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A Blade of Silver Starlight
Prerequisite: -
[Reforged]
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 weapons. Your wielder may choose to substitute their Dexterity modifier in place of their Strength modifier for the purposes of attack and damage rolls when using you as a melee weapon, and may consider you a Light weapon, in place of your normal weapon type, whenever it would be advantageous. You are also impossibly quick on the defensive; as long as your wielder is not flat-footed, they gain the benefits of the Mobility feat, and cannot be flanked, as you masterfully direct yourself to cover their blind-spots.
Advanced
Delicate Like Falling Stars: You do not take falling damage. While you are in someone's possession, they move with soft grace, gaining a +2 circumstance bonus on Move Silently checks, and asserting a -10 penalty on Survival checks to track them, as well as taking half damage from falling.
Shooting Star Charge: When your wielder Charges with you, they may make a single turn during their Charge, up to 90 degrees. When you spend an action to attack with yourself, in the same round that your wielder has Charged and attacked with you, at the end of your turn. you may select a target within your Wielder's Reach that neither you nor your wielder has attacked in this round, and make an attack against them.
Eyes To The Night Sky: You and your wielder have Low-Light Vision. As long as you can see the night sky, you are able to intuitively navigate by it better than any grizzled sea captain with a sextant, automatically succeeding on Survival checks to keep from getting lost, plot a course for sailing, or similar activities.
A Reliquary For The Fire Of The Gods
Prerequisite: -
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 plunged into the carcass 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.
Extension-Of-One's-Self Methodology
Prerequisite: -
You may train with a particular wielder, 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 synchonization than the standard swordsman with their sword. This requires (14 - the intelligence modifier of your wielder) hours, split up over however many sessions you choose.
When wielded by someone you have trained with in this way, you are a Keen, Aptitude (ToB) weapon, as the magical properties, though you manifest them as Extraordinary qualities.
In addition, as you are wielded in battle over a long period of time, you learn more about your usage than you could have through mere introspection. At 5th level, attacks made with you gain a +1 enhancement bonus to attack and damage rolls, which do not stack with the attack bonus you receive for being Masterwork. 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.
Advanced
Sword-and-Swordsman Knack: When you finish training with a new wielder via this Mythos, pick a feat that can be chosen as a Fighter Bonus Feat and that your wielder qualifies for. While they wield you, both of you have access to the chosen feat. You cannot choose the same feat for two different wielders. After gaining this manifestation, immediately choose feats for each wielder you have already completed your training with.
It Is Called The Foe-Hammer
Prerequisite: -
You physically manifest your hatred for a particular variety of creature, through the focus of the killing implement that you are.
You are a Bane weapon, as the magical property, though you manifest it as an Extraordinary ability. Choose a color; while you are aware of the presence of members of your designated foe type/race, you glow as brightly as a torch with that color. You cannot normally supress this light, such is the strength of your hatred.
You are able to detect whether a designed foe is within 60ft of you or not with a sixth sense as natural as hearing or smell. After a designed foe spends one full round within 60ft of you, you are able to detect their approximate distance and direction from you. Effects that can foil extraordinary sixth-senses, such as the Darkstalker feat, can foil this ability.
At 13th level, your Bane property is replaced with Dread (ELH) for the same foe.
Advanced
Dark Blood Approaches: Your foe-detection radius increases by 5ft, plus 5ft per class level.
Simmering Bigotry Concealment: You can choose not to cast off light when you detect your designated foe. However, while you voluntarily conceal your light, you do not benefit from your corresponding Bane (or Dread) property, until you once again ignite the brilliance of your hate.
Hammer-and-Hammerer Bloodlust: If you are being wielded or worn on the person of someone who truly hates the same creatures that are your designated foe, then they gain the benefits of the Favored Enemy ability, as the Ranger class feature, against the same classification of creature, so long as you remain in their possession.
Magic Item Prana
Prerequisite: 1 rank in the Spellcraft and Knowledge (Arcana) skills
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 wielder may use you to more effectively parry 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 weapon that you are in contact with, reaching out and briefly connecting your itemnesses. If the caster level of the magic weapon 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 weapons, but you use your Spellcraft (ranks - 3) instead.
Advanced
Broadening The Pathways: The Spell Resistance granted by this Mythos becomes (your class level + 3).
Extended Family Armory: You may identify all magic items as if they were weapons.
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.
Metal To Stand Against Chaos
Prerequisite: -
[Reforged]
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 weapons. Attacks made with you overcome any Damage Reduction that requires Cold Iron and something else, even if you don't qualify for the 'something else' (such as a Balor's 'Cold Iron and Good'). You and your wielder gain a +4 bonus on saving throws against the spell-like abilities of creatures with racial Damage Reduction that requires Cold Iron to overcome, and neither of you automatically fail such saving throws on a 1.
Advanced
Its Fire Burned Cold Through The Demon's Flesh: Fire, Cold, Electricity, Acid, and Sonic damage that you or your wielder deal bypassess the Resistance or Immunity of creatures with racial Damage Reduction that requires Cold Iron to overcome.
Its Edge Cut Down The Witch And The Heretic: You are a Magebane weapon (MIC), as the magic weapon property, although you manifest it as an Extraordinary ability.
