PDA

View Full Version : D&D 3.x Class [3.5/Mythos] “Beware lest you lose the substance by grasping at the shadow." [PEACH]



(int) darkness
2014-08-28, 01:47 PM
This is part of the Mythos classes business (http://www.giantitp.com/forums/showthread.php?335295-Mythos-Compendium). This is, essentially, meant to play as a rogue who can take the paths of assassination, trickery or outright lying.


http://i.imgur.com/VtftMjK.jpg

“I thought the most beautiful thing in the world must be shadow.” ~ Sylvia Plath, The Bell Jar

The Umbramendax

Any great light casts a shadow. Some shadows skulk, content in their own darkness. Some shadows mask themselves, so that the light does not burn them away. Other shadows stand up to the light and, in their boldest voice, lie and claim they were never shadows at all.

In the distant primordial past, there was a shadow. This shadow was not strong as the great beings that stood around it, and the light that cast it could burn it away at a moment’s notice. But the shadow was smart, and knew how to prevent the light from destroying it so it could come back once it left.

Three times the light came to him.

The first time, the shadow hid, cloaking himself in a shadow made of his own essence. The light burnt away at his edges and frayed his very being, but he survived its painful scrutiny.

The second time, the shadow covered himself with an illusion. The light searched for him, but it could not find him no matter how hard it looked.

The third time, the shadow stood up to the light and told it he was no mere shadow. The light believed the shadow and the force of the lie became the truth.

Thus lies were birthed into the world, and the shadow became more.

Those who exemplify the Shadow Mythos are the Umbramendax. They are those who have been touched by the Shadow, in heart, body or mind.

Their stories are those where the weak and the clever triumph over the strong and the dumb. They are the foxes, the trickster-gods and the umbral killers.

Others call them honourless, cowards, pathetic, but that matters not to the Umbramendax. All that matters is their survival, regardless of the means they have to use.

Hit Die: d8
Skill Points: 8 + Intelligence Modifier
Class Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).
Proficiencies: Umbramendax are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Umbramendax are proficient with light armor, but not with shields.



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


The Shadow Mythos: An Umbramendax'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 + Dexterity 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 Umbramendax class. When a Mythos references "allies", it specifically does not refer to the Umbramendax 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 Umbramendax, 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 the rogues that rise above others to deceive, thieve or silently kill those who would stand against them. They are killers that strike out of shadow. They are the deceivers who lie and turn milk into poison. An Umbramendax with Fantastic Mythos is a being told of in great sagas and whispered tavern stories. Tricksters who convince great men to give up their kingdoms for a bead, thief lords who enter a vault and empty it without anyone noticing, those who make a pile of rocks look like gold and ruin nations with the wealth. Legendary Mythos begins to reveal the story of the Umbramendax’s evolution into a being of shadow, lies and trickery. They conquer kingdoms with illusory armies, turn a portion of the world into a shadowy plane or lie in such a way that a significant portion of reality warps itself to suit what they believe. When an Umbramendax becomes Exalted, reality itself becomes their plaything. They may block out the sun so that their powers grow in strength, lie and change the fundamental rules of the world or make their illusions become the truth of reality.

Some Mythos, in addition to their initial stated effect, have Basic and Advanced manifestations. When an Umbramendax gains access to a Mythos with a list of Basic manifestations, they may choose one such manifestation, and they gain that benefit immediately as well. This choice may not be changed later. When an Umbramendax 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 Umbramendax. 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 Umbramendax 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 Umbramendax class table.

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

An Umbramendax also has the ability to learn more Mythos, above the ones automatically allotted to him by leveling up. There are a number of ways the Umbramendax can do this:-
1. He can choose to distribute his wealth to the poor, as long as his distribution is anonymous.
2. He can engage in an orgy of debauchery, spending his gold on fine wine, finer women and even finer beds.
3. He can trick an individual into taking control of a large amount of gold or an individual item, convincing them it is worthless.

For every gold piece (or cost equivalent, if it is an item) he spends this way, he gains a single Mythos Point. If he tries to reclaim the gold in the future or he gains any obvious benefit from his actions, he does not gain the Mythos Points and loses access to any features purchased by them. Other methods may be allowed depending on the GM’s discretion as long as they follow the aforementioned rules.

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, an Umbramendax 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 Umbramendax. One may only utilize this ability while more than half of his effective character level (ECL) is devoted to levels in the Umbramendax class.

Umbral Excellence: As denoted on their class table, an Umbramendax 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, an Umbramendax 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.)

