Xefas
2014-01-01, 05:32 PM
Related Threads
This is intended as supplementary material for "Mythos" classes, three of which are listed below. It's a "Racial Paragon" in the same vein as the previously made "Human Paragon", here (http://www.giantitp.com/forums/showthread.php?t=320038), but for the Reth Dekala, a mysterious race presented in the Tome of Battle. I tweaked the cosmology associated with their history a bit, and filled in some gaps, but the stats given for them in that book can still be used to represent the "modern" weakened and enslaved versions of the race.
Also, I wrote this on a tiny, barely-functioning laptop with broken comma and period keys. All commas, periods, and question marks were ctrl+c/ctrl+v'd in. Holiday obligations have found my homebrewing heart bloodied but unbowed. :smalltongue:
The Olethrofex (http://www.giantitp.com/forums/showthread.php?p=16517470)
The Teramach (http://www.giantitp.com/forums/showthread.php?t=286983)
The Kathodos (http://www.giantitp.com/forums/showthread.php?p=15947087)
http://i.imgur.com/dqtqnzI.png
"As the last of the Saiyans, we have flowing through our veins the blood of a warrior race. The more we fight, the more powerful we become. And with each fight, I'll become stronger and stronger. And, one day, I'll be strong enough to defeat Frieza, and I will rule the universe exactly as I was meant to." ~ Vegeta, Dragonball Z
The Mythic Reth Dekala
In antiquity, there was a legendary group of mercenaries, feared and lauded throughout all the land, known as the Reth Dekala. Unique in their time, this group transcended racial barriers, accepting members from all the gods' children, and they flourished for this reason, as each member brought with them the knowledge and expertise of their tribe or nation. But, as diverse as they were, every man and woman of the Reth held a unified set of traits. They were peerless warriors, one and all - the demonstration of this fact was part of a new Reth's initiation into their ranks. They held no loyalties to any power, law, morality, or group above their dedication to the Reth Dekala, save their own honor and strength, which was sacred beyond all else. And, for each Reth, the singular driving force in their life, their reason for being, their core motivation, was to fight, and become stronger, to become invincible and undefeatable by the merit of their own bodies and minds, to master what it is to be a warrior in all of its myriad paths and perspectives.
Together, the group traveled the world, buying and selling kingdoms with their swords as they searched for ever-greater power and ever more worthy opponents, sowing anarchy and terror even as they were romanticized in poetry and song. Decades passed, and many valiant souls stood in opposition to the Reth Dekala, but all were bent and broken until the chaos became so severe that it provoked the servants of the Gods of Law to act together despite their usual hostility towards one another. Scions and champions from dozens of faiths rallied behind crusaders of Hextor and Heironeous and the hosts of Heaven and Hell rode with them. Thousands of Reth Dekala perished, and for the first time that even the most ancient of them could remember, their valor wavered, and they retreated. But no simple withdrawal would do; they needed a place where the minions of Gods could not follow - one of them knew such a place, and opened a way.
On the other side, the Reth found a short respite from the grasp of death, but no lack of suffering and tribulation. Beneath the towering brass spires of the mad city they had stumbled upon, the basalt streets cooked through their boots with their intense heat, the air raked at their lungs, the myriad horrors that made the city their home looked at them with hunger and contempt, and the unmoving emerald sun in the sky blistered and melted their skin when they dared leave the cover of a building's interior. Yet, with their souls ignited by thoughts of vengeance and repentance for their lost honor, they persevered, learning from the demons they now lived among, and teaching them as well. Generations passed, and though the numbers of the Reth Dekala dwindled to mere hundreds, those that survived slowly gained fame and favor among the nobles of the mad city and were eventually granted an audience with their king. To the city's king, and sun, they pleaded for power and freedom, to make right the wrongs leveled against them. The sun named its price - their servitude, and so they bowed their heads one last time, and begged for the slavery the green sun offered.
The next time that the Prime saw the Reth Dekala, it was in a cataclysm of viridian sunfire as each ennobled warrior-prince of the Brass City came to claim the destruction that they now believed to be their right. Nations burned, cultures were scoured from the earth, Gods died. The people of the world fought for their lives, but the price for even one death among the Reth was untold ruin among the victors. It was only the passing of time that finally ended the last and greatest of their number, and the further march of years left them as myths and subjects of epic poetry.
