Blade By My Side: Your signature weapon may be treated as a ritual weapon for any beneficial effects. You may roll damage twice and take the better result when attacking with your signature weapon. Finally, you may always draw your signature weapon as a free action, even if it is not during your Initiative Count.
What if your signature weapon is already a ritual weapon?
- Devout (Core ability): When you fail an attack check with your ritual weapon or a skill check with a Priest class skill and donít suffer an error, you may spend an action die to re-roll the check. You may use this ability only once per check.
- Acolyte: At Level 1, you take the first Step along any 1 of your Alignmentís Paths and gain your Alignmentís ritual weapon at no cost. This weapon may not be sold and when itís lost or destroyed itís replaced at no cost at the end of the next Downtime lasting 1 day or more.
- Masks of God - Fell Hand: When attacking with your ritual weapon, you benefit from the All-Out Attack and Cleave Basics feats
- Masks of God - Sacred Weapon: You may not be disarmed when wielding your ritual weapon. Also, when the weapon is lost or destroyed itís replaced at the start of the next scene.
As an E level ability, MoG kicks in at levels 6 & 9
- Called to Arms I: At level 1, Subplot #1 & gain your Alignmentís ritual weapon at no cost. This weapon may not be sold and when itís lost or destroyed itís replaced at no cost at the end of the next Downtime lasting 1 day or more.
- Called to Arms II: At level 5, Subplot #2 & +1 magic bonus with ritual weapon damage.
- Called to Arms III: At level 9, Subplot #3 & additional +1 magic bonus with ritual weapon damage (total +2).
- Sword of Faith I: At Level 9, select a single Lesser Essence with a base Reputation cost of 8 or less (see Fantasy Craft, page 195). When you wield your ritual weapon, it gains the chosen Essence (in addition to any other Essences or Charms it may have). A ritual weapon ďenchantedĒ in this way is considered a magic item, but doesnít count against the number of Prizes you may keep.
Effectively, those two classes are absolutely hands down the best entrance paths to the Myth, but if they're using ritual weapons that match the weapon associated with this class then they're getting a semi-dead level.
Conversely, apart from the free weapon (semi-redundant) replaced at beginning of scene following downtime, the only benefit anyone else gets from the ritual weapon thing is the ability to go into the Ritual Weapon feat chain which without fast feats won't happen until 12th level.
I'm not saying these are necessarily bad things, but certainly something to keep in mind
Bane of My Enemies I: Once per scene, when you kill or knock unconscious a standard character with your signature weapon, you may select a Lesser NPC Quality from Fantasy Craft, table 4.36. You gain that quality until the end of the scene.
Bane of My Enemies II: At Level 4, you may also select a Greater NPC Quality, gained when you kill or knock unconscious a special character using your signature weapon. Additionally, you may now gain a Lesser Quality each time you defeat a standard character, with the new Quality replacing the old one. Any abilities gained in this fashion with limited uses may NEVER gain more uses if you re-acquire them.
I don't see where this fits in thematically at all.
Up My Sleeve: At Level 2, Once per scene when you draw your signature weapon, you may gain a bonus d12 action die. This die is lost if not spent by the end of the scene. During a dramatic scene, this grants a d20 action die.
At Level 4, you may use this ability twice per scene.
Eh. I'd have it bump up die size when spending them on attacks made with the weapon then any check made while the weapon is readied
Intertwined Legend: At Level 3, You gain a pool of bonus reputation that may be spent to upgrade your signature weapon, equal in size to your total Renown plus the number of permanent Gear feats you possess. Each time you gain Renown or Gear feats, this pool increases to match your new total. Also, you gain a trick.
Word of Myth (Signature Weapon Skill Trick): Once per round you may use one of the following skills substituting your attack bonus in place of your normal modifier: Intimidate, Resolve, Sense Motive, or Tactics checks. This check is always considered trained. You may use this trick a number of times per scene equal to your myth class level.
Legacy: Your actions today will shape the stories of generations to come. At Level 5, during a standard scene, you may at-will change the scene to Dramatic instead. During Dramatic scenes, your critical hits and successes using your signature weapon cannot be negated, and characters you kill with your signature weapon cannot cheat death.
Honestly, swap these two.