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Primal Fury
2014-02-28, 02:02 PM
This is intended as supplementary material for "Mythos" classes, a special variety and subsystem created by Xefas. It's a "Racial Paragon" in the same vein as the previously-made "Human" (http://www.giantitp.com/forums/showthread.php?t=320038), "Kobold" (http://www.giantitp.com/forums/showthread.php?p=16645312), and "Reth Dekala" (http://www.giantitp.com/forums/showthread.php?p=16718230) varieties. What I have made here is a more... primal version of the Sorcerer, opting for raw arcane power rather than spells (at least that's what I've tried to convey). As always, Please Evaluate And Critique Honestly. :smallsmile:

Below are currently the three 'original' examples of the Mythos subsystem for which this race is built for.

The Teramach (http://www.giantitp.com/forums/showthread.php?t=286983)
The Kathodos (http://www.giantitp.com/forums/showthread.php?p=15947087)
The Olethrofex (http://www.giantitp.com/forums/showthread.php?p=16517470)


Here's a link to the banner. (http://i.imgur.com/KdWO7dz.png)


"There are no mysteries, no untruths that can withstand the all-sight of my third eye! Tremble, for I see the flickering embers, the lambent lights of your souls and quaff deeply from your failed dreams! I am a God; no feat of mind or body is beyond my power, all-knowing and virile, reaping a bounty beyond all ambitions of avarice!"
—Torrio Vesper, drunk on his own power moments before his head exploded and his soul was torn apart in the warp; Warhammer 40k


The Mythic Lamia

The Reth Dekala were always fearsome warriors, even before their pact with The Fallen King; afterwards, the world fell to its knees under their onslaught. Nations were toppled, gods died, and bloodlines were forever polluted by their taint. No one really knows how long this period of strife lasted, as the Reth Dekala themselves didn't particularly care, and their conquests scarcely had time to record anything between their hopeless struggle against the tyrants and running for their lives. What history does remember, if only because there were a few gods who were... indifferent as to the fate of the Prime Material, are the few who defected from the Reth's true purpose. There was a once proud warrior who lost himself to his battle-lust, and fell to the influence of the Monster. He went mad, caring not who died by his hand, be they worthy or innocent, enemy or sibling; it took years for his blade-brothers to finally find him and put him down. Thereafter, his kin did not honor him by placing his sword upon the Great Wall of Conquerers; that is reserve for heroes, not monsters. There was another who fell in battle against Suurkhan, then the God of War. As she lay dying, she fed her name and past to the Abomination, and rose to fight once more, empowered by the ever-dying Horror. After she had strewn Suurkhan's mangled corpus about the the battlefield, she realized the terrible thing she had become, and left to contemplate her condition in solitude.

Then there was Lamia, the Crawling Queen of Bone, among the greatest scions of the The One That Is All. She was not like many of her brothers and sisters; rather than combat, she was tasked with breeding and birthing the massive armies of the Reth Dekala, but she despised this work. She had no interest in living on as a legend after having fallen to a great foe; no, it was her desire to live forever in luxury and decadence, and rule her own nation as a goddess. But how could she do this with no proper subjects? Her kin would likely reject the idea, though she wouldn't want them there anyway, and as one might expect, there was nothing special about mortals as a whole. In order to hold her interest, these prospective minions needed to have an unparalleled command of raw magic, all the better to keep the divine legions at bay. She spent quite some time searching for those worthy of being her servants, but none of them had everything she wanted. Dragons were strong and intelligent, but far too arrogant and physically unappealing. Fiends and celestials were both beautiful and powerful, but too focused on their silly conceptions of "morality". After much searching she arrived at the conclusion that, if she wanted the perfect slaves, she would have to breed them herself.

And so Lamia's dark work began; she gathered creatures from all over the cosmos. Whether through force or guile, she chained the best each race had to offer to her will, and sent them to the Hortus Grotesque, a foul conglomeration of bordello and breeding pit. There she conducted unspeakable experiments and liaisons, attempting to remove all the unwanted elements, and leave only the burning light of arcane power. Unfortunately, since she added herself to the breeding pits many times, her kin's taint manifested in each child as sickly green flame. Loathe as she was to see such a blemish in her nearly perfect offspring, she couldn't imagine them without her blood coursing through their veins, so she endured the shame.

After decades of selective breeding, she finally perfected the bloodline, and discarded all the nameless, half-beast failures. This new species possessed innate magical gifts; they were obviously able to use the fire of the Green Sun to burn their enemies to ashes, like their cousins, but also able to shape the flame in more esoteric ways, granting them flight, or the ability to change their appearance. Lamia was almost surprised by her success, but of course she improved upon her kin's shoddy design; she was, after all, a genius. She called her children the Lamia; none were surprised by her narcissism, not even her own offspring. Later, her unwanted bastards would steal the name, as a small act of revenge.

Before she could carve out her own nation, the gods launched their final assault against the Reth Dekala, and Lamia had no choice but to help her brothers and sisters push back the divine horde. Unfortunately, she was forced into battle, and torn apart. Upon seeing their mother dismembered, her children instinctively fled, trying their best to preserve their breed. Many died, but just as many escaped, and continued to sow their seed and their legend, in the hopes that their mother would return one day and guide them to glory.

New Feat: The Sundered Queen's Legacy
Benefit: You gain command of witchfire, allowing you to devour magical energy, and release it in the form of sickly green flame. If you have levels in one or more Mythos-granting classes, you may treat the following Mythos as if they belonged to one of those classes.

