this [Template] applied to it may only have an amount of Gadgets installed equal to one-fourth your class level, minimum one.
Walking Armory: You can install weapons with a [Template] applied to them inside the suit. A suit with this [Template] applied to it may only have an amount of weapons installed equal to one-third your class level, minimum two. The wearer does not need to hold a weapon installed in an armor with this [Template] in your hands to fire it.

Explosions Are Always The Answer
[Template]
Prerequisite: -

You may apply this [Template] to any alchemical item that deals damage or to any ranged weapon that needs loading. If this [Template] is applied to an alchemical item, the item deals damage equal to xd6, where x is equal to your class level, instead of its regular damage, and applies half of this damage as its splash damage.

If this [Template] is applied to a ranged weapon, it no longer is able to shoot normal bolts; instead, the ranged weapon with this [Template] can be used to lob alchemical items with the same range as the unmodified base weapon.

Robot Buddy Building
[Mechanical]

WIP

[School] Emulation Gadgetry
Prerequisite: -

This is not one Mythos, but a template describing nine different Mythos, one for each school of magic that exists. 'Abjuration Emulation Gadgetry' and 'Divination Emulation Gadgetry', despite using the same rules, are two completely different Mythos.

The first time you learn a [School] Emulation Gadgetry, choose two cantrips from the corresponding school of magic or from the Universal school, that does not deal damage. Those cantrips must be on the Sorcerer/Wizard spell lists. With about 1 hour of effort, a successful DC 10 Craft(Mad Science roll) and the expenditure of 500 gp, you may create a small device (henceforth referred to as a Gadget) that emulates one of those cantrips. Unlike wands or staves, though, Gadgets are usable at-will and are Ex in nature, allowing the use of them in anti-magic fields. The caster level for these “spells” equal your character level.

Any subsequent time that you learn a [School] Emulation Gadgetry, you do not gain the above benefits until you witness another character use a cantrip of the same school in practice, or until you study a natural embodiment of the principles of the chosen school. For example, a Proidos may suddenly gain insight in Illusion after suffering through a night of owls hooting.

Gadgets more often than not do not appear as wands or staves; rather, they have forms benefitting their functions. A Gadget emulating Message, for example, may look like a walkie-talkie.

Advanced:
More Power!: Double any numerical restristrictions -including range and duration- on any Gadget that emulates a cantrip.
Eureka Effect: You learn an additional 2 cantrips from your chosen school or from the Universal school, that does not deal damage.

Superior Vibrating Cutting Edge
[Template]
Prerequisite: -

You may apply this [Template] to any Slashing or Piercing weapon. A weapon with this [Template] increases its Crit range by 1 step, as if it’s affected by the Improved Critical feat. This increase does stack with the Improved Critical feat, although it’s impossible to lower the critical range of a weapon beyond 15-20 using the combination of the Improved Critical feat and this [Template]. However, the wielder of a weapon with this [Template] cannot deal nonlethal damage or purposefully pull their cuts or stabs to deal less damage. In addition, the constant humming sound that a weapon with this [Template] inflicts a -10 penalty in Move Silently and Hide checks. Toggling the effects of this [Template] on and off is a swift action.


The Six Million Gold Pieces Man
[Augment]
Prerequisite: -

You may replace limbs with better versions of said limbs. The artificial limb grants a range of motion equal to the limb it replaces. In addition, you may apply one Basic manifestation of this Mythos on the limb. Constructing an artificial limb costs about 500 gp in materials and two days; applying them, on the other hand, costs only one hour.

Basic:
Superior Servos: Increase the unarmed damage of a creature with this [Augment] by one step. This damage increase only applies when attacking with the corresponding limb. In addition, if both of a creature’s arms are replaced with this [Augment], they can use weapons one size category larger than they are.
Enhanced Flexibility: Increase the movement speed of creatures with this [Augment] by 10ft. This increase in movement speed stacks with itself. In addition, if both of a creature’s legs are replaced with this [Augment], they gain a bonus to Jump, Tumble and Balance checks equal to your Intelligence modifier.
Inbuilt Weapon System: An artificial limb with this [Augment] can have an inbuilt one-armed weapon, chosen at the time of the limb replacement. Once chosen, it cannot be reversed. A creature with this [Augment] can draw and sheath their weapon as a swift action.
Trick Prosthetic: Requires at least 1 [School] Emulation Gadgetry. An artificial limb with this [Augment] can have an inbuilt Gadget, chosen at the time of the limb replacement. Once chosen, it cannot be reversed.