The Shadow’s Path: The Shadow is a type of Mythos with many forms. Whilst those forms can sometimes link together, there are three paths that the Umbramendax usually follows.

The Umbramendax may choose one of the following paths at first level (he may also save taking it at first level and then take it at a later level, although if any path precludes a mythos or excellency he gains a full Mythos Point and XP refund on that mythos or excellency). Any bonuses from being in one of these paths are immediately and retroactively gained on taking the path.


Path of Darkness

The Umbramendax follows the path of assassination and shadow, focusing on hiding in darkness and then striking out with their vicious bladed weapons.

The Path of Darkness gains Evasion, Uncanny Dodge and Improved Uncanny Dodge as a rogue of the same level.

The Path of Darkness also gains full sneak attack progression as a rogue of the same level (1st, 3rd, 5th, 7th etc). This stacks with sneak attack from other sources.

Every Mythos or Excellency taken with the [Darkness] descriptor gives the Umbramendax a +1 competence bonus to Hide.

Path of Deception

The Path of Deception gains Cloaked Casting as a Beguiler where his Umbramendax level is a substitute for his Beguiler level (this stacks with levels of Beguiler). This ability also applies to the Umbramendax’s abilities.

The Umbramendax also gains sneak attack progression at 1st level and every fifth level starting at level 5 (1st, 5th, 10th, 15th etc). This stacks with sneak attack from other sources.

Every Mythos or Excellency taken with the [Deception] descriptor gives the Umbramendax a +1 competence bonus to Spellcraft.

In addition, the Path of Deception allows the Umbramendax to substitute their intelligence modifier for their dexterity modifier on any Umbramendax class features, if their intelligence modifier is higher.

Path of Deceit

The Path of Deceit gains the ability to exploit confirmation bias. Every time they manage to convince a person of a lie via Bluff, that person gains a -2 bonus to checks requiring to see through lies related to that and the DC of finding out the truth related to that fact increases by +2 for the next hour. This ability stacks with itself. Each time a stack is applied, the duration refreshes.

As an example, if you convinced someone that you did not kill a person, then that someone would take a -2 to any future Sense Motive checks for lies you told about the murder of that person and would take +2 to any Perception rolls to notice evidence of the murder (as in the fact the dagger that WAS in the person’s back is now in your sheath).

The Umbramendax also gains sneak attack progression at 1st level and every third level (1st, 4rd, 7th, 10th etc). This stacks with sneak attack from other sources.

Every Mythos or Excellency taken with the [Deceit] descriptor gives the Umbramendax a +1 competence bonus to Bluff.

In addition, the Path of Deceit allows the Umbramendax to substitute their charisma modifier for their dexterity modifier on any Umbramendax class features, if their charisma modifier is higher.

(int) darkness
2014-08-28, 01:48 PM
Exceptional Mythos


Charming Tongue Technique
[Deceit]
Prerequisite: -

You grow able to use Charm Person as a spell like ability, but you are only able to charm one person at a time.

Advanced
Mass Charming Tongue: You are able to charm a number of people up to your dexterity modifier at a time.
Cross Species Charm: Charming Tongue Technique can now affect an animal, fey, giant, magical beast, or monstrous humanoid.
Greater Species Charm: Charming Tongue Technique can now affect an aberration, dragon, elemental, or outsider in addition to the creature types mentioned above. This requires Cross Species Charm.
Long Lasting Charm: Charming Tongue Technique's duration increases to one day per level.

Dancing Shadow Technique
Prerequisite: -

You gain Dodge, Mobility and Combat Expertise as bonus feats.

Basic
Bluffing Shadow: You gain Improved Feint as a bonus feat. In addition, this mythos gains the [Deceit] descriptor.
Painful Shadow: You gain Combat Tactician as a bonus feat. In addition, this mythos gains the [Darkness] descriptor.

Dancing Steel Style
Prerequisite: -

You gain Weapon Finesse, Two-Weapon Fighting and Two-Weapon Defense as bonus feats.

You may substitute your DEX modifier for your STR modifier on damage rolls whilst wielding light weapons.

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.

Delayed Damage Strike
[Darkness][Deception]
Prerequisite: -

You gain the benefits of the Mosquito's Bite skill trick, with the addendum that the damage is done at the end of your next turn.

In addition, the enemy is not required to be flat-footed and, every time you use this ability, you can choose to delay the damage done in the last turn as well. Finally, at your discretion, an enemy may not fall unconscious if reduced below 0 hit points by your strike.