You gain a ranged touch attack (with a maximum range of 100ft) and a melee touch attack, each with a bonus to hit equal to your highest ability modifier (or HAM) that deals (1d6 + HAM) damage. If the target takes damage, they must succeed on a Will saving throw with a DC of (10 + HD/2 + HAM) or become engulfed in witchfire. Those so engulfed glow with sickly green light, as though affected by the faerie fire spell. In addition, they take an extra 50% damage from fire-based effects (rounded up). You can choose to discharge a less damaging pulse of green energy as well, dealing a like amount of nonlethal damage; the target does not ignite when you use this attack. This ability and all those derived from it, including Reserve feats taken using this as a prerequisite, are considered Supernatural abilities.

You also gain a pool which you can use to make your witchfire stronger, called motes, at a rate of 1 point of mote per d6 of damage. You start out with a pool equal to your Constitution score that increases as your legend grows. This pool is similar to the spell point (http://www.d20srd.org/srd/variant/magic/spellPoints.htm) pool in its advancement; mundane characters use the Paladin/Ranger advancement, whereas Mythic characters use the Bards advancement. You can only spend a maximum of (HD) motes in a single round. For every Spelltouched feat you have, your mote pool increases by 5.

In addition, you can use this pool to fuel and qualify for Reserve feats; so long as you can pay the cost, you qualify for the feat. Each Reserve feat has a base cost equal to its minimum level in spell points; you may increase the effects of the feat by paying the cost for a higher level spell. For example, if you wish to use Fiery Burst you must pay 3 motes to deal 2d6 damage, however you may pay 9 motes to allow it to function as though you had a 5th level spell slot, dealing 5d6 damage.

Finally, you gain the ability to absorb spells; you have a myriad of ways to do this. The simplest is successfully saving against a spell that offers a saving throw; this nets you a number of motes equal to half of the spells cost in spell points. You gain a like amount if a spell fails to breach spell resistance you have from any source. You may, as a full-round action, ready an action to absorb a spell; if a spell actually hits you before your next turn, then you gain a number of motes equal to that spells cost in spell points, negating that spell entirely. This ability only effects single target spells, and can only be used once every 1d4 rounds. In addition, you can drain magic from enchanted items, such as scrolls and magical weapons. Absorbing energy from scrolls grants you a number of motes equal to that spells cost in spell points. Absorbing energy from staffs and wands grants you one mote per charge. Items drains this way become useless after their charges have been exhausted. Draining magic from weapons and armor grants you 5 motes for every +1 bonus you take from it; unlike other items, the magic of weapons and armor regenerate at a rate of +1 per day. If it is drained completely, however, it becomes a mundane item of masterwork quality. You may drain magical ammunition at the same rate, but their magic does not regenerate. Draining items this way is a move action that provokes attacks of opportunity. You can drain a number of charges per round equal to your HD, and you can drain a number of +1 bonuses per round equal to your HAM.

Special: In addition to being the gateway feat to the Mythic Lamia, this feat is designed to replace spellfire, which is why it is available to mundane characters in addition to Mythic ones. It must be noted that, though the mote pool is similar to spell points, it CANNOT be used to fuel spells, nor can you convert spells to motes in order to replenish your pool.

Exceptional Mythos
Euphoric Witchfire Ignition
Prerequisite: -

There was once a young man who traveled the world, seeking to satisfy his wanderlust; on a very sunny day, he happened upon a small village. They did not get many visitors, and received him happily. He promptly burned the village to the ground. Later, when asked why he did such a thing, he responded "How could I deny myself such pleasure?" Such is the will of the Crawling Queen of Bone. There was no room for weakness in her children; there is no conscience, no remorse, only a burning passion for destruction.

You gain Controlled Immolation as a bonus feat without having to meet the prerequisite. As a move action, you may instantly set yourself aflame and ignite your Anima, a brilliant aura of green flame that suffuses your entire being and casts bright light out to 100ft and shadowy illumination for 200ft. While active, your anima grants a bonus to all of your saves equal to your HAM, and you gain Fire Resistance 5. In addition, your witchfire damage increases by one step, from d6s to d8s. However, your mote pool drains at a rate of (Mythic HD/2, minimum 1) per round. If your pool becomes empty while the Anima is active, it gutters away, removing the save bonus and losing 20ft of its bright illumination and 40ft of its shadowy illumination per round until it goes out entirely, you gain enough motes to pay the price, or is reignited.

When you take fire damage, you may ignite your Anima without taking an action. You may quench your Anima to nothing by spending 5 minutes in peaceful meditation, or submerging your body in non-flammable liquid, removing the light and save bonus.

Basic
Flame-Spurning Pinions: Your Fire Resistance increases by 5 while your anima is ignited. You can purchase this manifestation up to four times, with final granting immunity to fire.

Advanced
Loathsome Star-Scorning Brilliance: Your Anima now has two stages. When it is first ignited, its light shines twice as far as normal; its save bonuses are doubled, and witchfire damage increases by yet another step, from d8s to d10s. At this stage, your Anima also has a minor cosmetic warping effect on its environment, altering colors, distorting sounds, creating dramatic wind, or swirling bits of stone and dust, at your choice.

Now your mote pool drains at a rate of (Mythic HD) per round. So long as your pool remains at least half-full, you may remain in this state. If it falls below this threshold, your Anima reverts to its normal brightness, bonuses and price.

