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View Full Version : D&D 3.x Class "The circle of life is eternal. Shall I shepherd you to your next cycle?" [Mythos]



PeacefulOak
2015-04-18, 06:08 AM
***Work In progress***



The Eoteras (E-Oh-Terr-Ass)

http://s24.postimg.org/vsarre15h/Peaceful_Oak_s_Eoteras_Banner.png
Image and fluff courtesy of VoodooPaladin

Before the Wheel, before the Multiverse, there was life. Endless amounts of life, in all shapes and sizes and natures, provided for without hesitance by their almighty progenitor twins, the life-giving God-Empress and the oath-keeping God-Emperor. Beneath their auspices, all knew peace and purpose, lacking for nothing. But none more so than Anima.

Anima was not like you or I; she was not a man, or a monster, or a god. She was the natural rhythm of the world, the fundamental concept of life, host to innumerable cycles and confluences of vital force. Her boughs touched upon the heavens, her roots plumbed the mysteries of the formless depths, and the crossing of the two spawned an endless story of the nature of creation, both grand and small, tragic and hilarious, and beautiful beyond compare and hideous beyond imagination, for all time.

All that changed at the dawn of the first day. The searing light of the Sun tore through the bounty of Anima, leaving ruin in its wake. Her leaves and branches withered and cracked, the beasts that found their home in her shelter perished screaming in charred torment. Her lifeblood boiled within her trunk, and the scathing wind roared pandemonium without end.

Throughout this torment Anima resisted, struggling to preserve the lives of her creations. The light of judgment melted and burned her canopy, but could not reach the soil beyond. Red-hot razor winds tore her limbs from her, but the trunk remained upright, bound by roots that met the horizon in every direction and clutched the core at the center of Anima's. Though it had so many aspects before, only two mattered against that onslaught: its boughs, which guarded against the heavens, and its roots, whose domain was the unshakable earth.

In the end, Anima survived, broken and scarred but spared annihilation as the sun's attention passed. What once was peaceful had come to know war, and what once was beautiful was now twisted and charred, but the remnant left behind by the onslaught of the sun and the natural endurance of Anima would endure to carry on her mutilated legacy. It is a truth of war that it changes all it touches, and so was Anima changed. She could not bear the thought of more children dying in her embrace, so she spawned no more creatures. But there was one creation left which she could not escape.

Conceived of the seed of the sun, fertilized in the rich soil of anima, the Protean came into being. As a seed he sprouted and grew, sheltered and fed through a warm womb, to finally burst out of his eggshell with an infants' wail. Anima could not bear the sight of this child, reminder at once of the ravages of the sun and of all the other children she lost. Thus was the Protean cast out to wander the ethos, and wander he did.

In life he found his form, and that form was the form of all life. Just as he was born from seed, womb, and egg so was his nature that of the plant, animal, bird, and fish. As a shambling mound of vines he drew sustenance from the earth and the light of the sun. As a bird or beast he ate the fruits of the land, or he hunted his fellow beasts. As a beast of prey he was hunted as well, and from time to time was slain. From each death the Protean rose, new in form and fresh to a new life.

That is the Protean's truth, that death is never the ending. Instead, it is a turn in the path to a new direction and life.


Hit Die: d10
Skill Points: 6 + Intelligence Modifier
Class Skills: Balance, Climb, Concentration, Craft, Diplomacy, Escape Artist, Handle Animal, Heal, Intimidate, Jump, Knowledge (Nature), Listen, Ride, Search, Sense Motive, Speak Language, Spot, Survival, Swim
Proficiencies: Eoteras are proficient with all simple weapons, and with non-metal armor and shields.



Level
BAB
Fort
Ref
Will
Special
Mythos
Excelencies


1
+0
+2
+2
+2
The Protean Mythos, Mythos Known, Exceptional Mythos, Natural Excellence, The Essence of Life, Leader of the Pack I
+2
+1


