Amnoriath
2014-01-26, 10:41 AM
This is my attempt at mythos making. I was wondering if I packed too much variety in some abilities and/or if some come ahead of other mythos's too much.
The Mythic Halfling
“I came from the end of bag, but no bag went over me. I am the friend of bears and the guest of eagles. I am Ring-winner and Luckwearer; and I am Barrel-rider.” Bilbo Baggins, a mythic halfling
During the aeon of creation the Gods stood perplexed at the material realms. According to all logical standards everything fit into place, however there the sat mulling over what they were missing. A smaller female God took particular interest in this absence. Her name was Yondalla.
No matter how hard she tried she wasn't satisfied. Dwarves had stone and metal from the ground and of well-being. Gnomes had song, art, and fervent creation riddled throughout their lives. Elves had patience, grace, and knowledge which ensures their higher echelon. Humans had innovation, adaptability, and balance spreading their vast cultures throughout the world. She then sighed in futility until a wandering traveler happened to shout her name.
Yondalla's aura flickered in surprise as her angular yet child face shot to meet his. She demmanded,"How did you know my name?"
"A guess, milady," the short man replied in cordial credulity.
The answer found in the sheer luck of his daring blurt. "What is your name sir?" she asked while in epiphany.
"Wileak, milady" he responded in kind. He blushed slightly as he was fiddling with his tools. He then recollected the tales of his journey. While Yondalla wasn't at all amazed at what he was reminiscing she took great interest in his reactions both then and now.
She then went to consult with the other gods to give a new race a divine touch of fortune and uncanny resourcefulness. The rest of the Gods bickered over the practicality and the entailments of such gifts. In union they belted "No!". Disguted with their arrogance and bureaucracy she went to see what she could do without notice. Instantly as she opened her books and tended her field cries of fustration and disbelief rang out from the halls. At a distance she noticed a striding figure dashing from a cataclysm undoubted created by the fury of the Gods. It was Wileak juggling his tools and what appeared to be shining dice. Before she could get there the destruction enveloped him. She ravaged through the rubble both out of concern and duty but she found no ounce of fabric or trinkets of the material realm other than a note saying, "We don't need you anymore," Betrayed and relieved she cultched her abdomen in perplexing anger as she lied to the counsel on the thief's fate.
Half the Size, Twice the Fortune
Prerequisites: Halfling, One Mythos
Benefit: You may add these mythos to the list of any mythos class you have levels in to be selected from. In addition you add one hit point per luck feat you know and your reroll pool is increased by 1.
Exceptional Mythos
Parsimonious Fortune Finder
You gain Miser's Fortune as a bonus feat. Additionally you can use the Search skill to look for items or gold with a competence bonus equal to half your mythos class level. You are treated as if you were trained in the skill even if you do not possess ranks in it. You may also choose from one of these basic manifestations. Additionally you may choose from one of the previous or following lists.
Resourceful Mono Devotion: You may select one item on your person to benefit from the Ancestral Relic feat with the following differences. It does not need to be of masterwork quality. You can only use the magical properties of the item in question and therefore does not possess value outside what it was before it undergone the ritual. Even if you couldn't normally use the item in question you can use it normally without failure. The item in question may not be an artifact, relic, or item of legacy.
Fortuitous Compact Forager: When you make a Search check you can instead look through 5 foot areas equal to one half your mythos class level. You may also use the Survival skill untrained as if you were trained with a competence bonus equal to half your mythos class level.
Wily Appraisal Intuition: You may make Appraise checks as if you were trained with a competence bonus equal to half your mythos class level. Additional you may increase your Appraise DC by 5 to raise or lower the base value of the item in question by 2 percent. This may be increased up to time equal to one fourth you character level(max 5). However, because you are noticing something different you cannot truthfully appraise it to be higher if you have already appraised it as being lower and vice versa.
Advanced: You can have your items reroll their saves by expending a roll from your luck pool. Your enemies may also be forced to reroll caster level checks against your items. In addition you may choose from one of the options below.
Omniscient Devout Custody: The caster level of the item you selected is now equal to your mythos class level. Additionally if you would ever lose the item you can take a full-round action the provokes an attack or opportunity to sense where it is as if you were there as well as know the general direction of where to go. If the item itself has senses you may use its senses if they are better. You may also expend two rerolls from your reroll pool to force an enemy to reroll any roll to avoid or reduce any effect from the item in question. You must have selected the Resourceful Mono Devotion manifestation to select this option.