Courtier-Mystic's Enchanting Mien
Prerequisite: 4 Ranks in Bluff or Diplomacy

The Sundered Queen wanted not only warriors, for she had no desire to dirty her own hands, but also consorts, advisors, entertainers and diplomats. What good was ruling a nation if it was populated by nothing but boorish louts? She'd be no better than her kin if she settled for that.

You gain Witchlight and Greater Witchlight as bonus feats. While active, this hypnotic light grants your words supernatural power to sway any who listen to your cause. Any who see this light must make a DC (10 + Mythic HD + Charisma Modifier) will save or become Fascinated. As those who are Fascinated are vulnerable to your desires, you may choose to either help see reason, or bend them to your will. When choosing the former, the target is subjected to a Calm Emotions effect. When opting for control, the target suffers effects depending on your ranks in Bluff or Diplomacy, whichever is higher.

{table=head]Ranks | Effect
4-10 | Charm
11-15 | Suggestion
16-20| Geas
21 | Dominate
[/table]

The target starts off charmed; if you wish to change the effect you are having on them, they are allowed a second saving throw, though it is reduced by 2 for each enhancement. For example, taking a target from Charmed to Suggestive would decrease the save by 2, but taking them from Charmed to Geased decreases it by 4.

Basic
Attendant's Humble Demeanor: You gain False Pretenses as a bonus feat.

Hellbred Tongue Manipulation: You gain Mask of Gentility and Master Manipulator as bonus feats, and the Social Recovery skill trick.

Advanced
Shock and Awe Blaze: While your anima is ignited, you gain the Frightful Presence ability. The DC for this Will Save is (10 + 1/2 HD + Cha modifier).

Ephemeral Arcana Subsistence
Prerequisite: 4 Ranks in Survival

Early in her project, the Queen of Bone starved many of her children. This was not sadism, at least not entirely, rather she was trying to breed the ability to consume magic into them. After many deaths, she finally succeeded, and came one step closer creating a bulwark against the gods' most powerful weapon.

You gain the ability to survive off of nothing but magic; so long as your mote pool is at least half full, you do not need food, water, or sleep, though you still need to breathe. You also gain Mitigate Suffering and Touch of Healing as bonus feats, though you can only ever use them on yourself.

Basic
Rivers of Milk and Honey: By making a successful Survival check (DC 15), you can locate ley lines. Drawing energy from these lines is a starndard action that provokes attacks of opportunity. When doing so, you absorb 1d4 motes per Mythic HD. This ability can be used anywhere, but ley lines are much easier to find in natural settings, or in areas where the land is mostly undisturbed. Untouched wilderness and small villages do not alter the DC, but larger villages and cities increase it by 5, and bustling metropoli increase it by 10.

Illusory Convalescence Catalyst: You can now use Mitigate Suffering to temporarily heal negative levels; using the ability in this way doubles the cost, but also the duration.

Sampling the Mystical Bouquet: You gain the Scent ability, but it is only effective creatures with caster levels, or spell-like abilities. You can also sense others who have the Sundered Queen's Legacy feat.

Advanced
Lease the Flame: You may use Mitigate Suffering and Touch of Healing on others.

Drinking the River Dry (Requires Rivers of Milk and Honey: When drawing energy from ley lines, you may opt to drain the ley line entirely, granting you the maximum amount of motes; draining a line in this way is a full-round action that still provokes attacks of opportunity. This also renders all ley lines with (Mythic HD * 100) feet inert, leading to drastic effects on the land. Flora wither and die, lakes and rivers become stagnant, and the soil becomes dry and useless.

Inbred Slave-Spawn Amalgam
Prerequisite: -

The Hortus Grotesque became home to countless creatures that caught the sundered queen's eye, and nearly all of them found their bodies and souls dissected for the sake of creating her perfect bloodline.

You gain Minor Shapeshift as a bonus feat; in addition to the normal bonuses, you may increase them by one for every two additional motes you pay.

Basic
Draconic Slave-Spawn: You gain Borne Aloft as a bonus feat, and are able to speak Draconic; so long as your mote pool is at least half full, you can fly as allowed by this feat. In addition, you may freely hover, meaning you need not begin and end your flight on a solid surface.

Celestial Slave-Spawn: You gain Sunlight Eyes as a bonus feat and are able to speak Celestial.

Fiendish Slave-Spawn: You gain Umbral Shroud as a bonus feat and are able to speak Infernal.

Rakoshi Slave-Spawn: You gain Face-Changer as a bonus feat and are able to speak Undercommon.

Aberrant Slave-Spawn: You gain Sickening Grasp as a bonus feat and are able to speak Aklo. If your target is already sickened, they instead become nauseated.

Sylvan Slave-Spawn: You gain Dimensional Jaunt as a bonus feat and are able to speak Sylvan. In addition, anyone who witnesses you jaunt must make a Will Save (DC 10 + Mythic HD + Charisma modifier) or be dazzled; you may double the base cost to blind observers instead.

Progenitor Slave-Spawn: You gain Protective Ward as a bonus feat and Light Fortification while it is active.

Advanced
Arcanus Fundamentum (Requires Draconic Slave-Spawn): You gain a breath attack that you can use once every 2d4 rounds; this attack covers a 15 foot cone in front of you and deals 1d6 fire damage per Mythic HD. Those hit by this breath attack suffer all effects of your witchfire. You also gain the Dragonblood subtype. Finally, so long as your mote pool is at least half full, you do not need to breathe.