Know Thy Weapons
Prerequisite: -

The Proidos’ BAB is treated as equal to his level when using weapons with a [Template] applied to them.

Basic:
Point And Shoot: You gain Point Blank Shot and Faraway Shot as bonus feats
Close-Quarters Kerfuffle: You gain Improved Unarmed Strike, and may make attacks with any part of your body. In addition, you may use gauntlets as the basis for [Templates.]

Two Weapons For The Price of One
Prerequisite: -

WIP

roko10
2016-06-10, 02:18 PM
Fantastic Mythos

Ascend To The Skies
[Template]
Prerequisite: -

You may apply this [Template] to any suit of armor. Anybody who wears a suit of armor with this [Template] applied gains a flight speed equal to 60ft with Good maneuverability.

Suits of armor with this [Template] applied to them oftentimes have jetpacks and/or helicopter blades strapped to the back.

Basic:
Angel Wings: An armor with this [Template] may instead have halve the fly speed granted by this [Template], and gain Perfect maneuverability instead.
Turbo Jetpack: An armor may instead have Average maneuverability, and have a 120ft fly speed instead.

Invincible Powered Armor
Prerequisite: Powering The Armor

You may apply the Powering the Armor [Template] to a suit of armor, in addition to any other [Template].

In addition, your suits of armor with the Powering the Armor [Template] improve in capability. First, they have all the traits of constructs, and may be affected as such if they’re worn or left alone. Additionally, all suits of armor with the Powering the Armor [Template] have a base statline of Strength 18, Dexterity 14, Constitution -, Intelligence 0, Wisdom 10, and Charisma 10. While in the armor, the character uses these attributes if they equal to or exceed the character's base stats. If the character wearing the suit has attributes that exceed those baseline stats, they instead gain a +2 mechanical bonus to the attribute that they exceed the suit in, with the exception of Charisma. The bonus to Strength granted by this Mythos stack with the +2 mechanical bonus granted to Strength. Finally, armor with the Powering the Armor [Template] grants a temporary HP bonus to the wearer equal to the Proidos’ level times the Proidos’ intelligence modifier.

Advanced:
Helpful Spirit: WIP
Juggernaut Frame: You may instead opt to apply the Powering The Armor [Template] on armor of Large size; if you do so, increase the base Strength of the armor by 4, decrease the base dexterity by 2, and the wearer gains all the benefits and penalties of being Large.
Full-Body Replacement
[Augment]
Prerequisite: One [Augment] Mythos

Instead of "merely" replacing limbs with superior metal replacements, you went far above the call and duty and decided to replace most squishy internals with superior metal.

Performing such a process on the body is a quite time-consuming and costly project; applying this Template costs 2500 GP and two weeks to properly perform, and the creature suffers from a point of Constitution Drain for each week in the process. Once finished, the new body will interfere with the energies of magical items, preventing the use of magical items on either the torso or waist slots. However, all points of Constitution Drain are immediately healed, and the new body immediately provides two of the following options on the creature with this, as well as one Basic manifestation of this Mythos:

A +2 enchantment bonus to Strength, Dexterity or Constitution; this option can be selected multiple times
A +15ft enchantment speed bonus
The Powerful Build special quality (Whenever a creature with this [Augment] is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the creature is treated as one size larger if doing so is advantageous to him. A creature with this [Augment] is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A creature with this [Augment] can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this trait stack with the effects of powers, abilities, and spells that change the subject’s size category.)
The Slight Build special quality (Whenever a creature with this [Augment] is subject to a size modifier or special size modifier for an opposed check (such as Hide), the creature is treated as one size smaller if doing so is advantageous to the character. A creature with this [Augment] is also considered to be one size smaller when "squeezing" through a restrictive space. A creature with this [Augment] can use weapons designed for a creature one size smaller without penalty. However, the space and reach of creature with this [Augment] remain those of a creature of their actual size. The benefits of this trait stack with the effects of powers, abilities, and spells that change the subject's size category.)
Requires access to Legendary Mythos:A person with this [Augment] can perform a Coup De Grace on an opponent with less than 25% of their HP as a swift action once per round; if the Coup de Grace attempt succeeds, they restore an amount of HP equal to the amount of HP the Coup de Graced opponent has remaining.


Once chosen, the only way a creature can change these options is to undergo 5 days of maintenance and 625gp, after which they can immediately rearrange their options.

Basic:

Ace Custom: Choose one more benefit on the list.
Mass-Produced and Reliable: Halve all the costs involved in the application of this [Augment] to a creature.

