PDA

View Full Version : "I am Valerian, leader of the nymphs. You may call me Oh God,..."[Mythos 3.5/PF]



Lanth Sor
2014-02-12, 04:16 AM
Thread title Quote is from: The Nymph King by Gena Showalter



http://i.imgur.com/bmK8NTT.jpg
“The ancient image in his mind faded before the new reality. the forest, the glade, the very air about her was beautiful.”~Aton Five, Chthon, by Piers Anthony


The Archikos

Evolution spawned nature, nature spawned wonder, wonder spawned myth, myth spawned legend, All were consumed by the Woods. The lawgivers saw the first wood as a beautiful region they fund the Tree of Storms and its thunderstruck grove and marveled at its charred life. They stumbled upon the Fissure of Flame and flows spewing forth upon the black making more dull plumes of charred rock. Then the stumbled upon a great sea which bore much resemblance to the sea of evolution save where evolution teamed with primordial life this sea was silent and serene, with few creatures that made it all the more majestic. Stumbling as blind men they fund the deep marshes home to a vast ecosystem of beasts and twisted processes creating toxic and corrosive things spouting from seeming nowhere. Amid the wonder they stumbled upon a cave, the deeper they went the purity of form astounded, until they found themselves amid a field of towering buttons with stems, in various shapes, colors, and sizes. Still more things were discovered as they wandered through endless sea of shimmering gold and white. Eventually they found themselves back at the Wood and found a clearing never there before they thought. And with that a voice spoke.

"My beauty is truly beyond words, is it not?" the voice perfect and pure, radiant and mysterious filled the wood then shrank to a single point by the last word. A silhouette soft and smooth glided across the glade, touching the sun's chin she vanished from his hand as a mist, musing at the bright eyes of the moon. Shifting to the form of a refined Adonis he griped her hands and flew about in a dance whirling a twister sprouted whipping her hair. "See now isn't this fun?" shifting back to a feminine form much smaller and in line with the moons.

Bearing no will to fight in the wars of Titans and Lawgivers nature stood apart. And when it could no longer stand apart it hid. And when it no longer hide it made a deal. Appearing before the most amicable of entities, she pleaded her case. "I wish not to end, but i see only ends among you." taking the form most of the moons liking "I propose another option. I take form in your new world a forgotten legend always there but never known. Ill even let you and your brother guard over me." The moon pondered for a moment then disappeared. Nature waited in its hiding place, after a time the moon returned "Agreed!" shaking nature's hand.

The wheel was formed and the moon decided upon a place. Nature took its place among the wheel and as nature surmised all forgot nature save the sun and the moon. Little does the sun know in places his light doesn't shine nature has built a way.


Hit Die: d8
Skill Points: 8+ Intelligence Modifier
Class Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge(any) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (none), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex)
Proficiencies: Archikos are proficient with simple weapons, as well as light armor and shields except tower shields.



LevelBABFortRefWillSpecialMythosExcellencies
1st+0+2+2+2The Primordial's Mythos, Mythos Known, Exceptional Mythos, Primal Excellence, Nature's Perfection+2+1
2nd+1+3+3+3+0+1
3rd+2+3+3+3+1+0
4th+3+4+4+4+0+1
5th+3+4+4+4+1+0
6th+4+5+5+5+0+1
7th+5+5+5+5Fantastic Mythos+1+1
8th+6/+1+6+6+6+0+1
9th+6/+1+6+6+6+1+0
10th+7/+2+7+7+7+0+1
11th+8/+3+7+7+7+1+0
12th+9/+4+8+8+8+0+1
13th+9/+4+8+8+8Legendary Mythos+1+1
14th+10/+5+9+9+9+0+1
15th+11/+6/+1+9+9+9+1+0
16th+12/+7/+2+10+10+10+0+1
17th+12/+7/+2+10+10+10+1+0
18th+13/+8/+3+11+11+11+0+1
19th+14/+9/+4+11+11+11Exalted Mythos+1+1
20th+15/+10/+5+12+12+12+1+1


The Primordial’s Mythos: A Archikos’s power is expressed in terms of one or more "Mythos", the building blocks of the legend that they are, and the stories that they have told and will tell. While any given Mythos varies from the rest, they share some similar traits. They are always Extraordinary abilities, and when they reference a difficulty class for an imposed saving throw, that saving throw is always calculated as (10 + 1/2 class level + Charisma modifier, unless otherwise stated). When a Mythos references a "level" that is not clearly defined in some other way, such as "character level", it refers to "class level" as in the number of levels one has in the Archikos class. When a Mythos references "allies", it specifically does not refer to the Archikos using it. When a Mythos grants a feat as a bonus feat, it is regardless of whether the character meets the prerequisites for that feat (unless otherwise stated), and if the character already possesses that feat (in some permanent fashion - via the normal allotment gained by leveling up, or through another Mythos, and so on, but not those gained temporarily, such as via a "Heroics" spell), they must replace the prior instance of that feat with another feat that they qualify for.

Every Mythos has a Tier. The Tier of a Mythos ranges from 1 to 4, typically referred to as Exceptional, Fantastic, Legendary, and Exalted. Exceptional Mythos tell the story of charismatic and lithe heroes that have learned to make themselves as that which was before and shape the world around them to retake what is its. An Archikos with Fantastic Mythos is more pristine, and has gained deeper connection to the world before, such as it has begun to seep out in whatever place they occupy. The world before has become the very tool they use to forge the world of now. Life is about them and change is surely afoot when ever they are around. A Legendary Archikos finds the infantasmal “what if”s and the “should I”s become “give me a minute”s and “it would be wrong not to”s. Some become beast of the land or forces of nature themselves losing themselves in the raw prime of that which was before. An Exalted Archikos is a eternal being of the first world to be venerated as their mastery over the ever-fluid first world rivals that of the Eldest. They have taken the form of great beasts, eternal elements, a quixotic overlord, or ominous pact master. Regardless of their path they have truly become masters of the first world and its influence.

Some Mythos, in addition to their initial stated effect, have Basic and Advanced manifestations. When a Archikos gains access to a Mythos with a list of Basic manifestations, they may choose one such manifestation, and they gain that benefit immediately as well. This choice may not be changed later. When an Archikos gains access to a Mythos with a list of Advanced manifestations, they may choose one such manifestation, and they gain that benefit upon achieving their next level of Archikos. This choice may be changed at any point before receiving the chosen manifestation itself, but not after (choosing beforehand is just an easy way to mark it down on your character sheet so you don't forget that you'll be getting something later).

Mythos Known: A 1st level Archikos begins play with two Exceptional Mythos that he qualifies for if this is his first level in a PC character class. At higher levels, he gains additional Mythos as noted on the Archikos class table.

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

A Archikos also has the ability to learn more Mythos, above the ones automatically allotted to him by leveling up, by pursuing inner strength at the expense of external strength. The exact method varies for each Archikos; some give to organizations that create a change, others tend to animals and plants, others go on magnificent pilgrimages through the wilds or even the first world, while still others spend countless nights consorting with fey in drink merriment and debauchery. In all cases, the Archikos must somehow lose gold or items, in such a way that does not otherwise mechanically benefit him or his allies, with the understanding that he will never attempt to reclaim what was lost (otherwise, the sacrifice would mean nothing, and therefore yield no enlightenment). He then gains Mythos Points equal to the gold piece value of the currency or items removed.

Some Mythos have Basic and Advanced manifestations that are mutually exclusive. If you chose one of these manifestations it bars certain other Basic and Advanced manifestations from that Mythos alone, but not from any future Mythos you may acquire. If for any reason you gain a Basic or Advanced manifestation that is barred by another manifestation you may chose to lose the previous manifestation to gain the new one however the old manifestation is lost forever. You do not gain a basic or advanced to replace the lost one. You may later spend Mythos Points to reacquire the lost manifestation however you will lose access to any manifestations it bars. Any manifestation that adds the same descriptor as the one the Mythos currently has is ignores this rule.

By spending 1,000 Mythos Points, and 250xp, a Archikos may learn an Exceptional Mythos. A Fantastic Mythos requires 5,000 Mythos Points and 500xp. A Legendary Mythos takes 10,000 Mythos Points, and 1,000xp. And an Exalted Mythos takes 20,000 Mythos Points and 2,000xp.