2
+1
+3
+3
+3

+0
+1


3
+2
+3
+3
+3
Leader of the Pack II
+1
+0


4
+3
+4
+4
+4

+0
+1


5
+3
+4
+4
+4
Leader of the Pack III
+1
+0


6
+4
+5
+5
+5

+0
+1


7
+5
+5
+5
+5
Fantastic Mythos, Leader of the Pack IV
+1
+1


8
+6/+1
+6
+6
+6

+0
+1


9
+6/+1
+6
+6
+6

+1
+0


10
+7/+2
+7
+7
+7

+0
+1


11
+8/+3
+7
+7
+7

+1
+0


12
+9/+4
+8
+8
+8

+0
+1


13
+9/+4
+8
+8
+8
Legendary Mythos
+1
+1


14
+10/+5
+9
+9
+9

+0
+1


15
+11/+6/+1
+9
+9
+9

+1
+0


16
+12/+7/+2
+10
+10
+10

+0
+1


17
+12/+7/+2
+10
+10
+10

+1
+0


18
+13/+8/+3
+11
+11
+11

+0
+1


19
+14/+9/+4
+11
+11
+11
Exalted Mythos
+1
+1


20
+15/+10/+5
+12
+12
+12

+1
+1




The Protean Mythos: A Eoteras' 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 + Wisdom 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 Eoteras class. When a Mythos references "allies", it specifically does not refer to the Eoteras using it. When a Mythos grants a feat as a bonus feat, it is regardless of whether the character meets the prerequisites for that feat (unless otherwise stated), and if the character already possesses that feat (in some permanent fashion - via the normal allotment gained by leveling up, or through another Mythos, and so on, but not those gained temporarily, such as via a "Heroics" spell), they must replace the prior instance of that feat with another feat that they qualify for.

Every Mythos has a Tier. The Tier of a Mythos ranges from 1 to 4, typically referred to as Exceptional, Fantastic, Legendary, and Exalted. Exceptional Mythos tell the story of spirit animals and shape-shifters, of wise men and women who walk in step with the natural world and have gained some control of it as a result. An Eoteras with Fantastic Mythos has become attuned to the ebb and flow of life, and has gained deeper understanding of the ties that bind all living things. They have become guardians of the natural cycle of life, and earned the right to call on natural spirits for aid. A Legendary Eoteras has begun to merge their existence with the deep energies of nature. They may come to wear not only the skin but the essence of a beast, or the nature of a tree. They are an emblem of life and regrowth, and all things natural flourish in their presence. They are a symbol of death and decay, and scavengers traipse in their footsteps as trees fall into rot. An Exalted Eoteras breathes the essence of nature. Ancient trees whisper their names with the sound of the wind through their branches. Flowers grow in their footsteps, and plants wither and die at their breath.

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

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

A Eoteras also has the ability to learn more Mythos, above the ones automatically allotted to him by leveling up, by expending themselves in pursuit of the natural cycle. The exact method varies for each Eoteras; some sponsor tracts of land as nature preserves, others donate their wealth to support agricultural efforts, others spend great lengths of time meditating surrounded by nature, while still others burn rare woods and other natural elements in ceremonies of death and renewal. In all cases, the Eoteras must somehow lose gold or items, in such a way that does not otherwise mechanically benefit him or his allies, with the understanding that he will never attempt to reclaim what was lost (otherwise, the sacrifice would mean nothing, and therefore yield no enlightenment). He then gains Mythos Points equal to the gold piece value of the currency or items removed.

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

Natural Excellence: As denoted on their class table, an Eoteras 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 Eoteras 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 Essence of Life: Many of the Primal’s Mythos are marked either or [Plant], and may have one or more of [Shape], [Companion], [Pack], or [Weather] as descriptors.

[Beast] Mythos represent an Eoteras’ connection to the living and breathing part of the natural world. These abilities can only target [Animal] targets. At 7th level, these abilities can also target [Magical Beasts] and similar creatures. At 13th level, outsiders whose appearance and/or nature is primarily bestial can be affected by these Mythos.

[Plant] Mythos represent an Eoteras’ connection to the natural world that takes its sustenance from the earth and the rain. These abilities can only be used when there are growing things available to affect. At 7th level, simple seeds are enough to power these Mythos, and a wise Eoteras will carry a bag of seeds with them at all times.

Mythos with the [Shape] descriptor focus on changing the nature of its target. Unless otherwise specified, unwilling targets are allowed a saving throw using the better of their Fortitude or Will. At 3rd level, most wild animals will choose not to resist. At 7th level, plants and trees will choose not to resist these effects.

Mythos with the [Companion] descriptor affect the nature of the Eoteras’ natural companion, should they have one.