Its Steel Was As A Hot Brand Upon The Darkness: You are a Shattermantle weapon (MIC), as the magic weapon property, although you manifest it as an Extraordinary ability.
Of Black Diamonds That Cut The World
Prerequisite: -
[Reforged]
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.
Advanced
The Invincible Are Cut: When you are used to attack a creature, you ignore any Damage Reduction they possess that cannot be bypassed by any means (DR x/-) or that can be bypassed by Bludgeoning, Piercing, or Slashing damage.
Swings Great and Momentous: At the beginning of your wielder's turn, you may choose to put more impact behind yourself. You and your wielder take a -2 penalty to your Armor Classes until the beginning of your wielder's next turn, but any attacks made with you deal damage as if you were one size category larger.
Eye of the Mountains: When you enter within 10ft of a trap, secret door, or other curious and intentional alteration made in an earthen material (such as a disguised pit dug into a dirt path, a false wall in a stone dungeon, or a castle's murder holes), the DM should make a Spot check for you, against the normal Search DC one would need to find it if actively searching. If this Spot check is successful, you've noticed it without even trying.
Privacy-Inhibiting Attachment
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 weapon! 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 in their hand, or sheathed on their belt, or in their backpack or something. If they try to draw another weapon, they accidentally draw you instead, even if it would otherwise be physically impossible for them to. No one else can be considered your wielder, 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.
Basic
Sword of +1 Frustrating Obstinance: While you have an owner cursed to wield you, you may enter a mode of unpleasant uselessness. For your wielder's purposes, during this mode, they gain no positive benefits from any of your Mythos, wielding you as if you were just a standard version of your weapon. 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 wielders, cursed or no. If the requirement is not met by your current wielder, they gain no positive benefits from any of your Mythos, wielding you as if you were just a standard version of your weapon. 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).
Shining Pure In Blackest Night
Prerequisite: -
[Reforged]
You take on the properties of Alchemical Silver. Your base Hardness becomes 8 if it is not already higher. Attacks made with you deal -1 damage.
Furthermore, you are better than normal Silver weapons. Attacks made with you overcome any Damage Reduction that requires Silver and something else, even if you don't qualify for the 'something else' (such as a Pit Fiend's 'Silver and Good'). You and your wielder gain a +4 bonus on saving throws against the spell-like abilities of creatures with racial Damage Reduction that requires Silver to overcome, and neither of you automatically fail such saving throws on a 1.
Advanced
Disinfecting Argent Light: While you are in a character's possession, they are immune to contracting non-magical diseases and Lycanthropy. Characters with pre-existing diseases or Lycanthropy that acquire you are not immediately cured of the affliction. However, they take no further debilitations from their disease, and no longer suffer from involuntary transformations from Lycanthropy, until you leave their possession, in which case if the disease or Lycanthropy has not been removed, naturally or otherwise, their affliction picks up where it left off.
Abomination-Culling Smite: You are a Sacred weapon (MIC), as the magic weapon property, though you manifest it as an Extraordinary quality.
The Glorious King of Metals
Prerequisite: -
[Reforged]
You take on the properties of Alchemical Gold (MoF pg179). Your base Hardness becomes 10 if it is not already higher. You weigh twice as much as normal. You are a "Heavy Weapon", meaning that you deal damage as if you were sized one category larger than you are when you are attacked with, but your wielder must have a Heavy Weapons proficiency to not suffer a non-proficiency penalty to their attack rolls with you.
You gain a permanent +2 to your Charisma score, and are immune to rusting effects, magical or otherwise.
Advanced
The King Untarnished: You always appear gleaming and freshly polished, glimmering even when caked in the blood of your foes. You also gain Acid Resistance equal to your class level, and a +3 bonus on saving throws to resist acid-based effects.
The Steel of Lost Souls
Prerequisite: -
[Reforged]
You take on the properties of Thinaun (CW). When a creature dies while in contact with you, their soul is absorbed into a locked chamber within your body, rather than proceeding to whatever its fate would be. While sealed inside of you, the soul cannot be raised from the dead by any means, unless you are in the possession of the creature using the ability to resurrect them. In that case, should that creature use a spell with a costly material component for their ressurecting purposes (such as diamonds for Raise Dead), the cost is cut in half, due to the proximity of the soul.
You only have space to contain one soul at a time. When another creature dies while in contact with you, you must choose to release your currently harbored soul and absorb the new one, or to let the new soul pass on unmolested.
Advanced
Soul-Burning Metabolism: While you have a soul sealed inside of you, you recover one hit point at the beginning of each round. You also naturally recover from one point of ability damage or drain every 24 hours.
Life-Severing Malice Edge: Attacks made with you deal an additional 1d6 damage to living creatures, as your Thinaun-reinforced form strikes and cuts their very life-force.
Bloodthirsty Burst Damage Technique: You become a Bloodfeeding weapon (MIC), as the magical weapon property, though you manifest it as an Extraordinary quality, gathering shards of life-energy through your soul-conductive Thinaun structure, then releasing them in a destructive wave.
Weapon-and-Warrior Empathy
Prerequisite: -
You may communicate telepathically with your wielder, even if the two of you do not share a language.
You may also attempt to establish a deeper connection with your wielder'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 weapon your are. Fourth, while attacking with 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.