For half the listed price for a given Tier, a Archikos may learn a Basic or Advanced manifestation of a Mythos they already know of that Tier.

Learning Mythos above the standard amount requires astounding, nearly single-minded devotion to the story of the Archikos. One may only utilize this ability while more than half of his effective character level (ECL) is devoted to levels in the Archikos class.

Primal Excellence: As denoted on their class table, a Archikos gains a certain number of abilities known as "Excellencies". These tend to be more general, generic, and passive than a Mythos, but are useful nonetheless, and are drawn from their own separate list, unsegregated by Tiers. Like a Mythos, a Archikos may learn more Excellencies above their allotted amount. Each one costs 1,000 Mythos Points and 100xp, plus an additional 1,000 Mythos Points and 100xp for each time a new Excellency is innovated beyond the first. (So, 2,000mp and 200xp for the second, 3,000mp and 300xp for the third, etc.)

Nature's Perfection: Through gaining the powers of the ancient being know as nature the Archikos gains enhancements to their own abilities. Every mythos and excellency grants an additional benefit based on its descriptors as listed below.
[Acid] Gain 1 acid resistance per ability with this descriptor.
[Air] +1 jump[fly] per ability with this descriptor.
[Aklo] +1 Bluff per ability with this descriptor.
[Beast] +1 skill checks involving animals per ability with this descriptor.
[Cold] Gain 1 cold resistance per ability with this descriptor.
[Earth] Gain 5ft burrow speed per earth descriptor.
[Electricity] Gain 1 electricity resistance per ability with this descriptor.
[Fire] Gain 1 fire resistance per ability with this descriptor.
[Plant] +1 skill checks involving plants per ability with this descriptor.
[Pristine] +1 perform(All) per ability with this descriptor.
[Sonic] Gain 1 Sonic resistance per ability with this descriptor.
[Sylvan] +1 Diplomacy per ability with this descriptor.
[Water] Gain 5ft swim speed per water descriptor.

Lanth Sor
2014-02-12, 04:17 AM
Exceptional Mythos


A Trick Once Twice Over
Prerequisite: -
[Pristine]

The abilities of fey are varied and unpredictable. Gain two Witch Hexes (http://www.d20pfsrd.com/classes/base-classes/witch#TOC-Hex). Substitute your charisma instead of your intelligence where ever it would apply. If limited to once per day per target the cap is increased to 1+1/2 class level times per day on a single target. Treat your archikos level as witch levels for any hex gained through this mythos. If the hex states a duration that may be spent in increments the archikos permanently benefits from the hex ignoring the limited time.

Advanced
Or Maybe Thrice Over: Gain an additional hex. You may take this manifestation multiple times gaining a new hex each time.


Firelord's Incinerating Will
Prerequisite: Burn Baby Burn

Gain Incinerate, as a ranged touch attack dealing 1d6 fire damage, additionally every attack past the first gains a cumulative +2 damage. This attack has a x3 critical multiplier. If you attack a new target or don't hit the target for 3 rounds the count resets to 0. This is an attack action. Initial damage increases by 1d6 at the 5th level and every 4 levels there after.

Gain Control Flame power at will with manifester level equal their class level as a spell-ability. Upon reaching the 7th level it becomes a supernatural ability.


I Call, and Mother Answers!
Prerequisite: -
[Pristine]

Nature is mother to all, some prescribe to this idealism, other see her as a tool, but for Archikos this is all to true. Calling to an element is all they need do to invoke its wrath on another. As standard action the Archikos may invoke natures wrath in one of the following ways to a single target at medium range(100ft+10ft/level), unless otherwise noted.

Basic
Burn Baby Burn: Deal 1d6 fire damage they must reflex save, if they fail the reflex save they catch on fire take 1d6 fire damage per round for 1 round per class level. [Fire]

Feel the Chill: Deal 1d4 + 1/level frost damage and fort save. If they fail the save they are afflicted with the Chilled condition for 1 round per 2 class levels. [Cold]

Harmonious Discord: Deals 1d4 per 2 levels, however it deals 1d6 per 2 class levels against objects. [Sonic]

Its Like Snot Only More Acidy: Deal 1d6 acid damage per 2 class levels[Acid]

Its Mister Zappy: Deal 1d4/2 levels electricity damage, Reflex save for half. While inside Arbor of the Storm or a thunderstorm is in the area damage is increased to 1d8/2 class levels [Electricity]

My Friends Love You: Make a ranged Grapple check using your caster level instead of BAB and charisma modifier instead of strength modifier. If successful the target is entangled by thorny vines and takes 1 piercing damage per class level each round until they break the grapple or the effect expires. last 2 rounds per level [Plant]

Quenching Your Thirst: Cause a massive torrent of water to overcome the enemy. Make a range attack roll if you hit the torrent smashes into your target dealing 1d4/2 levels bludgeoning damage and make a ranged trip using Archikos level for BAB and Cha for Str. [Water]

Rock, Ludo, Friend: Launch a boulder you pull from the ground at your target. Make a range attack roll if you hit the bolder smashes into your target dealing 1d8/2 levels bludgeoning damage. [Earth]

Thousand Scything Winds: Make a ranged touch attack with 60ft. range. If it hits deal 1d4/level slashing damage as multiple wind blades slash at your target. [Air]


In the Ring I Dance, In the Ring You Fall
Prerequisite: -
[Pristine]

Rings of mushrooms are known to appear throughout the world, marking places where the first world bleeds through. Its believed that fey gather at these points, the truth is not far from it, fey are responsible for such places.

As a standard action, spawn a ring of mushrooms called a faerie circle. This faerie circle grants you and your allies a +1/5th class level(min 1) luck bonus to AC and any d20 rolls made while in the circle. The faerie circle has a diameter of 5ft per 2 levels. Last until dismissed or used again. You may only have 1 ring at a time.

Basic
Arbor Trees: Trees sprout up around the edge of the circle blocking any path to its heart. The trees are as tall as the circles radius and 5ft in diameter creating a perfect seal as they butt up against one another. They have the same hit points as a tree of equal size. This is a ring Augment you may only use one ring augment at a time. [Plant]

Encircle the Breach: The word "diameter" is replaced with "radius" for determining the circles size.

Hills of Poppy: The terrain becomes that of flower covered hills and the air fills with their pollen. While in the ring enemies take a penalty to saves against your enchantment and mind affecting effects equal to 1/2 class level (min -1). This is a ring Augment you may only use one ring augment at a time.

Stone Ring: The mushrooms are replaced with small stones bearing ancient glowing runes. While in the ring you gain a +1/2 class level(min +1) to any check to make a deal, in addition to the normal bonus. Additionally any deal made while in the ring has its DC increased by 2.This is a ring Augment you may only use one ring augment at a time.

Wisps of the First: Anyone who starts the night sleeping in this faerie circle gains the benefit of the Restful Sleep spell. Tiny yellow motes fill the air as if the entire area is filled with dancing lights, except they only provide dim light. [Prsitine]

Verdant Growth Extrapolation: The area is filled with thick under growth providing half cover to medium creatures beyond 5ft and total cover to anything small creatures beyond 5ft, smaller creatures gain +10 to hide checks for each size below small. The radius is increases to changes from 5ft increments to 7.5ft. However the only verdant growth and manifestations requiring verdant growth benefit form the increased increment. As such the passive luck bonuses don't begin until 10ft for a lvl 4 archikos even though their Verdant Growth Extrapolation coves 15ft. [Plant]


Advanced
Arbor of the Storm: To acquire this manifestation you must first have Arbor Trees. Along the edge of the circle a tree sprout up and then in a sudden flash all of them are struck by lightning leaving a static field around them. Instead of the normal impassible ring of trees there is a tree every 5ft. around the edge. Anyone who passes by or begins their turn adjacent to one of these trees takes your cha mod lightning damage. This is a ring Augment you may only use one ring augment at a time. [Lightning]

Field of Flames: To acquire this manifestation you must first have Verdant Growth Extrapolation. Activating this manifestation is a standard action that requires Verdant Growth Extrapolation to be active. Fire based effects are 50% more effective in the circle, and cold based effects are only half as effective in the flames. The flames themselves do 1d4 fire damage to all but the archikos and charisma mod people. This is a ring Augment you may only use one ring augment at a time. [Fire]

Frostwind Tundra: To acquire this manifestation you must first have Hills of Poppy. The hills are best by chilling winds that cut to the core, snow build up in more humid areas. The area becomes difficult terrain as ice and snow build up. Any creature in the ring takes 1 cold damage, and must fortitude save or gain the chilled condition until 1 round after leaving the area. The archikos may allow their charisma modifier creatures to ignore the effects of Frostwind Tundra. This is a ring Augment you may only use one ring augment at a time. [Cold]

Guard the Breach: The circle now effects a area of 5ft per level.