Blazing Eyes of Judgment (Requires Celestial Slave-Spawn): You gain a gaze attack that you can use once every 1d4 rounds; anyone who meets your gaze must succeed on a Fortitude save (DC 10 + Mythic HD/2 + HAM), or have their eyes burst into flames. Those who fail are blinded for (Charisma modifier) rounds, and suffer as though ignited by witchfire.

Fiendish Dark-Mantle (Requires Fiendish Slave-Spawn): Those within your Umbral Shroud must succeed on a Will save (DC 10 + Mythic HD + Charisma modifier), or become confused for (Charisma modifier) rounds.

Beguiling Face-Thief (Requires Rakoshi Slave-Spawn): You gain the Change Shape ability of the Rakshasa, and the Shapechanger subtype. This ability replaces Face-Changer, allowing you to change your shape for free.

Abominable Flesh-Curler (Requires Aberrant Slave-Spawn): Once every 1d4 rounds, you may deal 1d4 damage to your targets Strength, Dexterity, Constitution or Charisma when using witchfire. By paying 5 motes, you may apply this ability to your breath weapon, gaze attack or other ability that effects multiple creatures.

Playful Switcharoo (Requires Sylvan Slave-Spawn): By adding five motes to the cost of Dimensional Jaunt, you may leave an illusion of yourself behind, as per the spell Silent Image. You may reduce the cost by five motes to have it appear as though you have jaunted, placing an illusion within range. Finally, once per day, you may use this ability for free as an immediate action to avoid an attack that would have hit you or an ability that you failed to save against; you may opt to leave an illusion in your place that appears to suffer the effects of whatever you avoided.

Greenflame Arcana-Reversal (Requires Progenitor Slave-Spawn): You gain the Vilefire Aura ability while Protective Ward is active. These dice of damage benefit from Euphoric Witchfire Ignition and its manifestations; the area also increases from adjacent to 5ft while your anima is active, and 10ft if you know Loathsome Star-Scorning Brilliance. In addition, your witchfire deals untyped damage to outsiders, spellcasters, and creatures with spell-like abilities, their very souls burned by the cosmic flame of the Broken King.

Fantastic Mythos
Spell-Reaving Arcanavore Appetite
Prerequisite: The 'Ephemeral Arcana Subsistence' Mythos.

Eventually, starving her children yielded the results she wanted: the ability and desire to consume magic; but there was an unexpected development. Beyond simply being hungry for magic, some of her offspring developed such a voracious appetite for it that they were able to rend the arcane reservoirs within their victims, drawing even more power from them.

You gain Magic Disruption and Mystic Backlash as bonus feats. When using the former, you may reduce the the caster level and save DC by one with every 2 additional motes you spend; each of these caster levels is added to your pool in the form of one mote. When using the latter, whenever the target takes damage, you may add that many motes to your pool. Finally, if they are suffering from Mystic Backlash, the DC for the Concentration check imposed by Magic Disruption is increased by 5.

Basic
Bottomless Spell-Stealing Gullet: You may now ready an action to absorb a spell with an area of effect, rather than ones that target only you. When your action is readied, the spell is cast with you in the area, you absorb the entirety of the spell, neutralizing it. This grants you the full spell point cost in motes. You can only use this ability once every 2d4 rounds.

Refining the Occult Palette: You gain Improved Grapple as a bonus feat, without having to meet the prerequisites. While grappling a spell caster, or a creature with spell-like abilities, you may rob them of their highest level spell slot or spell-like ability whenever you succeed on the opposed grapple roll. This grants you a number of motes equal to that spells cost in spell points.

Advanced
Soul-Scorching Bonfire: If a spell caster or creature with spell-like abilities has been ignited by your witchfire, they are effected by Magic Disruption and Mystic Backlash each time they attempt to cast a spell; in addition, the damage from Mystic Backlash is increased by 1d6. This increases to 1d8 if your anima is ignited, or 1d10 if you know Loathsome Star-Scorning Brilliance and the second stage of your anima is active.

Breath-Drinking Hunger: You gain Life Leech as a bonus feat, though you may opt to gain a single mote rather than temporary hit points. You can activate or deactivate this ability as an immediate action. In addition, if you know Refining the Occult Palette, you may drain Constitution from those you grapple if they have no spells or spell-like abilities, draining 1d4 Constitution each round; each point of Constitution drained this way grants you 5 motes. You may use this on a character with magic, but only if it has been completely exhausted.

Threading the Empyrean Needle
Prerequisite: One other Mythos granted by "The Sundered Queen's Legacy" feat.

When the Sun rose to battle the Shining Tyrant, he carried with him the Spear that birthed the Abomination; while it did pierce Her ephemeral flesh, it did not slay Her outright, for it was forged in part from one of Her siblings, who could not harm Her regardless of the form they took. In the end, though, the Spear coupled with the Sun's supernal perfection was enough to beat the Glorious One into submission. After her imprisonment, she found her once-perfect body covered in horrible scars, all caused by that wretched weapon. It had burned itself into her many souls so perfectly, that all of her hate, regret and shame coalesced into a twisted mockery of the Spear that laid her low. His name is Opprobrious, the Empyrean Needle.