Eastern Wind Style
Prerequisite: -

You gain the Improved Unarmed Strike, Stunning Fist and the Ascetic Rogue feats (except where rogue is mentioned substitute Umbramendax).

At 3rd level, you gain the Superior Unarmed Strike feat.

Fast Movement Mastery
Prerequisite: -

You gain Run, Fleet of Foot and Dash as bonus feats.

Basic
Pond Stepping Technique: When you run as a full round action, you may choose to run across a body of water (or similar substance) and act as if you are under the Water Walking spell.

Advanced
Feather Step Technique: When you run as a full round action, you may choose to run up nearly anything that would not be able to carry your weight (like feathers falling from the sky, or leaves out of trees), jumping from item to item.

Forgetful Trick Technique
[Deceit][Deception]
Prerequisite: -

You gain the use of the Second Impression Skill Trick, with the addendum that it may be used a number of times per day equal to your DEX modifier (in rapid succession if needs be). In addition, you do not have to be aware the target of the observer's discovery in order to use this mythos.

Basic
Spell Jamming Face: The Second Impression skill trick can now be used if your disguise is penetrated by magical means and forces a reroll (if such a roll is necessary).

Leaping Mantis Jump
Prerequisite: -

You gain Agile Athlete, Mantis Leap and Wall Jumper. In addition, the max distance you can jump for the same DC doubles.

Lock-Opening Speech
[Deceit]
Prerequisite: -

You become capable of lying to locks and similar mechanical devices, and can convince them that they are open or that you hold the key to open them in your hand (if you hold a similar shaped item). You may use Bluff instead of Open Lock to unlock things.

You are required to be able to speak to use this ability.
The DC is the same as the Open Lock DC but with a number of additional checks:
1. Add 1 for each observer standing at a distance and capable of watching.
2. Add 2 for each observer standing nearby and actively watching.
3. Add 1 to each observer actively watching if the Umbramendax is not using tools to unlock the door, although he gains no bonuses to his roll for using masterwork tools.
4. Double the DC (after adding additions) if someone calls out the fact that he is currently trying to lie to a door about whether or not it is locked.

Basic
Dangerous Device Discussion: You can now lie to traps and similar mechanical devices about whether or not they are armed, using the same conditions as opening locks.

Man of Many Faces
[Deception]
Prerequisite: -

You become capable of changing your face to any face you have ever seen. Your height and weight does not change, but your disguised facial shape changes to suit the weight you are at. The face is illusory and people who try to touch it touch your real face instead.

To use this ability, you must make a spellcraft check. The DC is based off of how many distinguishing facial features the face has and how different it is to your face (a face nearly exactly the same as your’s is a 15 DC).

Observers may succeed on a perception roll to deduce that the face is not real or that you look considerably different to the person in question.

Basic
Perfected Example Face: You can make the face you take become a perfect example of it. You become much more beautiful, and gain a +4 bonus on all Charisma checks involving appearance. The DC of this ability’s checks increases by 5.
Fanciful Trickery Face: Using trickery of the light and hypnotism, you can make yourself look like the person anyone who looks at you most wants to see in a given location at a given time. The DC of this ability’s checks increases by +5. Only one of the hypnotism abilities may be used at a time.
Terrifying Trickery Face: Using trickery of the light and hypnotism, you can make yourself look like the person anyone who looks at you least wants to see in a given location at a given time. The DC of this ability’s checks increases by +5. Only one of the hypnotism abilities may be used at a time.

Self Cloning Technique
[Deception]
Prerequisite: -

As a full round action, you may create a complete and illusory clone (as per Silent Image with an unlimited range and duration) of yourself which is a perfect clone in all but ability to interact with the world. No physical or magical means may pierce the illusion. You may only create one such clone at any given time.

Once the clone makes a major physical action or has one done to it (ie either attacks or is attacked), it dissipates in a colourful cascade of illusory shining glass.

Advanced
Which One Am I?: When the clone makes a major physical action that would cause it to dissipate, you can choose to instead take it's place and the version of you that was real (but is actually a clone) instead shatters.

Shadowborn Steel Blades
[Darkness]
Prerequisite: -

Once per hour while you have a free hand, as a free action, you may reach into your shadow and pull out a weapon made from it. This must take the form of any weapon you are proficient with, and is required to be the same size as you are.

At 5th level, you gain a +1 enhancement bonus on attack and damage, and the weapon is treated as a magic weapon. At 8th, 10th, 15th and 18th level, the weapon’s enhancement bonus increases by +1. You may trade this bonus in for any shadow themed or generic enhancement, following the same rules as magic item creation.