But even in death, service owed to the brass king is owed still. The souls of the Reth Dekala were mutated and imprisoned in burning demonic flesh, made to serve the mad city forever more.
What was unknown to the Reth, and their king, was that the fires implanted in them were passed, however thinly, in their blood. That burning blood was dispersed among the mortal populace of the Prime during their reign of terror. Even now, millennia later, distant descendants of the Reth are awakened to strange and potent power forged in the heart of an alien star. Though inhibited by planar barriers, the green sun lurking in the depths of the Abyss hungers for their enslavement, as he sees them as the exploitation of a loophole in his agreement; creatures who took his power, but do not bear his chains. This cannot stand. But a true Reth is not something anyone may trifle with.
New Feat: The Emerald Prince Legacy
Prerequisite: One Mythos, Must have an ancestor that was a Reth Dekala enslaved by the Green Sun. (Possible candidates include most civilized humanoids and the subraces and offshoots thereof.)
Benefit: Choose one Mythos-granting class that you have levels in. You may treat the following Mythos as if they belonged to that class. Your maximum hit points increase by 1 for every [Combat Form] feat and every feat that references a "Martial Maneuver", "Martial Stance", or "Martial Discipline" in its prerequisites or benefits (excluding this one), that you possess.
If you somehow lose this feat, or no longer qualify for it, you cease to gain the benefits of the granted Mythos until you regain this feat or qualify for it once more.
Exceptional Mythos
Burning Spirit-Beacon Ignition
Prerequisite: -
The Demon Emperor is not subtle. When he rides to murder, he does so on a typhoon of shattered basalt and a thousand grinding wheels with a corona of emerald fire that lights the sky for thousands of miles and legions of shrieking, brazen seraphs that writhe licentiously upon obsidian palanquins while the world contorts beneath in the ecstatic agony of his presence. The condemned see their doom approaching, and they give their lord power by doing so.
As a move action, you may ignite your Anima, a brilliant aura of green light that suffuses your entire being and casts bright light out to 100ft and shadowy illumination for 200ft. While active, your anima grants a +3 bonus to all of your ability scores. However, the first time you take (Constitution modifier, minimum 1) hit points of damage from a single source while the Anima is active, it gutters away, removing the ability bonus and losing 20ft of its bright illumination and 40ft of its shadowy illumination per round until it goes out entirely, or is reignited.
When you roll initiative for a combat encounter, you may ignite your Anima without taking an action. You may quench your Anima to nothing by spending 5 minutes in peaceful meditation, removing the light and ability bonus.
Advanced
Aubade Magnificence Externalization: Your Anima now has two stages. When it is first ignited, its light shines twice as far as normal, and its ability bonuses are doubled. At this stage, your Anima also has a minor cosmetic warping effect on its environment, altering colors, distorting sounds, creating dramatic wind, or swirling bits of stone and dust, at your choice.
Now, the first time you take (Constitution modifier, minimum 1) hit points of damage from a single source, your Anima reverts to its normal brightness and bonuses. The second time you take the required amount of damage, as long as it's from a different creature or on a different round than the first source of damage, your Anima loses its bonuses and its illumination begins to recede as before.
Brazen Obelus Tegument
Prerequisite: -
Your flesh takes on the metallic appearance of burnished brass, and your features become slightly harder and more statuesque. For some characters, this also alters their skin and eye color to something more inhuman, but it is not always the case. You no longer bleed, though deep wounds reveal veins of verdigris where your blood might've been. You gain Improved Unarmed Strike as a bonus feat, and have Damage Reduction X/Lawful where X is equal to your class level.
At 4th level, you also have Fire Resistance equal to your class level.
At 9th level, the Damage Reduction granted by this Mythos becomes X/Lawful and Magic.
Green Sun Nimbus Flare
Prerequisite: -
Whenever you make an attack, you may invest it with an impure imitation of the Green Sun's light, dealing additional fire damage equal to your highest ability modifier if the attack is successful, as tongues of emerald flame twist themselves around your weapon of choice.
Against Outsiders, characters that know divine spells, or those with access to divinely inspired martial disciplines (such as Devoted Spirit), this fire is replaced by a pure cosmic energy that is not subject to resistance or immunity, though its appearance remains fiery.