You gain the ability to channel a sliver of Opprobrious's power; it takes the form of a spear made entirely of emerald flame. Summoning this weapon costs 7 motes, and is a move action that does not provoke attacks of opportunity. This weapon can take a multitude of forms, though all are in some way spear-like. As a swift action, for two motes, you may change the form Opprobrious takes to any one of the following: javelin, lance, shortspear, longspear, spear, or greatspear. When you use any of these as ranged weapons, they immediately dissipate and return to your possession after their damage is dealt. You may dismiss this weapon as a free action.

This weapon deals piercing damage plus one die of fire damage from your witchfire, and those struck by it must roll for ignition. If there is any doubt, this damage DOES benefit from other enhancements to your witchfire. In addition, this weapon can strike ethereal and incorporeal opponents, though it does not allow you to perceive them. Wielding this weapon gives you Spell Resistance equal to (12 + Mythic HD).

As a final benefit, you may use your mote pool to enhance their weapon; for every 5 motes you pay, you may add a +1 bonus or equivalent ability to the spear. In addition, when you absorb a spell, you may immediately use them to enhance your weapon rather than adding the motes to your pool. The total bonuses cannot exceed (Mythic HD/2).

Advanced
Ether-Piercing Proboscis: Whenever you strike an opponent affected by an ongoing, beneficial spell, they must succeed on a Will save (DC + Mythic HD + HAM), or have it dispelled. If they are affected by multiple spells, only the highest level one is dispelled on a failed save. When you successfully end a spell this way, you add its cost in spell points to your mote pool. In addition, if you know Refining the Occult Palette, Opprobrious gains another form: a harpoon. Successfully grappling an opponent with this weapon allows you to drain their magic at range.

Stitch In The Weave: Whenever you are in range of a single target spell being cast, but not the target of it, you may redirect the spell toward yourself. Attempting this requires you to succeed on a Spellcraft check as though you were countering the spell; succeeding on this check allows you to spend a number of motes equal to half the spells cost in spell points, and redirect it toward yourself. You may only use this ability once every 1d4 rounds.

Weave Darning Alteration: Whenever you are the target of a single target spell that does not breach your spell resistance, you may redirect that spell to a target of your choosing within range rather than absorbing the spell.

The Needle Tears A Hole: You gain Invisible Needle as a bonus feat. Unlike other Reserve feats, you may not use motes to increase the level of this ability, leaving the damage at 3d4 plus one die of witchfire damage, igniting the target if they fail the save. This damage ignores damage reduction of all kinds (but not immunity), and if they are successfully ignited by your witchfire, any damage reduction they possess is reduced by your (HAM). This reduction is cumulative, refreshing the witchfire duration and reducing the damage reduction with each successful ignition, to a minimum of zero.

Legendary Mythos

Mirror-Shattering Essence Fissure
Prerequisite: Two other Mythos granted by "The Sundered Queen's Legacy" feat.

The Crawling Queen of Bone finally had what she desired: a legion of loyal, impossibly powerful children to send against the gods in defense of her nascent kingdom. But it was not enough to simply kill the servants of the gods, for their souls would join their masters and return even more powerful; no, they needed to be broken so completely that their souls would be useless to the gods... or never join them at all. So she reached deep into her soul and pulled out a mote of Singular Hate, a fraction of the Demon Emperor's incalculable contempt for the Lawgivers and their children. She imbued each of her offspring with this Hate, who sharpened it to a razors edge, perfect for flaying poor souls too foolish to bow to their mother's grandeur.

You gain a melee touch attack that bestows 1d4 negative levels on the target, but only if they have been ignited by witchfire. They get a Fortitude save (DC 10 + Mythic HD/2 + HAM) to halve this. This attack can only be used against creatures with souls. Once you have drained 5 levels from the target, the energy coalesces into a crystal shard that contains a fragment of their soul, called a soul-shard. Levels lost this way do not come back until the shards have been destroyed; though if drained completely, they are lost forever. If the target dies from your touch attack, you instead gain a soul-stone, which contains the entirety of the creatures soul. Once you have a creatures soul-stone, all soul-shards you've collected from them are rendered inert and absorbed into the stone. These shards and stones serve sources of power to draw from; each level drained from these jewels grants you 10 motes. These crystals manifest in your possession, orbiting your body as the Green Sun once orbited Creation.

Flaying souls this way has drastic effects on their afterlife. At its most basic level, souls that arrive in the afterlife are withered, and almost useless to their gods; such souls can never be used to create outsiders with greater HD than (HD/2), ultimately weakening the god's legions. Keep in mind that repeated uses will draw the gods' notice, and their ire.

Advanced
Traitorous Self-Murder Splinter: Soul-shards you create take on a very jagged appearance, and can be used as shurikens that you are proficient with. By charging a shard with 5 motes, it gains an enhancement bonus equal to your HAM, and a bonus to range increment equal to (HAM x 10) feet. If one of these shards strike the creature from which it originates, they must succeed on a Fortitude saving throw (DC 10 + Mythic HD/2 + HAM) or take 50 points of damage, forcing them to role for death from massive damage if they are subject to it. If they succeed, they instead regain the levels stored in the shard. Creatures slain by this weapon have their souls obliterated, and cannot be brought back by any means.

Fragmented Psyche Marauder: You can use soul-shards to summon the darkest parts of a creatures soul to fight for you. Summoning such monsters is a full-round action that costs 10 motes and provokes attacks of opportunity. These are statistically identical to will-o'-wisps, save that their touch attacks deal fire damage and one extra die of your witchfire damage, and all your enhancements of it, meaning they must roll for ignition. If you know Traitorous Self-Murder Splinter, then the creature that the wisps originates from must succeed on a Fortitude saving throw (DC 10 + Mythic HD/2 + HAM) or take 25 points of damage, though they do not get their levels back if they save successfully. The levels can only be regained if the wisp is killed. Wisps summoned this way last for 5 rounds, afterwards they dissipate, the crystal turns to dust, and the levels are lost forever; the same happens if the creature you took the shard from dies.