If a weapon leaves your hand, it dissipates into thin air and snakes back into your shadow. If the weapon is sundered, you take damage equal to the number of HP that weapon would have if it was made of steel.

Basic
Shadow Arrows: Any ranged shadow weapons you form using this ability create their own ammunition and assign the same enhancement bonus to the created ammunition. You are also able to use this method to make thrown weapons and they return to your hand after throwing.
Bloodless Darkened Combat: Any attack you make can deal non-lethal damage without taking penalties on the attack roll and will leave no visible marks on the target, regardless of the type of damage you do.
Shadow Split Style: You are capable of making as many weapons as you have hands using this ability. They do not need to share the same magical ability.

Shadow Storage Space
[Darkness]
Prerequisite: -

Your shadow becomes able to hold up to triple your level in lbs. You can reach into your shadow and draw out any specific item as a move action (the same as a bag of holding) and it does not provoke the attacks of opportunity that retrieving a stored item usually does. The weight stored in your shadow does not apply to your weight level.

Any weapon stored in your shadow is counted as benefiting from the Quick Draw feat and counted as a Hidden Weapon whenever it would benefit you.

Shadowed Sky Style
Prerequisite: -

You gain Point Blank Shot, Far Shot and Rapid Shot as bonus feats.

Any longbow, shortbow, footbow, greatbow, or bonebow that you wield deals an additional amount of damage per shot equal to your Dexterity modifier, as if it was a composite bow.

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

At 6th level, you gain Manyshot as a bonus feat.

Basic
Friendly-Fire Avoiding Courtesy: You gain Precise Shot and Coordinated Shot (HoB) as bonus feats.
Sniper Shot: If a target does not know where you are, any ranged attack you hit that target with counts as the target being flat footed.

Still Stealth Technique
[Deception]
Prerequisite: -

As a full round action, the umbramendax can make himself invisible as the spell Greater Invisibility as long as he remains perfectly still.

Advanced
Careful Action Stealth: You may take swift or free actions whilst using this mythos.
Slow Movement Stealth: You may take a five foot step per round whilst using this mythos.

(int) darkness
2014-08-28, 01:49 PM
Fantastic Mythos


Betraying Backstab Technique
[Deception]
Prerequisite: Man of Many Faces

You grow able to exploit the emotional bonds of people and cause greater pain from it.

When you attack someone whilst disguised as someone close to them, the strike automatically hits, they act as if flat footed (even if they are usually immune to being flat footed) and you gain full benefits as if you had dealt a critical hit.

This technique does not function unless the target is aware that you have attacked them.

Advanced
Face Stealing Betrayal: If you a kill a target via this mythos, you may immediately take their face (or entire form, if you have Man of Many Forms).
Body Burning Backstab: If you kill a target via this mythos, you may choose for the body to immediately annihilate (as per a Sphere of Annihilation) and for only those who succeed on a 30 DC Perception check to notice.

Cloak of Shadows
[Darkness]
Prerequisite: -

You become to be able to gather a cloak of darkness around you and your enemies have trouble hitting you whilst it swirls.

Once per day, as an immediate action, the umbramendax may gather a cloak of shadows around himself. Whilst this cloak is up it grants the character concealment.

Basic
Spell Swallowing Shadow: If a spell is cast on the character whilst the cloak is up, the spell acts as if it has been counterspelled and the cloak dissipates until the umbramendax can summon it again.
More Cloak Method: The character can use this ability a number of times per day equal to half their DEX modifier, rounded down.
Ally Cloaking Method: You may grant a target within Long range Cloak of Shadows.

Advanced
Spell Spitting Shadow: If a spell is cast on the character whilst the cloak is up, the spell acts as if it has been reflected and the cloak dissipates until the umbramendax can summon it again. This does not function unless the character also has Spell Swallowing Shadow.
Many Cloak Method: The character can use this ability a number of times per day equal to their DEX modifier. This does not function unless the character also has More Cloak Method.

False Competence Discourse
[Deceit]
Prerequisite: -

You grow able to lie to physical objects in order to get them to bend to your will.

On any skill check (except for Open Lock and Disable Device) that involves the use of a physical entity on another physical entity (such as Crafting or Swimming), you may substitute your Bluff skill for that particular skill.

You are required to be able to speak verbally in order to use this skill, and the skill check DCs follow the same method as Lock-Opening Speech.

Man of Many Forms
[Deception]
Prerequisite: Man of Many Faces

As per Man of Many Faces, except you are capable of cloaking your entire body in an illusion.