Unearth the Cache: Once the DM rolls for loot and asserts the total value you may make a search check equal to have a part of the loot be something you specifically need. As such it replaces some of the loot with what you specifically you requested. This request can be a set of items but they all must be exactly the same. This check is equal 10+appraise check needed to determine its value. These items in question cannot exceed 10% of the total value of the loot. You may also try to request items of up to 20% of the total or two different items up to 10% each in which you must succeed at a check of 25+the larger appraise check. This may only be done once per loot roll. You may also expend 2 rerolls from your reroll pool to force the DM to roll for loot again taking the second result. You must have taken the Fortuitous Compact Forger manifestation to select this.
Transitive Market Deduction: You can now make appraise checks as full round actions instead of one minute. When inspecting an item you can appraise check using the knowledge skill rules to find out where it has been and who has used it. You may expend 2 rerolls from your reroll pool to reroll the result of any knowledge check. You must have taken the Wily Appraisal Intuition manifestation in order to select this option.
Expedient Aimless Wanderlust
You gain Lucky Start and Yondalla's Senses as bonus feats. Additionally if you expend a reroll from your reroll pool you can act in the surprise round but you are still considered flat footed if you couldn't normally act.
Miniscule Undaunted Luck
You gain Unbelievable Luck as a bonus feat.
Basic Manifestations
You gain a luck bonus to your AC equal to 1d4+1.
You gain a luck bonus to your attack rolls equal to 1d4+1.
You gain a luck bonus to your saves equal to 1d4+1.
You gain a luck bonus to your damage rolls equal to 1d6+1.
You gain a luck bonus to Strength based skills and checks equal to 1d4+1.
You gain a luck bonus to Dexterity based skills and checks equal to 1d4+1.
You gain a luck bonus to Intelligence based skills and checks equal to 1d4+1.
You gain a luck bonus to Wisdom based skills and checks equal to 1d4+1.
You gain a luck bonus to Charisma based skills and checks equal to 1d4+1.
Advanced: Your luck feat rerolls now only take up a free action to use. You may also select from one more basic manifestation. At your mythos class level of 10 the die rolled to gain the luck bonuses is increased by one step and damage becomes 1d8+2. If you have taken levels in the Fortune's Friend prestige class you may burn a reroll as a free action to gain an extra swift or immediate action which only may be done once a round.
Dimunitive Ideal Form
You get Lucky Catch as a bonus feat even if you don't meet the prerequisites. You also may treat yourself as one size smaller any time it would be beneficial to you and gain a competence bonus to either balance, climb, jump, or tumble checks equal to half your mythos class level. Additionally if you expend a reroll from your pool you gain a climb and jumping speed equal to 5 times your mythos class level up to double your base speed. You are not considered flat-footed while climbing nor do your enemies get a special bonus against you. This lasts for rounds equal to double your mythos class level.
Fantastic Mythos
Gratuitous Pragmatic Slinger
Prerequisites: One Halfling Mythos Known
You gain Lucky Fingers as a bonus feat and may make special ammunition. As a full-round action you can make a bullet that does 1d6 damage. As you gain levels it acquires an enhancement bonus to attack and damage equal to one fourth your character level. It always bypasses damage reduction as if it were a magic weapon. If you are proficient with a Halfling skip rock this bullet may have the same special ability. You may also reload your sling or staff as a free action per attack you make, however special bullets take extra care and only can be reloaded once this way regardless of any feat you possess. They can choose to throw them as a splash weapon in which they only get the described effect below but they also may apply after a successful attack after the damage roll effectively destroying the bullet.
Tanglefoot Bullet: If the opponent fails on a reflex save they are rendered prone as well as entangled for rounds equal to your mythos class level. If they are flying they fall for the round in which they may make a dexterity check of 20 to regain flight the next round if they haven't hit the ground. If they succeed in the save they are only entangled for half the time.
Gust Bullet: If the opponent fails on a fortitude save they are pushed back 5 feet for every mythos class levels you possess. If they succeed it merely just halts movement of the current action. Undead and Constructs are not immune to this effect.