[School] Duplication Gadgetry
Prerequisite: The [School] Emulation Gadgetry Mythos, and two or more Eureka Effect manifestations of that same Mythos.

This Mythos functions like [School] Emulation Gadgetry, save that it allows you to choose two 1st level spells from the corresponding school of magic or from the Universal school, that does not deal damage, and create Gadgets from them. In addition, the costs to build a Gadget emulating a 1st level spell increases to 1500 gp.

Advanced:
Even More Power!!: Quadruple any numerical restrictions -including range and duration- on any Gadget that emulates a cantrip, and double any numerical restrictions on any Gadget that emulates a level 1 spell. In addition, all Gadgets are no longer limited by how much a spell can be affected by caster level.
Genius Bonus: You gain two additional 1st level spell from the corresponding school of magic or from the Universal school, that does not deal damage.

Dakka-Increasing Method
[Template]
Prerequisite:
You may apply this Mythos to any ranged weapon that needs loading. A weapon that has this [Template] applied to it has the Automatic (http://www.d20pfsrd.com/equipment---final/weapons/technological-weapons) property, replacing all mentions of charges with ammunition. In addition, a weapon with this [Template] has magazines that can store up to twice your class level in ammunition. However, reduce the damage die of the weapon by one step, and double the weight of the weapon.

Superior Tools And Equipment
Prerequisite: -

All weapons and suits of armor with a [Template] applied to them and are made by you gain an enchantment bonus equal to to one-third of your character level.

Vehicular Thaumaturgical Traveling Creation
Originally created by somebody27else, for the Askopar.
(http://www.giantitp.com/forums/showsinglepost.php?p=18145459&postcount=42)Prerequisite: Miracle Power Source

The Proidos learns how to make a Vehicle. By spending 8 hours and 1000 gp, as well as a Power Source, he can create one. The Vehicle functions as something from the Transport section of Goods and Services. It has an HP of 50 and hardness 5. It has a base speed of 90 feet. For the Vehicle to move, it needs to be piloted by the Proidos who made it or any creature that has 5 or more ranks in Ride, and is one size category smaller than it. The character who is piloting the Vehicle(from now on referred to as a Pilot) stops piloting the Vehicle if it is destroyed. A Vehicle requires two charges per hour to remain operational, or else it immediately stops.

Whenever an attack bypasses the Vehicle's hardness (if it has one), any overflow damage is dealt to both the Vehicle and the Pilot.

Every additional manifestation either increases the cost to make a Vehicle by 250gp or increases the amount of charges per hour required by one per hour.


Basic
Momentous Improvement - The Vehicle's base Speed increases by 30 feet. This can be taken up to 5 times.
Bulky Border - The Vehicle gains 10 HP, to a maximum of 100 HP. Can be taken multiple times.
Amphibious Design - The Vehicle gains a swim speed equal to its land speed. Additionally, the Pilot(and any other creature in the Vehicle) is immune to any gas-based attacks.

Advanced
Harder Casing - The Vehicle gains 5 hardness, to a maximum of 1/5 of its HP. Can be taken multiple times.
The Mechanics of Flight - The Vehicle gains a Fly speed equal to its land speed. Its maneuverability depends on how fast it is moving.



Speed

Maneuverability



< 60 feet

Perfect



60 feet - 120 feet

Good



121 feet - 180 feet

Average



181 feet +

Poor

roko10
2016-06-10, 02:20 PM
Legendary Mythos

Bizarre And Improbable Gunnery
Prerequisite: Two or more [Template] Mythos that can be applied to a ranged weapon.

You may apply two [Template] Mythos that can be applied to a ranged weapon at the same time, gaining the benefits and penalties of both. For example, an heavy crossbow can have both the Kinetic Weapons Are Just Better [Template] and the Laser, Plasma and Beams, Oh My [Template]. It would have no increase or decrease in damage die, targets the Touch AC minus two, and “reloads” with a round’s worth of effort.

Advanced:
Superior Sword: You may apply the effect of this Mythos on melee weapons.
Astonishing Armor: You may apply the effect of this Mythos on armor.

It’s Not Brain Surgery- oh, wait.
[Augment]

WIP

[School] Equalizing Gadgetry
Prerequisite: The [School] Emulation Gadgetry Mythos, and two or more Genius Bonus manifestations of that same Mythos.

This Mythos functions like [School] Emulation Gadgetry, save that it allows you to choose two 2nd level spells from the corresponding school of magic or from the Universal school, that does not deal damage, and create Gadgets from them. In addition, the costs to build a Gadget emulating a 2nd level spell increases to 5000 gp.