Basic
Perfected Example Body: You can make the body you take become a perfect example of it. You become much more beautiful, and gain a +4 bonus on all Charisma checks involving appearance. The DC of this ability’s checks increases by 5.
Fanciful Trickery Body: Using trickery of the light and hypnotism, you can make yourself look like the person anyone who looks at you most wants to see in a given location at a given time. The DC of this ability’s checks increases by +5. Only one of the hypnotism abilities may be used at a time.
Terrifying Trickery Body: Using trickery of the light and hypnotism, you can make yourself look like the person anyone who looks at you least wants to see in a given location at a given time. The DC of this ability’s checks increases by +5. Only one of the hypnotism abilities may be used at a time.

Reality Convincing Argument
[Deceit]
Prerequisite: -

You may choose to triple the DC of a Bluff check and, if you succeed, reality changes itself subtly to suit the lie you told to that person. This is not all powerful, however, and there will be a number of ties to the truth left.

As an example, if you convince someone that you have own their house and always have then the deed to that house may alter itself to that. However, there might be people who remember him owning the house and the deed may look sloppily forged.

Storing Shadow's Vault
[Darkness]
Prerequisite: Shadow Storage Space

This functions as Shadow Storage Space, except that the storage amount is equal to the amount you can store in a 60ft by 40ft room (or separate number of rooms equal to the same amount of space). In addition, this creates a physical room in your shadow which you can place people or creatures in where they will be happy to spend their time. However, if you enter your own shadow, the exit may (at the GM's discretion) lead out into a random place on the material plane or lead into the plane of shadows.

The appearance of your vault may take any form you like, but it must follow all the rules of the Plane of Shadows (http://www.dandwiki.com/wiki/SRD:Plane_of_Shadow).

Advanced
Back Breaking Shadow: You may store items in other people's shadows, equal to 50lbs per your character level, and this uses all the abilities of Shadow Storage Space. However, they DO suffer from the weight stored in their shadow and the penalties from that.

Shadow's Movement Technique
[Darkness]
Prerequisite: -

This function as the Shadowdancer ability "Shadow Jump", using your Umbramendax level as your Shadowdancer level.

Advanced
Shadow Killer Team: Your Shadow's Movement Technique is capable of taking any number of people along with you. The distance that is able to be travelled per day is divided by each person.
Far Distance Shadow Jump: Every increment of this ability quadruples in distance, instead of doubles.

Shadow Riding Technique
[Darkness]
Prerequisite: -

As a move action, you may hide (or exit) in a target's shadow and be immune to mundane perception. You are not required to leave the shadow at any point unless the shadow disappears (via the target being surrounded by lights, as an example) where you are forcibly ejected. The target does not feel anything out of the ordinary but an enormous sense of paranoia.

Time Changing Dialogue
[Deceit]
Prerequisite: -

You grow able to tell objects how old they are and force them to age or youthen appropriately.

Using your Bluff skill, you become able to lie to any inanimate object and either cause it to age or become more youthful a number of years equal to your five times your class level.

The DC is double the object’s hardness but with a number of additional checks:
1. Add 1 for each observer standing at a distance and capable of watching.
2. Add 2 for each observer standing nearby and actively watching.
3. Double the DC if the object is obviously a different age to what the character is stating.
4. Double the DC (after adding additions) if someone calls out the fact that he is currently trying to lie about an object’s age.

(int) darkness
2014-08-28, 01:50 PM
Legendary Mythos


Becoming Shadow Shintai
[Darkness]
Prerequisite: Path of Darkness

You steadily find yourself more and more steeped in the darkness of the Plane of Shadows, and your body starts to become formed of shadow. However, you find staying in the light painful

You gain all the benefits (including full special abilities) of the Shadow template (http://www.realmshelps.net/monsters/templates/shadowcreature.shtml), and this counts for the purposes of Path and other class abilities to be worth five [Darkness] descriptors. You also gain the ability to use Deeper Darkness every day as a caster of your character level.

However, you are only able to remain in direct sunlight for a number of rounds equal to the amount of [Darkness] descriptors you have before being annihilated. Whilst in direct sunlight, you may only take one move or standard action.

As your form is entirely made of shadow, parts of you will move past the barrier of your clothing, meaning that you cannot wear clothing from head to toe and avoid these downsides.

If you are direct or indirect sunlight (hidden in someone’s shadow etc), you take 1d6 damage per round and this damage cannot be reduced by any sources. Powerful magical light (such as a Radiance spell) deals damage as if you were undead or, if it deals no damage, does 1d6 damage per round and this damage cannot be reduced by any sources.