Advanced
Godscorch Invective: All fire damage you deal is corrupted by the light of the Green Sun, refining itself into cosmic power uninhibited by energy resistance or immunity. This applies even to fire damage dealt by items you use, such as a +1 Flaming Longsword or a Wand of Fireball.
At 7th level, when the damage dealt by Green Sun Nimbus Flare harms an Outsider, character with divine spells, or martial initiator with a divinely inspired discipline, they must make a Will save. On a failed save, Outsiders lose a daily use of their highest level spell-like ability that has a daily use restriction (if multiple spell-like abilities qualify, they choose); divine spellcasters lose one spell of the highest level they have remaining for the day (if they are a prepared caster, they may choose which spell of the highest level to lose); if the initiator is in a stance from a divine discipline, they are removed from that stance - if they are not, one divine maneuver of their choice that they have currently readied is expended without effect.
If a character qualifies for more than one of these categories, they are punished only once on a failed save. Qualifying as an Outsider takes precedence over the others, unless they have no daily spell-like ability uses left to lose. Qualifying as a divine spellcaster takes precedence over being a martial initiator, unless they have no more spells remaining to lose.
Weakness-Browsing Arrogance
Prerequisite: -
The Demon Emperor dares not consider his own flaws, lest his confidence break further still. Instead, he shines his arrogance as a spotlight, revealing the flaws of others as dark cracks that glare against his eyes and fill him with disgust.
You gain Knowledge Devotion as a bonus feat. Furthermore, there are two additional groups that you may gain Insight bonuses against by using the Knowledge Devotion feat, regardless of their Type. You may use the Martial Lore skill to gain an Insight bonus against creatures with a base attack bonus greater than 3/4 their hit dice, and the Spellcraft skill to gain an Insight bonus against creatures that can cast spells.
When you use a Knowledge skill to recall the traits of a particular creature, or to gain an Insight bonus against a creature via Knowledge Devotion, you gain a +2 circumstance bonus to the roll.
As a swift action, you may focus on one living creature you can see, discerning the following facts about it.
-Whether its Challenge Rating is Worthless (5 or more less than your ECL), Pathetic (2-4 less than your ECL), Insolent (equal to your ECL, plus or minus 1), Misleading (2-4 more than your ECL), or Impossible (5 or more greater than your ECL).
-The level of its highest level spell-like ability, spell, martial maneuver, psionic power, and mystery.
-Its spell resistance, power resistance, energy resistances, energy immunities, and damage reduction.
-Its Divine Rank.
Fantastic Mythos
Heaven-Scorching Sunfire Projection
Prerequisite: One Other Mythos granted by "The Emerald Prince Legacy" feat.
At will, you may increase your body temperature to sweltering levels. This provides you protection against mundane cold down to -40 degrees fahrenheit, but does not cause you particular discomfort in warm weather. In this heated state, you may project sustained bursts of flame that provide you with a Fly speed equal to your land speed with perfect maneuverability. In addition, whenever you spend an action to voluntarily move via your Fly speed, the flames you project are intense enough to deal fire damage equal to your highest ability modifier to everything in an adjacent space to your starting point, unless they make a Reflex save.
While heated, you may deal fire damage equal to your highest ability modifier to the target of your grapple whenever you make a successful grapple check.
You gain Desert Wind Dodge as a bonus feat (ToB), and add unarmed strikes to the list of weapons that may benefit from it.
Viridian Sunshine Devastation
Prerequisite: One Other Mythos granted by "The Emerald Prince Legacy" feat.
You gain the ability to project bolts of green sunfire from your limbs, eyes, and mouth, drawing upon the alien ember that has taken root in your soul. This functions exactly like a melee unarmed attack, except that it has a range increment of 40ft and a number of range increments equal to (highest ability modifier / 2, rounded up), and only deals half the normal damage, with all damage dealt as fire damage. Even abilities that grant additional unarmed attacks, such as the Snap Kick feat, two-weapon fighting with both hands, or the Flurry of Blows class feature, may be converted into sunbolts.