Resonating Bullet: An attack dealt with this kind of bullet deals sonic damage. Additionally the target is subject to the effects of the shatter spell with an effective caster level equal to your mythos class level. If used to attack an item specifically it can be used to make a sunder check with no penalty.
Weakening Bullet: The target takes a penalty to strength score and physical skill checks equal to 3+one fourth mythos class level for rounds equal to one half mythos class levels unless the succeed on a fortitude save in which the penalty and duration is halved. Undead and Constructs are not immune to this effect. These penalties are not culmulative.
Flashbang Bullet: The target is treated as blinded with a duration of rounds equal to one half mythos class levels unless it succeeds on a fortitude save. Regardless of the result all creatures have concealment within a 20 foot spread but so does any creature they attempt to target for the same amount of time.
Explosive Bullet: Creatures within a 15 foot radius of the strike take half fire and half bludeoning damage equal to 2d6+1d6/2 mythos class levels unless they succed on a reflex save for half.
Hindering Bullet: The target takes a penalty to their dexterity score equal to 3+one fourth and cannot use a swift or immediate action neither may they run or charge for mythos class levels for one half mythos class level rounds. If they succeed on a reflex save they only suffer half the penalty for half the time. These penalties are not culmulative.
Beguiling Bullet: The target makes a will save or becomes confused and take a penalty to mental skills equal to 3+one fourth mythos class levels for rounds equal to one half mythos class levels. If they succeed they are not confused but do not know who attacked them and the penalty as well as the duration is halved. These penalties are not culmulative.
Venom Bullet: The target becomes afflicted with a poison. The target takes 1d6+1/4 mythos class levels points of constitution damage for both the primary and secondary damage rolling a fortitude save as normal.
Knockout Bullet: The target must succeed on a will save or be dazed for rounds equal to 1+1/4 mythos class levels. If they succeed they are only staggered for one round.
Advanced: Your bullets may now be treated as if being made of a special weapon material. You can expend two rerolls from your pool to prepare a special bullet you didn't know as a swift or immediate action. Special bullets made this way are effective for one minute per mythos class level you possess. Additionally you may select another special bullet to prepare.
Underestimated Effective Capability
Prerequisites: One Halfling Mythos Known
You gain Advantageous Avoidance as a bonus feat. Whenever a creature of at least one size category larger than you would succeed in making a check or attack against you, or you failing to do so against them you can use your failure to your advantage. Creatures of at two size catergories larger take a -1 penalty to this save and for every size category above. The creature makes a will save if successful they are one step friendlier to you up to friendly. If they fail they regard you as unworthy and do not attack you in any way. They also treat all their attribute modifiers in attacks, checks, damage rolls, and save DC's against you as if they were 10 unless they are worse until you succeed against them. After you succeed they may attack you again but their attributes are still treated as lowered for 1d4+1/5 mythos class levels you possess. A creature only makes one save per encounter because whether they fail or not they know it was fake. Mindless creatures are considered to automatically save but if they are rendered flat-footed by you up to one round afterwards they lose their attributes are effectively reduced as above for the time alloted. If you expend two rerolls from your pool you may automatically make an attack that bypasses any concealment whenever they would fail a check against you while their attributes are treated as 10 from this ability.
Legendary Mythos
Tenacious Eternal Kismet
Prerequisites: Two Halfling Mythos's Known
Your fortune now extends to your allies as you recognize their importance to yourself. You gain Good Karma and Dumb Luck as bonus feats. All your allies can benefit from your luck feats so long as they are in the same plane and they gain a reroll pool of two. If you possess the Miniscule Undaunted Luck mythos they also may benefit from your luck bonuses the same time you do. An ally is someone whom you have been in contact with for at least two hours and share a common goal on the current quest being taken aside from staying alive. Additionally if you expend two rerolls from your pool as an immediate action you can try to dismiss any spell or like abilities as well as supernatural abilities. The creature targeted must prove to be an immediate threat to you or your ally and you must be able to see it. You make a mythos class level check modified by the attribute that fuels your save DC's against a DC of 10+HD+relevant attribute. If a permanent effect was dismissed it functions again 1d4+1/5 mythos class levels rounds later. If you are dismissing the effect of an item use its caster level modified by the creature's constitution modifier. For every 5 points you exceed that check you may cancel one more effect they have, however if you first dismissed an item you only can target another item unless it adds up to be the same DC or higher.
