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View Full Version : D&D 3.x Class "Today is victory over yourself. Tomorrow is your victory over lesser men."



Xefas
2014-03-13, 02:32 PM
Related Threads

Mythos Discussion Thread I (http://www.giantitp.com/forums/showthread.php?323694-Mythos-Inspired-Homebrew-Discussion)
Mythos Discussion Thread II (http://www.giantitp.com/forums/showthread.php?364949-Mythos-Homebrew-Discussion-II-Where-Simplicity-Goes-to-Die)

Terse brother-in-law to the Teramach (http://www.giantitp.com/forums/showthread.php?t=286983). Here's our Mythos discussion thread. (http://www.giantitp.com/forums/showthread.php?t=323694)


http://i.imgur.com/ajD4APG.png

"If you always put limits on everything you do, physical or anything else, it will spread into your work and into your life. There are no limits. There are only plateaus, and you must not stay there, you must go beyond them." ~Bruce Lee

The Bellator

In a world of Gods and Titans, there are those lesser creatures who would stand among them and against them, beyond their right, beyond their station, beyond all plausibility. Their story is neither divine nor primordial in nature, but it is born of those beings, born of the conflict of a warring multiverse, of a battle that mortalkind has neither stake nor responsibility for. And it is with only their skill, their wits, and the strength of their arms that they enter it.

These men and women are Bellators. Unlike the primal, pre-temporal denizens of the ancient days, their story is just developing. The Iron Mythos has a beginning, in battle and in tragedy, and it has grown in glory, stoked by conviction, forged with strength, but even now its inheritors shape its future, deciding its true potential with each decision they make, every life taken and not taken, every secret mastered or cast aside.

And the rise of this new legend, mere millennia old, has caused the stars to stir, and the moon to smile, and the sun to look down from his eternal death in curiosity. The other gods do not understand the significance, but the Lawgivers see it - an author puts to paper his knowledge, and his experience, and his creativity; words become sentences, sentences become passages, passages, chapters, and once the story is complete, a new work is born.

But what is that thing which the Bellators will make of themselves? What the primal deities fear is not what form it will take, Titan, Lawgiver, or something else, but that the child of the warring hosts will be at once far lesser than they, but all the more undefeatable. For it is that the stories of the old ones were first creations of beauty, they were works of passion, symbols of thought and form. The Iron Mythos is simple, violent pragmatism, a warrior that does what is required and cares little for fanciful aesops and poetic drama. Could any army of heaven or earth defeat the incarnate narrative of purest battle itself?

However, the fretting of distant gods is irrelevant. A Bellator's heart is in the dungeon, on the battlefield, in the arenas and streets, and the wild monster-filled places of the globe. This is where each line of their story is told, and where they shape the world. For now, their ultimate conclusion can wait.

Hit Die: d10
Skill Points: 6 + Intelligence Modifier
Class Skills: Balance, Bluff, Climb, Concentration, Craft, Escape Artist, Gather Information, Handle Animal, Heal, Intimidate, Jump, Knowledge (Any), Listen, Martial Lore, Ride, Search, Sense Motive, Spot, Spellcraft, Survival, Swim, Tumble, Use Rope
Proficiencies: Bellators are proficient with all simple and martial weapons, as well as all light, medium, and heavy armors, and all shields, including tower shields.

http://i.imgur.com/7fr5ZT6.png

The Iron Mythos: A Bellator'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 + Strength 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 Bellator class. When a Mythos references "allies", it specifically does not refer to the Bellator 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. When a Mythos refers to a "weapon" being wielded by the Bellator, unless otherwise noted, it does not apply to unarmed attacks, natural weapons, or improvised weapons.

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 warriors that rise above the common people to do great deeds, whether for good or ill. Where others tire, they endure. Where others are turned aside, they advance. Where others die, they kill. A Bellator with Fantastic Mythos is a being told of in poems and campfire stories. Monster-Hunter, Dragon-Slayer; When no mere men can stand before them, they seek out and slay the creatures that lurk at the edges of the map, and beyond. Legendary Mythos encapsulate the most outlandish fighting men - they engage armies as equals, stare down giants and demons, and draw lines in the sand to which the forces of nature dare not trespass. Where the Exalted Bellator walks, the indestructible is cut, the peerless are defeated, the unstoppable fall. When death comes for them, it is death who dies, as they crawl from the depths of Hades with the strength of their arms and their strength of their hearts, for no dark god has forged a shackle that can bind the valor of a true warrior.

Some Mythos, in addition to their initial stated effect, have Basic and Advanced manifestations. When a Bellator 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 a Bellator 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 Bellator. 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 Bellator 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 Bellator class table.

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

A Bellator also has the ability to learn more Mythos, above the ones automatically allotted to him by leveling up. By expending resources in his spare time, he may pursue additional training. First, he must buy some amount of training equipment from a place where such things could be made, and then declare that he's using his spare time to train. The gold piece value of training equipment destroyed in the process is recouped by the Bellator as an equal number of Mythos Points. This 'spare time' should probably occur 'off-screen' most of the time; while the Halfling cooks dinner, the Bellator is hacking away at his solid adamantine training dummy. While the Sorcerer scours Gelatinous Cube entrails out of his hair, the Bellator scales a nearby cliff, within a waterfall, in full armor, while hauling a pair of granite boulders chained to his ankles. When the Bellator has hacked the dummy to worthless bits, or the chains snap where his muscles endure, and the stones fall to their end, his training accumulates into new potential.

By spending 1,000 Mythos Points, and 250xp, he 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 Bellator 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 Bellator. One may only utilize this ability while more than half of his effective character level (ECL) is devoted to levels in the Bellator class.

A Warrior's Excellence: As denoted on their class table, a Bellator 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 Bellator 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.)

Equipment Mastery: A Bellator's implements of battle are as much a part of him as battle itself is. A first level Bellator gains Quick Draw as a bonus feat, and is not fatigued by sleeping in armor.

A third level Bellator may apply the benefits of any feat that applies only to a single kind of weapon or armor, and may be purchased multiple times to apply its effects to additional weapons or armor, (such as Weapon Focus or Armor Specialization) to all applicable weapons or armor that he is proficient with.

A fifth level Bellator may undergo a special training exercise, lasting one hour, in which he practices with a weapon that has an Enhancement bonus to its Attack and Damage rolls. Noting the ways in which the weapon's magic alters his movements to be more effective, he learns from its tutelage, and can thereafter replicate the benefit through sheer skill. At the conclusion of the exercise, he permanently gains the practiced weapon's Enhancement bonus to Attack and Damage with all weapons. Training with a higher Enhancement bonus overwrites a lower one.

A seventh level Bellator may sheathe drawn weapons and shields as a free action. Two wielded weapons or a weapon and a shield may be sheathed as part of the same action.

A tenth level Bellator applies the highest current Enhancement bonus he is receiving to Attack and Damage rolls made with a weapon as an Enhancement bonus to his Armor Class, as he learns to turn his specialized offensive training towards blocks, parries, and general battlefield awareness.

Xefas
2014-03-13, 02:35 PM
Exceptional Mythos

Adroit Hand-Slapping Consternation
Prerequisite: 1 rank in the Spellcraft skill

Trying to grab someone with your bare hands when they have a big stonking sword is kind of dumb when you think about it.

Any character that performs a melee touch attack against you, utilizing an unarmed limb as the delivery method, provokes an attack of opportunity if they did not already. When an attack of opportunity is provoked in this manner, you may make a DC 20 Spellcraft check to determine if the incoming touch attack is delivering a hostile magical effect. If you succeed in detecting this, you may choose to forgo the normal attack of opportunity, to instead make an attack roll that opposes the attack roll made against you.

If your attack roll exceeds the opposition, but only by 4 or less, the spell is discharged harmlessly and its duration ends as you easily slap the hand away from you. If it exceeds by 5 or more, and you have a free hand (in this case, wielding a two handed weapon, or a shield smaller than a tower shield, both qualify), you may grab the offending forelimb, and jam the delivering limb itself back into the caster, causing the attack's target to become the caster, with the attack automatically succeeding against them.

Basic
Bathrobe-Shredding Bewilderment: You gain Mage Slayer (CA) as a bonus feat.

The Sound Of A Dozen Hands Slapping: You gain Combat Reflexes as a bonus feat.

Poor Decision-Making Revelation: When you succeed in redirecting a touch attack that is carrying a magical effect back at the caster, you may maintain your hold on their forelimb, dropping any held items, and making an opposed grapple check with the caster. If you succeed, you and your target are now Grappling.

Thankful Lent-Hand Acceptance: When you succeed in redirecting a touch attack that is carrying a magical effect back at the caster, you may aim their limb at another target adjacent to you, rather than at them. The attack roll you used to oppose their touch attack is applied to the new target. If it succeeds, then the original caster's touch attack discharges on the new target. If it fails, the spells fizzles harmlessly.

Arching Comet Style
Prerequisite: -

You gain Point Blank Shot as a bonus feat.

Any longbow, shortbow, footbow, greatbow, or bonebow that you wield is considered to have a strength rating equal to your Strength modifier, as if were a composite bow. Composite bows have their strength rating temporarily adjusted to be equivalent to your Strength modifier.

You ignore a number of points of damage reduction with the above list of bows (and their composite versions) equal to your Strength modifier.

Basic
Friendly-Fire Avoiding Courtesy: You gain Precise Shot and Coordinated Shot (HoB) as bonus feats.

Imagine An Arch Inside Your Heart: You gain Far Shot as a bonus feat.

Advanced
Wing-Clipping Arrow: You can make Trip attempts against creatures that are flying using wings or other physical limbs to propel themselves, using ranged attacks. The attack itself replaces the touch attack usually used to initiate the trip. If you fail the trip attempt, the target cannot react to trip you back. Otherwise, the trip is conducted as normal, causing flying creatures to plummet if successful.

Vulnerability-Exploiting Accuracy: At the beginning of your turn, you may choose to subtract a number from all ranged attack rolls and add the same number to all ranged damage rolls. This number may not exceed your base attack bonus. These effects apply until the beginning of your next turn. Attacks made with ranged weapons that you wield in two hands double the damage bonus granted by this ability.

Armament-Forging Soldier Sagacity
Prerequisite: 4 ranks in one of: Craft (Weaponsmithing), Craft (Armorsmithing), Craft (Bowmaking), Craft (Leatherworking), or Craft (Blacksmithing)

Choose one Craft skill among the prerequisites for this Mythos, of which you have at least 4 ranks. This skill is the basis of your arms-crafting knowledge, but as the consummate warrior, you are capable of extrapolating your knowledge of that craft, combined with your extensive understanding of combat, sharp intellect, and simple necessity, to improvise other crafts. Specifically, you may substitute the number of ranks that you have in the chosen Craft skill for the number of ranks in each other Craft skill listed as a prerequisite. However, your improvisations will likely never reach the level of where you true talents lie; you gain a circumstance bonus on checks with the chosen Craft skill equal to your class level.

Furthermore, when you make a successful Craft check among those listed above, you make double the normal amount of progress. If you set out to forge several items at once, with all the materials on hand, you may apply excess progress made from one item into the progress of the next item.

Advanced
Legion-Equipping Diligence: Your successful applicable Craft checks make triple progress, rather than double.

Open-Minded Smithing Practices: You may learn how to apply Weapon and Armor templates to armaments that you craft (see DMGII, pg273). You may do so by watching a character, that can already craft the template you want to learn, craft an item with that template from start to finish. Or, you can spend a total of ([20 +1d4] - your intelligence modifier) hours reverse-engineering the art by examining an already completed item with the template on it. You need not examine it all at once, but the total number of hours that it will take you to figure out a certain template is determined when you first begin examining an item. A template applied to a weapon, and a template of the same name applied to a suit of armor, are considered two different templates for the purposes of learning. For example, watching a Valkyrie craft a Gloryborn Greatsword would allow you to craft Gloryborn weapons of all kinds, but you would not be able to craft a Gloryborn Breastplate until you witnessed or reverse-engineered a piece of Gloryborn armor.

Casual Perfection Mastery: When you craft a weapon or suit of armor, you may choose for it to automatically be created with Masterwork quality. You need not spend time or money creating the 'Masterwork' component of the item.

Efficiency of Eldritch Conduction: When you set out to craft a weapon, shield, or suit of armor of masterwork quality, you may add an additional 150gp to its market price (increasing the time and materials required accordingly) in order to create an item of such surpassing quality that it may host two Augment Crystals (MIC), rather than the normal single socket.

Excellent Alloy Admixture: If you have 8 ranks in a particular craft skill, when you craft a weapon, shield, or suit of armor with that skill, you may create it out of two special materials, and the item will benefit from both of them, rather than just the most prevalent one, due to your exemplary smithing methods. For every 8 ranks above 8, you may craft an item that benefits from one more special material (so, 3 at 16 ranks, 4 at 24 ranks, 5 at 32 ranks, etc). Although you must pay the normal cost for both special materials, divide the cost of each material by the number of materials used for the purposes of determining the amount of progress you need to accrue to finish the item.

[Discipline] Seed Awakening
Prerequisite: 4 ranks in the chosen Martial Discipline's associated skill

This is not one Mythos, but a template describing a theoretically infinite number of different Mythos, one for each Martial Discipline that exists, or could exist. 'Iron Heart Seed Awakening' and 'Scarlet Bravura Seed Awakening', despite using the same rules, are two completely different Mythos.

The first time you learn a [Discipline] Seed Awakening, choose one 1st level Stance and one 1st level Strike or Boost from the corresponding Discipline. These follow the normal rules for martial maneuvers and stances, except that you need not Ready your maneuvers, nor are they Expended when you use them; you may use them at will, so long as you have the actions to do so. Your Bellator levels are considered martial adept levels for the purposes of determining your initiator level for the chosen Discipline. [Discipline] Seed Awakening never allows you to learn or activate Supernatural maneuvers or stances.

Any subsequent time that you learn a [Discipline] Seed Awakening, you do not gain the above benefits until you witness another character use a stance and maneuver of the chosen discipline in real combat (a training environment is not enough), or until you study a natural embodiment of the principles of the chosen discipline. For instance, you could extrapolate knowledge of the Tiger Claw discipline from watching a literal tiger stalk and kill its prey, or Quicksilver Aegis by watching an Inevitable be born in the Creche-Forges of Mechanus. Then, you must spend a combined ([10 + 1d4] - Intelligence modifier) hours reverse-engineering what you witnessed, acquiring the stance and maneuver that is rightfully yours.

Advanced
Blood-Soaked Seed Germination: You learn the remaining 1st level stances and maneuvers of your chosen Discipline.

The Seed of Knowledge Sprouts: To acquire this manifestation, you must already have Blood-Soaked Seed Germination for your chosen Discipline, and an initiator level of at least 3 as far as your chosen Discipline is concerned. If this is your first [Discipline] Seed Awakening, choose one 2nd level stance (if one exists; it probably doesn't) and maneuver from your chosen Discipline; you learn them. When you attain this manifestation for any subsequent [Discipline] Seed Awakening, you must study and reverse-engineer the maneuvers from a martial adept or natural embodiment, as noted above.

Violence Takes Root: To acquire this manifestation, you must already have The Seed of Knowledge Sprouts for your chosen Discipline (and have learned your chosen maneuvers, if this is not your first [Discipline] Seed Awakening). You learn the remaining 2nd level stances (if they exist) and maneuvers of your chosen Discipline.

Empty-Handed Pugilist's Knack
Prerequisite: -

Though Bellators are most known for their deadliness with blade, bludgeon, or spear, some find wisdom in picking up a trick here and there from those monks, pugilists, and street brawlers that live and die by the swiftness of their bare hands.

You gain Improved Unarmed Strike as a bonus feat, and your Unarmed Strikes are considered "weapons" for the purposes of your Bellator abilities. Like a Monk, you may make unarmed attacks with any part of your body, even if your hands are otherwise occupied.

Basic
Arrow-Catching Wits: You gain Deflect Arrows and Snatch Arrows as bonus feats. While wielding a two-handed weapon, you may release your grip on the weapon, utilize these feats, and place your hand back on your weapon with such dexterity that it requires no action or impediment to do so. Similarly, you may utilize these feats with a hand that is equipped with a shield smaller than a Tower Shield.

Giant-Foiling Contortion: You gain Clever Wrestling (CW) and Cunning Sidestep (Drac) as bonus feats. If your Dexterity score is higher than the Dexterity of the creature targetting you, double the bonuses granted by these feats.

Humiliating Heel-Sweep: You gain Dodge and Defensive Throw (CW) as bonus feats. When you attempt to trip a target with Defensive Throw, they may not react to counter-trip you if you fail.

I Punch Them In The Face: You gain Stunning Fist and Extra Stunning (CW) as bonus feats. You may use your Strength modifier in place of your Wisdom modifier for the purposes of calculating the saving throw DC of your Stunning Fist feat.

Advanced
Impressive Feat Abundance: You gain one Basic manifestation of this Mythos that you do not already possess.

Iron Stomach Development
Prerequisite: 1 rank in the Spellcraft skill, Must have quaffed at least one potion, and been poisoned at least once.

You gain a +4 competence bonus on saving throws against Poison. This becomes Immunity to Poison while you are actively benefiting from a potion.

When you drink a potion that heals damage to your hit points, you heal an additional (greater of your Strength modifier or your character level) points. When you drink a potion that does not heal damage to your hit points, but has an ongoing duration of 1 hour or less, double the duration. If you are poisoned when you drink a beneficial potion, you may make a new Fortitude save against the poison to shrug it off, and prevent further detriment.

Finally, your instincts about the nature of mystical substances allow you to kludge the creation of alchemical compounds; you may take ranks in the Craft: Alchemy skill without being a spellcaster, and you gain a +2 synergy bonus on Craft: Alchemy checks if you have at least 5 ranks in Spellcraft.

Advanced
Tankard-Draining Alacrity: Once per round, you may retrieve a potion, or similarly sized drink, and quaff it as part of the same standard action. At 7th level, you may instead utilize a move action. At 14th level, you may use a free action.

The Stomach Knows: When you drink something, you are automatically aware of all of its effects, including the spell(s) replicated by a potion, and the type, DC, and secondary damage of a poison. By spending a full-round action to investigate a vial of liquid, you may discern if it is a potion or poison that you have previously imbibed and, if so, what its effects are.

Savor The Flavor: You may drink half of a potion, recieving half of its normal effects if its duration is instantaneous, or recieving its effects for half the duration if it has a longer duration. The other half will be useless to anyone without a similar ability.