Henge of the Ancients: To acquire this manifestation you must first have Stone Ring. The stones become massive arches, akin to Stonehenge, bearing archaic runes. With every word that you speak the runes thrum with power. All language dependent abilities you use have +2 caster level. Additionally any contract made while in the space including all forms of summoning magic have their duration doubled. [Aklo]

Motes of the First: Anyone who starts the night sleeping in faerie circle gains the benefit of the Nap Stack (http://paizo.com/pathfinderRPG/prd/advanced/spells/napStack.html) spell. Tiny yellow motes fill the air as if the entire area is filled with dancing lights. [Pristine]

Safe Arborage: To acquire this manifestation you must first have Arbor Trees, Wisps of the First, and Motes of the First. The space inside the arborage radiates a pale blue lights that is some how soothing. Lush grass and flowers grow with in the arbor to the creator's liking. While in the circle all organic matter is healed 1 hp per minute. Also damage to physical ability scores is restored at a rate of 1 per hour. For every 1 point of ability damage restored the Archikos is fatigued for 1 hour after the circle is dismissed. This is a ring Augment you may only use 1 ring augment at a time. [Pristine]


Life's Rhythm Clashes and Harmonizes
Prerequisite: Harmonious Discord Manifestation
[Pristine][Sonic]

Harmonious Discord now deals an additional +1 damage per die. You also gain the ability to used the vibrations of a performance to ease others suffering. As a standard action you may make a preform(any creating sound) check to suppress a single condition effecting a target for 1 rnd or until the performance is stopped. As long as the performance is maintained the condition is suppressed, Conditions that are permanent, like death or blindness/deafness spell, cannot be suppressed. DC equal to DC that cause the effect if no DC exists then DC 10 + 1/2 HD of what caused it + their relevant ability modifier.


My Charms are More Ancient Than Words
Prerequisite: -
[Pristine]

Beauty is not something someone can make themselves, it is something they are. Entrancing humanity is something your kind has done for time longer than man can recount. The fables of Sirens at sea calling men to their dooms, or even the lone nymph in a glade calling out to the woodsman, the enrapturing beauty of fey make their tales all the more memorable. Archikos are a masters of this trick.

As a standard action, you may use charm monster on a target in 60ft. The effect last 1 hour. This is a spell-like ability usable at will. However you may only have one creature effected by this mythos at a time. If a new creature would be effected the previous one is released from the effect. Any attitude shift are not treated as part of the mythos when counting who is affected by it.

Basic
My Friend, My Companion: Instead of the effect wearing off after an hour, their attitude slowly shifts back to their original attitude at a rate of one tier per half hour. After the first half hour you may make diplomacy checks as normal to improve their base attitude toward you. Add your class level to such checks during the charm duration. [Sylvan]

Ah, My Minion: The Duration is only 1 round per level but they are instead treated as if fanatical. However they keep their wits and will not sacrifice themselves for any reason short of its you or them under threat of another, not that they will kill you after the effect ends. After the effect ends their attitude toward you is one step worse, if they were hostile but not aggressive before they outright attack you. [Aklo]

The Animals Are My Kin: The invocation works on Animals and on animals it last 1 day. Should you spend the day training and make the appropriate handle animals check the animals natural attitude shift two steps(up to helpful). Animals you charm will become indifferent once the charm ends, if you didn't train them, and wonder away if not of the helpful attitude.

Scout's Honor: With a diplomacy or bluff check you may convince someone to serve you willingly for the day under promise of their safety. The DC is 10 + their HD + wis mod + 5 per step under helpful they normally are. So lvl 1 commoner with 12 wis that is indifferent would be a DC 22. The promise of their safety means they will not be in any more danger than they would find themselves in on a regular day. A commoner that travels the woods may be a guide, while a mercenary may act as a sword to defend you on the road. They forgive the fact that you charmed them. [Sylvan]

Charisma En Masse: You may have up to 1+ charisma modifier or Archikos level(which ever is less) things effected by this mythos at a time. Allowing you to use the myhos that many times before you need to release one of the creatures effected. Should charming a creature cause you to exceed your maximum you may chose which creature to release. [Pristine]


[B]Skylord's Whim
Prerequisite: Thousand Scything Winds
[Air]

Thousand Scything Winds now can deals half as many damage dice to everyone within 5ft per 2 [Air]

Gain Control Air power at will with manifester level equal their class level as a spell-ability. Upon reaching the 7th level it becomes a supernatural ability.


"Wood is Harder Than Stone"
Prerequisite: -
[Plant]

You may use Shape Wood as per the spell at-will. You may make craft checks to overcome the limitations of the spell. When you use this spell on a piece of wood you may use a craft check to turn it into an appropreate item(IE. make craft(weapon smith) to make a long sword). The DC is that to craft the item as normal, on success you make a wood version of the item. Wooden weapons only do bludgeon and piercing damage. By increasing the DC by 5 you may condense the wood to make steel quality weapons out of the wood, this requires 50% more wood. Additionally you may make the masterwork craft check upon shaping the item to make masterwork items. Any item that leaves your possession reverts back to its original form.




Chilled Originates form the Warcarft RPG
Chilled: A chilled creature moves and attacks at a drastically slowed rate for 1 round. A chilled creature can take only a move action or standard action on its next turn, but not both (nor may it take full-round actions). Additionally, it suffers a –2 penalty to AC, and a –2 penalty on melee attack rolls, damage rolls, and Reflex saves. Chilled creatures jump half as far as normal.

Lanth Sor
2014-02-12, 04:18 AM
Fantastic Mythos



Caldera of the First Flame
Prerequisite: Field of Flames
[Fire]

Hidden in places long forgotten, smoldering peaks of primal flame eternally issue forth columns of ash. Tribes speak of benevolent gods bound in the heart of the flame making sacrifices The true nature of these fabled peaks is lost to time.

By channeling for a round the archikos raises the edges of their field of flames by 5ft per round channeling. The edge slowly creeps in to the center each round, and its total height cannot exceed 1/4th is radius. With the rise of the exterior ring cracks form in the earth unveiling molten rock that slowly billows with smog. The smog grants partial concealment, this is a smoke effect, and deals 2d6+charisma mod fire damage, this cumulative bonus to damage from Incinerate applies to this damage. The archikos and up to charisma modifier allies are immune to the damage and ignore the miss chance due to partial concealment. The Caldera additionally has the same effect as field of flames, except the 1d4 fire damage.


Court of the First Pact
Prerequisite: Henge of the Ancients
[Aklo]

None still live who know its ancient purpose, but many have found the court at the heart of the jungle. Massive monoliths of stone shaped in elegant arches, runes of inlaid marble glow with magic too ancient to divine, and words too eldritch to know. There is a high chair center, and set back with a large stone table bearing the exact number of seats for each person to enter the sanctum.

By spending a minute channeling the archikos can cause their Henge of the Ancients shift and move into a grand court made of stone. The design is determined by the archikos upon taking the mythos. They all provide a grand discussion room in the center and a signature area weather a grand podium or table.

When entering the Court of the First Pact the archikos may designate any number of persons as part of a council. No person can be part of a council if they are larger than the entrance to the court or they would take up more than 1/5th the radius of the court. Any creature not part of the council must will save or be unable to enter the court.

When council is held in the Court of the First Pact the archikos has the ability to force everyone in the court to will save or be unable to speak for 1 round. The archikos can choose to exclude as many targets as they like.