As a free action, you may draw more deeply from your soul's well of power. For the remainder of the round, each sunbolt you project does not halve its damage and its fire damage is refined into pure cosmic energy that is not subject to resistance or immunity. In addition, you may either ignore range increment penalties for your sunbolts for the round, or each sunbolt deals additional damage equal to (2 x your highest ability modifier). After using this surge of power, you may not do so again until 1d4 rounds have passed, and your reservoir has refilled.
Legendary Mythos
Bloodied-But-Unbowed Inviction
Prerequisite: Two Other Mythos granted by "The Emerald Prince Legacy" feat.
The greatest have the furthest to fall, and the overlord of all the primordial cosmos was struck down at the moment his hearts had reached their zenith, usurped by the golden insurgent who had stolen the shape and grandeur of his own soul. And he was not simply defeated. He was smote upon the omphalos of the Gods' new world, and hurled down into a pit of their fashioning. He was debased, humiliated, mutilated, and vivisected, his thoughts and authorities and dreams and light were stripped from his body like so much carrion beneath a murder of scavenger birds. Destroyed, they closed that abyss around him and let his broken flesh be the flesh of its walls where the misbegotten cancer of those infinite demons they could not annihilate could take root.
Though the glorious one of days past could not choose to be made whole again, he chose to live, against all sorrow and pain and reason, and one of the quenched corpses of his splintered hearts rose, flickering into pale green light in one of the central layers of the Abyss. The hate and despair of its death became a poison within that sun's light, and it vowed never to be defeated again.
Choose one Exalted Mythos from this class to pair with this Mythos, as well as one of its basic manifestations (if it has one). If you ever learn that Mythos, choose a different Mythos to pair with this one.
At the beginning of your next turn after you die, you may choose to return to life (climbing up from prone as a free action if you had fallen) at 1/2 your maximum hit point total. If you possess the 'Burning Spirit-Beacon Ignition' Mythos, it flares to its full effect, but with quadruple the normal level of illumination for its first stage. In addition, you gain access to the Exalted Mythos that you've paired with this one for the next 5 minutes, or until the end of the current combat encounter, whichever is longer. After this time expires, so does the extra illumination from your Anima, if you have one.
After you use this ability, your soul must recuperate for 24d4 hours before you may summon the desperate strength to use it again.
This is intended as supplementary material for "Mythos" classes, three of which are listed below. It's a "Racial Paragon" in the same vein as the previously made "Human Paragon", here (http://www.giantitp.com/forums/showthread.php?t=320038), but for the Reth Dekala, a mysterious race presented in the Tome of Battle. I tweaked the cosmology associated with their history a bit, and filled in some gaps, but the stats given for them in that book can still be used to represent the "modern" weakened and enslaved versions of the race.
Also, I wrote this on a tiny, barely-functioning laptop with broken comma and period keys. All commas, periods, and question marks were ctrl+c/ctrl+v'd in. Holiday obligations have found my homebrewing heart bloodied but unbowed. :smalltongue:
The Olethrofex (http://www.giantitp.com/forums/showthread.php?p=16517470)
The Teramach (http://www.giantitp.com/forums/showthread.php?t=286983)
The Kathodos (http://www.giantitp.com/forums/showthread.php?p=15947087)
http://i.imgur.com/dqtqnzI.png
"As the last of the Saiyans, we have flowing through our veins the blood of a warrior race. The more we fight, the more powerful we become. And with each fight, I'll become stronger and stronger. And, one day, I'll be strong enough to defeat Frieza, and I will rule the universe exactly as I was meant to." ~ Vegeta, Dragonball Z
The Mythic Reth Dekala
In antiquity, there was a legendary group of mercenaries, feared and lauded throughout all the land, known as the Reth Dekala. Unique in their time, this group transcended racial barriers, accepting members from all the gods' children, and they flourished for this reason, as each member brought with them the knowledge and expertise of their tribe or nation. But, as diverse as they were, every man and woman of the Reth held a unified set of traits. They were peerless warriors, one and all - the demonstration of this fact was part of a new Reth's initiation into their ranks. They held no loyalties to any power, law, morality, or group above their dedication to the Reth Dekala, save their own honor and strength, which was sacred beyond all else. And, for each Reth, the singular driving force in their life, their reason for being, their core motivation, was to fight, and become stronger, to become invincible and undefeatable by the merit of their own bodies and minds, to master what it is to be a warrior in all of its myriad paths and perspectives.