Buzzed On Black Widows: You gain Poison Healer as a bonus feat.

Guarding Vallation Style
Prerequisite: -

You gain Shield Specialization and Shield Ward (PHBII) as bonus feats.

Basic
Weakling-Saving Gallantry: You gain Constant Guardian and Dutiful Guardian as bonus feats (DotU). While you have a shield larger than a buckler equipped, the range of your Constant Guardian feat extends by (5ft + 5ft per size category you are above Medium), and you may have it apply it to an additional number of allies equal to your Intelligence modifier at one time. This does not increase the -2 attack penalty you suffer, no matter how many people you are guarding.

Face-Sculpting Shield Aggression: You gain Improved Shield Bash, Agile Shield Fighter, and Shield Charge (CW) as bonus feats. As a standard action, you may make one attack with both your main-hand weapon and an off-hand shield bash.

Advanced
Frontline-Holding Concentration: You gain Combat Reflexes as a bonus feat. While you have a shield equipped, you may substitute your Intelligence modifier in place of your Dexterity modifier for determining how many additional attacks of opportunity the Combat Reflexes feat grants you.

Ever-Vigilant Bulwark Reflexes: You gain Active Shield Defense and Block Arrow (HoB) as bonus feats.

Iron Juggernaut Aggression: You gain Inlindl School (DotU) as a bonus feat. The attack bonus provided by this feat applies to one-handed weapons, in addition to the weapons it usually benefits.

Marching Fortress Stamina
Prerequisite: -

You gain Endurance and Heavy Armor Optimization (RoS) as bonus feats. The benefits of Heavy Armor Optimization apply also to light and medium armor.

Furthermore, while you wear armor that you are proficient with, you reduce its Armor Check Penalty by your Strength modifier. If this would reduce the Armor Check Penalty of the armor to 0, it no longer penalizes your movement speed (if it did before), and its weight no longer counts against your encumbrance.

Advanced
Extreme Heat Training: You gain Heat Endurance as a bonus feat (Sandstorm).

Extreme Cold Training: You gain Cold Endurance as a bonus feat (Frostburn).

Peerless Parkour Athleticism
Prerequisite: -

You gain Roofwalker (Cityscape) and Leap of the Heavens (PHBII) as bonus feats.

Other than the granted bonus feats, the benefits of this Mythos only apply if you are not suffering from any amount of Armor Check Penalty.

You may use the greatest of your Strength, Dexterity, or Constitution modifiers when determining your ability bonus on Balance, Climb, Jump, Swim, and Tumble checks (for brevity, these will hence be referred to as 'Athletic Skills' or 'Athletic Checks'). While you move, you gather momentum and your concentration sharpens; each Athletic check you make in a round gains a +2 bonus for each previous Athletic check you've made in the same round. In addition, when you take a Run action, you need not move in a straight line, so long as each change in direction is the result of an Athletic check (for example, running to an alley wall, climbing the wall, jumping backward onto the opposite wall, climbing that wall, then jumping onto the roof).

If you begin your movement on a solid surface, you may spend part of your movement traversing vertical surfaces as if you were moving on the ground. Transferring from floor to wall or wall to floor costs no movement, but if you end your movement unsupported, you begin to fall as normal.

If you move at least 10 feet before using the Hop Up function of the Jump skill, it costs no movement to perform. If you use multiple Hop Ups in one round, you must move at least 10 feet between each one.

As an immediate action, while you are falling, you may make a melee attack against a nearby surface in the hopes of driving your weapon into it and stopping your fall. If you hit and are able to overcome its hardness and deal damage, your weapon is wedged into the surface; you continue to fall for half the distance that you had already fallen before making this attack - if you have not yet impacted a surface, the weapon has halted you entirely, and you are now dangling from it. If this was not enough to keep you from hitting something, the final falling damage you take is still halved.

Advanced
Death From Above: You gain Roof-Jumper as a bonus feat. You may use the Urban Acrobatics function of that feat in non-urban environments, substituting natural paraphernalia in place of the trappings of a city.

Sure-Handed Athlete Practice: All skill points that you've spent in Athletic skills are immediately refunded. Each skill point you spend on an Athletic skill provides the normal skill rank for that skill, and also one rank in two other, different, Athletic skills. With the refunded skill points, you must immediately spend as many as you can on Athletic skills; if you still have some amount of points left over, and cannot spend them due to level limitations, they become free skill points that you may spend as you please the next time you level up.

One Jump Ahead Of The Hitmen: When you take a Charge or Withdraw action, you need not move in a straight line, so long as each change in direction is the result of an Athletic check.

Steel Avalanche Style
Prerequisite: -

You gain Two-Weapon Fighting, Two-Weapon Defense, and Oversized Two-Weapon Fighting as bonus feats (CAdv).

As a standard action, you may make one attack with both your main-hand and off-hand weapon.

At 6th level, you gain Improved Two-Weapon Fighting as a bonus feat.

At 11th level, you gain Greater Two-Weapon Fighting as a bonus feat.

Advanced
Ambidextrous Razor Wrath: Add your Dexterity modifier as a bonus on melee damage rolls while wielding two or more weapons.

Guard-Breaking Thrust: When you attack with both your main and off-hand weapons in the same action, if your first main-hand attack misses, all of your off-hand attacks gain a +3 bonus until the end of the action.

Twin Blade Pincer: While wielding two or more weapons, you gain a +4 bonus on the opposed attack roll to attempt to Sunder or Disarm an opponent's weapons, or to avoid having your weapons Sundered or Disarmed.

Thousand-Armed Weaponmaster Intuition
Prerequisite: -

You gain Combat Intuition (CAdv) as a bonus feat.

By spending (6 - intelligence modifier) minutes practicing with a weapon, suit of armor, or shield, you gain permanent proficiency with it. You may simultaneously gain proficiency with any combination of weapon, armor, or shield, that you can wear and/or wield at the same time, during the same practice session (ex. A character with 12 intelligence, wearing Battle Plate, while wielding a Kama and a Gnomish Battlecloak would only have to spend 5 minutes to become proficient with all of them). If your intelligence modifier is 6, you need only spend a full-round action. If your intelligence modifier is 7, all that you require is to grasp or look at the item in question to know its proper usage. If your intelligence modifier is 8 or higher, you may gain proficiency with an item simply by having someone describe the item to you.

This Mythos only allows a character to gain proficiency with items specifically intended to be weapons (or shields or armor). That is, they cannot use this ability to gain proficiency with improvised weapons (or shields or armor, if such things exist).

Advanced
Hundred-Trophy Huntsman Cunning: You gain Knowledge Devotion as a bonus feat.

Dozen-Bladed Packrat Absurdity: When you attack a creature with a type of weapon that you have not yet attacked them with in the current encounter, you gain a +1 bonus on your attack roll for each different type of weapon that you have attacked them with since the beginning of your last turn that you had not attacked them with during the current encounter.

Example:
The Invincible Sword Princess, a 16th level Bellator, is fighting an inexplicably durable and high-challenge-rating doom beast of some description. In the first round, she declares a full-attack. Her first attack is with a Greatsword, which she then sheathes as a free action due to her Equipment Mastery class feature, and replaces it with an Elven Courtblade, drawn as a free action due to the Quick Draw feat. Her second attack is with the Courtblade, gaining a +1 bonus. She sheathes it and draws a Maul, attacking again, with a +2 bonus. She sheathes it and draws a Greataxe, attacking with a +3 bonus. On her next turn, she declares a second full attack, sheathing her Greataxe, and drawing a Glaive, which she attacks with, carrying a +4 bonus. She sheathes it, draws a Spiked Chain, attacks with a +5, sheathes it, draws a Great Falchion, attacks with a +6, sheathes it, draws a Fullblade, and attacks with a +7.

On her next turn, she full-attacks again, sheathing the Fullblade, drawing a Goliath Greathammer, and attacking; this time, she only has a +4, because the bonus is only counted from the beginning of the previous turn.


Unconventional Style Adaptation
Prerequisite: Must know two Martial Stances

You may have two non-Supernatural Martial Stances active simultaneously. When you use a swift action to initiate or change your stance, you may only enter or change a single stance at a time. If you enter a Supernatural Martial Stance, you automatically exit your additional Stance.

While utilizing two Martial Stances, at least one Stance must be lower than the highest level Stance you know. This does not apply if the highest level Stance you know is 1st level. If you enter a new Stance such that both of your Stances are of the highest level Stance you know, you automatically exit your additional stance.

Undeniable Impact Style
Prerequisite: -

You gain Power Attack as a bonus feat.

At the end of your turn, you may choose one creature that you successful struck and dealt damage to with a two-handed melee weapon while using your Power Attack feat to inflict a -1 or greater penalty on your attack roll. If it was a Bludgeoning weapon, the victim must make a Will save or be disoriented, taking a -2 penalty on all attack and damage rolls, as well as rolls to resist being Bull Rushed, Disarmed, Overran, Tripped, or Feinted against, until the end of your next turn. If it was a Slashing weapon, the victim must make a Reflex save or have the damage you dealt to them with the attack that triggered this ability also applied to their worn armor. If you destroy an opponent's armor in this way, you gain its gold piece value in Mythos Points. If it was a Piercing weapon, the victim must make a Fortitude save or begin to bleed for 1 hit point of damage at the beginning of each of their turns. This lasts for 1 minute, until the victim receives at least one point of magical healing, or receives a DC 10 Heal check as a standard action. A creature can suffer from multiple bleeding wounds at the same time.

If the weapon being used is capable of dealing multiple types of damage, choose only one of the above effects that it qualifies for.

Advanced
Masamune-Wielding Rigor: You gain Monkey Grip (CW) as a bonus feat. You do not suffer the -2 penalty on attack rolls normally inflicted by that feat.

A Blade That Hungers For Lesser Steel: You gain Improved Sunder as a bonus feat. Whenever you sunder a weapon with another weapon (that is to say, unarmed strikes and natural weapons do not count), the gold piece value of that weapon is granted to you as Mythos Points.

Warding Edge Technique
Prerequisite: -

You gain Combat Expertise and Superior Expertise (Deities and Demigods) as bonus feats.

While you are armed and have free use of your arms, you gain a bonus to your Touch AC equal to your Base Attack Bonus, which cannot increase your Touch AC above your standard Armor Class. If you have the Improved Unarmed Strike feat, this bonus applies even while unarmed, as long as you can move any of your limbs.

Advanced
Split-Second Riposte: You gain Dodge and Melee Evasion (PLHBII) as bonus feats. However, you may utilize the immediate action benefit of Melee Evasion against any opponent that you are aware of, regardless of whether you have designated them with your Dodge feat.

Doom-Refracting Parry: When the attack roll of a Ray targeting you fails to overcome your Touch AC, you may deflect the Ray, applying the same attack roll to a new target, but leaving you unscathed. At 1st level, the target must be within your threatened area. At 13th level, the new target may be within (1/2 the original Ray's maximum range)ft of you.

Brutality-Foiling Elegance:

Xefas
2014-03-13, 02:36 PM
Fantastic Mythos

Battalion-Engaging Charge
Prerequisite: -

As a full-round action, you may perform a special Charge attack that is incompatible with abilities that allow you to make a full-attack at the end of a Charge. During this Charge, you gain a bonus to your Armor Class against Attacks of Opportunity equal to your Intelligence modifier. While Charging, you may make a single attack against a number of target equal to the number of attacks you would receive during a full-attack action (you cannot choose the same target twice). You must save one attack for the original target of your Charge. Each attack is made at your full base attack bonus (although you still take penalties for attacking with multiple weapons if you are receiving extra attacks from wielding multiple weapons).

Advanced
Carving Through Waves of Flesh: When you use a Battalion-Engaging Charge, you may take a -1 penalty on your attack rolls and armor class until the beginning of your next turn to gain an additional attack at your highest base attack bonus. You may increase this penalty to -2 to make two extra attacks instead of one.

Focusing The Iron Storm: As a standard action, you may engage in a full-attack.

Heroic Panoply-Forging Puissance
Prerequisite: The 'Armament-Forging Soldier Sagacity' Mythos, 10 ranks in a Craft skill

You may use Craft skills to craft Magic Items appropriate to the skill (Weaponsmithing for a +1 Flaming Greatsword, Blacksmithing for Horseshoes Of A Zephyr, Glassblowing for a Bottle of Air, etc). The raw materials to do so are equal to 1/2 the market value for the magical portion of the item, and 1/3 the market value of the mundane base item. You may set any DC you wish before making a Craft check to create a Magic Item (a lower DC is easier to meet, but makes less progress, etc). Upon successfully completing a Magic Item, you must spend 1/25 of the market value of the magical portion of the item in XP to finalize the process. You may not craft a Magic Item that requires a caster level higher than your class level.

Skilled though you are, the prowess of a Bellator is devoid of magic, and therefore you must find it in other places to properly imbue an item during its construction. For each spell listed as a requirement for creating a Magic Item, you must include one Exotic Ingredient to take its place.

The first step in finding an appropriate Exotic Ingredient is to figure out what to look for. This requires a Knowledge check; potentially, any Knowledge check will do, but the type of Knowledge check will determine the nature of the Ingredient. Knowledge (Arcana) is likely to lead you to dragon hearts or displacer beast tentacles, while Knowledge (Nature) will tell you to use the antlers from a legendary stag or the poison from a rare jungle plant, Knowledge (Geography) focuses on finding geomantically resonant ingredients, like forging your sword in an active volcano, or quenching a molten blade at the north pole, and Knowledge (Nobility and Royalty) will have you chasing after the blood of fallen princesses and the love of heartless kings. And so on. The DC of the Knowledge check is (20 + the level of the spell to be replaced). A failed check may be retried after you gain a character level, or after you consult a great repository of knowledge (including libraries and people with more ranks in the same knowledge skill). Ultimately, you are the master of the forge, and you must be the one to figure out the perfect ingredient.

In general, the acquisition of an exotic ingredient should be about as difficult as an encounter with an EL equal to the caster level of the item to be made.

You may also 'improve' existing Magic Items (MIC pg 233) in a similar fashion. You simply need to either prepare the item, expending the appropriate raw materials and XP, then expose it to the new Exotic Ingredients to finish it, or expose it to the new Exotic Ingredients first, then finish it by expending the appropriate raw materials and XP.

Advanced
To Create Wonders Unparalleled: When you spend a full week crafting a Magic Item, you make progress in gold pieces, rather than silver pieces.

Manslayer Shintai
Prerequisite: The 'Combat Intuition' (CAdv) and Improved Initiative feats, Must have ended the lives of one-hundred living creatures with an Intelligence of 3 or higher with a weapon or unarmed strike

You have tainted the pure path of iron in your soul with the blood of too many for your legend to ever be washed clean. Creatures with a Base Attack Bonus of +5 or higher, or that know at least one 3rd level Martial Maneuver or Stance, can see this desecration as an ephemeral trail of blood that flows from your hands and any weapon you hold, drifting slowly behind you, alluding to the death that you have left in your wake.

You automatically (you can not choose not to) use the Sense Motive skill via Combat Inuition to Assess the prowess of any creature you come across. Creatures with ranks in Bluff less than or equal to your class level automatically fail their opposed Bluff check to avoid being properly Assessed. Creatures that succeed in their opposed check may choose to appear as their normal category, or one category incorrect in either direction (CR 4+ less than your character level, 1-3 less, even, 1-3 greater, or 4+ greater).

Becoming a living paragon of bloodshed inflicts damage to your mind, granting you an agnosia towards creatures you Assess to have a CR 4 or more less than your character level. Such weaklings appear as featureless, indistinguishable shadows. You can discern their shape, and use knowledge skills to appraise what sort of thing they are (such as a human vs an orc), but you cannot tell two weak humans apart as individuals, or two weak orcs apart as individuals, without using some separate context. For example, a Manslayer might ask their wife to wear the same ribbon of blue silk bound in dragon scales in her hair every day so that he can discern who she is by the unique accessory. This does create the potential downside that, were the ribbon to be stolen and worn by some other pathetic shadow, the Manslayer would be completely incapable of perceiving that.

You gain a Gaze Attack that functions against weaklings of this caliber. Those that meet your gaze must make a Will save or be Sickened for as long as they can perceive you, and as soon as you leave, those that failed the save are also Nauseated for 1 round.

You cannot use a lethal weapon to deal nonlethal damage to a living creature with a CR of 3 less than your character level or higher. The prowess they have achieved in their life means they do not deserve the humiliation of having punches pulled against them.

If you defeat a living creature with a CR equal to your character or higher, and you have no allies present, and there is no other immediate danger, you must slay the foe. You are allowed a few rounds to interrogate a wounded, but defeated enemy, but you must kill them afterward, or if it appears that other distractions might be inbound. To have reached these lofty heights, they have earned a death by a true warrior's hand, and nothing could be more appropriate. If an ally is present, and asks you to spare the foe, and you did not deal the majority of the damage to that foe, you may make a Will save to lower your opinion of them, and allow them to escape and perhaps one day become greater and challenge you again.

You gain an insight bonus on initiative checks equal to the number of living creatures with an intelligence of 3 or higher you have slain with a weapon or unarmed strike, divided by 5.

Advanced
The Warrior Returning From Battle: This manifestation doesn't exist yet, but it might some day, its metal forged by the flames of a Bellator's remorse, ignited by an event so tragic or heroic that it can bend the Iron Mythos itself.

Once it exists, to qualify for this manifestation, a Manslayer must go an entire year without dealing lethal damage to a living creature with an Intelligence of 3 or higher; then they may learn this manifestation at any time they like.

All of the effects of Manslayer Shintai are suppressed on you. You may see people as people again, do not sicken those around you, and so on. Furthermore, when you use an ability that has a saving throw DC to resist its effects, and modifies an attack (such as most Maneuvers), if the attack deals nonlethal damage, the saving throw DC increases by 2.

However, should you ever willingly and intentionally deal lethal damage to a living creature with an Intelligence of 3 or higher ever again, you lose this manifestation forever, and can never regain it. Additionally, you may willingly discard this manifestation from yourself as part of rolling initiative, which is just as permanent, should you ever decide that your ability to act first in a battle would be worth more than your humanity.

Neutral Jing Expression
Prerequisite: -

You gain Improved Initiative as a bonus feat.

As an immediate action that can only be taken outside of your turn, you may make a melee attack against a creature in response to them moving from outside of your threatened area to inside of your threatened area.