At the end of any council in the court the archikos may draw up a contract and all signing participants will be held to any regulations agreed upon in the council.
After the contract has been signed it cannot be modified and no one not agreed upon at time of creation of the contract can sign the contract.

If any participant of the council that signed the contract should break the terms of the signed contract they begin to lose 2 to all ability scores per day they are in violation of the contract. Alternatively, the council can define the repercussions of breaking the contract.

Any contract made as the result of a council is held in the library of the court. The library is only accessible while the court is manifested. Most often the library is a section of locked shelves. The contracts themselves are wondrous magic items for all intents and purposes, and are treated as if they were made of a material as durable as Adamantine.

The court also grants all the benefits of Henge of the Ancient, and Stone Ring.


Soar High, Fly True
Prerequisite: -
[Air]

Whether hawks or butterfly all winged creature know the envy of man. The archikos gains a fly speed equal to his base move speed +10ft. with average maneuverability. For every size smaller than medium increase maneuverability by 1 step. For every Size larger than medium decrease maneuverability by 1 step and increase fly speed by 10ft. The method of flight is determined by which basic manifestation you pick. You may only ever possess one basic manifestation of this mythos. You may purchase a different basic manifestation however you lose your old one and it is replaced with the new one.

Basic
Falcon Wings: When charging a foe lower than you while flying you may charge up to 3x your fly speed and Death From Above.

Humming Bird Wings: Gain perfect maneuverability however you cannot fly while taking any penalty to dex.

Butterfly Wings: Increase fly speed 20ft, however you cannot fly when wings are wet.

Hawk/Eagle Wings: Gain Flyby Attack Feat

Owl Wings: Gain +8 to move silently while flying.

Dragonfly Wings: Gain Hover Feat

Magical Flight: Its magic no wings. You may use your charisma instead of dex for AC while Flying. This form of Flight is a supernatural ability.

Advanced
Alacrity: Increase your fly speed by 10ft. This may be taken multiple times.

Areal Acrobatics: +1 step of maneuverability this may be taken multiple times your maneuverability may not exceed good.

Fly's like a Brick: +20 Fly speed, -1 step maneuverability. This may be taken multiple times. If your maneuverability becomes clumsy it becomes clumsy permanently regardless of your basic manifestation.


Tree of the First Storm
Prerequisite: Arbor of the Storm
[Electricity]

Amid the dark forest no tree stood taller or more terrifying then the twisted yew at its center. Thunderclouds seemed to swirl and draw close, but never touching its charred branches. As a full round action the Archikos may grow the charred trees into a single greater tree creating a ceiling 5ft high per 10ft radius of the ring. The tree reaches four times higher unless impeded. Atop the tree clouds begin to swirl and after 1 turn they become a thunderstorm. The Archikos may call down a lighting bolt as a standard action dealing 3d10 electricity damage in a fashion similar to the Call Lightning spell, after which she must wait 1d4 rounds before she may use this function again. All the effects of your Arbor of Storms apply to its new form.


Verdant Creeper-Infestation
Prerequisite: "I call, and mother answers" with the "My Friends Like You" basic manifestation
[Plant]

When demon horde set to razing the small elven village and despoiling the surrounding grove, a lone voice spoke their defiance the loudest. The dryad whos tree lay in the village and grove she had protected for centuries. With her defiance the ground burst forth vines entangling one of the demons a moment later the earth beneath them all ruptured spilling forth hundreds of these creepers. As they fought for freedom the demons were slowly overcome by the vines.

After making a successful grapple check with "My Friends Love You" you may spend a move action to effect all enemy creatures in 30ft radius spread of your initial target with "My Friends Love You".

Lanth Sor
2014-02-12, 04:20 AM
Legendary Mythos


"Come into My Web" said the Spider to the Fly
Prerequisite: In the Ring I Dance, In the Ring You Fall

Tales speak of groves that only appear under the right moon, a travelling forest that never appears in the same place twice, or even a dark marsh that goes on for what seems an eternity; All such tales are bred from this mythos. The archikos gains a pocket plane part of the First World. Time flows in the plane is at the same rate as the material world. The plane is 100ft per level in diameter. Your pocket plane carries all the characteristics of your Faerie Circle. If your Faerie Circle creates any obstruction on its border at intervals they occupy as much of your plane as you like but must cover at least half of it. Their interval is quadrupled in your plane and their size and area of effect are doubled.

When you summon your Faerie Circle all things in its space are transported to your plane, and land in a place of your choosing or on the outer edge outside of any harmful effects. While your Faerie Circle is manifested the boundaries to your plane lead to the normal edge of your faerie circle, and the outside boundaries of your Faerie Circle lead to an equivalent boarder in your plane.

In your plane you may form a home out of your natural surroundings of any size. However, it must be a simple 1 room structure, with a bed table and chairs. By paying mythos points equal to crafting cost you may add additional interior upgrades or new structures to the lands. All additions must be mad out of organic material or stone. The exception is you may bring works of art from the material plane to your pocket plane.

Advanced
Secret Door: You may open a door to your pocket plane without summoning your Faerie Circle.

Vast Plane: Double the size of your pocket plane. So 100ft/level becomes 200ft/level. You may take this manifestation multiple times and its effects stack. Remember x2 plus x2 is x3, so the second time would be 300ft/level.

Elder Ascension Shintai
Prerequisite: "Come into My Web" said the Spider to the Fly

At the cost of being unable to withstand the structured final design the gods agreed on, you ascend to the final form of true fey leaders. You may not exist outside the first world for more than your constitution score hours before you begin incurring negative levels. You gain one negative level after the aloted time, and an additional negative level at the start of each minute after. These negative levels return at a rate of 1 per hour in the first world. If you leave the First World while you still have negative levels via this ability, you immediately begin incurring negative levels as previously stated.

While in the first world the Archikos gains their charisma modifier to all physical attributes, and fast healing equal to their charisma modifier as the first world warps to their will. The Archikos is treated as though they had a Divine Score equal to class level -13 + charisma modifier while in the first world. They do not gain an actual divine score and thus the template is not applied however they are able to impress their will on the mutable from of the First World as if they were a god of their effective divine score.

Their pocket plane becomes bound to the first world and the next place they summon their Faerie Circle becomes its permanent location when it manifests in the material plane.

It is common for a Archikos to take up a portfolio from which its followers may draw inspiration, however the Archikos does not have the power to grant divine magic.

God's Ire Glitter-Dust-Detonation
Prerequisite: -

The Great Army of Hextor marched forth to claim the wood of the ancient forest for their army as a small sprite shot out over the amassed horde. In a sudden flash of brilliant light a thin prismatic dust filled the air over the army, as it came to rest the forest came to life. It wasn't long before clerics and anti-paladins were calling on Hextor for aid to no avail, the seemingly harmless dust blocked them from their god. The army lay broken and defeated, never again would they bother this little sprites home. As a full round action you gather dust in the air suffusing it with natural energy, then upon release it causes a bright flash of light all who view it must fort save or be dazzled for 1 min. After which the prismatic dust that hits everything in a 100ft radius burst then falls to the ground. The dust last 1 min per class level. The dust clings to anything it touches and effects anyone standing on it as well. Those effected by the dust are treated as being in an anti-magic field however only divine magic granted by the gods is effected, arcane magic and nature magic like that of a druid is unaffected. The Archikos may only use this 1 per min.


Exalted Mythos


Apocalyptic Monstrosity Awakening
Prerequisite: "Come into my Web" Said the Spider to the Fly

In the time when the Eldest waged war they created and command great beasts know as Tanes. These legendary monstrosities no populated only legend in even the first world. The archikos has found the secret way to make one of these legendary monstrosities. As a month long process you may form one of the Tanes in your pocket plane. Each tane has a unique cost to create.