Lying Tongue Shintai
[Deceit]
Prerequisite: Path of Deceit

WARNING TO DMs: THIS IS STRONG. FEEL FREE TO ALTER THE RULES IN ANY WAY YOU SEE FIT. DO NOT ALLOW PLAYERS TO PICK THIS UNLESS YOU ARE CAPABLE OF RULES LAWYERING THE CRAP OUT OF THEM.

You become incapable of telling the truth, but your ability to lie (and the consequences those lies can have on the world) rapidly grows in strength.

Every statement you make (regardless of medium) must have a lie in it. If you make a full, truthful statement you must instantly save vs death (which bypasses anything that gives immunity to death effects). If you succeed on the save, you take two negative levels for the next week (which bypasses anything that gives immunity to negative levels).

In addition, every time you speak to make a lie, roll a Bluff check against reality (following the same rules as Lock-Opening Speech). If you succeed on the Bluff check, reality alters itself to fit the truth of your statement (at the DMs discretion), under the same rules as a Limited Wish spell. The lie must be plausible and capable of having physically happened for it to come true.

Self Deception Shintai
[Deception]
Prerequisite: Path of Deception

You start to lose your memories in and find that you become more and more strongly grounded in each fake face you make for yourself. Once per day, you can spend ten minutes and change your identity to suit, as a Psychic Reformation spell (without the experience loss). In addition to the changes made via Psychic Reformation, you may also change the class of your character and its race, as long as the race you change to is realistic for one of your parents to be of your old race. You may never return to the exact same configuration you had in the past.

The first time you use this ability, it starts a monthly timer. You have a month and a day to change your face. If you do not change your face in that time, your GM can choose to do it for you. Every time you change your character within a year, make a will save equal to 5*the number of times you have changed your character via this method. If you fail this save, you lose access to Self Deception Shintai and may never take it again.

Where Darkness is Light
[Darkness][Deception]
Prerequisite: -

Using a combination of illusory skills and pure energy drawn from the Plane of Shadows, you can choose to turn sources of light within long range into sources of darkness instead. Every day, you can turn 50ft per class level of light source into a source of pure darkness (following the rules of spells such as Deeper Darkness), plunging everything within into Darkness. Similarly, if you so choose, you can do the opposite and change 50ft per class level of a source of darkness into a source of pure bright blinding light.

You gain permanent darkvision, and the ability to see in magical darkness.

(int) darkness
2014-08-28, 01:52 PM
Reserved for Mythos.

(int) darkness
2014-08-28, 01:53 PM
Excellencies


A Sight For No Eyes
[Darkness]
Prerequisite: -

This functions as the Shadowdancer ability Hide in Plain Sight, with the addendum that the Umbramendax is capable of hiding in their own shadow if the shadow has enough space to store him in (although, at the GM's discretion, he may not exit his shadow at the same place or be able to exit his shadow at all).

Arrow Deflecting Stance
Prerequisite: -

You gain the Deflect Arrows feat and may use it without a free hand as long as you're wielding one light weapon.

[Attribute] Application Practice
Prerequisite: -

Every time you purchase this excellency, choose one of the following:-

Initiative Dexterity Bonus
Dexterity Armour Class Bonus
Will Save Wisdom Modifier
Fortitude Save Constitution Modifier
Reflex Save Dexterity Modifier
Weapon Finesse Dexterity Attack Bonus
Ranged Attack Dexterity Bonus
Spellcraft Intelligence Bonus
Bluff Charisma Bonus
Hide Dexterity Bonus


You may choose to replace any of these bonuses with the following attribute modifiers:-

Dexterity
Intelligence
Charisma


If you replace a bonus with Dexterity, this excellency gains the [Darkness] descriptor. If you replace a bonus with Intelligence, this excellency gains the [Deception] descriptor. If you replace a bonus with Charisma, this excellency gains the [Deceit] descriptor.

You may take this excellency as many times as there are bonuses to replace.

Cheat Death
[Deception]
Prerequisite: -

A number of times per day equal to your DEX modifier, when you take a hit that would reduce you below 0 HP, you may choose to leave an illusion in the place and take a five foot step.

Dark [Skill] Knowledge
Prerequisite: 10 ranks in chosen skill

Choose one Umbramendax class skill in which you have at least ten ranks. Your growing insight into the nature of reality (and the truth that underlines it) results in you suffering from a terrifying realisation about that particular skill. You gain all your ranks back from that skill and can spend your time restudying it. You may never place a skill point in that skill again.