As a standard action, you may gain two immediate actions that cannot be taken during your turn, and are lost if you do not spend them before the beginning of your next turn. At 11th level, you gain three immediate actions. At 16th level, you gain four immediate actions. At 21st, and every five levels thereafter, continue to increase this number by 1.

Basic
Silence, Then Storm: When you take a Delay action, your initiative count is not reduced to the count that you acted on after the Delay. Instead, on the following round, your initiative count is reduced by 4. (For example, if your initiative count is 18, and you Delay to act on count 11, the next round you would act on count 14, rather than 11. Although you are free to Delay again if you wish.)

Ready For Anything: Taking a readied action does not change your initiative count. When you Ready an action, you may either Ready two different responses (which must both require the same kind of action) to a single trigger, then choose between the two responses when the specified trigger happens, or you may specify two different triggers for your readied action, and take your readied action in response to either happening (though you may still only take your readied action once).

Failure-Punishing Patience: As an immediate action, you may make a melee attack against an enemy in response to them missing you with a melee attack.

Tavern-Clearing Cleave
Prerequisite: The 'Power Attack' feat

When you make a melee attack modified by your Power Attack feat, you may choose one creature adjacent to your original target that is also within your threatened area and apply your attack to them as well.

Advanced
Mob-Disarming Slash: To acquire this manifestation, you must have the 'Improved Sunder' feat. When you attempt to sunder an object with an attack modified by your Power Attack feat, you may choose a second object in a space adjacent to your original target, or worn by a creature adjacent to your original target (if your Reach is only 5ft, you may also target creatures that are in diagonally adjacent spaces to you, even though you don't technically threaten them). Your sunder attempt also applies to the second object.

Rabble-Rebuking Bouncer Push: To acquire this manifestation, you must have the 'Improved Bull Rush' feat. When you attempt to bull rush a creature, you may choose one creature adjacent to your original target that is also within your threatened area (if your Reach is only 5ft, you may also target creatures that are in diagonally adjacent spaces to you, even though you don't technically threaten them). If you first bull rush succeeds, you may also attempt to bull rush the second creature as part of the same action. If you bull rush them more than 5ft, and must follow to continue bull rushing them, you must bull rush both targets in the same direction.

Showing Tons of Cleavage: You gain Cleave as a bonus feat.

Root of the [Discipline]
Prerequisite: The '[Discipline] Seed Awakening' Mythos corresponding to the same Martial Discipline, and the 'Violence Takes Root' manifestation of that same Mythos

This Mythos functions like [Discipline] Seed Awakening, save that it allows you to attain knowledge of a 3rd level stance and maneuver from your chosen Discipline.

Advanced
Sprouting In Crimson Soil: You learn the remaining 3rd level stances and maneuvers of your chosen Discipline.

The Root of Knowledge Grows: To acquire this manifestation, you must already have Sprouting In Crimson Soil for your chosen Discipline, and an initiator level of at least 7 as far as your chosen Discipline is concerned. If this is your first Root of the [Discipline], choose one 4th level stance (if one exists) and maneuver from your chosen Discipline; you learn them. When you attain this manifestation for any subsequent Root of the [Discipline], you must study and reverse-engineer the maneuvers from a martial adept or natural embodiment, as noted in [Discipline] Seed Awakening.

Violence Stems From Practice: To acquire this manifestation, you must already have The Root of Knowledge Grows for your chosen Discipline (and have learned your chosen maneuvers, if this is not your first Root of the [Discipline]). You learn the remaining 4th level stances (if they exist) and maneuvers of your chosen Discipline.

Underdog-Training Montage
Prerequisite: -

Upon gaining this Mythos, choose one feat that you possess - this becomes your Signature Feat.

You may take other characters as your Students, as long as they do not have more PC class levels than you do. You may train with your Students, between 1 and 12 hours a day (any longer, and they fail to absorb the information any more efficiently). Once a Student has accrued (28 - their intelligence modifier) hours of training, they may spend 1,000xp to learn your Signature Feat. You may provide effective tutelage to a maximum of (1/2 your class level + your Intelligence modifier) Students at a single time, allowing them all to accrue training time simultaneously.

A single character may only learn the Signature Feat of one Bellator per 6 class levels that they have (minimum 1), and the cost increases by 1,000xp per additional Signature Feat.

If you describe the training of your Students to the rest of the group in the form of a montage, each hour of training is doubled for the purposes of how many hours a Student requires to learn your lesson.

Basic
Beef-Slab Punching Exercise: You have developed secret, and often highly obtuse, training methods that allow characters under your tutelage to surpass what they believe to be their physical limitations. By undergoing a montage, like the one to learn your Signature Feat, they may instead gain a +1 inherent bonus to one of their physical ability scores, at the cost of 1,000xp. A second montage will increase a pre-existing +1 inherent bonus to 2, but the cost increases to 5,000xp. A third, increasing a +2 bonus to 3, costs 10,000xp. A fourth costs 15,000xp, and a fifth, 20,000xp.

While teaching your Students, you may provide training for different benefits to each Student, though you cannot train a single Student for multiple benefits at the same time. (For example, if you have 10 Students, and you train them for 6 hours, you could give four Students 6 hours towards learning your Signature Feat, four other Students 6 hours towards increasing their Strength, and two Students 6 hours towards increasing their Dexterity, but you could not provide 6 hours towards increasing both Strength and Dexterity for a single Student.)

Shrugging-Off-Waterfalls Meditation: This manifestation functions identically to Beef-Slab Punching Exercise (see above), except that it functions for mental ability scores, rather than physical.

Gifted Lotus Instruction: To learn this manifestation, you must already have the [Discipline] Seed Awakening Mythos. In lieu of your Signature Feat, you may teach a Student one 1st level martial maneuver or stance that you know via that Mythos, which they may use at-will, rather than once-per encounter, without needing to ready, expend, or refresh it. The Student must have a base attack bonus of at least +1. Martial Adepts that already have the chosen maneuver or stance as one of their maneuvers or stances Known lose that maneuver or stance, and replace it with a new maneuver or stance of the same level that they meet the prerequisites for.

Learning a maneuver or stance in this way costs the same amount of xp as learning your Signature Feat, and counts towards the maximum number of Signature Feats a character may learn from Bellator Mythos.

Xefas
2014-03-13, 02:39 PM
Legendary Mythos

One Kick Ten Thousand Times
Prerequisite: One Martial Maneuver of 4th level or higher

Through grueling training sessions, you have practiced the simplest strikes in your repertoire over and over, until they come as easily to you as walking and breathing. This mastery of fundamentals elevates lesser movements to equal, or perhaps surpass, their more technically difficult siblings.

Each maneuver you know that meets the following prerequisites becomes a Fundamental Maneuver for you.
Must be a Strike.
Must activate as a standard action.
Must have a normal melee attack as part of its activation.
Must belong to a Discipline from which you know at least one maneuver of 4th level or higher.
Must be of 1st or 2nd level.
Must not be Supernatural.
When you make a Full Attack, you may replace any or all attacks with a Fundamental Maneuver. Each attack may be replaced with the same, or different, Fundamental Maneuvers. You must declare which Fundamental Maneuvers you're using in place of each attack when you declare the Full Attack. If the augmented Full Attack uses Fundamental Maneuvers from at least three different Disciplines, each attack in the Full Attack is made at your highest base attack bonus.

When you make an Attack of Opportunity, you may replace the attack with a Fundamental Maneuver.

When you would make an attack as part of a Charge, you may replace the attack with a Fundamental Maneuver.

The saving throw DC of your Fundamental Maneuvers is calculated as (10 + 1/2 your class level + your intelligence modifier), rather than the normal formula.

The [Discipline]'s Stem Flourishes
Prerequisite: The 'Root of the [Discipline]' Mythos corresponding to the same Martial Discipline, and the 'Violence Stems From Practice' manifestation of that same Mythos

This Mythos functions like [Discipline] Seed Awakening, save that it allows you to attain knowledge of a 5th level stance and maneuver from your chosen Discipline.

Advanced
Fibers Quenched With Blood: You learn the remaining 5th level stances and maneuvers of your chosen Discipline.

Knowledge Sprouts And Branches: To acquire this manifestation, you must already have Fibers Quenched With Blood for your chosen Discipline, and an initiator level of at least 11 as far as your chosen Discipline is concerned. If this is your first 'The [Discipline]'s Stem Flourishes', choose one 6th level stance (if one exists) and maneuver from your chosen Discipline; you learn them. When you attain this manifestation for any subsequent Root of the [Discipline], you must study and reverse-engineer the maneuvers from a martial adept or natural embodiment, as noted in [Discipline] Seed Awakening.

Perfect Violence Blossoms: To acquire this manifestation, you must already have Knowledge Sprouts And Branches for your chosen Discipline (and have learned your chosen maneuvers, if this is not your first 'The [Discipline]'s Stem Flourishes'). You learn the remaining 6th level stances (if they exist) and maneuvers of your chosen Discipline.

Standing Against The Horde
Prerequisite: -

You gain Combat Reflexes as a bonus feat.

As a standard action, you may firmly brace yourself, steeling your resolve to stand your ground and make every foe who dares trespass against you pay with their blood. You gain a +4 bonus on all opposed checks to resist being Bull Rushed, Grappled, Overrun, or Tripped, and on all saving throws against effects that would force you to move or attempt to knock you prone.

If you are Medium size or smaller, your Reach increases by 20ft. If you are Large, your Reach increases by 10ft. If you are Huge, it increases by 5ft. This doesn't represent any kind of elongation of your limbs or weapon, but rather your ability to take a few quick steps, strike, and return to your starting space with exceptional swiftness. This isn't considered movement, and does not provoke attacks of opportunity.

If you voluntarily move more than 5ft in a single turn, or are knocked prone, the benefits of this ability expire and you must spend another standard action to regain them.

Advanced
Everywhere At Once: You gain Vexing Flanker and Adaptable Flanker as bonus feats (PHBII). It isn't clear whether a character can normally flank with themselves by using Adaptable Flanker if they threaten the opposite side of an adjacent enemy. If a character cannot normally do so, this manifestation allows you to as a special exception.

Advancing Against The Tide: You gain Clever Opportunist (DrotU) and Expert Tactician (CAdv) as bonus feats. If you use your Clever Opportunist feat to change places with an enemy as you kill them (or drop them unconscious) with an attack of opportunity, this movement does not cause you to lose the benefits of Standing Against The Horde if they are currently active.

Glass Shattering On Steel: You gain Hold The Line (CW) and Deft Opportunist (CAdv) as bonus feats.

Wind-And-Lightning Execution
Prerequisite: Dexterity 18, Must be able to draw and sheathe a weapon as a free action

Once per round, as a free action, you may attempt to place a Quantum Execution Charge on one creature that you threaten. Make a melee attack roll against them; if you miss, then resolve the attack as normal. If you hit, then place a Quantum Execution Charge on them with a value equal to a damage roll with one of your held weapons if all variables had their average result, and a Count of 5 (if you are not holding anything, you may use an unarmed strike, or a sheathed weapon on your person). Placing a Charge on someone in this way doesn't look like anything; to the world around you, you do not appear to have performed any actions whatsoever. You didn't attack them, and they didn't defend themselves. Nothing happened.

At the end of each round, reduce the Count of all of your Quantum Execution Charges by 1. You may also choose to reduce the count of your Charges to 0 as a free action (this is usually accompanied by a dramatic sheathing of your weapon, or a one liner such as "You are already dead.").

When any of your Charges reach 0, you must make a decision. Either (1) Each time you had placed a Quantum Execution Charge on someone, you had actually attacked them with a lightning-quick stroke too fast for anyone to perceive. All of your Quantum Execution Charges detonate, dealing their value in damage to their hosts, which bypasses damage reduction. Wounds created in this way are always obvious, and your victims have a strong intuition that it was you that harmed them. Or (2) You had never attacked those people to begin with, and your Quantum Execution Charges detonate harmlessly.

If you reduce a creature to negative hit points with the detonation of a Quantum Execution Charge, you may destroy them in as gruesome a way as you deem fit, which may be wholly incongruous with the amount of damage your Charge actually dealt. A 5-damage Charge that knocks a level 1 Commoner down to -1 hit points could cause their head to explode, or their limbs could all clatter to the floor as blood fountains from every stump, or they might just collapse in halves, vertically bissected.


(Example: The Invincible Sword Princess, a 13th level Bellator, is escorted into the throne room of a fascist petty kingdom that she is looking to liberate by a group of four guards. They do not allow her into the room with her arms and armor, so she is forced to go in bare-handed.

As she is escorted in, she attempts to place a Quantum Execution Charge on one of the guards. They each have a Breastplate and a +1 Dexterity modifier, but are flat-footed, as they aren't expecting an attack. Therefore, their AC is 15. Her attack bonus is (13 bab + 7 str + 4 enh + 1 feat - 10 for power attacking) = +15. Over the next 24 seconds, she places a Charge on each guard in turn, for (1d3 base + 7 str + 4 enh + 10 power attack) = 23 damage. At this point, her first Charge is at a Count of 1. Fortunately, talking is a free action.

While she stands before the tyrant, she submits the following proposal, "Oh, great king of Ironfistia, were I a woman blessed with a greater abundance of free time, I would gladly crush you and your legions like the tiny insects that you all are. But I am a busy lady, and would like to pursue nonviolent revolution if at all possible, for the sake of salvaging the afternoon it would take to destroy everything that you have spent decades creating. Please, oh king, might we pursue a transition into a constitutional republic?"

The king, obviously offended, responds with "What is this drivel? Guards! Seize this maniac and have her beheaded in the courtyard!"

"I wouldn't bother, your grace." says the Princess, "Your guards are already dead." With that, she reduces the Count of her Charges to 0, and all the guards take 23 damage, their ribcages caving in from some unseen force, as they collapse to the ground, spilling blood from their mouths all over the stone floor.

"Now, perhaps you would like to reconsider, majesty." she continues, "You never know how much time you have left.")

Advanced
The Red Gale of Death: When you spend a free action to place a Quantum Execution Charge, you may also expend your move action for the round. In this case, you may attempt to place the Charge on a target within (your movement speed + Reach)ft that you are able to move to and attack. If you fail, then you must then move the required distance, and resolve the failed attack. If you succeed, then you remain exactly where you are, having apparently not acted at all, and your Charge is placed.

You Have One Minute To Live: The Count of your Quantum Execution Charges begins at 10. However, you may only have a maximum of 5 Charges deployed at once. Once you have deployed all 5, you must wait for them to detonate to deploy more.

Did I Strike Four Times? Or Five?: (Now, to tell you the truth, I forgot, myself, in all this excitement.) When one of your Quantum Execution Charges has their count reach 0, you may choose to have that single Charge detonate or not detonate, without choosing for the rest of your deployed Charges.

Hands Like Zephyrs: You learn to adapt the same swiftness that you use with a weapon to more mundane feats. You gain a (10 + class level) competence bonus on all Sleight of Hand checks.


Exalted Mythos

A Sword Too Great For This World
Prerequisite: -

When you make a melee attack, you may unleash your full strength. For each attack, choose either a (40ft + 20ft per size category larger than medium that your weapon is made for) line or a (20ft + 10ft per size category larger than medium that your weapon is made for) cone. Your attack roll is applied to all valid targets within the chosen area, including unattended objects (this often leaves broken trenches in the earth if you're fighting on the ground).

You must initiate a Bull Rush against each creature that takes damage from one of your attacks, converted into an area by this ability. You initiate this Bull Rush even if you are not adjacent to the target at the time, without a touch attack to begin it with, and you do not provoke an attack of opportunity by doing so. If you fail the Bull Rush, you are not pushed back or knocked prone. If you succeed, you must push your target back as far as your check result allows. You need not, and indeed can not, follow the target of these Bull Rushes.

You may roll one Bull Rush check per attack, and apply it to all victims of that attack, rather than rolling for each individual target.

If a creature is Bull Rushed into a solid surface by this ability, they and the surface both take 1d6 damage per 10ft of travel that was prevented by their impact.

My Story Doesn't End Here
Prerequisite: -

When you die, your soul retains its consciousness, sense of self, and memories, as well as a slim connection to life. You come out the other side, in whichever Outer Plane that your soul belongs in, with all of your statistics intact, at full health, wearing a semi-real version of all the equipment you died in. They function exactly as their real counterparts, though any planar being can see that they are not long for reality - the moment that you leave your current plane, or come into contact with your real equipment, somehow transported to the Outer Planes, they cease to be. The sole exception to your equipment's functionality is that any ability an item had to traverse the planes is disabled.

At your choice, you may accept death, casting off your equipment and the vestiges of life, and becoming a standard petitioner. Alternatively, you may fight your fate. If you can find a way of traveling back to the plane that you died on, then your soul cobbles together a new body from planar detritus, and instinctively appears in a dramatic fashion wherever your previous (now dead) body resides (or, if your body was destroyed, you appear wherever it is that you died) - completely and entirely alive. If you died on the plane that you were fated to go to as your afterlife, then you cannot use this Mythos to revive yourself.

If you are destroyed while remaining active in death via this Mythos, you become a part of the plane that you were destroyed on. Only a Miracle or True Resurrection can return you to life at that point.

The first time you try to pull this Mythos's shenanigans, like running back through the Pearly Gates of Mount Celestia, or stealing a skiff and rowing back up the River Styx out of Hell, there's typically an EL 10-15 encounter waiting to stop you. After a particular plane has caught on to your tomfoolery, they might spare enough additional guards for your incoming soul to boost this up to EL 20. But rarely is any particular plane willing to devote more valuable assets to put down a single rebellious soul. This can change if, for instance, you sold your soul to someone important. You do not gain any XP for such encounters; your reward is a return to life.

The Perfected [Discipline] Lotus
Prerequisite: 'The [Discipline]'s Stem Flourishes' Mythos corresponding to the same Martial Discipline, and the 'Perfect Violence Blossoms' manifestation of that same Mythos

This Mythos functions like [Discipline] Seed Awakening, save that it allows you to attain knowledge of a 7th level stance and maneuver from your chosen Discipline.

Advanced
Blood-Dappled Petals: You learn the remaining 7th level stances and maneuvers of your chosen Discipline.

The Fruit of Knowledge: To acquire this manifestation, you must already have Blood-Dappled Petals for your chosen Discipline, and an initiator level of at least 15 as far as your chosen Discipline is concerned. If this is your first 'The Perfected [Discipline] Lotus', choose one 8th level stance (if one exists) and maneuver from your chosen Discipline; you learn them. When you attain this manifestation for any subsequent Root of the [Discipline], you must study and reverse-engineer the maneuvers from a martial adept or natural embodiment, as noted in [Discipline] Seed Awakening.