Basic
Bandersnatch: Creates a Magicbane Bandersnatch (http://paizo.com/pathfinderRPG/prd/bestiary3/bandersnatch.html). You must hold a festival at which no less than 200 people must be present. The planing for the festival must take most of the archikos's time for the month prior to the summoning as long as the festival concludes three days prior to the end of the month. At the conclusion of the festival a Banderstanch will appear and hunt all guests. If it is able to find them all in 3 days it stays and becomes bound to you.
Jabberwock: Create a Lesser Jabberwock (http://www.d20pfsrd.com/bestiary/monster-listings/dragons/jabberwock/jabberwock-lesser). To form a jabberwock requires a drake that slowly grows to form the new jabberwock, the process requires constant rearing from the archiknos taking The jabberwock will not follow the archikos if they possess a weapon with the vorpal property.
Jubjub Bird: Creates a Jubjub Bird (http://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/jubjub-bird) with the Monster of Legend(MM2) template and the Missing template (http://www.d20pfsrd.com/bestiary/monster-listings/templates/missing-cr-3). The process of creating a Jubjub Bird only requires the acquisition of a dodo bird to raise in your pocket plane over the month, during the month the archikos must spend the majority of their time rearing the Jubjub Bird.
Sard: Create a Sard (http://www.d20pfsrd.com/bestiary/monster-listings/plants/sard) with the Seelie template (http://www.d20pfsrd.com/bestiary/monster-listings/templates/seelie-creature-cr-1) if you are Good Alignment, the Unseelie template (http://www.d20pfsrd.com/bestiary/monster-listings/templates/unseelie-creature) if you are Evil Alignment, and if you are neutral you may choose which template upon creation. The process of creating a Sard requires creation of a Tree of the First Storm after which the archikos must implant the heart of a dryad into the trunk, then the sard will slowly take form over the month, during month the archikos must spend the majority of their time tending the tree.
Thrasfyr: Create a Thrasfyr (http://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/thrasfyr) with the Monster of Legend template(MM2) Seelie template (http://www.d20pfsrd.com/bestiary/monster-listings/templates/seelie-creature-cr-1) if you are Good Alignment, the Unseelie template (http://www.d20pfsrd.com/bestiary/monster-listings/templates/unseelie-creature) if you are Evil Alignment, and if you are neutral you may choose which template upon creation. The creation of a Thrasfyr requires a fey or bear which is slowly transformed over the month. If an unwilling fey is used the creation is an evil act and can only make an Unseelie. Both willing fey and bears can be either, seelie or unseelie based on the archiknos. The transformation requires constant tending from the archikos for the entire month.


Rampant Forest Domination
Prerequisite: -

They say when you die you just return to the earth, in the archikos this is true, but there's much more to it. In your faerie circle you cannot die from damage, regardless of how much damage you take you cannot be killed, this doesn't protect against death effects. If you die outside your faerie circle it is instantly summoned centered on you. The surrounding area is affected by accelerated rates of growth. Plants grow your class level times faster for 1/2 a mile away form your faerie circle while you are dead. The effect is lessened by 1 year of of growth per 1/2 mile away until you reach your level times 1/2 miles away from the center of your faerie circle.

After 1 week you are revived as if true resurrection was cast on you. The second time you die this process takes 1 month, then 3 months, then 6 months, then 1 year, every time after it takes an additional year to revive. When you are revived the growth rate doesn't stop until you leave your faerie circle.

Lanth Sor
2014-02-12, 04:21 AM
Primal Excellence



A Thing Not There
Prerequisite: Glint and Glimmer, Legendary Mythos

The archikos has truly disavowed themselves form reality and the concealment percent is permanently 50% and anyone who witness you feel uneasy causing you to take a -4 to charisma checks and charisma based skills to any who can see you. You may spend a full round action to suppress the full effect but you still have a 20% chance when suppressed. While suppress the archikos must spend a swift action concentrating to maintain the suppression, but they do not receive a penalty to charisma checks and charisma based skills.

Animal Talent
Prerequisite: -

Before they charmed men the first ones tamed the beast most know and gawk in awe at their mastery. Gain Wild Empathy as a druid of equal level. You are also constantly under the effect of Speak with Animals, as an extraordinary ability.

Eternal Spark of the First
Prerequisite: -
Modified From Xefas

A small portion of the positive energy in the first world has seeped through your connection. You automatically stabilize when reduced below 0 hit points. At the beginning of your turn, you may either recover from one point of Constitution damage or reduce ongoing bleeding damage that you are suffered from (such as that inflicted by a Bearded Devil's 'Infernal Wound') by 2 per round.

At 6th level, you may recover from Constitution Drain as if it were Constitution Damage during natural rest and recovery.

At 10th level, you may treat Constitution Drain as Constitution Damage for the purposes of all recovery, including that provided by this Excellency.

Glint and Glimmer
Prerequisite: Legendary Mythos

The archikos begins to disavow itself from reality gaining permanent partial concealment as an extraordinary ability as they become blurry and fade from sight at random intervals. Anything that would normally grant partial concealment the percentage increases to 50%. It still does not provide total concealment.

Green Thumb
Prerequisite: -

Before they charmed men the first ones tended the plants most know and gawk in awe at their mastery. Gain Wild Empathy as a druid of equal level except it only functions with plant type creatures. You are also constantly under the effect of Speak with plants, as an extraordinary ability.

Grace of the Eldest
Prerequisite: Unearthly Grace, Fantastic Mythos

Add charisma modifier to all saves.

Latent Akashic [skill] Memory
Prerequisite: 1 rank in chosen skill

Choose one Archikos class skill in which you have at least one rank. As you begin delving deeper into further understanding of the skill, you remember what those before your learned, and put it into practice with out a thought. The latent primal understandings seep into your mind unlocking potential you didn't realize you were capable of, with ever thought on the subject you discover something you didn't know your knew.

As the latent knowledge returns you find your capacity to learn has expanded into new fields not yet taped. You lose all the ranks currently invested in your chosen skill, except your first one, and all the skill points you used to purchase those ranks are refunded to you, and may be spent on your next level-up as normal.

Next, you gain 1 rank in your chosen skill per day, as long as you spend at least 10 minutes in that day practicing. In addition, each time you fail a skill check with the chosen skill, in a stressful situation (stressful enough that it would inhibit a normal person from taking 10 or 20 on the check, even if you have an ability that allows you to take 10 or 20 in a stressful situation anyway), you have a flash of insight and gain a rank in the chosen skill. This Excellency cannot increase your ranks in a skill beyond the cap determined by your level (but once you've reached your maximum for your level, when you gain a level, you begin acquiring free ranks yet again until you reach the new maximum).

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

Primordial Blood Talent Mastery
Prerequisite: -

As your talent for domination over nature builds you find even the nature of yourself is a ever shifting thing you can control. You gain a competence bonus equal to your charisma modifier that you may spread however you wish between your physical attributes. You may change the distribution as a full round action.

This Excellency may be learned two more times, the second time granting a pool equal to your charisma modifier x1.5. and the third time the pool increases to your charisma modifier x2. You may not increase a single attribute by more than your charisma modifier.

Primordial Linguist
Prerequisite: -

You learn Aklo, Aquan, Auran, Ignan, Sylvan, and Terran languages. When speaking to the appropriate creature in its native language you gain a +2 competence bonus to all social checks.

Unearthly Grace
Prerequisite: -

Add charisma modifier as a deflection bonus to AC(In Pathfinder also adds to CMD)

Unseen
Prerequisite: -
Fey have log dwelt in the shadows of the world. You have learned the secrets that allow them to go unseen.

If you move at least 15ft you gain invisibility until the start of your next turn. As a standard action you may become invisible until the end of your next turn.

Lanth Sor
2014-02-12, 04:24 AM
So this is what i have so far ill be working on it heavily tomorrow but i needs the sleeps. This will be heavily in the key of nature, the elements, and Fey. PEACH if you see anything problematic.

Mehangel
2014-02-12, 05:15 AM
Under Elder Perfection, you have Earth listed twice... Also I would like to know why the ability score benefits are assigned to the elements chosen. I am not saying they are wrong just curious. Normally I think I've seen Earth as Con, Fire as Strength, Water as Wisdom and Air as Dex....

Lanth Sor
2014-02-12, 05:23 AM
removed the second earth, Swapped Air and Fire.
Air is obvious, initially it was going to be a move speed buff that's why fire had dexterity. I used intelligence because its the other kind of "quick." Earth is because its raw power while water is the lifeblood of all things.

Edit: I can't even edit my own writing correctly.