Each day, you may take ten minutes to increase your rank in that chosen skill (as if a skill point was placed into it via levelling) by 1. By using this method, you may gain up to your current max skill rank in that skill. For the purposes of feats and prestige classes, the skill is always assumed to be at the max skill rank that you would have without this excellency.

Deadly Ambush
Prerequisite: Not Having Full Sneak Attack Progression

You increase your sneak attack level progression by a step (from every fifth level to every third to every other level). This may not be taken more than twice, and you may only take it up to the point where you gain full sneak attack progression.

Feather Weight Weapons
Prerequisite: -

Any weapon counts as a light weapon for all purposes.

Quick of [Body/Mind/Tongue]
Prerequisite: One Fantastic Mythos

Choose one of Dexterity, Intelligence or Charisma. This Excellency may be purchased once for each Ability Score, granting a +2 enhancement bonus to the chosen ability.

Once you have at least one Legendary Mythos known, this Excellency may be purchased a second time for each Ability Score. This second purchase increases the enhancement bonus by 4, to a total of +6.

Every time you take this for Dexterity, it counts as having the [Darkness] descriptor. Every time you take this for Intelligence, it counts as having the [Deception] descriptor. Every time you take this for Charisma, it counts as having the [Deceit] descriptor.

Shatterglass Illusion
[Deception]
Prerequisite: -

Any time an illusion (not shadows or similar) of your's breaks, it releases a giant cloud of shimmering flying glass shards which scythe through enemies surrounding it doing 1d4 per character level (max 5d4) damage. This is applied per individual illusion.

You may take this excellency an infinite number of times, each time it increases the max damage by another 5d4.

Spider's Grip Technique
Prerequisite: -

You gain Spider Climb as the spell, but your climb speed from it is equal to your normal move speed.

Tongue Most Powerful Weapon
[Deceit]
Prerequisite: -

You gain a Skill Focus (Bluff) as a class feature and Social Recovery (with the addendum that you may use it a number of times per day equal to your dexterity modifier), but lose all sneak attack progression. You may never take Deadly Ambush or go into a class that requires or has sneak attack progression.

Every time you would've advanced in sneak attack die, you gain Skill Focus (Bluff) as a class feature again. Unfortunately, this does nothing as the same feat doesn't stack.

True Body Balance
Prerequisite: -

You become able to balance on anything, from hair thin string to feathers falling out of the air. You also gain the Roofwalker feat.

(int) darkness
2014-08-31, 02:15 PM
This is complete up until the point where characters start getting Legendary Mythos, but I'm running out of ideas.

Anyone got any clues? :p

Pokonic
2014-08-31, 04:38 PM
This is complete up until the point where characters start getting Legendary Mythos, but I'm running out of ideas.

Anyone got any clues? :p

I would try and go with one for each of the Paths outlined, and one that's overall big and shadowy. Perhaps some sort of temporary localized plane-shifting where light becomes dark and vice-versa?

Hipster Dixit
2014-08-31, 05:29 PM
I have by no means enough mythos experience to make a full review of the class, but if I can make a suggestion... should not Lying Tongue Shintai be an Exalted mythos? It is basically wish at-will. Also, I know that mythos classes are not balanced towards the usual tier system, but I think that unlimited wishes are unmanageable for every DM. Maybe give it a per-day use, or a sort of cooldown. Cool stuff anyway, keep it up :)

(int) darkness
2014-09-01, 03:16 AM
I would try and go with one for each of the Paths outlined, and one that's overall big and shadowy. Perhaps some sort of temporary localized plane-shifting where light becomes dark and vice-versa?

One of the Exalted Mythos was going to be that reality around you starts to fall into the Plane of Shadows, but I REALLY like the "Where Darkness is Light" idea you've got going there.


I have by no means enough mythos experience to make a full review of the class, but if I can make a suggestion... should not Lying Tongue Shintai be an Exalted mythos? It is basically wish at-will. Also, I know that mythos classes are not balanced towards the usual tier system, but I think that unlimited wishes are unmanageable for every DM. Maybe give it a per-day use, or a sort of cooldown. Cool stuff anyway, keep it up :)

You've got a point. I think I'll change it to Limited Wish and make it so that it alters reality at the GMs discretion (so none of the umbramendax stating over and over "I am the richest man alive" until it becomes true :p).