Together, the group traveled the world, buying and selling kingdoms with their swords as they searched for ever-greater power and ever more worthy opponents, sowing anarchy and terror even as they were romanticized in poetry and song. Decades passed, and many valiant souls stood in opposition to the Reth Dekala, but all were bent and broken until the chaos became so severe that it provoked the servants of the Gods of Law to act together despite their usual hostility towards one another. Scions and champions from dozens of faiths rallied behind crusaders of Hextor and Heironeous and the hosts of Heaven and Hell rode with them. Thousands of Reth Dekala perished, and for the first time that even the most ancient of them could remember, their valor wavered, and they retreated. But no simple withdrawal would do; they needed a place where the minions of Gods could not follow - one of them knew such a place, and opened a way.
On the other side, the Reth found a short respite from the grasp of death, but no lack of suffering and tribulation. Beneath the towering brass spires of the mad city they had stumbled upon, the basalt streets cooked through their boots with their intense heat, the air raked at their lungs, the myriad horrors that made the city their home looked at them with hunger and contempt, and the unmoving emerald sun in the sky blistered and melted their skin when they dared leave the cover of a building's interior. Yet, with their souls ignited by thoughts of vengeance and repentance for their lost honor, they persevered, learning from the demons they now lived among, and teaching them as well. Generations passed, and though the numbers of the Reth Dekala dwindled to mere hundreds, those that survived slowly gained fame and favor among the nobles of the mad city and were eventually granted an audience with their king. To the city's king, and sun, they pleaded for power and freedom, to make right the wrongs leveled against them. The sun named its price - their servitude, and so they bowed their heads one last time, and begged for the slavery the green sun offered.
The next time that the Prime saw the Reth Dekala, it was in a cataclysm of viridian sunfire as each ennobled warrior-prince of the Brass City came to claim the destruction that they now believed to be their right. Nations burned, cultures were scoured from the earth, Gods died. The people of the world fought for their lives, but the price for even one death among the Reth was untold ruin among the victors. It was only the passing of time that finally ended the last and greatest of their number, and the further march of years left them as myths and subjects of epic poetry.
But even in death, service owed to the brass king is owed still. The souls of the Reth Dekala were mutated and imprisoned in burning demonic flesh, made to serve the mad city forever more.
What was unknown to the Reth, and their king, was that the fires implanted in them were passed, however thinly, in their blood. That burning blood was dispersed among the mortal populace of the Prime during their reign of terror. Even now, millennia later, distant descendants of the Reth are awakened to strange and potent power forged in the heart of an alien star. Though inhibited by planar barriers, the green sun lurking in the depths of the Abyss hungers for their enslavement, as he sees them as the exploitation of a loophole in his agreement; creatures who took his power, but do not bear his chains. This cannot stand. But a true Reth is not something anyone may trifle with.
New Feat: The Emerald Prince Legacy
Prerequisite: One Mythos, Must have an ancestor that was a Reth Dekala enslaved by the Green Sun. (Possible candidates include most civilized humanoids and the subraces and offshoots thereof.)
Benefit: Choose one Mythos-granting class that you have levels in. You may treat the following Mythos as if they belonged to that class. Your maximum hit points increase by 1 for every [Combat Form] feat and every feat that references a "Martial Maneuver", "Martial Stance", or "Martial Discipline" in its prerequisites or benefits (excluding this one), that you possess.
If you somehow lose this feat, or no longer qualify for it, you cease to gain the benefits of the granted Mythos until you regain this feat or qualify for it once more.
Exceptional Mythos
Burning Spirit-Beacon Ignition
Prerequisite: -
The Demon Emperor is not subtle. When he rides to murder, he does so on a typhoon of shattered basalt and a thousand grinding wheels with a corona of emerald fire that lights the sky for thousands of miles and legions of shrieking, brazen seraphs that writhe licentiously upon obsidian palanquins while the world contorts beneath in the ecstatic agony of his presence. The condemned see their doom approaching, and they give their lord power by doing so.