Amnoriath
2014-02-12, 10:36 AM
I do like the synergy bonuses and this multiple tag system should be interesting.
A couple of critiques though
1. You really need to get Bluff on the list and while UMD is quite powerful fey are mostly inherently magical that come with spell like abilities so it simply makes sense.
2. You may want to develop a more stringent prerequisite system as this will seem to have more diverse abilities than any of the other Mythos base classes.
3. You may also want to cap Elder Perfection up to your class level.

Lanth Sor
2014-02-12, 11:40 AM
I do like the synergy bonuses and this multiple tag system should be interesting.
thanx


1. You really need to get Bluff on the list and while UMD is quite powerful fey are mostly inherently magical that come with spell like abilities so it simply makes sense.

was just trying to get it up hadn't got a chance to really look at skills.


2. You may want to develop a more stringent prerequisite system as this will seem to have more diverse abilities than any of the other Mythos base classes.
3. You may also want to cap Elder Perfection up to your class level.

This will have several mutually exclusive abilities that act as way gates to lines of more powerful abilities. This is how Elder Perfection is reigned in.

Also decided ability scores were a bad choice and went for the common saves. Elder perfection was meant more along the line of Unearthly grace good old nymphs have.

Amnoriath
2014-02-12, 12:32 PM
thanx

This will have several mutually exclusive abilities that act as way gates to lines of more powerful abilities. This is how Elder Perfection is reigned in.

Also decided ability scores were a bad choice and went for the common saves. Elder perfection was meant more along the line of Unearthly grace good old nymphs have.

1. However at level 1 you can get a +3 flat bonus to attack and damage which can be quite significant(it is more than barbarian rage). This just makes sure you don't have a number's hike at really low levels and incentivizes taking the class a little more before going to other mythos PrC's. Diverse abilities of level equivalent auto solutions is what you really should be worrying about.
2. If you are going for saves you may want to make one bad save(fortitude) as the idea is the bonuses you select can make up for it.

Lanth Sor
2014-02-12, 01:28 PM
1. However at level 1 you can get a +3 flat bonus to attack and damage which can be quite significant(it is more than barbarian rage). This just makes sure you don't have a number's hike at really low levels and incentivizes taking the class a little more before going to other mythos PrC's. Diverse abilities of level equivalent auto solutions is what you really should be worrying about.

I don't see it as this is a charisma required ability that enhances other abilities to a dual caped limit. I am debating spreading the +1 to be just damage and the air bonus to be +1 hit. right now that ability is very fluid as I'm debating on trimming it or expanding it. For now i want to be ok with the bonus so i can focus on the other bits.


Diverse abilities of level equivalent auto solutions is what you really should be worrying about.

I don't follow. Please explain further i haven't encountered this concept or at least not named as such.



2. If you are going for saves you may want to make one bad save(fortitude) as the idea is the bonuses you select can make up for it.

Looking at xefas's other work i found it hard to reduce the HD and BAB as I did, but did so only because of 8 skill points. As they are suppose to paragons of existence i feel the full saves is appropriate.

Amnoriath
2014-02-12, 02:09 PM
I don't follow. Please explain further i haven't encountered this concept or at least not named as such.



Looking at xefas's other work i found it hard to reduce the HD and BAB as I did, but did so only because of 8 skill points. As they are suppose to paragons of existence i feel the full saves is appropriate.

1. What defines the Tier 1 and 2 categories is having access to abilities that generally at its respective level are encounter ending and ripe to be used in any kind of situation. Now, to a point save and sucks like daze..etc will always have that possibility but it is an expected affect that allows a save. Charm Person though has various uses which at its level make fawning commoners a rather significant tool. However you also have grease, entangle, shocking grasp,..etc which can help you or others destroy the situation outright. Basically I see 10 different lines of abilities each of which would at least give boons to 2 or 3 different aspects of the character. The base mythos classes though along seem to offer about 5 or 6 being very good at about 4.
2. But Xefas didn't offer contingent untyped bonuses up to at least 22.

Lanth Sor
2014-02-12, 03:23 PM
K, now I understand your first point.



2. But Xefas didn't offer contingent untyped bonuses up to at least 22.

I see your concern. i dont understand where you got 22. 12 base +10 cha?
but you'd still need a 30 cha not impossible but lots of annoying optimization and money you didn't put into mythos. I am feeling a exelence that is Unearthly Grace to replace some of that. Instead I was thinking of using the Elder Perfection as skill bonuses.

Oh and got first Mythos up it gives a really rounded feel to what I'm shooting for.

Amnoriath
2014-02-12, 05:26 PM
I see your concern. i dont understand where you got 22. 12 base +10 cha?
but you'd still need a 30 cha not impossible but lots of annoying optimization and money you didn't put into mythos. I am feeling a exelence that is Unearthly Grace to replace some of that. Instead I was thinking of using the Elder Perfection as skill bonuses.

Oh and got first Mythos up it gives a really rounded feel to what I'm shooting for.

It is the number of Mythos and Excellencies you possess. It isn't that difficult at all remember it is just a base score of 24 and +6 enhancement item. There is also this for reference.
http://brilliantgameologists.com/boards/index.php?topic=7593.20

Lanth Sor
2014-02-15, 01:44 PM
@amnoriath I've decided to postpone further changes to elder perfection till a later datre

I have added a few new mythos and excellences not all complete but workable. Got the ok from xefas so ill have some of his intergrated work added tonight with some other new content. Will bee denoting his changed work.

Lanth Sor
2014-08-17, 05:40 PM
The class is ready to playtest. Its far from complete but the core is there and shouldn't be adding any must haves from here on out. Focusing on lightning caster first, then on to wood shaper warrior. After those we'll see.

(int) darkness
2014-08-27, 06:30 AM
I approve.

I would like more transformation stuff, though. I want to be a big wolf man.

Lanth Sor
2014-08-27, 11:18 AM
I approve.

I would like more transformation stuff, though. I want to be a big wolf man.

"I Know a Monster, Do You?" with "becoming the monster" basic manifestation and "One with the Monster" advanced manifestation. Then "Monstrous Manifestation" followed by "Can I Tell You a Secret, I am a Monster" tada ur a werewolf

Amnoriath
2014-09-06, 08:46 AM
Primal Excellence



Animal Talent
Prerequisite: -

Before they charmed men the first ones tamed the beast most know and gawk in awe at their mastery. Gain Wild Empathy as a druid of equal level. You are also constantly under the effect of Speak with Animals, as an extraordinary ability. Additionally the Archikos gains an animal companion as per the druid animal companion ability. If you already have an animal companion ability you instead gain an additional animal companion at half class level progression. You may have no more than 1+cha mod animal companions.

You may take Animal Talent multiple times. Each time you take this if you have an animal companion at half progression it now has full progression. If all your animals have full progression then you gain a new animal at half progression.

Eternal Spark of the First
Prerequisite: -

A small portion of the positive energy in the first world has seeped through your connection. You automatically stabilize when reduced below 0 hit points. At the beginning of your turn, you may either recover from one point of Constitution damage or reduce ongoing bleeding damage that you are suffered from (such as that inflicted by a Bearded Devil's 'Infernal Wound') by 2 per round.

At 6th level, you may recover from Constitution Drain as if it were Constitution Damage during natural rest and recovery.

At 10th level, you may treat Constitution Drain as Constitution Damage for the purposes of all recovery, including that provided by this Excellency.

Green Thumb
Prerequisite: -

Before they charmed men the first ones tended the plants most know and gawk in awe at their mastery. Gain Wild Empathy as a druid of equal level except it only functions with plant type creatures. You are also constantly under the effect of Speak with plants, as an extraordinary ability. Additionally the Archikos gains an plant companion as per the druid plant companion ability. If you already have an plant companion ability you instead gain an additional plant companion at half class level progression. You may have no more than 1+cha mod plant companions.

You may take this excellency multiple times. Each time you take green thumb if you have an plant companion at half progression it now gains full progression. If all your plant companions have full progression then you gain a new plant companion at half progression.

Grace of the Eldest
Prerequisite: Unearthly Grace, Fantastic Mythos

Add charisma modifier to all saves.