Advanced:
EVEN MORE POWER!!!: Sextuple any numerical restrictrictions -including range and duration- on any Gadget that emulates a cantrip, quadruple any numerical restristrictions on any Gadget that emulates a level 1 spell, and double any numerical restristrictions on any Gadget that emulates a level 2 spell.
Brainstorming: You learn an additional two level 2 spells from your chosen school or from the Universal school, that does not deal damage.

The Supreme Iron Chassis
Prerequisites:
WIP


Exalted Mythos



[School] Surpassing Gadgetry
Prerequisites: The [School] Equalizing Gadgetry

This Mythos functions like [School] Emulating Gadgetry, save that it allows you to choose one 3nd level spells and one 4th level spell from the corresponding school of magic or from the Universal school, that does not deal damage, and create Gadgets from them. In addition, the costs to build a Gadget emulating a 3nd level spell increases to 10000 gp, and the costs to build a Gadget emulating a 3nd level spell increases to 15000 gp

Advanced:
POWER!!! UNLIMITED POWER!!!: Octuple the any numerical restrictrictions -including range and duration- on any Gadget that emulates a cantrip, sextuple any numerical restristrictions on any Gadget that emulates a level 1 spell, quadruple any numerical restristrictions on any Gadget that emulates a level 2 spell, and double any numerical restristrictions on any Gadget that emulates a level 3 or 4 spell.
Scientist Supreme: You learn an additional 3rd or 4th level spell from your chosen school or from the Universal school, that does not deal damage.


Impossible Wonders Made Routine
Prerequisite: -

If you would craft an item with a [Template] applied to it or a Gadget, you may instead make copies of said item or Gadget equal to your Intelligence modifier. You may apply an [Augment] to an amount of creatures at the same time equal to your Intelligence modifier. Do not adjust the price for constructing items or applying Augments.

roko10
2016-06-10, 02:55 PM
To-do list:


Trick Weapon/ RWBY Weapon Mythos
Final Powered Armor/Mecha Mythos
Half of the [Augment] Mythos
All the [Mechanical] Mythos

roko10
2016-06-13, 12:54 AM
Bumping this thread.

ThreadNecro5
2016-06-14, 06:34 PM
I've given this a quick read and like what I see so far. I'll give a quick list of my opinions on the Excellences and Exceptional Mythos. also you should probably have the Craft reserve class feature listed in the table at 1st level. Listing the amount gained in the table for easy reference is also probably a good idea.


Excellences


A Truly Mad Scientist
Prerequisite: Access to Fantastic Mythos

You gain Deformity(Madness) as a bonus feat.

Suites the class, makes sense, and seems fun to use. All-in-all a good idea.


Caved-In Box of Scraps Approach
Prerequisite: -

You may use improvised tools for crafting. You do not gain any penalty for using improvised tools whilst crafting.

In addition, you can create items with Exceptional or lower [Templates] applied to them out of comparatively worthless materials, substituing the gp cost for sp, but the resulting item is shoddy and falls apart after one hour.

Nice idea, gives some rapid-adaption abilities to a class otherwise rather setup dependent, so another handy thing to have.


Miracle Power Source
Prerequisite: -

You have discovered a miraculous, seemingly infinite source of energy. Maybe you discovered that destroying a certain combination of crystals causes a massive influx of energy, or that the captured souls of living beings are actually quite good renewable energy sources. Maybe just accidentally dumped a bunch of alchemical reagents in a cauldron, and you managed to reverse-engineer that concoction.

In any case, they all function the same. All Power Sources generate one Charge per hour, up to a maximum of ten Charges. Certain Mythos require the spending of one or more Charges from the Power Source, or require a Power Source in the first place. Constructing a Power Source takes 250 gp in materials and roughly 5 hours.

This is not really something I can say much about other than it seems an effective enough basis for stuff. not too much bookkeeping and versatile in what it could allow.


[Skill] Mad Science Appropriation
Prerequisite: -

Select one of Knowledge (Arcana, Architecture and Engineering, or Geography), Spellcraft, or any Craft skill. From now on, you may use Craft (Mad Science) in place of the selected skill. Your skill points in the chosen skill are refunded to you, to be used as normal upon your next level-up.

This Excellency may be learned multiple times, once for each applicable skill.

again, another appropriate and effective thing.