The Mythic Halfling
“I came from the end of bag, but no bag went over me. I am the friend of bears and the guest of eagles. I am Ring-winner and Luckwearer; and I am Barrel-rider.” Bilbo Baggins, a mythic halfling
During the aeon of creation the Gods stood perplexed at the material realms. According to all logical standards everything fit into place, however there the sat mulling over what they were missing. A smaller female God took particular interest in this absence. Her name was Yondalla.
No matter how hard she tried she wasn't satisfied. Dwarves had stone and metal from the ground and of well-being. Gnomes had song, art, and fervent creation riddled throughout their lives. Elves had patience, grace, and knowledge which ensures their higher echelon. Humans had innovation, adaptability, and balance spreading their vast cultures throughout the world. She then sighed in futility until a wandering traveler happened to shout her name.
Yondalla's aura flickered in surprise as her angular yet child face shot to meet his. She demmanded,"How did you know my name?"
"A guess, milady," the short man replied in cordial credulity.
The answer found in the sheer luck of his daring blurt. "What is your name sir?" she asked while in epiphany.
"Wileak, milady" he responded in kind. He blushed slightly as he was fiddling with his tools. He then recollected the tales of his journey. While Yondalla wasn't at all amazed at what he was reminiscing she took great interest in his reactions both then and now.
She then went to consult with the other gods to give a new race a divine touch of fortune and uncanny resourcefulness. The rest of the Gods bickered over the practicality and the entailments of such gifts. In union they belted "No!". Disguted with their arrogance and bureaucracy she went to see what she could do without notice. Instantly as she opened her books and tended her field cries of fustration and disbelief rang out from the halls. At a distance she noticed a striding figure dashing from a cataclysm undoubted created by the fury of the Gods. It was Wileak juggling his tools and what appeared to be shining dice. Before she could get there the destruction enveloped him. She ravaged through the rubble both out of concern and duty but she found no ounce of fabric or trinkets of the material realm other than a note saying, "We don't need you anymore," Betrayed and relieved she cultched her abdomen in perplexing anger as she lied to the counsel on the thief's fate.
Half the Size, Twice the Fortune
Prerequisites: Halfling, One Mythos
Benefit: You may add these mythos to the list of any mythos class you have levels in to be selected from. In addition you add one hit point per luck feat you know and your reroll pool is increased by 1.
Exceptional Mythos
Parsimonious Fortune Finder
You gain Miser's Fortune as a bonus feat. Additionally you can use the Search skill to look for items or gold with a competence bonus equal to half your mythos class level. You are treated as if you were trained in the skill even if you do not possess ranks in it. You may also choose from one of these basic manifestations. Additionally you may choose from one of the previous or following lists.
Resourceful Mono Devotion: You may select one item on your person to benefit from the Ancestral Relic feat with the following differences. It does not need to be of masterwork quality. You can only use the magical properties of the item in question and therefore does not possess value outside what it was before it undergone the ritual. Even if you couldn't normally use the item in question you can use it normally without failure. The item in question may not be an artifact, relic, or item of legacy.
Fortuitous Compact Forager: When you make a Search check you can instead look through 5 foot areas equal to one half your mythos class level. You may also use the Survival skill untrained as if you were trained with a competence bonus equal to half your mythos class level.
Wily Appraisal Intuition: You may make Appraise checks as if you were trained with a competence bonus equal to half your mythos class level. Additional you may increase your Appraise DC by 5 to raise or lower the base value of the item in question by 2 percent. This may be increased up to time equal to one fourth you character level(max 5). However, because you are noticing something different you cannot truthfully appraise it to be higher if you have already appraised it as being lower and vice versa.
Advanced: You can have your items reroll their saves by expending a roll from your luck pool. Your enemies may also be forced to reroll caster level checks against your items. In addition you may choose from one of the options below.
Omniscient Devout Custody: The caster level of the item you selected is now equal to your mythos class level. Additionally if you would ever lose the item you can take a full-round action the provokes an attack or opportunity to sense where it is as if you were there as well as know the general direction of where to go. If the item itself has senses you may use its senses if they are better. You may also expend two rerolls from your reroll pool to force an enemy to reroll any roll to avoid or reduce any effect from the item in question. You must have selected the Resourceful Mono Devotion manifestation to select this option.