Latent Akashic [skill] Memory
Prerequisite: 1 rank in chosen skill

Choose one Archikos class skill in which you have at least one rank. As you begin delving deeper into further understanding of the skill, you remember what those before your learned, and put it into practice with out a thought. The latent primal understandings seep into your mind unlocking potential you didn't realize you were capable of, with ever thought on the subject you discover something you didn't know your knew.

As the latent knowledge returns you find your capacity to learn has expanded into new fields not yet taped. You lose all the ranks currently invested in your chosen skill, except your first one, and all the skill points you used to purchase those ranks are refunded to you, and may be spent on your next level-up as normal.

Next, you gain 1 rank in your chosen skill per day, as long as you spend at least 10 minutes in that day practicing. In addition, each time you fail a skill check with the chosen skill, in a stressful situation (stressful enough that it would inhibit a normal person from taking 10 or 20 on the check, even if you have an ability that allows you to take 10 or 20 in a stressful situation anyway), you have a flash of insight and gain a rank in the chosen skill. This Excellency cannot increase your ranks in a skill beyond the cap determined by your level (but once you've reached your maximum for your level, when you gain a level, you begin acquiring free ranks yet again until you reach the new maximum).

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

Primordial Blood Talent Mastery
Prerequisite: -

As your talent for domination over nature builds you find even the nature of yourself is a ever shifting thing you can control. You gain a competence bonus equal to your charisma modifier that you may spread however you wish between your physical attributes. You may change the distribution as a full round action.

This Excellency may be learned two more times, the second time granting a pool equal to your charisma modifier x1.5. and the third time the pool increases to your charisma modifier x2. You may not increase a single attribute by more than your charisma modifier.

Primordial Linguist
Prerequisite: -

You learn Aklo, Aquan, Auran, Ignan, Sylvan, and Terran languages. When speaking to the appropriate creature in its native language you gain a +2 competence bonus to all social checks.

Unearthly Grace
Prerequisite: -

Add charisma modifier as a deflection bonus to AC(In Pathfinder also adds to CMD)

Unseen
Prerequisite: -
Fey have log dwelt in the shadows of the world. You have learned the secrets that allow them to go unseen.

If you move at least 15ft you gain invisibility until the start of your next turn. As a standard action you may become invisible until the end of your next turn.


1. Animal talent and Green thumb, these are no way acceptable excellencies. Gaining an animal companions is not only really powerful, it goes against what excellencies are. Excellencies are the passive, unfocused talents of the mythos of a hero. Companions define their story and dynamics way too much. Xefas actually devoted two mythos to a single one. Plus it really is over kill that at level 3 you effectively have two party members to do battles with you, not to mention how many can be gained.
2. Unseen, this seems odd to be an excellency. In the D&D realm only a couple of fey actually have constant invisibility. In other stories being unseen goes more in the effect of not moving so much. Honestly, I don't see how this is somthing so intrinsic of the Archikos.

Amnoriath
2014-09-06, 09:17 AM
The class is ready to playtest. Its far from complete but the core is there and shouldn't be adding any must haves from here on out. Focusing on lightning caster first, then on to wood shaper warrior. After those we'll see.

You see this is where in lies the problem with what I first talked. You are giving them such a diverse set of abilities that even what the others are good at may fail in competing with this. Your shapeshifting exceptional mythos has rocket tag all over it (seriously a +40 natural armor, +21 stats) and a size category. The Teramach needs to wait at least until fantastic to actually increase in size needing a couple and still can't that kind of stat boost. The In the Ring I Dance, In the Ring You Fall mythos while does has some sophistication also has insane implications of creating an unimpeachable maze and obstacle course as well as a buffing and healing center. I call and Mother answers do not have abilities that are all that advantageous to eachother. Why burn when you can use the plants for more damage and entangled? Why even use burn at all? At this point the Kathodos needs certain environment and a lot more action economy to do its element control. Please actually read the crunch of Xefas mythos and you realize it isn't as powerful as you think it is in the bigger. He is also very detailed in where implications of said are being used. I know you may have put a lot of work in this but you should re-evaluate this because even the tier 1's are looking small in many respects aside from versatility.

Amnoriath
2014-09-08, 12:21 PM
Heart of the Ancients

The archikos becomes a being of the woods. You gain the Plant type and +2 con and -2 dex. If you already have the plant type you gain DR 5/slashing and +2 Str. You gain a vine slam with 15+5/2lvl ft reach dealing 1d6 damage or 1d4 for a small.

Heart of the Hunter

The archikos becomes true beast of the hunt their eyes take golden hue and their senses sharpen. +1 BAB at the first level and every four levels thereafter, IE 1, 5, 9, 13, 17. +2hp per level. Gain proficiency with Medium Armor and Martial weapons

Heart of the Ice Queen

The archikos becomes a being of ice they seem to sap the heat from the air. The archikos gains the cold subtype and adds their class level to any cold damage they deal. This bonus may only be added once per damage source.

Heart of Marsh Drake

The archikos becomes a being of acid an aroma of citris, sulfur or similar acids permeates the air around them. The archikos gains the acid subtype and adds their class level to any acid damage they deal. This bonus may only be added once per damage source.

Heart of the Mountain

The archikos becomes a being of earth their skin takes a dull gray appearance and their features are craggy. The archikos gains the Earth subtype. The archikos gains a burrow speed equal to half their move speed. At the 5th level the burrow speed works on any material except metals with a hardness greater than 10 and burrow their full move speed through materials with a hardness of 5 or less. The archikos gains 1 natural armor and powerful build.

Heart of the Ocean

The archikos becomes a being of water, their skin takes on a blue tint and may even grow scales. The archikos gains the Water subtype. The archikos gains a swim speed equal to its land speed +20. Additionally It can breath underwater as if it were air. If the archikos had a swim speed it is increased by 20ft. The archikos ignores all penalties for fighting underwater.

Heart of the Phoenix

The archikos becomes a being of fire as their body heat reaches a point that causes the air to wave or steam about them. The archikos gains the Fire subtyoe. Additionally they now add their class level to any fire damage they deal. This bonus may only be added once per source.

Heart of the Sage

Gain access to the druid's spell list using the bards spells per day. This spell casting is identical to normal druid spell casting except you are as spontaneous spell caster with access to the full druid list. The archikos uses charisma instead of wisdom for spell casting in all places where wisdom would be applied. The archikos no longer gains an increase to base attack bonus at 3, 7, 11, 15, and 19. Additionally your class HD is reduced to a d6.

Heart of the Shifter

+1 BAB at the first level and every four levels thereafter, IE 1, 5, 9, 13, 17. +2 hp per level. While shapeshifted the archikos gains all the extraordinary abilities of the creature they take the form of.

Heart of the Sky

The archikos becomes a being of air, the wind whips about you causing slight bit of invisibility as it does. The archikos gains the Air subtype.

Wind-Aided Movement: Archikos can use their air mastery to help with movement even if they can't fly yet. The extra lift from her air mastery gives a Archikos a +10 class bonus on Jump checks.

Gliding (Ex): An Archikos can use her mastery of air to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Archikos glide at a speed of 40 feet (average maneuverability). Even if a Archikos's maneuverability improves, she can't hover while gliding. An Archikos can't glide while carrying a medium or heavy load. If an Archikos becomes unconscious or helpless while in midair, her natural control of the air creates a cushion lightly floating down. The Archikos descends at a drastically reduced rate and takes only 1d6 points of falling damage, no matter what the actual distance of the fall.

Flight (Ex): When a Archikos reaches the 5th level, she becomes able to fly at a speed of 40 feet (average maneuverability). An Archikos can't fly while carrying a medium or heavy load.

If the Archikos has or gains a fly speed from another source, that speed is increased by 20 ft and the maneuverability rating is increased by 2 steps.

Heart of the Storm

The archikos becomes a being of lightning as static seems to gather about them, small sparks are not uncommon in their presence. The archikos gains the Electricity subtype. The archikos now adds their class level to all electricity damage. This bonus may only be added once per source.

You heart of first abilities are also very unbalanced. Plant type plus a 20 ft slam attack at level 2(at comparable levels even the Bloodstorm Blade is looking small). Full BAB, double improved toughness plus a fantastic mythos at level 1...etc. It is also very difficult to know when who gets what.