Sacrificial Soul Poppet: You gain the ability to use soul-stones to resurrect your allies and yourself. So as someone is in possession of one of these stones, the soul it contains leaves for the afterlife instead of their own, automatically healing them for (Soul's HD x 10) hit points. It bares mentioning that the soul that is sacrificed goes to the afterlife meant for the creature they die for, not their own. So a paladin loyal to Heironeous who dies in place of a worshiper of Hextor would appear in the halls of the latter for judgment rather than the former. This resurrection is not easy, nor is it perfect. Captive souls are often unwilling to go quietly to an afterlife they do not deserve; both you and the captive soul make a contested roll with a bonus equal to (HD + Charisma Modifier). Whoever loses this roll moves on to the other's afterlife, while the winner gets control of the body. If you do not use a stone that contains the soul of a creature who's HD is greater than or equal to your own, you gain a number of negative levels equal to the difference between your HD. You cannot use this Mythos again, nor can you benefit from this manifestation, until these negative levels have been permanently healed, not temporarily as with the Illusory Convalescence Catalyst manifestation. This ability can be used as often as you like, though each use after the first within a day imposes a cumulative -5 penalty on your roll to fight the opposing soul.

Null-Zone Dispersion Bomb: You can use soul-stones to dispel anti-magic zones. In order to accomplish this, the soul-stone must contain a soul who's HD is greater than or equal to the caster level of the one who created the null zone. Once these parameters are met, you throw the stone within the zone, as a standard action, then make an opposed level check with a bonus of (HD + Intelligence Modifier) at a DC of (10 + Caster Level + Primary Ability Modifier). If you fail, the stone hits the ground and nothing happens; but if you succeed, the stone explodes in a nova of green energy, dispelling the field. Souls used this way are weakened, entirely unable to cast spells or gain spell-like abilities from that moment on, regardless of the form their future incarnations take. This does not prevent them from using other forms of supernatural power, such as psionic powers or incarnum, but arcane and divine magic are no longer options for them.

commander panda
2014-02-28, 03:28 PM
I love this.
I love this so very much.

I was wondering how mythic spell-casting would be handled, when someone got down to tackling it, and this is way better then i was expecting. I especially like its gish/anti-caster potential.

My only question is how this would be effected by the introduction of a full mythic sorcerer class (assuming that even happens.)

vasharanpaladin
2014-02-28, 03:38 PM
My only question is how this would be effected by the introduction of a full mythic sorcerer class (assuming that even happens.)

It wouldn't. THIS is the mythic sorcerer, a class would be a mythic wizard. :smallcool:

Primal Fury
2014-02-28, 04:15 PM
I love this.
I love this so very much.
I am quite happy to hear that! :smallbiggrin:


I was wondering how mythic spell-casting would be handled
I have no idea. I tried that multiple times, but it never seemed to work out right. What I'm thinking is this: There are no "mythic spells" being cast, there are only Mythos that seem like magic. For example, my actual class (which is all over the place right now), will have abilities like... dreamwalking. I'm sure there are spells that allow you to invade other people's dreams, but rather than saying "I'm gonna cast a spell that allows me to invade your dreams", it's "I invade your dreams because the Queen of the Fae granted me the power to do so". It's basically the same thing, but without the spellcasting part.

As far as I'm concerned spellcasting and mythos should probably remain separate. That actually reminds me of some Xefas said to me once:



The tricky part is the middle bit. I don't think of heroic potential as something you're born with, or something that can be given to you - it's something you create for yourself through the actions that you take, the actions that you don't take, and the actions that you will or would take. A lot of people think they have it, not a lot of people do, and some people have it without knowing it. There's no checklist of items that qualify you for the title, but let it suffice to say that people with heroic potential are those that epic stories should be told about, and those that realize it and become heroes, are those that we do tell epic stories about.

Also, some people squander their potential on becoming spellcasters. :smalltongue:

Tacitus
2014-02-28, 04:32 PM
For example, if you wish to use Fiery Burst you must pay 2 motes to deal 2d6 damage, however you may pay 9 motes to allow it to function as though you had a 5th level spell slot, dealing 5d6 damage.

I imagine the 2 motes should be 3 motes.


Draining magic from weapons and armor grants you 5 motes for every +1 bonus you take from it;

Can you drain ammunition?


If you have Refining the Occult Palate, you can sense those who have the energy you chose with that manifestation.

Refining the Occult Palette: You gain Improved Grapple as a bonus feat, without having to meet the prerequisites. While grappling a spell caster, or a creature with spell-like abilities, you may rob them of their highest level spell slot or spell-like ability whenever you succeed on the opposed grapple roll. This grants you a number of motes equal to that spells cost in spell points.
What energy you chose? I see no choice.

Probably more thoughts I could throw at you, but I'm being distracted.

Primal Fury
2014-02-28, 04:41 PM
I imagine the 2 motes should be 3 motes.
Wait what? Dangit. Thanks for spotting that.


Can you drain ammunition?
I should add that, yes.