The Lotus Unfurls To The Heavens: To acquire this manifestation, you must already have The Fruit of Knowledge for your chosen Discipline (and have learned your chosen maneuvers, if this is not your first 'The Perfected [Discipline] Lotus'). You learn the remaining 8th level stances and maneuvers of your chosen Discipline.

Xefas
2014-03-13, 02:40 PM
Excellencies

[Ability] Cross-Training Regimen
Prerequisite: -

This Excellency may be purchased up to two times; once for Dexterity and once for Constitution.

Dexterity Cross-Training Regimen allows you to always apply your Strength modifier as a competence bonus to your Dexterity score, which cannot increase your Dexterity above your (base + racial) Strength score. Constitution Cross-Training Regimen has the same effect, for Constitution instead of Dexterity.

Agency In Steel, Undiminished
Prerequisite: -

A weapon is the way through which a warrior asserts his desires on a violent world. As a scion of its cruelty and victim of its barbarism, the choice to harm and be harmed is the Bellator's by right.

While you hold a weapon, all final damage calculations against it are halved before being applied. You gain a +5 bonus on rolls to resist being disarmed while at above half of your maximum health. While between half health and 0 hit points, this bonus increases to +10. While at 0 hit points or below, you cannot be disarmed so long as you remain conscious.

A shield qualifies for these benefits temporarily if designated as a weapon for shield-bashing during the current round. However, if you possess the Shield Specialization (PHBII) feat, any held shield benefits from these bonuses at all times as if they were a weapon.

At 7th level, damage against your weapon is quartered, rather than halved. Effects, other than being disarmed, that would lead to your weapon leaving your hand against your will, such as it being teleported or shifted to another plane, automatically fail. The bonus to resist being disarmed increases to +10 while above half health, and you cannot be disarmed while at half health or less.

At 13th level, while you hold a weapon, it cannot be damaged and you cannot be disarmed of it.

Form-and-Footwork Adaptation
Prerequisite: -

Your strength and grace in combat inspires awe not unlike that of a masterful performer, and your practiced, fluid motions and forms are not altogether dissimilar from the steps of a dance. With a little practice, you can turn movements meant to efficiently and brutally take life into stylized flourishes that even those ignorant to the ways of a warrior's livelihood can appreciate.

You are considered to have a number of ranks in Perform (Weapon Drill) and Perform (Dance) equal to your Base Attack Bonus, or the number of ranks you possess, whichever is higher. While wielding a masterwork weapon, or if you have the Improved Unarmed Strike feat and wield no weapon, you gain a +2 circumstance bonus on these checks.

Grizzled Veteran Paranoia
Prerequisite: -

You may apply your Intelligence modifier in place of your Dexterity or Wisdom modifier for the purposes of calculating your Initiative, Listen, and Spot. And, while wearing light or no armor, you may substitute your Intelligence modifier for your Dexterity modifier for calculating your Armor Class.

If a Coup De Grace is aimed at you while you are asleep, you may convert it into a normal attack, during which you are not considered Helpless. You take a -10 penalty to your Armor Class for the attack, but instantly awaken and may stand from prone as an immediate action after the attack resolves.

Impeccable Equipment Maintenance
Prerequisite: 4 ranks in at least one skill

When using a Masterwork Tool that you've owned for at least a week to grant a circumstance bonus to a roll for a skill that you have at least 4 ranks in, you may roll twice and take the better result.

Singular [Skill]-Innovating Prodigy
Prerequisite: 1 rank in the chosen Skill

Choose one Bellator class skill in which you have at least one rank. As you begin delving deeper into further understanding of the skill, you realize that the perspective from which you were learning it is, in fact, highly sub-optimal. In fact, you can imagine a far superior way of looking at the skill, tailored to your own mind and the way in which you personally learn things, that would allow you to learn its ins and outs and idiosyncrasies faster and more efficiently than any other method that has been communicated to you.

But, first, you must break yourself of your old learning. 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 Bellator class skill.

Step, Step, Cut
Prerequisite: -

You gain Evasive Reflexes (ToB) as a bonus feat.

While you are Medium size or smaller, your Reach increases by 5ft.This does not stack with increases in Reach granted by feats.

This ability does not represent any sort of elongation of your limbs or weapon, but rather an aptitude for controlling the battlefield around you, maintaining situational awareness, and being able to take short, nimble steps, strike, and then return to your battle-ready posture with practiced precision.

Unmatched In [Skill]
Prerequisite: 10 ranks in the chosen Skill

Choose one Bellator class skill in which you have at least ten ranks. You suffer a glorious epiphany that launches you beyond the plateau of understanding that normal men must languish upon. Suddenly, all of your training makes sense on a deeper level than you ever thought possible. Limitations, you come to find, are only a matter of perception.

You gain a competence bonus on checks with your chosen skill equal to (10 + class level).

Kaje
2014-03-13, 02:58 PM
Ah, this is a thing of beauty. I love how the names of the mythos and such are less flowery than those of other classes: he doesn't have time for that nonsense.

There is one instance of the Bellator being referred to as Sojourner instead.

Xefas
2014-03-13, 03:19 PM
Ah, this is a thing of beauty. I love how the names of the mythos and such are less flowery than those of other classes: he doesn't have time for that nonsense.

That's what I was going for! I'm quite relieved that it was noticeable.

There is one instance of the Bellator being referred to as Sojourner instead.

Thanks for the catch. I proofread these a couple times before I post them, but something always seems to slip through.

Durazno
2014-03-13, 03:39 PM
That makes me imagine a Teremach poet. It is a thing of horror.

ScrambledBrains
2014-03-13, 03:42 PM
First off: Yes, new Xefas class! :smallbiggrin:

Second: I LOVE LOVE LOVE Wind-And-Lightning Execution. That is just...beautiful. :smallamused:

vasharanpaladin
2014-03-13, 03:43 PM
I am disappointed by the lack of Mikasa now. :smallfrown:

Is awesome, tho.

Xefas
2014-03-13, 03:56 PM
That makes me imagine a Teremach poet. It is a thing of horror.

Your fear is my command, good sir. (http://images.wikia.com/borderlands/images/4/4e/RR_02.ogg)


Second: I LOVE LOVE LOVE Wind-And-Lightning Execution. That is just...beautiful. :smallamused:

Probably my favorite as well (of the ones I've posted), effect-wise. Name-wise, I'm a little more divided.

I am disappointed by the lack of Mikasa now.

This is one of those Attack on Titan things, right? Yeah, I'll get around to watching that eventually. Though, with new Game of Thrones on the way, and Kill La Kill rapping up, it has some stiff competition.

Hiro Protagonest
2014-03-13, 04:08 PM
I might get to the class later (was kinda hoping this was Exalted), but um, unless that's a fan drawing of Tarquin, I don't think you're allowed to use it.

Xefas
2014-03-13, 04:19 PM
I might get to the class later (was kinda hoping this was Exalted), but um, unless that's a fan drawing of Tarquin, I don't think you're allowed to use it.

I made it myself, actually. (http://i.imgur.com/0bGnd9c.png) I'm a little flattered that it could be mistaken for the real thing, considering I don't actually art things. I'm not an... arter?

Pokonic
2014-03-13, 04:26 PM
That makes me imagine a Teremach poet. It is a thing of horror.

With my gnarled bloody fists

I will break your soul

And watch the world burn!

Primal Fury
2014-03-13, 08:19 PM
I don't understand. :smallconfused:

If it didn't originate with the Lawgivers or the Primordials, then where did this Mythos come from? Did it come from warriors of such strength and skill that they unknowingly created their own narrative? Or is it the techniques themselves that allow this, becoming unthinkably powerful over their endless refinement by their practitioners?

vasharanpaladin
2014-03-14, 12:21 AM
Did it come from warriors of such strength and skill that they unknowingly created their own narrative?



In a world of Gods and Titans, there are those lesser creatures who would stand among them and against them, beyond their right, beyond their station, beyond all plausibility. Their story is neither divine nor primordial in nature, but it is born of those beings, born of the conflict of a warring multiverse, of a battle that mortalkind has neither stake nor responsibility for. And it is with only their skill, their wits, and the strength of their arms that they enter it.


Amazing what a little reading comprehension can do. :smallamused:

Primal Fury
2014-03-14, 12:35 AM
Thank you for trying to make that clearer, but I'm still having trouble wrapping my head around it. I'm not sure if your snark is helping either. :smallannoyed:

Xefas
2014-03-14, 01:18 AM
If it didn't originate with the Lawgivers or the Primordials, then where did this Mythos come from? Did it come from warriors of such strength and skill that they unknowingly created their own narrative? Or is it the techniques themselves that allow this, becoming unthinkably powerful over their endless refinement by their practitioners?


It's some of both, and more. So, Titans are just really elaborate stories that managed to get enough primal chaos, power, and potential to cling to them until they became self-aware.

When the Gods and Titans warred, it was the greatest conflict that had ever occurred at that time and, indeed, has rarely been approached in scale since. Their war was a grand story in and of itself, and the Great Wheel was founded on that war, defined by it - it is a spoil of conquest, and ever since its inception, every corner of every plane has had conflict, and violence, and war, and death in it. Outsiders fight each other, Elementals struggle against one another, Gods fight, mortals fight, everyone fights for a stake in the Prime.

Even the most pacifistic and tolerant creatures of the Planes - for example, the Celestial Paragon, Zaphkiel, purest expression of all Lawful Goodness - are decked out in a host of abilities to fight, and harm, and destroy that which they are opposed to (in this case, Evil).

The Gods chose to make war the defining story of their world. Not rationality, not truth, not beauty, not musical theater - war, pure and simple. And by telling that story, by feeding it, by propagating it, and showering it with power and purpose, they have unwittingly conceived a fetal thing which, even now, grows and mutates in preparation for its infancy. It is a thing not wholly Titan, but it bears the narrative equivalent of titanic DNA, as well as the divine spark of the Lawgivers that fertilized it.

Now, it is still a story. It is the Bellator's Mythos. When they perfect a technique, they are telling that story, and adding to it, giving it more limbs, more eyes, and more mouths, more traits and ideas to define and empower it as they drive it ever-closer to existence. At the same time, the Mythos they bear has a momentum to it that drives them to seek perfection in their martial pursuits, and empowers them with the ability to see their desires fulfilled. Information is like that; it wants to be free, and it wants to be told, and to change, and to be used.

All it will take is a Bellator figuring out that one trick Mythos, that one declaration of existence, that one statement of I AM, scrawled in blood on the face of this twisted world, and the thing will come to be.

It's a campaign hook is what it is. But a tricky one, and one I don't think necessarily has the rules support to be utilized properly. Which is why I didn't write another ten paragraphs about it in the first post. I'd prefer the Bellator just be considered for its value as an Interesting Non-Bad Fighter for now.
I'm also writing a little "Anatomy Of A Titan" essay that should shed some light on where I'm coming from with my excerpts of Mythic history.

Mavakith
2014-03-14, 03:03 AM
Amazing great work from you yet again!

A lovely blend of Monk / Fighter, with a slice of Martial Discipline as well makes a intelligent-physical-combat class with many options and yet does not lose alot of power..

However, would you consider including a standard-action activated "Flurry of Blows"? or allow dual-wield "unarmed attacks"?

Cause I'd love to see two variations of unarmed combat, one that hits hard but not as much, and one that hits many times but not as hard.

EDIT:
also, for Empty-Handed Pugilist's Knack you may apply the fifth level benefit of your Equipment Mastery class feature to unarmed attacks.

But what about the tenth level benefit of the Equipment Mastery class feature?
Losing the enchantment bonus to a unarmed Bellator hurts quite abit IMO..
How about allowing the tenth level bonus as an Advanced Manifestation of the Mythos as well?

AvalonŽ
2014-03-14, 08:16 AM
Can't wait to try this out. Still needs more excellencies to become a playable 1-20 though.

Primal Fury
2014-03-14, 09:00 AM
Very, VERY interesting. I can't wait to read that essay.

Tempestfury
2014-03-14, 09:18 AM
Very nice. VERY. NICE. The Teremach have always looked to be an awesome class, but they where just, too focused on rage for my liking. This however, is just a brilliant answer to that.

Very flexible class, even through its still incomplete. (Limited amount of Excellencies), however I do have a problem.

How exactly does the [Disciple] Line of feats WORK? How do you gain all off the advanced manifestations in order to take the next Mythos?

Draken
2014-03-14, 09:39 AM
Very nice. VERY. NICE. The Teremach have always looked to be an awesome class, but they where just, too focused on rage for my liking. This however, is just a brilliant answer to that.

Very flexible class, even through its still incomplete. (Limited amount of Excellencies), however I do have a problem.

How exactly does the [Disciple] Line of feats WORK? How do you gain all off the advanced manifestations in order to take the next Mythos?

The level after you gain the mythos, you gain one advanced manifestation. Afterwards (or before that, at your leisure), you need to buy the other manifestations with Mythos points and experience as described here.


By spending 1,000 Mythos Points, and 250xp, he 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 Bellator may learn a Basic or Advanced manifestation of a Mythos they already know of that Tier.

The_Final_Stand
2014-03-14, 09:49 AM
Re: Thousand Armed Weaponmaster Intuition, Dozen-Bladed Packrat Absurdity.

The example given shows the Invincible Sword Princess sheathing multiple weapons over a round, but Equipment Mastery states you can only sheathe as a free action once per round. Was that supposed to be "Once per round per weapon" or is the example given erroneous or am I misunderstanding?

Tempestfury
2014-03-14, 09:55 AM
The level after you gain the mythos, you gain one advanced manifestation. Afterwards (or before that, at your leisure), you need to buy the other manifestations with Mythos points and experience as described here.

Right... quite a difficult task then.

Xefas
2014-03-14, 11:31 AM
However, would you consider including a standard-action activated "Flurry of Blows"? or allow dual-wield "unarmed attacks"?

Dual-wielding unarmed attacks is something everyone can do. Just check out page 19-20 of the Official 3.5 D&D Game Rule FAQ! (http://www.wizards.com/default.asp?x=dnd/er/20030221a) for clarification.


also, for Empty-Handed Pugilist's Knack you may apply the fifth level benefit of your Equipment Mastery class feature to unarmed attacks.

But what about the tenth level benefit of the Equipment Mastery class feature?
Losing the enchantment bonus to a unarmed Bellator hurts quite abit IMO..
How about allowing the tenth level bonus as an Advanced Manifestation of the Mythos as well?

This already works. The fifth level benefit of Equipment Mastery specifies that you cannot gain the bonus with unarmed attacks. The tenth level benefit doesn't care about where the enhancement bonus is from - it just works off whatever enhancement bonus you have to attack and damage.

So, Empty-Handed Pugilist Knack gives you an enhancement bonus to attack and damage with your unarmed attacks. Which then translates to giving you the bonus to Armor Class via the tenth level benefit of Equipment Mastery.


Can't wait to try this out. Still needs more excellencies to become a playable 1-20 though.

Working on it. Though I actually have some important work to do today. But hopefully the Bellator will get a decent load o' excellencies by the weekend.


Re: Thousand Armed Weaponmaster Intuition, Dozen-Bladed Packrat Absurdity.

The example given shows the Invincible Sword Princess sheathing multiple weapons over a round, but Equipment Mastery states you can only sheathe as a free action once per round. Was that supposed to be "Once per round per weapon" or is the example given erroneous or am I misunderstanding?

Good catch, it's fixed now. Equipment Mastery was written long before I wrote Dozen-Bladed Packrat Absurdity, and I just forgot it had that restriction. The restriction is now gone.

commander panda
2014-03-14, 11:57 AM
oh my god, this is amazing. i'm kinda in love with wind-and-lightning execution, a sword too great for this world, and the mythose you pre-released. higher levels, the battles are going to be right out of an anime.

my only question is if there are going to be mythose released that give more support to non-melee combatants and mounted combatants. most of the combat mythose don't seem like they would work with, say, a bow and arrow. which means a ranged bellator gets arching comet style, then has to focus wholly on utility abilities (unless i'm missing something obvious.)
mounted combatants have the opposite problem. their weapon abilities are fine but given how easy it is to get your mount killed, they could probably use some help on the utility front.

anyway, thats it for me. excellent work as always xefas. :smallbiggrin:

Durazno
2014-03-14, 12:22 PM
I like this class more than the Teremach and Olethrofex because it invites a wider range of flavors. She could be an unambiguously positive superhero, a cruel warlord or a questionable antihero. A heavy-metal sword-slinger or a lithe brawler. To allude to the Great Teremach Poet, the Bellator's head is less filled with bacon, so the player can fill it with other stuff. Also, the more straightforward and businesslike descriptions of abilities appeal to me a lot more.

I am confused about one point - the advanced manifestations that build on one another. I had been under the understanding that the lists of advanced manifestations are usually a range of options that you choose one from to fill the next level where you don't get a mythos. So how do I go about nurturing my martial discipline murder tree? Spend exp and mythos points? Elect to take the next advanced manifestation rather than the mythos I'd normally be getting?

Wind-And-Lightning-Execution (maybe Quantum Execution Battery?) is really neat, and almost feels like a feature you could build a whole class around. I keep thinking of variations or enhancements that there probably isn't room for, like "you can discharge an execution charge in the instant they're trying to defend themselves from attack or cast a spell" and "when you fail to place a charge, you can make all of your charges disperse harmlessly instead of resolving the failed attack, though you might have to make a bluff check to make sure nobody noticed." Or, come to think of it, "Your target has to make a sense motive check to get that strong intuition that you're the one that hurt them."

This cries out for a Bellator/Teremach PrC centered on building an iron cage of discipline to restrain the monster.

Tempestfury
2014-03-14, 12:25 PM
A class built around hitting people so quickly they don't notice, then having the damage all happen at once? That would be pretty interesting.

Would love to see that PrC as well!

Adam1949
2014-03-14, 01:37 PM
This cries out for a Bellator/Teremach PrC centered on building an iron cage of discipline to restrain the monster.


A class built around hitting people so quickly they don't notice, then having the damage all happen at once? That would be pretty interesting.

Would love to see that PrC as well!