Exceptional Mythos

Armor-Grafting Method
[Augment]
Prerequisite: -

You may apply this Mythos to a humanoid (in shape, not type) creature. A humanoid creature with this template gains armored skin all over their body, granting them a +6 AC bonus, a maximum Dexterity bonus of 3, and an armor check penalty of -3. You may apply [Templates] that affect suits of armor to creatures with this template. You need to supply about 500 gp to apply this augment to a creature.

You should specify if the creature can wear armour on top of their new skin or not. also the limitation to humanoids doesn't really serve any purpose other than limiting your options.


Feather-Light Armor
[Template]
Prerequisite: -

You may apply this [Template] to any suit of armor. Reduce the Armor Check Penalty of armor with this [Template] applied to it by your Intelligence modifier. If this would reduce the amount class penalty to 0, it no longer penalizes movement speed and ts weight no longer counts against encumbrance.

Armor with this [Template] may not appear much different from normal suits of armor, but an actual armorsmith can see how much corners were cut to make the armor lighter.

Advanced:
Compact Armor: You can make it so that armor with this [Template] folds up in a more compact size, such as a haversack or a briefcase. In addition, donning or doffing armor with this [Template] takes a full-round action, instead of its normal time.

This is alright, but in my opinion it seems lacking a little even if I can see that it does what it set out to do. perhaps their could be a 15% or so reduction in arcane spell failure chance as well? It makes sense given the reasoning for that chance and what tis Mythos does.


Kinetic Weapons Are Just Better
[Template]
Prerequisite: -

You may apply this [Template] to any ranged weapon who needs an action to reload. A ranged weapon with this [Template] increases their damage die by one step, and can ignore up to two points of AC. Weapons with this template applied count as Firearms for the purposes of abilities. However, increase the time to reload the weapon by one step (Move to standard, standard to full-round, full-round to one round).

Weapons with this template oftentimes lack strings, preferring to use chambers and barrels instead. The exact launching mechanism varies from Proidos to Proidos: some simply utilize gunpowder, whilst others use complicated air pumps to simply blow out the projectile out of the barrel.

Advanced:
Rocket Sledgehammer: You may apply this template to any melee blunt or piercing weapon. Those often take the form of a rocket thruster strapped onto the back (in the case of blunt weapons), or as a pile driver mechanism in place of the head (in the case of piercing weapons). However, the effects of this Mythos aren’t activated all the time:You must activate the effect of this [Template] as a swift action, gaining the benefits for a single attack. You may rearm the weapon as a swift action
Wall-Hammering Guns: Weapons with this [Template] additionally ignore 8 points of Hardness.


This I like. Rocket propelled Sledgehammers. 'Nuff said.


Laser, Plasma and Beams, Oh My
[Template]
Prerequisite: -

You may apply this [Template] to any ranged weapon. A weapon with this [Template] resolves against the target’s touch AC, but is not considered a touch effect for the purposes of feats and abilities, and deal untyped damage instead of their normal damage type. Furthermore, a weapon with this [Template] never needs any ammo(and in fact cannot use any physical ammo), though it still requires cooling of after every five shots. Cooling off a weapon with this [Template] costs the same action as the unmodified base weapon(for example, a Light Crossbow with this [Template] can be cooled down using a move action, or using a free action with the effects of the Rapid Reload feat.) In addition, weapons with this template count as Firearms. However, you reduce the damage die of a weapon with this [Template] by one step. In addition, you cannot add your Strength modifier to damage if you use weapons with this [Template]

Weapons with this Template applied either appear incredibly streamlined or boxy, and oftentimes lack protrusions. Bows with this [Template] oftentimes lack a normal string to notch arrows on instead having a string of light or a handle to pull back the “arrow”.

Advanced:
Photon Sabre: You may apply the effects of this Mythos to any Slashing melee weapon. A melee weapon with this [Template] does not add the wielder’s Strength modifier to damage, but their damage die is not reduced by one step, nor do they need to be cooled: they merely need to be activated as a free action, and can be deactivated as a free action. In addition, reduce the weight of the weapon by 75%. Melee weapons with this [Template] oftentimes lack visible blades when not primed.
Scorching, Freezing, Or Shocking?: A weapon with this [Template] may select from fire, cold, or electricity; the weapon deals damage of this type instead of untyped damage.

This is also nice, a choice between this and the prior Mythos is a good thing to have, having to weigh your options and such. Anything that causes thought and planning can generally be considered good.