Lanth Sor
2014-09-08, 02:19 PM
I have already decided to take a step back as what i set out to make was a mythic fey and i ended up making a mythic copy all the fey/elementals in the monster manual. I'll be redressing the focus of the class to be less etherial and more Focused ill be puting the fairy fey stuff in a new class. Which wont be posted till its good and ready.

Please expand on your concerns with the hearts.

Lanth Sor
2015-08-24, 11:14 AM
I'm looking at doing a slight rework what seems to need love here? I'm looking for fresh eyes.

Qoios
2015-08-25, 08:44 AM
I would like to see the Elder Perfection feature re-introduced. As it is, the lack of it is rather noticable. Also, some definitions on the descriptors you use, and what they signify would be very nice, if you are even keeping the descriptors (they are used very sparsely, and only in the earlier Tiers, from what I noticed).

Someone in my local group was unable to play the class in our upcoming campaign due to these things. Homebrew that looks polished and complete is usually better-received, regardless of actual balance.

Lanth Sor
2015-08-25, 09:32 AM
I had intended for it to be something Massive with roughly one definable path for each aspect of nature. Basically think Tree of the First Storm line. Glitter dust was going to have. I'll look into finding the old elder perfection stuff but no guarantees. If I cant find it I'll just wrestle some mechanics up I'm unnaturally good at that. I'm working on fire atm. If your player had a path he was wanting to pursue let me know.

Lanth Sor
2016-02-11, 05:39 PM
So I was advised to invoke the rites of necromancy. Instead I rebirth life back to the cycle.

nikkoli
2016-02-12, 07:51 PM
Preface: Text wall should you open a spoiler, i tried to divide it up so its not tooooo crazy to look at.
Aight time for my analysis because I got you to reopen this.
This is a cool ability as hell.


Nature's Perfection: Through gaining the powers of the ancient being know as nature the Archikos gains enhancements to their own abilities.

[Acid] Good, except there is only one thing with acid decriptor

[Air] Extremely useful for everyone with less than perfect flight

[Aklo] Good stuff, the Bluffomancer is real.

[Beast] So wild empathy?

[Cold] There's only one or two things with this descriptor

[Earth] the effect is worth it even if there's only like two things to pick to get it.

[Electricity] Like cold, except there are plenty of things to pick.

[Fire] half way between cold and electricty.

[Plant] Plant empathy?

[Pristine] Show up the bard why don't you? there is more of this descriptor than anything else.

[Savage] So if I'm reading this right, at 1 thing with savage descriptor you get +1 attack with natural weapons, 2 descriptors is +1 natural armor, 3 descriptors is an extra extraordinary ability, and so forth

[Sylvan] Diplomancer!

[Water] Swimming is good, but there are very few things that have it.


This is a good bit. It makes some hexes really good, like the healing ones.

Okay, so, like, what? The prerequisite says you must gain the benefit of all... all what? extraordinary abilities given by a form? supernatural abilities? You also need to define what an aspect is. like i can take the form of ursine creatures. so that dire polar bear with 27 STR is now what i have as a swift action. As a full round I'm a dire polar bear except I'm still me too, according to this wording.

I think you meant burn baby burn is changed so that it deals [1d6 per 4 archichos levels] not [1d6 divided by 4 fire damage per archichos level]. Also stacking 1d6 per attack you land is crazy if it is an attack action rather than a standard action to use this.

Nifty power. lets break it down.
Not bad, before level 3, after which everything has fire resist 5, evasion, or enough HD that 1d6 a round for a few rounds wont hurt it that much.
is that (1d4+1) per level or 1d4+(1) per level? Also you need to define the chilled condition, pretty sure that is out of the warcraft books, and so it is not at everyones fingertips.
It sounds like Dreamal should have this.
I like it, i also like how you are using the environment to power up your abilities.
This is an interesting ability. It is also cool, and not absurd.
Squirtle use water gun.
Do you have to physically pick up a rock near you? How big must the rock be?
Shorter range for more damage. acceptable.

So at level 1 you can get up to a +2 to your stats from turning into a creature? Are the templated versions of animals that don't change type still a part of the family? Like an advanced giant dire mammoth sounds like +yes STR/DEX/CON/Nat Armor. At low levels this is actually bad sometimes, say you rolled a 15 for a physical stat and you have a racial bonus of +4, and then you shift to say a large bear of some sort who has 24 str instead of your 19, oh wait now you have less strength than either because you grew to large and turned into a bear? Also should there be a distinction between racial bonus to scores and size bonus? like a terrasque has 11 or 13 str or something if you remove the standard size changes down to medium.
Basic
So many monsters so little time: Cool. I lost STR for turning into a mammoth now in addition to a bear.
They're So Pretty So Pretty: Ew. Fey.
I Will Know their Might: More Ew Fey.
Becoming the Monster: So now you get poison?
Advanced
One With the Monster: Now grab, aren't supernatural abilities disqualifying from being an animal or humanoid, making you a magic beast or a monstrous humanoid respectively? If that is so this ability is basically useless other than getting some animals improved natural weapon abilities like higher crits and grab.
Monsterous Manifestation: Why does this exist if you made Can i tell you a secret? i am a monster? this is a nerfed version if it because there is a time limit.

Uncommon bonus for you and your allies in a tiny circle, not bad, especially if you are all tiny fey this wold be fatastic at level 1, but at level 4 this gets pretty food in tight dungeons. Is this bonus supposed to be +1 and not improve to +2 until level 10? or is it supposed to increase by 1 every 5 levels after 1.
Basic
Arbor Trees: They need hit points so the thing trying to eat you has something to do while you hide. if these trees are indestructible at lvl 1 that is so stupid it hurts me deep inside.
Encircle the Breach: Makes this ability even better.
Stone ring: So like arguing a wish with a genie is a ton easier in this circle, do things like Gaes/quest count as a 'deal'? what kind of deals have a DC?
Wisps of the First: Cool. you need to specify this is a pathfinder spell, as far as i could find its not in 3.5
Verdant Growth Extrapolation: Using 7.5 foot increments makes me want to catch all your characters on fire.
Advanced
Arbor of the storm: this is good for defending yourself from big things unless they are really hungry, but its balanced and not dumb.
Field of Flames: Grammar is your friend Lanth. "all things in the flames take 50% more fire" hurts my soul. Should it be 50% more fire damage? and is the whole circle just filled with fire now?
Guard the Breach: Good.
Henge of the Ancients: That's situationally really powerful, but situational. on a whole its cool though.
Motes of the First: Cool. you need to specify this is a pathfinder spell, as far as i could find its not in 3.5
Safe Arborage: This is mechanically exceptionally balanced compared to some things. i approve.


You should add that you gain the charm invocation but you use your arkichos level as the caster level as well as where it comes from because some people don't like having to dig though 4534 3.5 books for this or that obscure thing.
Basic
My Friend My Companion: So 1 hour of charm, and then diplomance them into being fanatical?
Ah, My Minion: Character level should be class level. This has a pretty hard drawback so its not too bad.
The Animals are my Kin: +5 Wild empathy
Scouts honor: I like it. Talk all nice into getting them all charmed.
Charisma En Masse: So is that one casting affects that many creatues?


This is fun. So do the people that take half dice get a reflex to avoid it? I think they should since they are not the prime target.

This is really powerful. full round action and you can grapple a 30 ft radius spread within medium range. I would advise moving this up to a fantastic or Legendary mythos.

This ability sounds like it is broken beyond anything, but then the clause "reverts to normal form after leaving your hand" saves it and just makes it pretty strong but no worse than anything esle.

Yeah, I'll get to the rest of it soon.

Dimmet
2016-03-18, 10:17 AM
In the table it says "The Visionary's Mythos", then in the text it says "The Primordial's Mythos". The table also lacks Nature's Perfection.

Gnorman
2016-03-18, 11:05 AM
With the relatively small number of Excellencies, nearly every Archikos will end up looking frightfully similar after a few levels.

Also, by 8th level, you can have two full animal companions and two full plant companions. I'm not intimately familiar with Mythos classes, so I don't know if being a five-person party all by yourself is on par with them, but it's somewhat concerning to me.