And just like that, I suddenly feel the need to do the Mythos justice and play Kenshiro from Fist of the North Star.

ch00_bakka
2014-03-14, 05:30 PM
How does My Story Doesn't End Here interact with the Teramach's Protagonism-Devouring Legend Singularity/Death-Is-Death Conclusion? Does the fact that it's an Exalted mythos and the Teramach's is a Legendary mean that it takes precedence? Or does the Teramach's when-you-kill-a-thing-it-dies beat that out?

vasharanpaladin
2014-03-14, 05:40 PM
I believe the higher-tier effect takes precedence, with the caveat that if you screw up you are in fact, deader than dead as per Protagonist-Devouring Legend Singularity.

Xefas
2014-03-14, 06:01 PM
my only question is if there are going to be mythose released that give more support to non-melee combatants and mounted combatants.

I'd like to add at least a little more support for ranged, mounted, and einhander based fighting styles. At the very least, you can grab some maneuvers from a ranged martial discipline in the mean time (...most of which are called 'Falling Star' (http://www.giantitp.com/forums/showthread.php?t=255468)).


So how do I go about nurturing my martial discipline murder tree? Spend exp and mythos points? Elect to take the next advanced manifestation rather than the mythos I'd normally be getting?
This:

The level after you gain the mythos, you gain one advanced manifestation. Afterwards (or before that, at your leisure), you need to buy the other manifestations with Mythos points and experience as described here.
---

I keep thinking of variations or enhancements that there probably isn't room for...

The reason I phrased things the way that I did, with 'Count', 'Charges', 'value', and so on, is exactly because I wanted to leave room for follow-up Mythos that expand on how Wind-And-Lightning Execution works. It could've actually been phrased much more intuitively, I think, but this way there're more easy hooks for expansion purposes.

I don't know if I'm going to write any, but I like to think that the option is open for those players that get to play Bellators at the Legendary tier and want to do so.

How does My Story Doesn't End Here interact with the Teramach's Protagonism-Devouring Legend Singularity/Death-Is-Death Conclusion? Does the fact that it's an Exalted mythos and the Teramach's is a Legendary mean that it takes precedence? Or does the Teramach's when-you-kill-a-thing-it-dies beat that out?

They both function. But the Teramach wins it in the end because of this line:


If an affected creature has a soul, it proceeds onward to its afterlife as usual, but is dull and almost inanimate;

So, the Bellator appears in the afterlife as an intact facsimile of himself, as per My Story Doesn't End Here, but his facsimile is completely dull, worthless, insensate, and incapable of taking any actions whatsoever until the Teramach is killed.

As the old saying goes, "He who fights with monsters might take care lest he thereby get his ass wrecked."

Tempestfury
2014-03-14, 06:43 PM
I still say that the Bellator's Exalted ability should beat out the Legendary Teremarch ability and have you soul unaffected

Xefas
2014-03-14, 08:22 PM
I either just added 3 Excellencies, or ~65, depending on how you want to look at it. :smalltongue:

'Singular [Skill]-Innovating Prodigy', 'Unmatched in [Skill]', and 'Step, Step, Cut'.

commander panda
2014-03-14, 08:38 PM
And they are truly glorious. :smallbiggrin:

Tempestfury
2014-03-14, 08:58 PM
Indeed... they give the Bellator as HUGE boost to skills. Like. Wow. They really are a skill monkey, aren't they?

commander panda
2014-03-14, 10:10 PM
I'm pretty sure this is my first time brewing something non-campaign specific, so I guess I better start small.
Here's the Bellator's first fan made excellency.

"Wha'd you mean 'out of range'!?"
Prerequisite: quick draw feat

You gain throw anything (CW) and brutal throw (CAd) as bonus feats.

In addition, the Bellator's throwing range is 20 feet+(5 feet/strength modifier) and two handed weapons can be thrown as a Standard action, instead of a full found action. Power attack can be used as normal while throwing.
I just want everyone to imagine this plus thousand-armed weaponmaster intuition and dozen-bladed packrat absurdity.

Anyone have any ideas for different names? I'm not really satisfied with this one.

Mavakith
2014-03-15, 12:00 AM
Dual-wielding unarmed attacks is something everyone can do. Just check out page 19-20 of the Official 3.5 D&D Game Rule FAQ! (http://www.wizards.com/default.asp?x=dnd/er/20030221a) for clarification.

This already works. The fifth level benefit of Equipment Mastery specifies that you cannot gain the bonus with unarmed attacks. The tenth level benefit doesn't care about where the enhancement bonus is from - it just works off whatever enhancement bonus you have to attack and damage.

So, Empty-Handed Pugilist Knack gives you an enhancement bonus to attack and damage with your unarmed attacks. Which then translates to giving you the bonus to Armor Class via the tenth level benefit of Equipment Mastery.


Well, i knew that Dual-wielding unarmed attacks is something everyone can do and I'm not trying to nitpick or anything.. Been looking forward to a new Xefas mythos class for a while actually.. :smalltongue:
I just wanted to clarify things before I help my players on their fav. build :smallbiggrin:
Bolded parts are where i got slightly confused:



When a Mythos refers to a "weapon" being wielded by the Bellator, unless otherwise noted, it does not apply to unarmed attacks, natural weapons, or improvised weapons.

Steel Avalanche Style
Prerequisite: -

*snip*

As a standard action, you may make one attack with both your main-hand and off-hand weapon.

*snip*

Advanced
Ambidextrous Razor Wrath: Add your Dexterity modifier as a bonus on melee damage rolls while wielding two or more weapons.

Guard-Breaking Thrust: When you attack with both your main and off-hand weapons in the same action, if your first main-hand attack misses, all of your off-hand attacks gain a +3 bonus until the end of the action.

Twin Blade Pincer: While wielding two or more weapons, you gain a +4 bonus on the opposed attack roll to attempt to Sunder or Disarm an opponent's weapons, or to avoid having your weapons Sundered or Disarmed.


ohhhhh okay.. now i understand the Equipment Mastery part..
because when i read the aforementioned bolded "weapons", i thought: does that mean i can use Steel Avalanche Style with unarmed attacks? but then remembering that you said "unless otherwise noted, it does not apply to unarmed attacks, natural weapons, or improvised weapons." thats the part when i got confused.. do i have to resort to using spiked gauntlets? :smallsigh:

So does that mean by learning "Empty-Handed Pugilist Knack", your unarmed strike is now considered a "weapon" that can be used by the Bellator to apply his other Mythos that refers to a "weapon"?


And just like that, I suddenly feel the need to do the Mythos justice and play Kenshiro from Fist of the North Star.

ahhhh my fav. childhood anime Hokuto no Ken.. loves it when Kenshiro says "Omae wa mō shindeiru (You are already dead)".

Xefas
2014-03-15, 12:33 AM
So does that mean by learning "Empty-Handed Pugilist Knack", your unarmed strike is now considered a "weapon" that can be used by the Bellator to apply his other Mythos that refers to a "weapon"?

Y'know what? That's actually a much easier solution than what I had in mind. I'm gonna go edit it right now - Empty Handed Pugilist Knack will just make Unarmed Strikes count as weapons for Bellator stuff. Done.

Mavakith
2014-03-15, 04:16 AM
Y'know what? That's actually a much easier solution than what I had in mind. I'm gonna go edit it right now - Empty Handed Pugilist Knack will just make Unarmed Strikes count as weapons for Bellator stuff. Done.


Nice! now i just need to plan a time with my player to fix a build for his "Akuma" style character from Street Fighter.. Wind-And-Lightning-Execution looks like a good mythos for the "Raging Demon" special move :smallbiggrin:



I'd like to add at least a little more support for ranged, mounted, and einhander based fighting styles. At the very least, you can grab some maneuvers from a ranged martial discipline in the mean time (...most of which are called 'Falling Star' (http://www.giantitp.com/forums/showthread.php?t=255468)).

Looking forward to seeing them! There are so many possibilities and options for a Bellator it's HEAVEN for fighter-loving players!

hMmmz.. i shall suggest the this to one of my group: Gnome Bellator with Repeating Crossbow riding on a Dire Badger or a Mountain plate-wearing character wielding large-size Great Crossbow that shoots javalin-sized bolts :smallcool:

AvalonŽ
2014-03-15, 04:51 AM
Will the [Discipline] Mythos line continue all the way to 9th-level maneuvers and such?

Tempestfury
2014-03-15, 08:15 AM
Will the [Discipline] Mythos line continue all the way to 9th-level maneuvers and such?

Actually, it seems to go up 2 per Mythos level. So 8th-level is more likely.

Then again, it is Exalted Mythos, and they extremely powerful

Durazno
2014-03-15, 09:08 AM
Since the Bellator gets unlimited access to their maneuvers, stopping short of level 9 in the non-epic levels seems to make sense.

Edge
2014-03-15, 09:17 AM
Since the Bellator gets unlimited access to their maneuvers, stopping short of level 9 in the non-epic levels seems to make sense.

This seems sensible to me as well.

I have to say, ever since I saw that the Bellator's banner included War, Link and Geralt of Rivia, I've been eagerly anticipating it, and it does not disappoint.

Between this and the Mythic Lamia, it'd probably be fairly easy to accurately portray a witcher (the mythos that increase your reach with your footwork are just perfect for this), but I'm going to have to dip back into the games and books and see if I can think of anything else that could be appropriated for Bellator mythos.

Tempestfury
2014-03-15, 09:17 AM
Yes, there is that as well. Unlimited Heal on Attack, two-full action attacks per turn, an extra 100 damage per attack, or 2d6 Con Damage, all at-will, is pretty insane. Of course, you only get one of those.

Then again, you can already quadruple your damage, automatically stun an enemy you hit, get two extra-attacks if you have access to 8th level maneuvers. As before, you only get one of those.

Durazno
2014-03-15, 11:43 AM
Maybe "My Story is My Own" could have an advanced manifestation (or be the prerequisite for an epic-level mythos) that reclaims/remakes any parts of your soul that have been eaten/stolen/destroyed recently. I'm not sure what limits I'd put on that, but I do enjoy the image of a legendary hero punching her way out of Kezef's gullet, or ripping free of a Teremach who thought her story was subsumed into his.

Xefas
2014-03-15, 12:47 PM
Will the [Discipline] Mythos line continue all the way to 9th-level maneuvers and such?

The reason I haven't posted the Exalted portion of the Discipline Mythos is because I'm still deciding whether I want there to be some special way to acquire the 9th level maneuver for a Discipline, or just leave 9th level + Epic Disciplines in the Sempiternal+ tier.

AvalonŽ
2014-03-15, 01:10 PM
How do Bellators refresh their maneuvers? Like a swordsage, crusader, or warblade? Or do we just have them for 1/encounter?

Tempestfury
2014-03-15, 01:16 PM
How do Bellators refresh their maneuvers? Like a swordsage, crusader, or warblade? Or do we just have them for 1/encounter?

Their at-will. you don't need to refresh them, as their never expanded.

Grimsage Matt
2014-03-15, 06:57 PM
After watching Batman; The Dark Knight Returns, I'm wondering why that Batman isn't the poster boy for this. Seriously, add more ninja, and this would fit him perfectly.

Adam1949
2014-03-15, 06:59 PM
After watching Batman; The Dark Knight Returns, I'm wondering why that Batman isn't the poster boy for this. Seriously, add more ninja, and this would fit him perfectly.

Because, as someone so eloquently put it in the discussion thread, putting Batman anywhere as a Mythos character is cheating.

Tempestfury
2014-03-15, 07:35 PM
Because, as someone so eloquently put it in the discussion thread, putting Batman anywhere as a Mythos character is cheating.

Why is that?

Kaje
2014-03-15, 07:43 PM
Because there's basically not a niche he doesn't fit in.

Adam1949
2014-03-15, 07:46 PM
I actually consider it cheating to ever include Batman in the banner. Batman is such an intensely human character (and has had an absurd number of influences and writers with only tangentially-related artistic visions) that it's quicker to count the classes that he couldn't be.

Can't remember who said it though.

Tempestfury
2014-03-15, 07:51 PM
That's a pretty strong point

ShadowFireLance
2014-03-15, 07:51 PM
He could never be in any of my classes. :smallbiggrin:

Xefas, If you don't mind, Why is this class weaker than the other ones? It doesn't seem like it's anywhere near the other Mythos classes in power level.

vasharanpaladin
2014-03-15, 09:41 PM
Xefas, If you don't mind, Why is this class weaker than the other ones? It doesn't seem like it's anywhere near the other Mythos classes in power level.

Probably because it's harder to think of how a given problem can be reasonably solved with arms and armor as opposed to, say, violence?

Draken
2014-03-15, 09:54 PM
I would chalk it more to the fact that it has a lot less mythos for the time being.

Also the Bellator is clearly not just about weapons, same as the Teramach isn't just about violence. It is also about skill, athleticism, knowledge. All turned to the purpose of battle.

Violence is actually a point where both mythos' meet. One wantonly and the other measuredly. The monster is excessive, carefree, jovial and lustful in its approach to violence. The Iron Myth wastes no wound, excessive force is force that could have been used to fell another enemy.

That would actually be a pretty interesting effect for exceptional or fantastic. Cleave by sending excess damage to nearby enemies, waste no point of damage!

That said, it does look like it could use more unusually useful utilities.

vasharanpaladin
2014-03-15, 11:00 PM
the Teramach isn't just about violence.

...Gonna stop you here.

The Teramach has a Mythos that lets him kill people back to life.

Every bit of the Monster's monomyth is violence, pure and simple. The threat of violence is, itself, violence. Anger is impetus to act, the threat of violence which is, itself, violence. Every Mythos carries either the idea of using violence to solve whatever issue is at hand, or the threat of violence to do the same.

And, yes, every one of the Teramach's Mythos falls into "do violence at the problem" or "threaten/prepare to do violence at the problem." The Bellator is filtering this through the lens of preternatural skill at arms. One can easily fit into the Monster's monomyth ("If it is a violent means, the Monster can accomplish it through me"), while the other must be written into the Bellator's ("If I can do it, I can excel at it, and thus my story is written").

VoodooPaladin
2014-03-16, 04:15 AM
And, yes, every one of the Teramach's Mythos falls into "do violence at the problem" or "threaten/prepare to do violence at the problem." The Bellator is filtering this through the lens of preternatural skill at arms. One can easily fit into the Monster's monomyth ("If it is a violent means, the Monster can accomplish it through me"), while the other must be written into the Bellator's ("If I can do it, I can excel at it, and thus my story is written").


The difference is more visible in practice, I'd imagine. Here's another way to look at it:

As the Teramach represents Violence, the Bellator represents War. War is not just Violence: it is competition and cooperation writ large. War is inherently contextualized in terms of its effects on those involved - victory, defeat, valor, skill: these things mean nothing to the puppets of the Monster. The Bellator sees trials and tribulations, victories and defeats, pain, confusion, and life, whereas the Teramach sees only blood spilled, and blood yet to be spilled.

Draken
2014-03-16, 07:35 AM
...Gonna stop you here.

The Teramach has a Mythos that lets him kill people back to life.

Every bit of the Monster's monomyth is violence, pure and simple. The threat of violence is, itself, violence. Anger is impetus to act, the threat of violence which is, itself, violence. Every Mythos carries either the idea of using violence to solve whatever issue is at hand, or the threat of violence to do the same.

And, yes, every one of the Teramach's Mythos falls into "do violence at the problem" or "threaten/prepare to do violence at the problem." The Bellator is filtering this through the lens of preternatural skill at arms. One can easily fit into the Monster's monomyth ("If it is a violent means, the Monster can accomplish it through me"), while the other must be written into the Bellator's ("If I can do it, I can excel at it, and thus my story is written").

I said "just about".

The teramach is also about anger, it can't do its most violent miracles with a clear mind. It is also about fear, (which I guess is a psychological violence).

Just because you can reduce the understanding of a mythos set to a single phrase, doesn't mean that is the only phrase that fits.

Salbazier
2014-03-17, 07:39 PM
Xrfas, did you divorce yourself from your earlier homebrew such as the Primordialist? I'm pretty sure it used to be in your homebrew signature.

Tempestfury
2014-03-17, 08:58 PM
Talking of previous homebrew. Are we ever going to see the Exalted Mythos for Kathodos?

Allnightmask
2014-03-17, 09:16 PM
Or more soulmelds of the dreamer?
:smallbiggrin:

Winds
2014-03-18, 02:46 PM
The debate about Teramach's [Protaganism-Devouring Legend Singularity] against Bellator's [My Story Doesn't End Here] made me think of a possible subsystem to resolve this.


Fluff:

But this isn't the only story. There are other legends, after all. What happens when they face each other? One must fall.

But that isn't necessarily the end.

The Abomination may have power over death and undeath, but so does the Monster, in equally horrifying measure. As well, the Monster may slay a hundred knights, but there will always be a Dragon-slayer or a Giant-Killer to bring an end to them, or a priest to bind them beneath the earth...


But that isn't the end to their Mythos, is it?


When multiple legendary beings fight, one loses. But loss is part of legend, and while that legend endures, those that embody it can fight on.

Crunch:

My thought is that, when Mythos conflict, the loses Mythos should be weakened, but not the same way as a 'mere' human would be. The loser would lose a number of Mythos points. I'm thinking a quarter to a half of the points needed to buy the Mythos that beat them. If they don't have enough, that may truly be the end...but while their story is strong so are they.

Example:

Our example is a Teramach with [Protaganism-Devouring Legend Singularity] killing a Bellator with [My Story Doesn't End Here]. In this case, the Bellator is on the losing end, so they lose Mythos points. Let's assume 1/4 of the dominant Mythos is lost. [Protaganism-Devouring Legend Singularity] is a Legendary Mythos, costing the Teramach 10,000 Mythos points. 1/4 of that is 2,500. If out Bellator has that many points unspent, they lose that 2,500, and their soul-preserving Mythos kicks in as usual. Their story withstood the loss...this time. But losing often will damage their story. So let's say that the Bellator didn't have enough Mythos points to counteract [Protaganism Devouring Singularity]. In this case, the situation goes as described by Xefas above takes place: the Belators soul appears as described, but this time the Teramach's story proved too strong for them...


This works for several purposes: it gives a submechanic to resolve conflicting Mythos abilities, a new tactical component to when you use those points, and something to use that currency on if you've already got all the Mythos power and Exellence powers you want or qualify for.

(Though I'm guessing it would take some refining.)