Powering The Armor
[Template]
Prerequisite: Miracle Power Source

You may apply this [Template] to any suit of armor. A suit with this [Template] applied to it provides one and a half its Armor Class Bonus (rounded up), doubles its Armor Check Penalty (rounded down), and decreases its Maximum Dexterity Bonus by 4 (minimum 0), as well as doubling the weight of the armor. In addition, whilst wearing the suit, the wearer gains a +2 mechanical bonus to Strength, and gains a 10ft enchantment bonus to his land speed.

Applying this template to a suit of armor requires a Power Source in addition to the normal costs of applying a [Template].

Advanced:
Gadgets and Gizmoes Aplenty: Requires at least 1 [School] Emulation Gadgetry. You can install Gadgets into a suit with this [Template] applied to it. A suit with this [Template] applied to it may only have an amount of Gadgets installed equal to one-fourth your class level, minimum one.
Walking Armory: You can install weapons with a [Template] applied to them inside the suit. A suit with this [Template] applied to it may only have an amount of weapons installed equal to one-third your class level, minimum two. The wearer does not need to hold a weapon installed in an armor with this [Template] in your hands to fire it.

This is why I found the prior armour template underwhelming. This in most situations I have seen invalidates the prior Mythos because I haven't seen a High Dex character who cared about armour. As you can imagine I like this ability, it does essentially all the things I like from a players perspective.


Explosions Are Always The Answer
[Template]
Prerequisite: -

You may apply this [Template] to any alchemical item that deals damage or to any ranged weapon that needs loading. If this [Template] is applied to an alchemical item, the item deals damage equal to xd6, where x is equal to your class level, instead of its regular damage, and applies half of this damage as its splash damage.

If this [Template] is applied to a ranged weapon, it no longer is able to shoot normal bolts; instead, the ranged weapon with this [Template] can be used to lob alchemical items with the same range as the unmodified base weapon.

This is a fun option, gives use for items that are often forgotten about in my experience.


[School] Emulation Gadgetry
Prerequisite: -

This is not one Mythos, but a template describing nine different Mythos, one for each school of magic that exists. 'Abjuration Emulation Gadgetry' and 'Divination Emulation Gadgetry', despite using the same rules, are two completely different Mythos.

The first time you learn a [School] Emulation Gadgetry, choose two cantrips from the corresponding school of magic or from the Universal school, that does not deal damage. Those cantrips must be on the Sorcerer/Wizard spell lists. With about 1 hour of effort, a successful DC 10 Craft(Mad Science roll) and the expenditure of 500 gp, you may create a small device (henceforth referred to as a Gadget) that emulates one of those cantrips. Unlike wands or staves, though, Gadgets are usable at-will and are Ex in nature, allowing the use of them in anti-magic fields. The caster level for these “spells” equal your character level.

Any subsequent time that you learn a [School] Emulation Gadgetry, you do not gain the above benefits until you witness another character use a cantrip of the same school in practice, or until you study a natural embodiment of the principles of the chosen school. For example, a Proidos may suddenly gain insight in Illusion after suffering through a night of owls hooting.

Gadgets more often than not do not appear as wands or staves; rather, they have forms benefitting their functions. A Gadget emulating Message, for example, may look like a walkie-talkie.

Advanced:
More Power!: Double any numerical restristrictions -including range and duration- on any Gadget that emulates a cantrip.
Eureka Effect: You learn an additional 2 cantrips from your chosen school or from the Universal school, that does not deal damage.


Superior Vibrating Cutting Edge
[Template]
Prerequisite: -

You may apply this [Template] to any Slashing or Piercing weapon. A weapon with this [Template] increases its Crit range by 1 step, as if it’s affected by the Improved Critical feat. This increase does stack with the Improved Critical feat, although it’s impossible to lower the critical range of a weapon beyond 15-20 using the combination of the Improved Critical feat and this [Template]. However, the wielder of a weapon with this [Template] cannot deal nonlethal damage or purposefully pull their cuts or stabs to deal less damage. In addition, the constant humming sound that a weapon with this [Template] inflicts a -10 penalty in Move Silently and Hide checks. Toggling the effects of this [Template] on and off is a swift action.

A handy improvement for where it applies. not much else to say really.


The Six Million Gold Pieces Man
[Augment]
Prerequisite: -

You may replace limbs with better versions of said limbs. The artificial limb grants a range of motion equal to the limb it replaces. In addition, you may apply one Basic manifestation of this Mythos on the limb. Constructing an artificial limb costs about 500 gp in materials.