As a move action, you may ignite your Anima, a brilliant aura of green light that suffuses your entire being and casts bright light out to 100ft and shadowy illumination for 200ft. While active, your anima grants a +3 bonus to all of your ability scores. However, the first time you take (Constitution modifier, minimum 1) hit points of damage from a single source while the Anima is active, it gutters away, removing the ability bonus and losing 20ft of its bright illumination and 40ft of its shadowy illumination per round until it goes out entirely, or is reignited.
When you roll initiative for a combat encounter, you may ignite your Anima without taking an action. You may quench your Anima to nothing by spending 5 minutes in peaceful meditation, removing the light and ability bonus.
Advanced
Aubade Magnificence Externalization: Your Anima now has two stages. When it is first ignited, its light shines twice as far as normal, and its ability bonuses are doubled. At this stage, your Anima also has a minor cosmetic warping effect on its environment, altering colors, distorting sounds, creating dramatic wind, or swirling bits of stone and dust, at your choice.
Now, the first time you take (Constitution modifier, minimum 1) hit points of damage from a single source, your Anima reverts to its normal brightness and bonuses. The second time you take the required amount of damage, as long as it's from a different creature or on a different round than the first source of damage, your Anima loses its bonuses and its illumination begins to recede as before.
Brazen Obelus Tegument
Prerequisite: -
Your flesh takes on the metallic appearance of burnished brass, and your features become slightly harder and more statuesque. For some characters, this also alters their skin and eye color to something more inhuman, but it is not always the case. You no longer bleed, though deep wounds reveal veins of verdigris where your blood might've been. You gain Improved Unarmed Strike as a bonus feat, and have Damage Reduction X/Lawful where X is equal to your class level.
At 4th level, you also have Fire Resistance equal to your class level.
At 9th level, the Damage Reduction granted by this Mythos becomes X/Lawful and Magic.
Green Sun Nimbus Flare
Prerequisite: -
Whenever you make an attack, you may invest it with an impure imitation of the Green Sun's light, dealing additional fire damage equal to your highest ability modifier if the attack is successful, as tongues of emerald flame twist themselves around your weapon of choice.
Against Outsiders, characters that know divine spells, or those with access to divinely inspired martial disciplines (such as Devoted Spirit), this fire is replaced by a pure cosmic energy that is not subject to resistance or immunity, though its appearance remains fiery.
Advanced
Godscorch Invective: All fire damage you deal is corrupted by the light of the Green Sun, refining itself into cosmic power uninhibited by energy resistance or immunity. This applies even to fire damage dealt by items you use, such as a +1 Flaming Longsword or a Wand of Fireball.
At 7th level, when the damage dealt by Green Sun Nimbus Flare harms an Outsider, character with divine spells, or martial initiator with a divinely inspired discipline, they must make a Will save. On a failed save, Outsiders lose a daily use of their highest level spell-like ability that has a daily use restriction (if multiple spell-like abilities qualify, they choose); divine spellcasters lose one spell of the highest level they have remaining for the day (if they are a prepared caster, they may choose which spell of the highest level to lose); if the initiator is in a stance from a divine discipline, they are removed from that stance - if they are not, one divine maneuver of their choice that they have currently readied is expended without effect.
If a character qualifies for more than one of these categories, they are punished only once on a failed save. Qualifying as an Outsider takes precedence over the others, unless they have no daily spell-like ability uses left to lose. Qualifying as a divine spellcaster takes precedence over being a martial initiator, unless they have no more spells remaining to lose.
Weakness-Browsing Arrogance
Prerequisite: -
The Demon Emperor dares not consider his own flaws, lest his confidence break further still. Instead, he shines his arrogance as a spotlight, revealing the flaws of others as dark cracks that glare against his eyes and fill him with disgust.
You gain Knowledge Devotion as a bonus feat. Furthermore, there are two additional groups that you may gain Insight bonuses against by using the Knowledge Devotion feat, regardless of their Type. You may use the Martial Lore skill to gain an Insight bonus against creatures with a base attack bonus greater than 3/4 their hit dice, and the Spellcraft skill to gain an Insight bonus against creatures that can cast spells.
When you use a Knowledge skill to recall the traits of a particular creature, or to gain an Insight bonus against a creature via Knowledge Devotion, you gain a +2 circumstance bonus to the roll.
As a swift action, you may focus on one living creature you can see, discerning the following facts about it.