Adam1949
2014-03-18, 03:02 PM
Winds: I like your method and idea, as it makes a lot of sense, especially since by around 14~ level and an 'average' amount of downtime (which is to say, you aren't CONSTANTLY going after the plot with no time to rest for the rest of your life and have at least a little bit of platinum to splurge) your average character will simply be swimming in Mythos Points. However, 1/4 seems a little low, considering that 2500 MP is literally equivalent to 2500 gp; a 7th level adventurer could cover that cost. Therefore, I think that it should instead be 1/2 of the Mythos Cost, in order to make sure that a Mythic character who wants to face another Myth can't simply take an afternoon's paycheck out of his wallet to avoid certain doom.

Winds
2014-03-18, 03:35 PM
True. 1/2 is probably better.


EDIT: In any case, I will add this to the Mythos Discussion Thread.

Xefas
2014-03-18, 04:27 PM
Xrfas, did you divorce yourself from your earlier homebrew such as the Primordialist? I'm pretty sure it used to be in your homebrew signature.

Define "divorce".

Or more soulmelds of the dreamer? :smallbiggrin:

Aw mans, those were the best. Definitely gotta do something with them some day. Hmmm.

To the Cosmic Brewforge!
http://i.imgur.com/M04cb7c.gif

Salbazier
2014-03-19, 12:11 AM
Define "divorce".



Well, 'abandon'? Just figure of speech, I was merely wander why you remove non-mythos homebrew from your homebrewer signature.

Allnightmask
2014-03-19, 01:10 AM
Are we to act like they never happened? Because I have had much fun plugging them in my group's games.

Xefas
2014-03-20, 02:18 PM
Well, 'abandon'? Just figure of speech, I was merely wander why you remove non-mythos homebrew from your homebrewer signature.


Are we to act like they never happened? Because I have had much fun plugging them in my group's games.

They're still out there, for people that want to use them. Most aren't getting any new content, most aren't intended to exist simultaneously in the same game with Mythos stuff (Teramach and Infernal Monster style, for example), and most I think are inferior in quality to my Mythos classes. When the forum table-codes change, I doubt I'll bother with going back and fixing the tables for all my old stuff.

But, I do have bookmarks for most homebrew I've made. I might put them in my extended signature, just with a disclaimer.

Tempestfury
2014-03-20, 02:27 PM
So... does that mean the Kathodos might be finished some day?

dragonjek
2014-03-20, 08:45 PM
Wind-And-Lightning Execution = Schrodinger's Murder?

Anyways, I wanted to know why the Showing Tons of Cleavage enhancement of Tavern-Clearing Cleave bit only gives the feat Cleave as a benefit... even though it's supposed to be an advanced upgrade. Even basics give at least two feats, or a feat and some special ability that accompanies it. It seems a little... off.

Love the class.

Allnightmask
2014-03-20, 09:36 PM
I vote you put in all your oldies in your sig with a disclaimer. Do Eet

Xefas
2014-03-20, 09:42 PM
So... does that mean the Kathodos might be finished some day?

Sure!

Wind-And-Lightning Execution = Schrodinger's Murder?

"You see, until the warrior sheathes his sword, the room full of mooks is simultaneously goresploded and ungoresploded." ~Dr. Bloodstab Fleshmangler, Professor of Slashonomics, Sigil Prep

Anyways, I wanted to know why the Showing Tons of Cleavage enhancement of Tavern-Clearing Cleave bit only gives the feat Cleave as a benefit... even though it's supposed to be an advanced upgrade. Even basics give at least two feats, or a feat and some special ability that accompanies it. It seems a little... off.

Feats are not equal benefits. Toughness and Improved Initiative, for instance, are not equal in value. Context matters. For a class with no abilities that synergize with Power Attack, the Power Attack feat is worth very little. For a class with lots of abilities that synergize with Power Attack, the Power Attack feat is worth a lot.

In the context of that specific Mythos, given the class it's in, given all the other abilities the Bellator has access to, assuming a basic aptitude in character construction, I have deemed the base Mythos plus the potential to gain an ability that grants an extra attack (and potentially a free 5ft step) when felling an opponent, to be sufficiently mechanically useful, and sufficiently indicative of the desired expression of the class's narrative, at the Fantastic level.

The fact that the ability to gain an extra attack (and potentially a free 5ft step) when felling an opponent is expressed as a "feat" is absolutely irrelevant to my judgment, save that it could potentially be used as a prerequisite for the Great Cleave and Three Mountains feats, which I have considered.

edit:

I vote you put in all your oldies in your sig with a disclaimer. Do Eet

Tomorrow, maybe. Going to bed. :smalltongue:

Durazno
2014-03-20, 09:43 PM
I vote you put in all your oldies in your sig with a disclaimer. Do Eet

Even the Spiral Warrior, so we can see how you've grown!

Xefas
2014-03-20, 09:45 PM
Even the Spiral Warrior, so we can see how you've grown!

I think you've confused me with The Mage King? (http://www.giantitp.com/forums/showthread.php?t=176262)

Durazno
2014-03-20, 09:47 PM
I am embarrassed to admit that I have done just that. I guess I got your stuff and his mixed up because he had disowned the Spiral Warrior, much like you were talking about leaving behind old homebrew.

Your description of the Wind and Lightning Execution as a goresplosion suggests that a Teremach could make fantastic use of the mythos if s/he could ever get his/her blood-soaked mitts on it. Imagine the scenes of horror that could explode around them at a split-second's notice!

Tempestfury
2014-03-20, 10:10 PM
Can't wait to see them being finished.

Winds
2014-03-20, 10:12 PM
I am embarrassed to admit that I have done just that. I guess I got your stuff and his mixed up because he had disowned the Spiral Warrior, much like you were talking about leaving behind old homebrew.

Your description of the Wind and Lightning Execution as a goresplosion suggests that a Teremach could make fantastic use of the mythos if s/he could ever get his/her blood-soaked mitts on it. Imagine the scenes of horror that could explode around them at a split-second's notice!



They already do that. It's called being a Teramach.

With [Joyful Cessation of Restraint] and [Nothing This Big Should Be So Fast] it becomes very similar. Minus the Schrodinger's Murder thing-but let's be honest, no Teramach worth his salt would *not* be killing with it. Particularly while raging. (Again, being a Teramach.)

Salbazier
2014-03-21, 05:00 AM
But, I do have bookmarks for most homebrew I've made. I might put them in my extended signature, just with a disclaimer.

Thanks. I still like looking at them for ideas every now and then and bookmarking people's extended signature are more efficient than bookmarking each entries. There's also the difficulty of searching them without in-forum search feature.

Durazno
2014-03-21, 05:15 PM
@Winds: I was picturing a character walking down a castle corridor at a steady pace, apparently calm, but all of the guards and attendants around him are inexplicably exploding into terrible flowers of gore and giblets. Nobody can raise a hand against him or escape because he triggers the quantum execution charges the moment anyone who sees him gets too far away or tries to attack - and then he's got a whole new set to mete out. The Calm Eye of a Storm of Carnage or something.

Come to think of it, a straight Bellator could pull that scene off just fine, but the terror sown and gore spattered seems like an effect that a more theatrically-minded Teremach would enjoy. (Surely they must exist - they have poets, after all.)

It sort of seems like an idea for my Teremach/Bellator "cage the beast within" PrC notion. My homebrew-fu is not strong, but it might be worth wading in for.

Xefas
2014-03-21, 07:52 PM
Thanks. I still like looking at them for ideas every now and then and bookmarking people's extended signature are more efficient than bookmarking each entries. There's also the difficulty of searching them without in-forum search feature.

So, I started doing this (compiling them all in a word document before posting), but putting little thought-blurbs after each entry as I glance back over them, for those curious folk who enjoy watching DVD commentary tracks.

All I can say is that I brewed a lot more stuff than I remember. I keep finding new stuff and being like "Wait... what? OH I REMEMBER THIS. Man, I'm an idiot/genius." Also, it turns out that in the Summer of 2009, I did nothing but make a slew of Baator-themed Prestige Classes. O_o

commander panda
2014-03-22, 12:10 AM
I think these are decent enough to post here, for now. Here are a ton of new excellencies. Enough to make the Bellator playable in its current form.


Excellencies

"Stop Running Away, You Bloody Dandy!!!"
Prerequisite:-
You gain throw anything (CW) and brutal throw (CAd) as bonus feats.

In addition, the Bellator's throwing range is 30 feet+(5 feet/strength modifier) and two handed weapons can be thrown at the same rate as a light weapon. Power attack can be used as normal with a thrown weapon.

All Seeing Sentinel Eyes
prerequisites:-

The Bellator is a guard when she needs to be, and when she undertakes such a task none can pass her un-noticed.
Any time when the Bellator is standing still and not taking any actions, she may choose to benefit from dark-vision, tremor-sense and see invisibility out to a range of 100ft+10ft/wisdom modifier. The Bellator may not focus on anything other than her watching while using this ability, and will tune out any inconsequential distraction (such as the babbling of her comrades) as if it wasn't there.
Using this ability in combat takes a full round action and disallows swift or free actions. Obviously this provokes attacks of opportunity.
The Bellator may choose to ready an action one round, then activate her All Seeing Sentinel Eyes in the following round and keep it active while holding the action, but she will lose the excellencie's benefits when she releases the action.

"It's not the fall that kills you. It's the sudden stop at the end."
prerequisites: Improved Bullrush or Improved Grappling

When the Bellator tackles or drags an enemy off of a high drop, she has the option of holding on to him and using him to cushion her fall.
The enemy will protect the Bellator from falling damage equal to triple it's max hit point total (the maximum damage the body can take before simply breaking apart.) After that, damage is delt to the Bellator normally.

Ungental Man-Breaking Chastisement
prerequisites:-

The Bellator no longer takes a -4 penalty for dealing non lethal damage with a lethal weapon.
In edition, anyone she has non-lethally beat to half their total hit points, within the past 24 hours, can be cowed just with the threat of further punishment. The Bellator gains +10 on intimidate checks against such individuals.

"What's Mine Is Mine, And Now What's Yours Is Also Mine."
prerequisites:-

Whenever the Bellator downs an enemy, she may immediately loot a loose item from him as he falls in the dirt, as a free action. This is impossible unless the Bellator has at least one free hand.
The item can be a weapon, (held or sheathed, it doesn't matter. But items fixed to the enemy's body are impossible.) visible potions, wands, ammunition, holy symbols, money purses and anything else the DM deems reasonable.
The Bellator cannot loot her enemy's entire available inventory at once, but can only take one item at a time.

Heartless General's Aura
prerequisites:-
gain imperious command feat (DotU)

The Bellator is a warrior and a general; an unflinching killer and an unsmiling paragon of authority. When she gives an order, the soldiers she leads are driven by their twin notions of fear and unshakable respect to heights of skill and strength even they would have never conceived.

Whenever the Bellator issues an order to a subordinate (meaning a cohort, follower, hireling, or really anyone who considers her "the boss.") they benefit from a moral bonus to skill checks equal to half the Bellator's class level, and a +4 moral bonus to either str/dex/con or int/wis/cha, depending on whether the task assigned is fundamentally physical or mental in nature.
These benefits are only available only as long as the subordinate is actively working to carry out the Bellator's orders.

'Elementary' Battle Discernment
Prerequisites: 5 ranks in spot, int 13

For the Bellator, war is like the written tongue. It's meanings are hinted in the scars of crippled veterans and the ashes of burnt out wheat fields, but where the words are most clearly read is on field of battle, where whole stories are written of their own accord.
When the Bellator comes across a place where at least 2 creatures have been fighting she can spend 1d6 minutes inspecting the area, and discern the following details:
-The creature types of the combatants. This works on all creature types but outsiders and intelligent undead, since they usually have similar bodies and mannerisms to other, more common, creature types.
-Who won. This can be on either a personal scale between a few people, or on the scale of a full battle.
-A vague guess at the skill of the combatants. the Bellator is only able to discern the levels of the combatants within these categories.



Combatant Level/hit dice


Level 1-5


Level 6-10


Level 11-15


Level 16-20




Riding Lightning
Prerequisites: *insert future mounted mythos here. for now its mounted combat.*
Gain ride-by attack and spirited charge as bonus feats.

The Bellator is an expert rider, and knows better than most how to push a mount too, and beyond, it's limits. Whenever the Bellator is in the saddle, her mount gains a boost to it's base land speed (and flight/swim/climb speed, if it has any of those) equal to 10ft/Bellator level. The Bellator's mount also knows how to use its speed to pass by danger unmolested. The mount gains a bonus to AC and reflex saves equal to +1/10ft moved in it's previous turn, and gains the evasion class feature in any round that it has moved at least 40ft.

Adrenaline Fuelled Battle Sustenance
Prerequisites:-

The Bellator is fully aware of the simple truth that she who lives by the blade, must inevitably die by the blade. She understands it and accepts it, but by no means is she resigned to it. When she and her foes trade blow for blow, her will to thrive for one more day drives her beyond the reach of most mortal swords.

Whenever the Bellator downs an enemy in combat with a number of hit dice equal to or greater than her's she gains her class level in temporary hit points. When she down an enemy below with hit dice below her's, she gains half her level in temporary hit points.
These temporary hit points will stack on each other up to a limit of 10 applications. the hit points will remain until ten minutes after the encounter ends, at which point the Bellator comes down from her massive adrenaline rush and all the damage dealt comes rushing back to her.
This excellency will not trigger unless the combined hit dice of all enemies involved are at least equal to her own.

Perhaps You've Heard Of Me?
Prerequisites: Bellator level 5

Wherever the Bellator goes, her reputation precedes her. All NPC's she interacts with who could realistically have heard of her are moved one category up or down the attitude scale (it should usually be up, but there may be places where the Bellator is seen unfavourably.) If the Bellator has been especially helpful or active in a certain area, the people there may be moved up or down two categories, instead of one.
This effect can be negated by concealing the Bellator's identity, for instance by using a bluff or disguise check.


Also a new mythos. Because the fact that grapple submissions aren't in RAW makes me sad. It is of questionable balance, though. If anyone wants to wade in on that, I'd appreciate it.

Exceptional Mythos
Ignore this. There is an updated version on pg 4.

"This isn't a mud hole. It's an operating table." (https://www.youtube.com/watch?v=OtQbj6N_kn4)
prerequisites: Improved Grappling

The Bellator has learned new and gruesome ways to manipulate, and deconstruct, her enemy's body in the midst of a grapple.
Whenever the Bellator has an opponent pinned, she has the option of A)choking them, or B) snapping their limbs.

If the Bellator wants to suffocate someone she needs to preform an opposed grapple check against her pinned opponent, then make successive grapple checks for a number of rounds equal to her opponents constitution modifier. After this point her opponent goes unconscious and begins drowning. If the Bellator wants to kill her opponent in this way, she must hold the choke until he dies.

If the Bellator wants to break a limb she must name a specific limb to break and make an opposed grapple check against her pinned opponent, then an opposed strength check. If she succeeds on both checks the limb is broken. The consequences vary, depending on what is broken.



limb/appendage
consequences


Arm
Arm cannot be used. Opponent take a -6 on all grapple checks, -4 on physical skill checks, and cannot wield any kind of equipment with that arm. These penalties stack.


Leg
Assuming a bipedal creature, they are reduced to crawling at a rate of 5 ft/round. If the damaged creature has four legs or more, their movement speed is reduced to an amount based on the percentage of legs left. So a spider with a 40ft move speed and a broken leg loses 5ft from their move speed (40ft/8 legs= 5ft reduction/leg)


Wing
Creature is unable to fly.

ben-zayb
2014-03-22, 06:27 AM
Heh. First in a long while to manually head over to the brew section, and this is the awesomeness that I see!

I agree with the complement that this class is significantly more flexible in terms of character concepts than the other three, but it's no slack either in terms of mechanical versatility.

I especially like the Underdog-Training Montage, but I have some clarifications. Firstly, is the intent to not restrict it to Fighter Bonus Feats? Related to the previous question, is the intent to teach ANY feat, ignoring prerequisites by the students? I could make a case that the montage was itself the specifically way to bypass, but I had to check.

If that was indeed the intent, I'll be keeping an eye on this to stat up Captain Li Shang and teach level 1 commoners how to Be a Man (http://www.giantitp.com/forums/showthread.php?p=12384974).

EDIT: Another question, this time about the Adroit Hand-Slapping Consternation. Was the intent of this Mythos to work on Wraithstrike-d attacks as well as specific touch attack maneuvers?

Xefas
2014-03-31, 02:44 PM
I especially like the Underdog-Training Montage, but I have some clarifications. Firstly, is the intent to not restrict it to Fighter Bonus Feats? Related to the previous question, is the intent to teach ANY feat, ignoring prerequisites by the students? I could make a case that the montage was itself the specifically way to bypass, but I had to check.

If that was indeed the intent, I'll be keeping an eye on this to stat up Captain Li Shang and teach level 1 commoners how to Be a Man (http://www.giantitp.com/forums/showthread.php?p=12384974).

Until I have an idea of the extent to which being able to teach a feat that bypasses all prerequisites could be abused, I'm going to stick with the idea that your students do need to meet the prerequisites of the feat they're trying to learn, as normal. That may well change, though - if it does, I'll add in a line about bypassing prerequisites into the Mythos' text. Doing research now. On the plus side, the more broken feats seem to tend towards spellcasting, but a Bellator is unlikely to have, say, Craft Contingent Spell, and thus be able to distribute it at will to low level mooks. I feel like the various Leadership feats might be a problem, but putting in a proviso about "You can't teach characters feats that give them more characters" is simple enough.


EDIT: Another question, this time about the Adroit Hand-Slapping Consternation. Was the intent of this Mythos to work on Wraithstrike-d attacks as well as specific touch attack maneuvers?

Well, the first part of the feat allows you to make attacks of opportunity against touch-attacks utilizing an unarmed limb. This would function against, say, a Monk using Wraithstrike'd punches. The second part lets you redirect spells being delivered via touch attack (like Shocking Grasp, Shivering Touch, etc). Wrathstrike, in this case, is enhancing the attack, but is not being delivered by it, so this part would not function.

WhatsWithCanada
2014-03-31, 09:31 PM
I think this is a great system and a wonderful class!

There is one small detail I noticed about Tavern-Clearing Cleave though that no one has pointed out:

"When you make a melee attack modified by your Power Attack feat, you may choose one creature adjacent to your original target that is also within your threatened area (if your Reach is only 5ft, you may also target creatures that are in diagonally adjacent spaces to you, even though you don't technically threaten them)."

Characters already threaten all adjacent squares including diagonals.

Per SRD AoO rules:


Attacks Of Opportunity
Sometimes a combatant in a melee lets her guard down. In this case, combatants near her can take advantage of her lapse in defense to attack her for free. These free attacks are called attacks of opportunity.