Basic:
Superior Servos: Increase the unarmed damage of a creature with this [Augment] by one step. This damage increase only applies when attacking with the corresponding limb. In addition, if both of a creature’s arms are replaced with this [Augment], they can use weapons one size category larger than they are.
Enhanced Flexibility: Increase the movement speed of creatures with this [Augment] by 10ft. This increase in movement speed stacks with itself. In addition, if both of a creature’s legs are replaced with this [Augment], they gain a bonus to Jump, Tumble and Balance checks equal to your intelligence modifier.
Inbuilt Weapon System: An artificial limb with this [Augment] can have an inbuilt one-armed weapon, chosen at the time of the limb replacement. Once chosen, it cannot be reversed. A creature with this [Augment] can draw and sheath their weapon as a swift action.
Trick Prosthetic: Requires at least 1 [School] Emulation Gadgetry. An artificial limb with this [Augment] can have an inbuilt Gadget, chosen at the time of the limb replacement. Once chosen, it cannot be reversed.

Another fun ability that could also prove quite valuable in the odd case when missing limbs come up. I would recommend an Advanced Manifestation that grants a second Basic Manifestation.


Know Thy Weapons
Prerequisite: -

The Proidos’ BAB is treated as equal to his level when using weapons with a [Template] applied to them.

Basic:
Point And Shoot: You gain Point Blank **** and Faraway Shot as bonus feats
Close-Quarters Kerfuffle: You gain Improved Unarmed Strike, and may make attacks with any part of your body. In addition, you may use gauntlets as the basis for [Templates.]

I think you misspelled Shot? Anyways a all round nice thing to have for flightier types.



As You're somewhat lacking in Excellences I could try to think of some suggestions if you wish?

Also is their any particular reason the templated items cannot have magical enchantments or are you just taking pre-emptive measures to avoid breaking the game (if questioning this sounds crazy I should point out I have rather lax ideas on balance)?

roko10
2016-06-16, 07:04 AM
Any ideas for Excellencies would be appreciated, yes.

Enchantments are limited because most of the [Templates] are on par with higher-tier Enchantments, and I think most DM's won't appreciate stacking 'em together.

Bdrone
2016-06-16, 04:32 PM
Sorry if this post is hard to follow. a number of things occured to me while I wrote this...

ooh hooo hooooo! I was waiting for more things like this to pop up in mythos, so i could get a good cackling on, and so far i love this. so far it feels simple to grasp and thematic as well. although im VERY interested to see what you do with the remaining WIP. especially the mechanical mythos's. i so want to go Mechanicus with this.

Ill go ahead and echo Threadnecro5 about getting the craft reserve listed in the tables. you may also want it explained as well if one can't track down that information if you can.

I'll add the some excellency options to suggestions, though im not good with suggesting- since you have a mythos selection that involves mechanical minions, you may want to have an Excellency that buffs them up when your ready to release those mythos, similar to the Kreikiri's with their flesh built stuff, or the olethrofex with theirs. That could also buff up the mech suits made with Invincible Powered Armor as well. there's the basic enhancement bonus to certain stat options that's not here as well if you want to go that route. perhaps you could also have some stat replacement excellencies based on their key stat, be it int or wisdom, like their efforts sustains them by replacing elements of their con so that they are tougher (hp bonus?) and may shrug off the needs to sleep/eat/drink, or find a way to augment that in for themselves and others ("so much to do, can't die yet, can't slow down!"). maybe an excellency that helps combat wise by using their key stat on attack and/or damage rolls? im not sure...

Speaking of, Caved-In Box of Scraps Approach implies we can have excellency tier templates as well as augments. i wonder what could be done with that. but sadly i can't think of much right now. well, aside from Mechanicus in 40k and Mechadendriting it up and what i mentioned above.

Now for my questions and concerns...

I'll admit I think by pathfinder systems first, but in the context of this class, how is the craft reserve used? the best i could assume is that you use the magic crafting system in 3.5 as the basis for the creation of items with templates, applying templates to other items and so on, and the craft reserve soaks that. am i correct? im unsure because it feels like just as much would dictate a another system at use here (the stuff isn't magic and in fact blocks magical interaction, and both magic AND nonmagical core craft would restrict on speed of making stuff), but no time sets where given to let you circumvent either core system except for the mythical power core excellency and the gadget mythos series. then theres the Caved-In Box of Scraps Approach excellency, which to me implied the standard nonmagical system. what was your intent here? Personally i like set times to make certain things, like with the cores and gadgets.

hmm... it seems you can also apply said templates to weapons you personally didn't make, but those completely made via your mad science are better as you progress. i like that a good deal.

not that i don't like another class on wisdom for saves against their techniques, but why are the saves on wisdom but modifications to some techs on intelligence? especially with the A Truly Mad Scientist, I'm wondering your reasoning on that one.