What energy you chose? I see no choice.
Oh crap. That's a holdover from when it allowed to drain other types of energy, like psionic power and incarnum. In the end, that made no sense; I just forgot to get rid of it.

Adam1949
2014-02-28, 04:48 PM
First off, I want to say two things that make me personally happy. One, you used my intro statement for related threads, and that makes me happy :smallsmile:
Second, if this...

"I invade your dreams because the Queen of the Fae granted me the power to do so"
... Is a reality, I'll be even happier that something of my own is referenced!

Now, onto the actual PEACHing.


The Sundered Queen's Legacy: There appears to not be a bonus HP mechanic like on most other Mythic Races. Is this on purpose?

Euphoric Witchfire Ignition: This appears to be a variety of the baseline Reth Dekala anima ability, which isn't a bad thing at all. However, I'm worried that, if someone were to take both Reth Dekala and this, that they'd without a doubt choose the Witchfire over the baseline.

Ephemeral Arcana Subsistence: Drinking the River Dry should mention that it needs Rivers of Milk and Honey as a prerequisite; can't drain utterly what you don't know is there, after all.

Primal Fury
2014-02-28, 05:16 PM
First off, I want to say two things that make me personally happy. One, you used my intro statement for related threads, and that makes me happy :smallsmile:
I am often unsure what to do with introductions sometimes, so I try to look to others who do it well for a little help. :smallsmile:


... Is a reality, I'll be even happier that something of my own is referenced!
I am not actually referencing your work (Sorry :smallfrown:). I was using "Queen of the Fae" as a placeholder name for the Lawgiver currently known as the Outsider or the Moon. It is from her that all fae can trace their lineage, and to her that all courts kneel.

Buuuuuuut... Hm. :smallconfused:


The Sundered Queen's Legacy: There appears to not be a bonus HP mechanic like on most other Mythic Races. Is this on purpose?
Entirely intentional. To be more specific, the other Mythic Races are very much in their own skin, but the Lamia are more like raging wildfires trapped in mortal bodies. The final mythos will have a manifestation where you die if you eat too many souls, your true self breaking free from your body, becoming a more perfect expression of raw power: a witchfire.

http://cdn.obsidianportal.com/assets/241713/Witchfire.jpg


Euphoric Witchfire Ignition: This appears to be a variety of the baseline Reth Dekala anima ability, which isn't a bad thing at all. However, I'm worried that, if someone were to take both Reth Dekala and this, that they'd without a doubt choose the Witchfire over the baseline.
This was something that worried me. I had considered making the two mutually exclusive, but then I wonder if (mechanically speaking) the Lamia is simply stronger than the Reth Dekala. It's certainly more versatile, considering all the utility that Reserve feats offer.


Ephemeral Arcana Subsistence: Drinking the River Dry should mention that it needs Rivers of Milk and Honey as a prerequisite; can't drain utterly what you don't know is there, after all.
Thanks for catching that.

commander panda
2014-02-28, 05:34 PM
I have no idea. I tried that multiple times, but it never seemed to work out right. What I'm thinking is this: There are no "mythic spells" being cast, there are only Mythos that seem like magic. For example, my actual class (which is all over the place right now), will have abilities like... dreamwalking. I'm sure there are spells that allow you to invade other people's dreams, but rather than saying "I'm gonna cast a spell that allows me to invade your dreams", it's "I invade your dreams because the Queen of the Fae granted me the power to do so". It's basically the same thing, but without the spellcasting part.


Whoops! I was actually under the impression that the Motes could be spent on actual spells.
I agree that standerd spellcasting should probably be left out of the mythose system, though. (sor/wiz spell list+mythos progression... Can you imagine? :smalleek:)

Personally, I think the different caster niches should be left to different classes (olethrofex=necromancer, kathadose=evoker) but that's just me.

Primal Fury
2014-02-28, 05:41 PM
Whoops! I was actually under the impression that the Motes could be spent on actual spells.
That is SPECIFICALLY why I prevented spellcasters from taking this feat. I didn't feel like dealing with that, or making spellcaster even stronger. :smallwink:


Personally, I think the different caster niches should be left to different classes (olethrofex=necromancer, kathadose=evoker) but that's just me.
Oh totally. I'm trying to make a weird illusionist/enchanter thing right now.

commander panda
2014-02-28, 05:55 PM
That is SPECIFICALLY why I prevented spellcasters from taking this feat. I didn't feel like dealing with that, or making spellcaster even stronger. :smallwink:


Actually that part seems a little weird to me. Why not just prevent motes and spell points/prepared spells from stacking? I don't see why this feat is any better for a caster then, say, the mythic fairy. Actually the gishier aspects seem to conflict with what a wizard or sorcerer would normaly want.

Primal Fury
2014-02-28, 06:06 PM
Hm... I suppose I COULD do that. This would be useful for spellcaster in that it would give them something to fall back on. It's certainly not stronger than their normal spells, but allows them to continue to be useful after they've run out of everything. I'll think on that.

And what do you mean by this right here?

I don't see why this feat is any better for a caster then, say, the mythic fairy. Actually the gishier aspects seem to conflict with what a wizard or sorcerer would normaly want.

commander panda
2014-02-28, 10:32 PM
I mean that, while the lamia may give casters something to fall back on, so does the mythic fairy, or kobolt. If casters aren't locked out of those, there isn't really a reason to lock them from this.