Threatened Squares
You threaten all squares into which you can make a melee attack, even when it is not your action. Generally, that means everything in all squares adjacent to your space (including diagonally). An enemy that takes certain actions while in a threatened square provokes an attack of opportunity from you.

Thus, you can remove that bit entirely and make a much more concise ability.

AvalonŽ
2014-03-31, 11:37 PM
Hey Xef,

Mind if I attempt to make an epic progression for the Bellator as well as perhaps some new exalted and sempiternal mythos?

Xefas
2014-04-01, 03:56 PM
Thus, you can remove that bit entirely and make a much more concise ability.

Thanks for the catch. Should be fixed now.



Mind if I attempt to make an epic progression for the Bellator as well as perhaps some new exalted and sempiternal mythos?

I don't mind at all. Do as you please.

JBPuffin
2014-04-05, 07:06 PM
Ah, the master strikes again. Another class one-up'd by the might of Mythos.

commander panda
2014-04-06, 01:15 PM
@xefas It occurs to me that I probably should have asked before putting up those excellencies, earlier. Sorry that I didn't.
Do you mind if I make some more mythos for the Bellator? I've always found fighter types a great source of inspiration.

Xefas
2014-04-06, 10:25 PM
@xefas It occurs to me that I probably should have asked before putting up those excellencies, earlier. Sorry that I didn't.
Do you mind if I make some more mythos for the Bellator? I've always found fighter types a great source of inspiration.

You don't need to ask me. I'm happy to see people creating things, and if it's things related to things I've made, that's all the better.

commander panda
2014-04-06, 11:15 PM
Fantastic. I'm almost finished most of the ones I have kicking around, actually. I'll clean them up and get them out soon.

yeah, i'll just leave these here. they're fairly self explanatory.


F#@* Chivalry!
prerequisites: -

The Bellator is many things. Sometimes she is a hawk-eyed commander, another day a whimsical rapier wielding dualist, and on a third she is tree-perched archer. She can assume many roles, but sometimes she prefers to be simply a pragmatist, striking where she can, as hard as she can.

The Bellator has become adept at attacking her foes in ways they can neither easily predict nor easily defend against. Whenever the Bellator hits an enemy who is denied their dexterity bonus to their AC, she deals a number of d4s in bonus damage based on her class level. This maneuver is not precision damage and works on enemies that would normally be immune to techniques like sneak attack.
This mythos is considered equivalent to sneak attack for the purpose of qualifying for feats, prestige classes and for determining her effectiveness against enemies with uncanny dodge.


Bellator level
Bonus Die


Level 1
1d4


Level 3
2d4


Level 5
3d4


Level 7
4d4


Level 9
5d4


Level 11
6d4


Level 13
7d4


Level 15
8d4


Level 17
9d4


Level 19
10d4



basic
I Kick Him In The Balls
prerequisites: -
The Bellator knows very well where to hit a man so it hurts.
As a standard action the Bellator may preform a special unarmed attack to strike her opponent where it really really hurts. If the attack lands successfully, the target must make a fort save or be staggered for a number of rounds equal to the Bellator's strength modifier. if the Bellator kicks him again before he recovers the time is reset and he is also shaken and denied his dexterity modifier to his AC. The time is reset each time the Bellator kicks the person.
This attack can only be used on enemies with a discernible anatomy who feel pain. undead, constructs, oozes, plants, and incorporeal creatures are unaffected.
despite the name, this strike is not limited to nut shots, and is therefore not limited to men. If used against a women, the Bellator might just give her a strong kick to the stomach, so she keels over.

Ground And Pound
prerequisites: -
The bellator gains Improved Grappling as a bonus feat.
Once the Bellator has pinned an enemy during a grapple she can attack with two weapons, draw weapons while pinning and escape another's grapple while pinning. Attacks while grappling no longer incur a -4 penalty. Any round in which the Bellator strikes a pinned opponent, they take a penalty on their escape artist checks, grapple checks, attack rolls and concentration checks equal to her strength modifier.
Finally, while the Bellator's opponent is pinned, he does not gain his dexterity modifier to his AC against her attacks.

To Be A Dirty, Dirt Flinging, Dirt-Bag
prerequisites: -
If the Bellator is standing on loose and moveable ground (sand, mud, gravel, sewage, water, ect) she can kick the loose material into an opponents square within her reach, avoidable with a reflex saving throw, as a standard action or as part of a full attack. If her opponent fails the save the muck gets in his eyes, and everyone he sees is treated as having partial concealment from him until he takes a full round to remove the grime (this provokes an attack of opportunity.) the target needs to actually have eyes to be effected.
Obviously, if the material used would have other negative effects on contact with the Bellator's target, such as acid, they are also applied if the attack hits.
The Bellator's enemy does not gain his dexterity modifier to his AC until he clears his eyes.

advanced
Dirtier Fighting
prerequisite: I Kick Him In The Balls
The Bellator loves nut shots, revels in their effectiveness, and has worked hard to make that effectiveness lasting. When the Bellator kicks someone in the balls, the effects are harder to shake off. Once the normal duration of his pain is over, the Bellator's opponent must roll a fortitude save at the beginning of his next turn or continue to suffer the consequences of getting sacked. He must continue to attempt fortitude saves at the beginning of each of his turns until he succeeds.

Beat Em When They're down
prerequisite: Ground And Pound
gain the improved grab ability.
The Bellator is no longer confined to fighting with light weapons during a grapple, and can employ one and two handed weapons against grappled foes. She now gets an untyped +4 bonus on grapple checks.

Improved Dirt-Baggery
prerequisite: To be a dirty, dirt flinging, dirt-bag
The Bellator has become a master of kicking sewage at people. She can now sling muck at up to two additional increments of her reach (so a medium Bellator, with a reach of 5 feet, can sling mud up too 15ft, and a large one, with a reach of 10 feet, could sling it up too 30.)
In fact she makes such good use of the trick that she now actively equips powders and liquids to use it with. If the Bellator is holding a material in her hand that she could normally kick at her opponent, she may substitute an attack to throw it at him. The material could be a handful of sand/vile of acid/mug of ale/etc/etc. Really anything that can be held and could easily get in ones eyes.

Thuggish Training Regimen
prerequisite: -
This manifestation can be taken multiple times, and each time the effects will stack on top of each other. Each time the Bellator takes this manifestation, she may add a damage bonus that starts at +2. with each purchase of this manifestation the bellator adds a number to the total damage bonus equal to the previous purchase doubled (so her second purchase would give +4 damage, third would give +8, fourth would give +16 and so on.)

Pin And Bug Restrainment
prerequisites:-

There are all kinds of people in the world. There are big people, and little people, and REALLY big people, and tiny winged people and grumpy old people that throw fire. There is a truly astounding variety of people out there.... and SO MANY want a piece of the Bellator! Not that she's complaining, per se, but some times she wishes they would just shut up and sit still!
As standard action, while wielding either a piercing weapon or a weapon that could conceivably do piercing damage (such as a longsword,) the Bellator can attempt to drive her weapon through her opponent and pin them to a nearby surface. This surface can be an adjacent wall/pillar/etc, the floor, and any other surface deemed reasonable by the DM. (for example, the DM could rule that it would be possible for a Bellator to pin someone's hand to a table with a dagger, but only if the hand was already on said table.)
to use this attack, the Bellator must first declare their intention to do so. the target may attempt a reflex save to avoid being pinned in place. regardless of weather the manuver works, the attack will deal half damage. If successful, the opponent cannot move out of their square, and takes the initial damage dealt again whenever they attempt a reflex saving throw (which they take a -10 on.)
This ability stays in effect as long as the weapon pinning the target stays embedded in both them and the surface behind them. Removing the Bellator's weapon deals the initial damage all over again.

basic
Hammer And Nail Body Security
prerequisites:-
Sometimes the Bellator gets stressed. She is a busy woman. She is a leader. She is a soldier. she is a body guard, a dragon slayer, a hunter, a tactician and a legend. She does not have time for your bull****, nor anyone else's.
when the bellator nails down her foe, she has the option to work out some stress and make a strength check to drive her weapon deeper. Whenever someone attempts to remove the weapon they must beat the strength check to be successful. damage is dealt to the pinned person regardless of whether the check is beat or not.

Rough And Tumble Acupuncture
prerequisites:-
There is a simple truth in warfare. The one who can deal the most damage the most quickly wins. This is a fact. The strong warrior can give life ending wounds with a speed compaired to lightning. But it is not the only truth, for in battle, a skilled warrior can deal no damage at all.
When stabbing her blade through a fool, the Bellator has the option no do no damage, rather then the normal half damage. This could be done by simply pinning their clothes to a wall, or the Bellator could slide her blade smoothly between muscle and bone in a way that barley makes her target bleed. Her choice.

advanced
Corpse Stacking Needle Charge
prerequisites:-
Gain Improved Bullrush as a bonus feat. If she already has that, the Bellator is now considered one size larger for the purpose of making bullrush checks.
The Bellator's unsettling talent for nailing her adversaries in place reaches new heights, as she learns fresh and exiting ways to trap enemies on the blade of her sword.
Whenever the Bellator successfully lands a Pin And Bug Restrainment strike, rather then run her weapon into a nearby surface and trap the fool, she can make an immediate bullrush attempt to push him in the direction of her choice. If successful, the Bellator can follow along with her opponent and keep him impaled on her blade, moving him at a rate of 5 ft for every 1 point by which she beat his opposing strength check. If, on their way, the two enter another creatures square, the Bellator can make an additional bullrush attempt against them too. if that succeeds, they are also impaled, and come along for the ride. At the end of her turn, regardless of how far she travels, the Bellator must drive her weapon into a surface and pin her new friends.

Big Game Bug Hunting
prerequisites:-
Gain Precise Shot and Improved Precise Shot as bonus feats.
The Bellator may now use the Pin And Bug Restrainment mythos with ranged piercing weapons (excluding weapons with extremely fine ammunition, like a sling or pistol.)


"This isn't a mud hole. It's an operating table." (https://www.youtube.com/watch?v=OtQbj6N_kn4)
prerequisites: Improved Grappling

The Bellator has learned new and gruesome ways to manipulate, and deconstruct, her enemy's body in the midst of a grapple.
Whenever the Bellator has an opponent pinned, she has the option of A)choking them, or B) dislocating their limbs. both of these manoeuvres require a full round action.

If the Bellator wants to suffocate someone, she needs to preform an opposed grapple check against her pinned opponent, then make successive grapple checks for a number of rounds equal to her opponents constitution modifier. After this point her opponent goes unconscious, hit's zero hit points, and loses -2 for every round the Bellator keeps holding him this way.

If the Bellator wants to pop a limb from its socket, she must name which one and make an opposed grapple check against her pinned opponent, then an opposed strength check. If she succeeds on both checks the limb is dislocated. The consequences vary, depending on what is dislocated. all of the following can be mitigated by a full round action heal check, administered by the person with the dislocated limb (DC 30+bellator's strength mod) or an ally (DC 15+bellator's strength mod.)



limb/appendage
consequences


Arm
Arm cannot be used to wield eqipment. Opponent take a -4 on grapple checks and physical skill checks, these penalties stack. Each arm dislocated gives a stacking arcane spell failure chance on somatic spells dependent on the percentage of arms left. A human wizard with one arm dislocated would suffer a 50% spell failure chance per arm, wheres a Thri-kreen with 4 arms would only suffer 25% per arm.


Leg
Assuming a bipedal creature, they are reduced to crawling at a rate of 5 ft/round. If the damaged creature has four legs or more, their movement speed is reduced to an amount based on the percentage of legs left. So a spider with a 40ft move speed and a dislocated leg loses 5ft from their move speed (40ft/8 legs= 5ft reduction/leg)


Wing
Creature is unable to fly.

Kymme
2014-04-15, 10:28 PM
Is it bad that I want to see one of these square off with a War-Marked? :smalltongue:

BETTER FIGHTER VS. BETTER FIGHTER IN AN ALL OUT FIGHT TO THE DEATH!

Ashphantom
2014-04-24, 04:28 PM
Question

A third level Bellator may apply the benefits of any feat that applies only to a single kind of weapon or armor, and may be purchased multiple times to apply its effects to additional weapons or armor, (such as Weapon Focus or Armor Specialization) to all applicable weapons or armor that he is proficient with.

Are Bellators able to take feats that have fighter levels as prerequisites such as Weapon Specialization/Supremacy? It seems like a lot of the feats that apply to one weapon/armor and can be taken more than one time also require fighter levels.

Tempestfury
2014-05-16, 02:11 PM
Can Wind-And-Lightning Execution be used with a martial strike?

JKTrickster
2014-06-10, 03:56 AM
Do you mean a martial strike from Tome of Battle? I don't think those can count as legitimate attacks made against each individual you place a charge on.

Does anyone want to homebrew some more Mythos for the Bellator class with me? There are definitely lots of holes that can be covered in this class right now! E.g. More fighting styles (Mounted, Single Handed, More higher level Ranged Mythos, etc.) and more cooler Mythos at the higher tiers.

Is anyone interested?

Adam1949
2014-06-10, 08:49 AM
I'd definitely like to see some!

commander panda
2014-06-10, 08:22 PM
totally. those excellencies i made a while back need a massive overhaul anyway.

TimeLegend
2014-06-24, 07:44 AM
Sorry if this seems obvious to anyone else, but is the standard action double attack given to you by Steel Avalanche Style subject to the dual-wielding penalty?

commander panda
2014-06-24, 09:42 AM
yes.
argalahblargshnargpaddedlengthblanarblashnarb

TimeLegend
2014-06-24, 09:53 AM
yes.
argalahblargshnargpaddedlengthblanarblashnarb

Thanks a lot.:smallsmile:

Sometimes it can be a bit of a pain to be certain on all the details of the rules.

Xefas
2015-08-05, 05:17 PM
Small update today.
The Bellator's character banner has been tainted by its first anime/manga character! With the creation of the Anakitos, Dace (Exalted) was really waning in his influence over my conception of the class. So he was replaced with Kenshin Himura (Rurouni Kenshin, Samurai X), whose mastery of hitting things with a sword really hard no doubt qualifies him for advanced Weaboo Fightan Magick.
Added Excellency: Form-and-Footwork Adaptation.
Bellators may now feel pretty. Oh so pretty. Etc.
Added Exceptional Mythos: Unconventional Style Adaptation.
The circumstance bonus granted to Bellators when defecating all over the Warblade class has been rebalanced from +3 to +4.
Added Fantastic Mythos: Manslayer Shintai.
I'm sorry.
Added Legendary Mythos: One Kick Ten Thousand Times.
The number of references to Bruce Lee in the Bellator class has been buffed by 1.
Added Exalted Mythos: The Perfected [Discipline] Lotus

TraceChaos
2015-09-13, 10:50 PM
Question - can you apply multiple Quantum Execution Charges to the same creature? Like, just, plant five on one guy over the course of five rounds, all while attacking him for some kind of super combo attack where on the sixth round you attack him and detonate the five charges all at once? (Assuming all five hit him)

And... Can you mix Wind-And-Lighning Execution with ToB Strikes?

Xefas
2015-09-15, 01:55 PM
Question - can you apply multiple Quantum Execution Charges to the same creature? Like, just, plant five on one guy over the course of five rounds, all while attacking him for some kind of super combo attack where on the sixth round you attack him and detonate the five charges all at once? (Assuming all five hit him)

Yes.


And... Can you mix Wind-And-Lighning Execution with ToB Strikes?

Applying a Quantum Execution Charge is its own action. A Strike is its own action. So the two are mutually exclusive.

Erberor
2015-10-04, 08:46 PM
Wait, how long ago did Kensin show up in the character banner?

BECAUSE THAT IS BEYOND PERFECT.

Xefas
2015-10-04, 08:53 PM
Wait, how long ago did Kensin show up in the character banner?

BECAUSE THAT IS BEYOND PERFECT.

Since August 5th, 2015. It's in the patch notes (http://www.giantitp.com/forums/showsinglepost.php?p=19633728&postcount=104).

Primal Fury
2015-10-04, 09:09 PM
Are you sure you wanna leave the Mountain in the banner? I still think he's a Teramach who happens to wield a weapon.

spwack
2015-10-26, 07:40 AM
Bellator Shintai! BELLATOR SHINTAI! And it's sick! And Fantastic... huh. Are you going to give Anakitos one?

Dimmet
2016-01-03, 03:19 AM
Okay, question about Unconventional Style Adaptation.

It says if both stances you enter are of your highest level, it basically drops out. What if you're intentionally using two lower-leveled ones? If I'm using two level 1 stances to begin with, then I level up and say I gain a 3rd level stance - now do I HAVE to use that 3rd-level stance with a 1st-level stance or can I continue using the two 1st-level stances if I choose to?

The_Final_Stand
2016-01-03, 04:44 AM
Okay, question about Unconventional Style Adaptation.

It says if both stances you enter are of your highest level, it basically drops out. What if you're intentionally using two lower-leveled ones? If I'm using two level 1 stances to begin with, then I level up and say I gain a 3rd level stance - now do I HAVE to use that 3rd-level stance with a 1st-level stance or can I continue using the two 1st-level stances if I choose to?

Seems pretty straight-forward to me. At least one stance must not be your highest level stance. That means that you can have two stances that are not your highest level stance, or one that is at your highest level and one that isn't.

Jakman217
2016-01-27, 04:10 PM
This class has been given a copy on the Mythos Compendium Wikia.

http://mythos-compendium.wikia.com/wiki/Bellator

VoodooPaladin
2016-02-09, 02:10 AM
Quick question. If I get Open-Minded Smithing Practices, it says that learn to apply templates to armaments that I craft. Does that mean I don't have to meet the prerequisites for it? If so, are environmental requirements also ignored? For example, do I still have to go to the Abyss to make a Pitspawned weapon, even if I don't have to be a demon to do so?

Dimmet
2016-03-07, 05:39 AM
Is Bellator meant to not have a stat-boosting excellency, unlike the other Mythos classes? Nothing here for increasing say, Intelligence.

Regalus
2016-03-07, 02:38 PM
Well, Bellator does have a stat boosting excellency; you're looking at [Ability] Cross Training Regimen; which boosts either Dex or Con by your Strength modifier. Making it simultaneously one of the most potent and most limited ability boosting excellencies around.