Gravelyn
2014-09-06, 10:33 AM
I've been following all the mythos classes and discussions for a very long time now, almost entirely lurking, so I decided I should get a little more involved because I love how these are coming along. My few thoughts:

I feel like deception has some really cool mechanics and abilities, where you take something like pick locks and give an incredibly unique spin to it, keeping one of the major rogue functions and making it cool and new again. I don't, however, feel like everything else is treated like this. A lot of the mythos seem to just give 2-3 feats and just pile up the passive buffs. While effective, I just don't find them as interesting or compelling. Something I've always liked about mythos classes is the way the mythos will alter a feat or mechanic to make it more unique, class appropriate, and exciting. I don't have any specific suggestions but I feel like a lot of inspiration can be drawn from building abilities similar to the characters in your banner (of which I know maybe 3).

Overall a big fan of this though. Nice to see another mythos class getting closer to completion.

Mehket
2014-09-06, 12:30 PM
I love this. I've been dying for a mythic rogue of any kind! The mythos are neat and while I'm no expert I think they will do fine with a bit of tweaking. Hands down the best non xefas base class so far, though I'm probably biased by the rogue love I have.

Here's my major nitpick though. The paths. I like the idea, not the execution. They describe what you do, not who you are. I think what you do and how you do it should be evident solely though your choice of mythos.

For comparison, I'm guessing you drew inspiration from Xefas death, undeath and oblivion paths? Here's the neat thing about those paths, they represent major and mutually exclusive philosophies between different olethrofex. Simplified, death is good, undeath is evil and oblivion is beyond alignment because it wants everything gone without discrimination.

One way to do this with your class is changing paths from how you steal to why you steal. For example....

Socialist: steal from the rich, give to the poor. Key virtues: charity and compassion. Example: Robin Hood.

Pragmatist: steal to make sure you never become a have not or for your own selfish goals. Key virtues: cynicism and temperance. Example: Han Solo, Hailey.

Sadist: steal to become powerful, rule from the top. Key virtues: greed and psychopathy. Example: Scarface, the Godfather.

EDIT: I know this class does way more than steal but I wanted to examine different philosophies behind the same action.

These are just ideas! I don't think my three would work exactly but represent the way I think paths could be restructured. I have ideas on mechanics if interested.To the other posters, please don't debate about my example characters, I don't want that to take away from this thread. They were sloppy but just trying to illustrate a quick point.

Best,
-Mk

CrossLead24
2015-05-28, 12:35 PM
Interesting idea. Just a bit of critique, though; Man of Many Forms seems just plain redundant, adding absolutely nothing. Really, it might be best to just add to Man of Many Faces something like "At level 7, this Mythos improves, allowing the Umbramendax to disguise their whole body."

As for Legendary Mythos(if you're still accepting suggestions), maybe a tree based off Self Cloning Technique ending in a Legendary Mythos allowing you to create an illusionary army to fight for you. Alternatively, you could add a Mythos or two allowing you to take a willing/restrained target and lie them into having new memories or a new alignment, maybe with a Manifestation allowing you to make them unshakably loyal to you. Another idea might be the ability to hit someone with Reincarnate, even if they're alive, by lying to the universe about it.

dragonjek
2015-06-05, 11:33 AM
Oh, good. Someone else performed the act of thread necromancy. I was going to just PM you, but since it's already (somewhat) renewed...


Why make Lying Tongue Shintai if no one is supposed to take it? You should reduce it to the point that it is something people are actually permitted to use.

Additionally, taking Self-Deception Shintai is almost useless in the long term. The DC of the Will save is 5 x the number of times you've used it this year--but considering it has a maximum length of one month and one day, that is a bare minimum DC of 60! No one is going to keep this Mythos for longer than a year.

Additionally, the restriction on parent race greatly reduces the possibilities of this Shintai. The only way to get real variety there is if you're human, elf, half-elf, half-orc, orc, or other part-human race (or a member of the relevant non-human race). Some extent of switching abilities scores (or the effects of ability scores) would be nice--it would suck for a low-Wis Umbramendax to become a Cleric or other Wisdom-needing class (which, depending on which classes the DM permits, they might be required to take because they can't actually change their race with this Shintai).

Tongue's Most Powerful Weapon needs to be reworked. Skill Focus (Bluff) and the skill trick are nice, but they are not nearly worth giving up sneak attack progression--why even bother give them more Skill Foci when they don't stack?


I also find the high BAB, all high saves, and high skill progression to be a bit much considering all the abilities they get, but I'll admit that I have difficulties judging when something is too powerful.

Lanth Sor
2015-06-07, 02:59 PM
As far as I'm aware Int abandoned the thread. I poked him today so we can see if he plans on finishing the class. But part of the point of the giving up Sneak die was to placate an impossible player that ended up getting kicked from the game.