I'm also saying that several of the laima's mythose are more beneficial to a melee bruiser or evasion using skill monkey, then a caster. For example, several of the mythose require you to stand in the way of area spells, or even draw fire toward yourself, both of which are suicide without evasion, or a ton of hitpoints. You can create a spear that does bonus damage and can shapeshift, you can deflect magic, you can create a melee range fire cloak, You can dispell in melee.

All the other stuff is usefull for everyone, not just casters. The only way I can see for a caster specifically to exploit this feat is for them to fual their witchfire with their own spells, which would just be wastefull on their part.

Primal Fury
2014-02-28, 10:59 PM
But... only characters with Mythic classes, like the Teramach or Olethrofex, can take these feats and learn the Mythos. This is the first feat available to "mundane" characters, and that's only because it serves as a replacement for spellfire. So a caster who took this feat could use witchfire, but not learn the mythos.

commander panda
2014-02-28, 11:15 PM
i see, some how that went over my head. of corse that's even more reason why casters shouldnt be locked out, but there's really no reason for me to debate that point anymore, since you already said you'd think about it :smallamused:.

waiting with bated breath for the legendary :smallbiggrin:.

Primal Fury
2014-02-28, 11:44 PM
of corse that's even more reason why casters shouldnt be locked out, but there's really no reason for me to debate that point anymore, since you already said you'd think about it :smallamused:.
Yeah, I think I will. It's a cool ability for anyone to have, and a few sentences saying "YOU CANNOT DO THIS THING :smallfurious:" is no trouble at all.


waiting with bated breath for the legendary :smallbiggrin:.
Ooooh it's comin' brother. :smallamused:

DeusMortuusEst
2014-03-02, 01:32 PM
What is the action required to manifest Opprobrious' weapon from 'Threading the Empyrean Needle'? Is it swift, as when you change the shape of the weapon?

Primal Fury
2014-03-02, 09:25 PM
I didn't give that action type, did I? I'll fix that just as soon as I post the legendary mythos. It's ALMOST done, just a few more manifestations.

DeusMortuusEst
2014-03-03, 03:42 AM
I also wanted to add that I absolutely love this :smallbiggrin:

The fluff is awesome, the abilities are great and I can't wait until I can play an Olethrofex with The Sundered Queen's Legacy!

Well done :smallsmile:

Kaje
2014-03-03, 06:35 AM
I'd make this change for clarity's sake:

Benefit: You gain command of witchfire, allowing you to devour magical energy, and release it in the form of sickly green flame. If you have levels in one or more Mythos-granting classes, you may treat the following Mythos as if they belonged to one of those classes.

Primal Fury
2014-03-03, 10:23 AM
The fluff is awesome, the abilities are great and I can't wait until I can play an Olethrofex with The Sundered Queen's Legacy!
Oh my god you don't even know. You can play a... Kathados, for example, and with this mythos line, end up playing an Olethrofex anyway. :smallamused:

Primal Fury
2014-03-03, 12:10 PM
Alright, it's finished now. I decided to get rid of the "soul eating" part.

DeusMortuusEst
2014-03-04, 06:07 AM
Oh my god you don't even know. You can play a... Kathados, for example, and with this mythos line, end up playing an Olethrofex anyway. :smallamused:

Hehe, yea but Olethrofex is by far my favorite mythos class so far, and combining these two would make a wonderful character...

Regarding the Mirror-Shattering Essence Fissure mythos, where do soul-shards and soulstones manifest? In your possession? What if you have your hands full? Personally I like the idea of them orbiting your body almost like ioun stones.

Primal Fury
2014-03-04, 10:35 AM
That's a really good idea, and it's going in straightaway. Thanks. :smallbiggrin:

Yasahiro
2015-06-11, 02:00 AM
I am half asleep so I will just post some concerns.

The DC of 10 + Mythic HD + Cha mod concerns me.

I mean, hell. I do not think I have seen any Mythos that works this way. I think everything has it be 1/2 HD. And for good reason, otherwise such things would have too high DCs. And it is a save, after all.

Also "The Needle Tears A Hole" does not specify if the reduction of DR is ever gone. If it is permament, that makes it even more Broken. I also am not a fan of how it can beat any Damage Reduction. Even undefeatable one. EVEN TERAMACH CANNOT DO IT! And he is all about destroying things!

And the "bypass reduction but not immunities." As far as I know, only some basic undead are immune to physical damage, and the spear deals both fire and piercing damage. I do not think anyone would be immune to that. Well, there might be like a number of creatures I can count on one hand.

It also does not say how to drain soul shards. As in, what actions and all. And the permanent effects on any incarnation of a soul in later manifestations are... Goddamnit. There should at least be a save after some incarnations, giving bonus the more incarnations the soul has gone through, to finally allow them to regain use of magic. These are Legendary Mythos, not Exalted.

You could have also just mentioned the DC of save from massive Damage, so people do not have to look for it. I know it is easy to find but bleh.

Did not see many feats regarding this, but I have some issues with Greater Witchlight. The feat itself is unclear, I do not understand what the "and over 4 rounds" refers to.

I do not think you ever specified how do you determine max of mote pool. Only how much one can spend at once.

Reth Dakala's anima is easily lost/breakable compared to this.

The manifestation where grappling with non-magic creatures allows one to drain Constitution does not say when it happens. Does Lamia have to win a grapple check or do they must only be in grapple?

What about when people play in the variant where Psionics are the same as magic, which is common? Is it affected just like magic and spells by witchfire and all?

I might find more issues but I am half coherent right now, will say more later.