Xefas
2016-03-07, 04:12 PM
Quick question. If I get Open-Minded Smithing Practices, it says that learn to apply templates to armaments that I craft. Does that mean I don't have to meet the prerequisites for it? If so, are environmental requirements also ignored? For example, do I still have to go to the Abyss to make a Pitspawned weapon, even if I don't have to be a demon to do so?

You ignore the normal requirements. So you don't have to be a native nor do you have to be on the plane in question.


Is Bellator meant to not have a stat-boosting excellency, unlike the other Mythos classes? Nothing here for increasing say, Intelligence.


Well, Bellator does have a stat boosting excellency; you're looking at [Ability] Cross Training Regimen; which boosts either Dex or Con by your Strength modifier. Making it simultaneously one of the most potent and most limited ability boosting excellencies around.

This is something that's still under consideration. But Regalus pretty much has it right for now.

[Ability] Cross Training Regimen has been so potent in my experience that I'm considering putting a cap on the bonus it can grant. Although, that might have more to do with the cross-class mythos granting feats, which open up a lot of (perhaps overly) strong combinations.

VoodooPaladin
2016-03-08, 12:17 AM
[Ability] Cross Training Regimen has been so potent in my experience that I'm considering putting a cap on the bonus it can grant. Although, that might have more to do with the cross-class mythos granting feats, which open up a lot of (perhaps overly) strong combinations.

If I might ask, what combinations are you referring to? Is it just a matter of massive stat boosts stacking too well with other massive stat boosts?

Xefas
2016-03-08, 01:06 AM
If I might ask, what combinations are you referring to? Is it just a matter of massive stat boosts stacking too well with other massive stat boosts?

Pretty much anything with Strength synergy being paired with the Teramach. The Teramach boosts Strength much more than any current class, or any future planned class, boosts any other ability score. I've (attempted to) balance that within the Teramach itself, but other classes just weren't built with it in mind.

roko10
2016-03-08, 01:21 AM
Doesn't the cross-class Mythos granting feats only grant Mythos, not Excellencies?

EdroGrimshell
2016-03-09, 07:48 PM
Doesn't the cross-class Mythos granting feats only grant Mythos, not Excellencies?

Second one grants Excellencies as well.

Dimmet
2016-03-10, 02:59 AM
Next question, this one mostly for Xefas.

Armament-Forging Soldier Sagacity makes an allusion to crafting multiple items at once. Likewise a Dinyomi mythos also does (though I know you didn't make the Dinyomi). Are there rules specifically for that? Something I've missed in the Mythos subsystem? So far all I have to go on is a suggestion to total up the GP cost as progress on multiple items, but nothing concrete.

Xefas
2016-03-10, 05:24 AM
Armament-Forging Soldier Sagacity makes an allusion to crafting multiple items at once. Likewise a Dinyomi mythos also does (though I know you didn't make the Dinyomi). Are there rules specifically for that? Something I've missed in the Mythos subsystem? So far all I have to go on is a suggestion to total up the GP cost as progress on multiple items, but nothing concrete.

Are you referring to the following line?


If you set out to forge several items at once, with all the materials on hand, you may apply excess progress made from one item into the progress of the next item.

If so: When crafting normally, if your progress on the item doubles its actual value, you finish the item in half the time. Further multiples reduce the time likewise. (So, if your Craft check normally takes a week, but your check makes 1000sp of progress on a 100sp-value item, then you finish in 1/10th of a week). However, if you make, say, 1075sp of progress on a 100sp item, you still only finish it in 1/10 of a week. The extra 75sp of progress does not increase the speed of the crafting, because it only counts whole multiples.

That's my reading of it anyway.

With this "spill-over" mechanic, quoted above, if you were crafting multiples of this nameless 100sp item in a row (you hoarded all the raw materials for, say, a hundred such items in your forge and plan to bust them all out together), each extra little bit would snowball into the next check, letting you hedge out a little extra time with every roll. When crafting one or two swords, it isn't a big deal and can probably be ignored. But this is to let you be a bit more efficient when, say, set to crafting 5,000 swords for your kingdom's new army. Saving even a little time on each sword can mean getting the job done weeks faster than you normally could.

(I'm not familiar with the Dinyomi's abilities and cannot render judgment on them.)

Dimmet
2016-03-11, 06:12 AM
Thanks for the assistance Xefas. In regards to that other mythos:

Filthy-World Denying Self Sufficiency

When you make a Craft (Greatness) check to produce non-magical, mundane weapons, armor, or clothing, double the progress you make. You can simultaneously work on a number of projects that fall into your Craft (Greatness) check equal to your charisma modifier. (Where Craft: Greatness also encompasses Weapon/Armorsmithing)

And one of its advanced manifestations:


Multiply the amount of projects you can work on at one time by your charisma modifier. This only applies to making duplicates, or slight adjustments of, the same armor/weapon/clothes. (I.E: If a human Dinyomi making plate mail for himself decides to reward his halfling butler with plate mail of similar design to his, it is doable).

Now, theoretically speaking. Let's say I have a mod of +6. Does this mean I can work on 36 100sp theoretical swords at the same time, and that doubling the overall amount with my craft check lets me complete these 36 swords in half the time?

I know you can't give rulings on someone else's class most likely, but this is for my understanding of my Bellator's Armament-Forging Soldier Sagacity and how it might work with Dinyomi's Filthy-World Denying Self Sufficiency. So I would like to hear your thoughts on how this interacts, as I do actually have a kingdom to equip as per your example.

Xefas
2016-03-11, 04:38 PM
Thanks for the assistance Xefas.

No problem.


Now, theoretically speaking. Let's say I have a mod of +6. Does this mean I can work on 36 100sp theoretical swords at the same time, and that doubling the overall amount with my craft check lets me complete these 36 swords in half the time?

That seems to be the case, yes.


I know you can't give rulings on someone else's class most likely, but this is for my understanding of my Bellator's Armament-Forging Soldier Sagacity and how it might work with Dinyomi's Filthy-World Denying Self Sufficiency. So I would like to hear your thoughts on how this interacts, as I do actually have a kingdom to equip as per your example.

The wording for Craft (Greatness) is a little unclear - if it's meant to represent its own discreet skill, derived from the highest ranks you have in the four listed Craft skills, then the two Mythos don't fit together as well. But it may just be shorthand for "Whichever of these four Craft skills you have the highest ranks in, which is then interchangeable with the other four".

I'm going to assume the latter interpretation, as it's more advantageous.

So, with both Mythos, when you make a Craft (Weaponsmithing) check to make some mundane swords:
You gain +(class level) circumstance bonus on the check. (AFSS)
You triple the final amount of progress made with each check. (AFSS and FWDSS) Because of the way multipliers stack in D&D, the doubling from each Mythos stacks to a tripling, rather than quadrupling. (If you have Legion-Equipping Diligence from Armament-Forging Soldier Sagacity, this would stack to quadrupling.)
Every time you successfully complete a sword, you complete 36 of them. (FWDSS-TSDD)
If you're "Pure" by the dictates of Filthy-World Denying Self Sufficiency, they're all automatically Masterwork. (FWDSS)
If you make more progress than you need to complete a sword, the excess just rolls over into the next check. (AFSS)

I think that's all I can say without actually seeing your character sheet and knowing just how many swords (and what kind) you want to make.

Dimmet
2016-03-11, 08:23 PM
Fantastic. I have AFSS with Legion-Equipping Diligence, Casual Perfection Mastery, and Excellent Alloy Admixture and the advanced manifestation of FWDSS I posted, a mod of +6, level of 6 and my Craft check is +33. Thanks for clarifying this for me, Xefas. I'm going to bury my kingdom in equipment. Now just to start a mining operation...

Xefas
2016-03-11, 11:52 PM
Fantastic. I have AFSS with Legion-Equipping Diligence, Casual Perfection Mastery, and Excellent Alloy Admixture and the advanced manifestation of FWDSS I posted, a mod of +6, level of 6 and my Craft check is +33. Thanks for clarifying this for me, Xefas. I'm going to bury my kingdom in equipment. Now just to start a mining operation...

So, out of my own curiosity, I wanted to do the math on how long it'd take to outfit your own Roman(esque) Legion.

We'll assume a gladius is a short-sword equivalent. A martial melee weapon is DC 15, but as a basic function of the Craft skill, you can raise the DC by 10 voluntarily, making the check harder but making more progress per check if you succeed. So, DC 25. Their value is 100sp. We can assume you roll an average of 10 on your d20 every week.

That's a roll, each week, of 43 x 25 = 1075sp of base progress. Quadrupled from the two Mythos and Legion-Equipping Diligence, that's 4300sp per week, so 43 swords. Thanks to the Dinyomi, each of those swords equals 36 swords, for a grand total of 1548 Masterwork Shortswords per week. I don't think the Craft rules state how much time per day you're assumed to be working, but if you're working twelve-hour days, that's roughly eighteen and a half swords per hour. Or about one sword every 200 seconds. (Obviously kung fu is involved.) For comparison, your average D&D NPC swordsmith is doing well to finish 2-3 basic shortswords a week.

I'm going to assume that your +33 Craft check is for Weaponsmithing (and that Weaponsmithing is your primary Crafting skill for AFSS), so making Armor would remove the Circumstance bonus from Armament-Forging Soldier Sagacity. But I'll also assume you can drum up some masterwork blacksmithing tools, as they're chump change for a 6th level character. So your Armorsmithing check would be +29 instead.

Making a breastplate (the closest equivalent to legionary armor; Banded Mail includes gauntlets and greaves, and is backed by mail, whereas Lorica Segmentata was torso armor backed by leather, as I understand it - I'm no expert) is DC 15 (which you'd raise to 25 again) and has a value of 200sp.

So, each week, 39 x 25 = 975sp of base progress, x4 = 3900sp. 19.5 x 36. 702 Masterwork Breastplates per week.

Making a heavy wooden shield is DC 12 (+10, 22) and has a value of 70sp. 39 x 22 = 858sp x 4 = 3432sp. 49 x 36. 1764 Masterwork Heavy Wooden Shields per week.

So, ballpark, it would take you, by yourself, 3-to-3-and-a-half months to outfit 5,000 heavy infantrymen with a consistency of better quality equipment than would've ever been seen in the ancient world.

It's going to cost you a lot, though. And you need the soldiers to wield them. Which gives me ideas for more Mythos, actually.

Dimmet
2016-03-12, 01:59 AM
I should mention I also have the feat Signature Skill for Craft, which doubles my initial Craft result before being multiplied by the DC. So assuming 43 from 10+33, that's 86*25 to begin with. We're playing what's essentially 3.PF.


With sufficient ranks in Craft, you earn the following.

5 Ranks: When determining your weekly progress, double the result of your Craft check before multiplying the result by the item's DC.

I'm also glad I helped spark an idea for you! I've been enjoying the Mythos subsystem. A big problem with standard D&D or Pathfinder is just that there's not much in a class to really make an impact in the world around you unless you're some sort of full caster. Not a lot to look forward to. Where now my character is extremely versatile and can do a wide variety of amazing things, especially in our low-magic world.

Dimmet
2016-03-15, 11:07 PM
Got another clarification question, this time for the Excellency "Agency In Steel, Undiminished".

I know weapon refers to a specific group of equipment, as does armor. However, shields seem to be in a bit of a grey area as they count as both.
What do shields count as for this Excellency? Do they continue to count as both, whenever it is appropriate/advantageous? Do they count as weapons and thus gain this effect? Do they count as armor and are thus excluded?

Xefas
2016-03-16, 12:09 AM
Got another clarification question, this time for the Excellency "Agency In Steel, Undiminished".

I know weapon refers to a specific group of equipment, as does armor. However, shields seem to be in a bit of a grey area as they count as both.
What do shields count as for this Excellency? Do they continue to count as both, whenever it is appropriate/advantageous? Do they count as weapons and thus gain this effect? Do they count as armor and are thus excluded?

I've added the following line to Agency In Steel, Undiminished.



A shield qualifies for these benefits temporarily if designated as a weapon for shield-bashing during the current round. However, if you possess the Shield Specialization (PHBII) feat, any held shield benefits from these bonuses at all times as if they were a weapon.

Shield Specialization is, of course, provided by the Guarding Vallation Style Mythos if the Bellator is serious about their sword-and-board shtick.

May I ask what the rest of the party looks like?

7th son of sons
2016-03-16, 09:25 AM
I'm also incredibly interested in what a Dinyomi/Bellator (or a Bellator/Dinyomi, if you prefer) spends his time adventuring besides. And how the classes are interacting/clashing and what they do for you in the general scheme of things.

Dimmet
2016-03-16, 10:34 AM
We're a Gestalt crew to begin with - class combining is more fun for us usually in a mechanic and roleplay sense, and our DM is versatile. I'm a Bellator/Warder and tank in the party (Weaponmaster/Craftmaster theme - shooting for avatar of war in Epic). We have a Slayer/Stalker (Tracker/hunter themed). And the DM's husband is playing a modified Kineticist and I think some class he wrote himself (plot-relevant ancient being themed). Aside from that the DM runs an NPC at times who is some form of homemade Bard. Everyone but the Slayer/Stalker is using a setting-specific race version. My Bellator is a fire-based human variant, the Bard is an ice-based human variant, the Kineticist is a psionic. Stalker is a regular human.

I'm the one bringing the Mythos subsystem into the party with me and working it in. DM likes working with new material that meshes with her general storyline or at least doesn't disrupt it.

As for Dinyomi for 7th, I've got the Broken [Conqueror's] Amalgam feat and the others lined up, to taint the Iron Mythos with threads of the Conqueror's Mythos. There's also a touch of Knight's threads, to create character mental/reaction imbalance for development, trying to balance the need to be war-industry with the defense of the weak as well as the destruction of enemies/the weak. Trying to carve out his own personality from his strengthening and conflicting priorities and narratives as an Anthol.

Still only 6th level, but the growing integration of Dinyomi's definitely creating an interesting roleplay environment for interacting with my character and how he interacts with the world and people in it, as well as in combat. The two work together very well so far. I certainly recommend people to try the both in any combination that they can. There's so much in these classes (Bellator/Dinyomi/Agios) that work well together, complimenting each other and adding to character development from what I've seen thus far. Especially in a low-magic campaign.

As for how it works while adventuring, we bought a decent-sized abandoned island earlier on with some assistance from a retired adventurer we aided, and our Kineticist decided we'd become our own kingdom. As one fourth of the ruling body of this kingdom, my Bellator's made himself the general and put it to himself to gather and train many varied forces as well as equip them, so that they might become a threat to the corrupt regimes on the nearby mainland and a shield against their aggressions. Since taking over that role, his Dinyomi narrative's been growing and coloring his story as we go about doing missions and quests and the like for kingdom-building resources and to recruit more citizens and soldiers. Which fits well with his Bellator narrative, but is at odds with his Agios interjection. I play it as teetering between choosing to defend allies or leave them to their own devices to accomplish what he wanted to do prior to their situation changing, as well as crushing disrespectful enemies or trying to win them over. The more levels I gain and more mythos that build up from each source the more fractured his own personality becomes, greatly affecting his decisions and responses. Discovering the Mythos subsystem and the work you all have put into it has really been a fun endeavor.

Dimmet
2016-04-17, 11:44 PM
Another question!

I understand the writing on Step, Step, Cut. But I wonder, was it meant to apply specifically only to creatures of Medium size, or specifically creatures with the relative reach of a Medium-size character? Such as Small, or Large(Long) (like a centaur)?

VoodooPaladin
2016-04-18, 12:45 AM
And while we're on the subject of other questions...

[Discipline] Seed Awakening (and its subsidiary Mythos) states that you must have some kind of inspiration to learn from extra disciplines. What is the protocol for this? Do you have to obtain the Mythos and then seek out inspiration, or can you reflexively purchase the Mythos while observing inspiration, (and thus automatically qualify for the maneuvers) provided you have the points? Or is it left vague intentionally, the same way more normal forms of Mythos innovation appear to be?

Xefas
2016-04-18, 01:10 AM
Another question!

I understand the writing on Step, Step, Cut. But I wonder, was it meant to apply specifically only to creatures of Medium size, or specifically creatures with the relative reach of a Medium-size character? Such as Small, or Large(Long) (like a centaur)?

Just Medium size creatures and smaller. Originally, it was just going to be written for Small and Medium creatures. And then I thought, well, what if someone really wants to play an Awakened Mouse Bellator? Dual wielding little sharpened fish-hooks like hook swords and mastering some fantastical breakdancing-incorporated fighting style. I can't take that away from anyone.


And while we're on the subject of other questions...

[Discipline] Seed Awakening (and its subsidiary Mythos) states that you must have some kind of inspiration to learn from extra disciplines. What is the protocol for this? Do you have to obtain the Mythos and then seek out inspiration, or can you reflexively purchase the Mythos while observing inspiration, (and thus automatically qualify for the maneuvers) provided you have the points? Or is it left vague intentionally, the same way more normal forms of Mythos innovation appear to be?

Spending Mythos Points isn't an action; you can kinda do it whenever. It's meant to be a very meta resource in that way. So I think buying the Mythos immediately upon seeing something inspirational, and then qualifying for a related Discipline, is perfectly fine.

VoodooPaladin
2016-04-18, 01:40 AM
Spending Mythos Points isn't an action; you can kinda do it whenever. It's meant to be a very meta resource in that way. So I think buying the Mythos immediately upon seeing something inspirational, and then qualifying for a related Discipline, is perfectly fine.

Thanks, good to know! I ask only as a matter of genre emulation: it was cool in Marco Polo, so I wanted to know if it would be cool in here, too.


Awakened Mouse Bellator
fantastical breakdancing-incorporated fighting style

See, I just spent the last two days trying to figure out which disciplines Sonic the Hedgehog knows. So while I was going to make some comment about Issun-Boshi and Mouse Guard, I think I'll just spend the next few hours trying to figure out how to render breakdancing into martial discipline format instead.

Joebob
2019-01-10, 02:56 PM
this may just be a problem on my end, but i no longer see the class table or banner. you can imagine why one of those would make it hard to do... anything with this class

chaosseeker0302
2019-01-11, 07:12 PM
Its something to do with how the chart is just a image link to Imgur I have it but I'm not able to share it because of my post count

Joebob
2019-01-12, 02:59 AM
have you tried doing this?

www reactiongifs com/r/nnsns gif

I.E. replacing all the periods with spaces when you post it, to slip by the filter.

(edit) there's also a class table on the mythos wiki, which is apparently a thing:
mythos-compendium wikia com/wiki/Bellator