Unearth the Cache: Once the DM rolls for loot and asserts the total value you may make a search check equal to have a part of the loot be something you specifically need. As such it replaces some of the loot with what you specifically you requested. This request can be a set of items but they all must be exactly the same. This check is equal 10+appraise check needed to determine its value. These items in question cannot exceed 10% of the total value of the loot. You may also try to request items of up to 20% of the total or two different items up to 10% each in which you must succeed at a check of 25+the larger appraise check. This may only be done once per loot roll. You may also expend 2 rerolls from your reroll pool to force the DM to roll for loot again taking the second result. You must have taken the Fortuitous Compact Forger manifestation to select this.
Transitive Market Deduction: You can now make appraise checks as full round actions instead of one minute. When inspecting an item you can appraise check using the knowledge skill rules to find out where it has been and who has used it. You may expend 2 rerolls from your reroll pool to reroll the result of any knowledge check. You must have taken the Wily Appraisal Intuition manifestation in order to select this option.
Expedient Aimless Wanderlust
You gain Lucky Start and Yondalla's Senses as bonus feats. Additionally if you expend a reroll from your reroll pool you can act in the surprise round but you are still considered flat footed if you couldn't normally act.
Miniscule Undaunted Luck
You gain Unbelievable Luck as a bonus feat.
Basic Manifestations
You gain a luck bonus to your AC equal to 1d4+1.
You gain a luck bonus to your attack rolls equal to 1d4+1.
You gain a luck bonus to your saves equal to 1d4+1.
You gain a luck bonus to your damage rolls equal to 1d6+1.
You gain a luck bonus to Strength based skills and checks equal to 1d4+1.
You gain a luck bonus to Dexterity based skills and checks equal to 1d4+1.
You gain a luck bonus to Intelligence based skills and checks equal to 1d4+1.
You gain a luck bonus to Wisdom based skills and checks equal to 1d4+1.
You gain a luck bonus to Charisma based skills and checks equal to 1d4+1.
Advanced: Your luck feat rerolls now only take up a free action to use. You may also select from one more basic manifestation. At your mythos class level of 10 the die rolled to gain the luck bonuses is increased by one step and damage becomes 1d8+2. If you have taken levels in the Fortune's Friend prestige class you may burn a reroll as a free action to gain an extra swift or immediate action which only may be done once a round.
Dimunitive Ideal Form
You get Lucky Catch as a bonus feat even if you don't meet the prerequisites. You also may treat yourself as one size smaller any time it would be beneficial to you and gain a competence bonus to either balance, climb, jump, or tumble checks equal to half your mythos class level. Additionally if you expend a reroll from your pool you gain a climb and jumping speed equal to 5 times your mythos class level up to double your base speed. You are not considered flat-footed while climbing nor do your enemies get a special bonus against you. This lasts for rounds equal to double your mythos class level.
Fantastic Mythos
Gratuitous Pragmatic Slinger
Prerequisites: One Halfling Mythos Known
You gain Lucky Fingers as a bonus feat and may make special ammunition. As a full-round action you can make a bullet that does 1d6 damage. As you gain levels it acquires an enhancement bonus to attack and damage equal to one fourth your character level. It always bypasses damage reduction as if it were a magic weapon. If you are proficient with a Halfling skip rock this bullet may have the same special ability. You may also reload your sling or staff as a free action per attack you make, however special bullets take extra care and only can be reloaded once this way regardless of any feat you possess. They can choose to throw them as a splash weapon in which they only get the described effect below but they also may apply after a successful attack after the damage roll effectively destroying the bullet.
Tanglefoot Bullet: If the opponent fails on a reflex save they are rendered prone as well as entangled for rounds equal to your mythos class level. If they are flying they fall for the round in which they may make a dexterity check of 20 to regain flight the next round if they haven't hit the ground. If they succeed in the save they are only entangled for half the time.
Gust Bullet: If the opponent fails on a fortitude save they are pushed back 5 feet for every mythos class levels you possess. If they succeed it merely just halts movement of the current action. Undead and Constructs are not immune to this effect.