Overall i can't wait to see what else comes of this one. im particularly interested in the mechanical section in particular. I REALLY enjoy stuff that gives me buddies to work with. and we already have a a solid craftsman type here, another big thing I enjoy. keep it up!

ThreadNecro5
2016-06-20, 04:47 PM
So, Here's a couple of Excelencies I just quickly thought of:

Prepared for the Inevitable
You gain Evasion, as per a Rogue, but only against effects that deal damage and affect more than one space (e.g. Fireball spell) and gain a +2 bonus on reflex saves against such effects.

Overload
Prerequisites: Miracle Power Source
Power Sources you create may be made to explode as a swift action if you can touch them (you can forcefully use this as a melee touch attack using a standard action). When triggered, the power source explodes in 1d4 rounds and deals Xd6 damage in an X x10ft area, where X is half the number of charges the Source has. There is a 10% chance that when activated the Power Source instead explodes in only 1d2 rounds and X equals the number of charges it has. The damage dealt by a power source is half fire damage and half force damage. Any item that requires a power source for its construction may be triggered to explode as if it was a power source.

roko10
2016-06-23, 02:18 PM
So, Here's a couple of Excelencies I just quickly thought of:
-snip-


I put them into the Excellencies list. In addition, I also buffed up Feather-Light Armor, stole added a new Fantastic Mythos, and nerfed Powering The Armor so it runs off the Charge mechanic.

PotatoGolem
2016-06-30, 09:03 AM
It seems like miracle power source should just be a class feature. Right now it's an excellency tax- you basically need to take it to use most of the cool mythos.

On another note, I don't think "genial" is the right descriptor for your excellencies. Genial means more or less the same thing as friendly or jolly- doesn't really have much to do with the class

Drunken Jesus
2016-07-10, 08:09 PM
loving the class so far and hope more is added to it soon, but i have a few questions and concerns.

questions.
1. most important, does it require a special proficiency to use weapons and armor with a [template] mythos applied to it? i assume no?
2. with the walking armory advance of the powering the armor mythos do you take the multi-weapon fighting penalties for using the extra weapons in your armor? and if so would the multi-weapon fighting feat and the feats that build off of it work with them and would you be allowed to qualify for those feats despite not having multiple hands? (feat probably didnt account for two handed beings being able to use more than two weapons.)
3. with kinetic weapons are better mythos and the dakka improving methos mythos, are you able to use the ammo the weapon would normally use? (bolts for crossbows ect.) or are you supposed to make ammo for the gun, if so, how much time does it take and how much are the costs?.
4. in Invincible Powered Armor the juggernaut frame says "the wearer gains all the benefits and penalties of being Large." this just means the race and the ac stuff right? or does it also include the plus 8 to str and all that other stuff things usually get for increasing in size, if so that seem a bit much but then again this is mythos.

concerns?suggestions.
1. i feel as though the Bizarre And Improbable Gunnery mythos should be fantastic not legendary, maybe have a legendary or exalted that allows more that two {templates] on a weapon? although that is only based on what combos are currently available so it might be warrented as the list expands.
2. Superior Vibrating Cutting Edge feels like it should also ignore a certain amount of hardness and/or DR or something, as considering all it does right now is make a weapon have the effect of a feat and stacks with it, and cant have other debatably better templates on it, seems kind of lack luster.
3. this one is just a suggestion, but perhaps a way to use the overload ability from long distance such as when you have a robot or something this is powered by a miracle power source (assuming something like this is in the works) or you weapon using one is taken and you want your secrets to be yours alone.
4. and speaking of your secrets, perhaps a way to tack others how to make items with [templates]?

well thats all i have to say for now, hope its helpful, cant wait to see more of this class, when should it be updated? or not any time soon?

Drunken Jesus
2016-10-04, 01:20 AM
Any word on when or even if this class will be completed?

roko10
2016-10-04, 02:34 PM
Sorry, life and a general lack of interest in Mythos classes got in the way. I'll whip something up for this class (and a banner, too), I promise.

Drunken Jesus
2016-10-10, 02:37 PM
I'm glad to see this is being updated again, cant wait to see the [mechanical] mythos.

Drunken Jesus
2016-12-18, 04:26 PM
so did this project die again? i could attempt to help with ideas if needed. still want to see this finished.