-Whether its Challenge Rating is Worthless (5 or more less than your ECL), Pathetic (2-4 less than your ECL), Insolent (equal to your ECL, plus or minus 1), Misleading (2-4 more than your ECL), or Impossible (5 or more greater than your ECL).
-The level of its highest level spell-like ability, spell, martial maneuver, psionic power, and mystery.
-Its spell resistance, power resistance, energy resistances, energy immunities, and damage reduction.
-Its Divine Rank.
Fantastic Mythos
Heaven-Scorching Sunfire Projection
Prerequisite: One Other Mythos granted by "The Emerald Prince Legacy" feat.
At will, you may increase your body temperature to sweltering levels. This provides you protection against mundane cold down to -40 degrees fahrenheit, but does not cause you particular discomfort in warm weather. In this heated state, you may project sustained bursts of flame that provide you with a Fly speed equal to your land speed with perfect maneuverability. In addition, whenever you spend an action to voluntarily move via your Fly speed, the flames you project are intense enough to deal fire damage equal to your highest ability modifier to everything in an adjacent space to your starting point, unless they make a Reflex save.
While heated, you may deal fire damage equal to your highest ability modifier to the target of your grapple whenever you make a successful grapple check.
You gain Desert Wind Dodge as a bonus feat (ToB), and add unarmed strikes to the list of weapons that may benefit from it.
Viridian Sunshine Devastation
Prerequisite: One Other Mythos granted by "The Emerald Prince Legacy" feat.
You gain the ability to project bolts of green sunfire from your limbs, eyes, and mouth, drawing upon the alien ember that has taken root in your soul. This functions exactly like a melee unarmed attack, except that it has a range increment of 40ft and a number of range increments equal to (highest ability modifier / 2, rounded up), and only deals half the normal damage, with all damage dealt as fire damage. Even abilities that grant additional unarmed attacks, such as the Snap Kick feat, two-weapon fighting with both hands, or the Flurry of Blows class feature, may be converted into sunbolts.
As a free action, you may draw more deeply from your soul's well of power. For the remainder of the round, each sunbolt you project does not halve its damage and its fire damage is refined into pure cosmic energy that is not subject to resistance or immunity. In addition, you may either ignore range increment penalties for your sunbolts for the round, or each sunbolt deals additional damage equal to (2 x your highest ability modifier). After using this surge of power, you may not do so again until 1d4 rounds have passed, and your reservoir has refilled.
Legendary Mythos
Bloodied-But-Unbowed Inviction
Prerequisite: Two Other Mythos granted by "The Emerald Prince Legacy" feat.
The greatest have the furthest to fall, and the overlord of all the primordial cosmos was struck down at the moment his hearts had reached their zenith, usurped by the golden insurgent who had stolen the shape and grandeur of his own soul. And he was not simply defeated. He was smote upon the omphalos of the Gods' new world, and hurled down into a pit of their fashioning. He was debased, humiliated, mutilated, and vivisected, his thoughts and authorities and dreams and light were stripped from his body like so much carrion beneath a murder of scavenger birds. Destroyed, they closed that abyss around him and let his broken flesh be the flesh of its walls where the misbegotten cancer of those infinite demons they could not annihilate could take root.
Though the glorious one of days past could not choose to be made whole again, he chose to live, against all sorrow and pain and reason, and one of the quenched corpses of his splintered hearts rose, flickering into pale green light in one of the central layers of the Abyss. The hate and despair of its death became a poison within that sun's light, and it vowed never to be defeated again.
Choose one Exalted Mythos from this class to pair with this Mythos, as well as one of its basic manifestations (if it has one). If you ever learn that Mythos, choose a different Mythos to pair with this one.
At the beginning of your next turn after you die, you may choose to return to life (climbing up from prone as a free action if you had fallen) at 1/2 your maximum hit point total. If you possess the 'Burning Spirit-Beacon Ignition' Mythos, it flares to its full effect, but with quadruple the normal level of illumination for its first stage. In addition, you gain access to the Exalted Mythos that you've paired with this one for the next 5 minutes, or until the end of the current combat encounter, whichever is longer. After this time expires, so does the extra illumination from your Anima, if you have one.
After you use this ability, your soul must recuperate for 24d4 hours before you may summon the desperate strength to use it again.