Resonating Bullet: An attack dealt with this kind of bullet deals sonic damage. Additionally the target is subject to the effects of the shatter spell with an effective caster level equal to your mythos class level. If used to attack an item specifically it can be used to make a sunder check with no penalty.
Weakening Bullet: The target takes a penalty to strength score and physical skill checks equal to 3+one fourth mythos class level for rounds equal to one half mythos class levels unless the succeed on a fortitude save in which the penalty and duration is halved. Undead and Constructs are not immune to this effect. These penalties are not culmulative.
Flashbang Bullet: The target is treated as blinded with a duration of rounds equal to one half mythos class levels unless it succeeds on a fortitude save. Regardless of the result all creatures have concealment within a 20 foot spread but so does any creature they attempt to target for the same amount of time.
Explosive Bullet: Creatures within a 15 foot radius of the strike take half fire and half bludeoning damage equal to 2d6+1d6/2 mythos class levels unless they succed on a reflex save for half.
Hindering Bullet: The target takes a penalty to their dexterity score equal to 3+one fourth and cannot use a swift or immediate action neither may they run or charge for mythos class levels for one half mythos class level rounds. If they succeed on a reflex save they only suffer half the penalty for half the time. These penalties are not culmulative.
Beguiling Bullet: The target makes a will save or becomes confused and take a penalty to mental skills equal to 3+one fourth mythos class levels for rounds equal to one half mythos class levels. If they succeed they are not confused but do not know who attacked them and the penalty as well as the duration is halved. These penalties are not culmulative.
Venom Bullet: The target becomes afflicted with a poison. The target takes 1d6+1/4 mythos class levels points of constitution damage for both the primary and secondary damage rolling a fortitude save as normal.
Knockout Bullet: The target must succeed on a will save or be dazed for rounds equal to 1+1/4 mythos class levels. If they succeed they are only staggered for one round.
Advanced: Your bullets may now be treated as if being made of a special weapon material. You can expend two rerolls from your pool to prepare a special bullet you didn't know as a swift or immediate action. Special bullets made this way are effective for one minute per mythos class level you possess. Additionally you may select another special bullet to prepare.
Underestimated Effective Capability
Prerequisites: One Halfling Mythos Known
You gain Advantageous Avoidance as a bonus feat. Whenever a creature of at least one size category larger than you would succeed in making a check or attack against you, or you failing to do so against them you can use your failure to your advantage. Creatures of at two size catergories larger take a -1 penalty to this save and for every size category above. The creature makes a will save if successful they are one step friendlier to you up to friendly. If they fail they regard you as unworthy and do not attack you in any way. They also treat all their attribute modifiers in attacks, checks, damage rolls, and save DC's against you as if they were 10 unless they are worse until you succeed against them. After you succeed they may attack you again but their attributes are still treated as lowered for 1d4+1/5 mythos class levels you possess. A creature only makes one save per encounter because whether they fail or not they know it was fake. Mindless creatures are considered to automatically save but if they are rendered flat-footed by you up to one round afterwards they lose their attributes are effectively reduced as above for the time alloted. If you expend two rerolls from your pool you may automatically make an attack that bypasses any concealment whenever they would fail a check against you while their attributes are treated as 10 from this ability.
Legendary Mythos
Tenacious Eternal Kismet
Prerequisites: Two Halfling Mythos's Known
Your fortune now extends to your allies as you recognize their importance to yourself. You gain Good Karma and Dumb Luck as bonus feats. All your allies can benefit from your luck feats so long as they are in the same plane and they gain a reroll pool of two. If you possess the Miniscule Undaunted Luck mythos they also may benefit from your luck bonuses the same time you do. An ally is someone whom you have been in contact with for at least two hours and share a common goal on the current quest being taken aside from staying alive. Additionally if you expend two rerolls from your pool as an immediate action you can try to dismiss any spell or like abilities as well as supernatural abilities. The creature targeted must prove to be an immediate threat to you or your ally and you must be able to see it. You make a mythos class level check modified by the attribute that fuels your save DC's against a DC of 10+HD+relevant attribute. If a permanent effect was dismissed it functions again 1d4+1/5 mythos class levels rounds later. If you are dismissing the effect of an item use its caster level modified by the creature's constitution modifier. For every 5 points you exceed that check you may cancel one more effect they have, however if you first dismissed an item you only can target another item unless it adds up to be the same DC or higher.