Mythos with the [Pack] descriptor affect all members of the Eoteras’ Pack (see Leader of the Pack) within the area of effect. A pack member can choose to resist the effect with a Will save, but risk losing their status within the pack as a result.

Mythos with the [Weather] descriptor reflect an Eoteras’ influence over the spirits of wind and rain. Unless specifically stated, these Mythos may only be used outside.

[B]Leader of the Pack: An Eoteras is a beacon to the natural. His very presence inspires confidence and understanding between creatures that share similarities with him. Over the course of one day, an Eoteras may bring a group of willing beings into his pack, teaching them to find their similarities and discard their differences. An Eoteras designates a number of sentient beings with combined Hit dice no greater than (Level x (Wisdom Mod + 2). This means that a first level Eoteras with a wisdom of 15 could designate 4 HD of creatures as their Pack. An Eoteras' natural companion is always treated as a member of his pack, at no cost. It is the nature of every pack to have a leader. While an Eoteras may feel that they should be the Alpha or leader of the pack, they will consent to being the Beta to a more suitable pack Alpha.

Due to an Eoteras' ability to perceive the aggressive animal motions of those that threaten them they receive an insight bonus to their Armor Class equal to their Wisdom modifier while they are not wearing armor or weapons made of unnatural sources (any material other than wood, hide, cloth, or bone).

At 3rd level, an Eoteras has learned how to communicate their intent to their pack through their body motions. As a free action, any member of the pack can automatically succeed on an untrained Sense Motive check to determine the Eoteras’ intent.

At 5th level, an Eoteras’ presence inspires confidence and mental fortitude in their pack. Pack members within 30’ + 10’ per 4 levels of the Eoteras gain the Eoteras’ Wisdom modifier on Will saves to resist mind-affecting spells or abilities.

At 7th level, an Eoteras has forged the bonds within their pack to the point that they can communicate without sound or overt movement, provided that the individuals have been members of the pack for at least a week. Any pack member with line of sight, or any pack member within 30’ + 10’ per 4 levels of the Eoteras are able to communicate telepathically with each other.

PeacefulOak
2015-04-18, 06:09 AM
Exceptional Mythos
Semblance of the Beast Transformation: [Shape]
The Protean is without form, taking at a moment's notice the shape of a bird or beast that meets its needs. It runs as a wolf, bears burdens as a horse, soars the skies as a hawk, climbs like a monkey, and explores the depths of the seas as a squid. The shape is a shape, nothing more or less, a tool to be used to achieve the needs of the moment. This is the Protean's nature, and those that follow in the Protean's footsteps take on some of that nature themselves. The form of the Eoteras blurs, fades, and is replaced with the form of an animal.

The Eoteras gains the ability to take on the shape (Semblance) of any creature with the Animal type a number of times per day equal to their level + Wis modifier. Each Semblance lasts for level x 10 minutes. The transformation takes a full-round action, but does not provoke attacks of opportunity. Assuming a Semblance heals 1 point of damage per level of the Eoteras. An Eoteras can take the form of any animal with HD equal to or less than their own, with a size of Small or Medium. Once in animal form, the Eoteras gains the following mechanical benefits: The animal's physical attributes (Str, Dex, Con), Natural attacks, movement speeds and types, and all sense-related attributes (bonuses to spot & listen, low-light vision, scent, etc). All equipment carried by the Eoteras is absorbed into the Semblance. Equipment absorbed in this manner continues to provide ongoing effects if they were occupying an equipment slot. An Eoteras cannot speak languages while in animal form, but is able to communicate with other creatures of similar type.

Basic
Semblance of War Unleashed: The Semblance taken is particularly fierce, and radiates an aura of menace. The Eoteras' base attack bonus is changed to reflect full advancement when they are in a Semblance, and they gain Pounce (full attack at the end of a charge).

Semblance of Feline Grace: The Semblance is lithe and quick. When in a Semblance, the Eoteras gains Skirmish 1d6 per three levels, and gains a dodge bonus to AC equal to half her level, max +5.

Advanced
Scrambling for Cover: In the face of catastrophic events, an animal will always seek a path to safety, whether that be dropping flat tax the ground or dashing away from the threat. When in a Semblance, the Eoteras gains Evasion as per the Rogue class ability, and a bonus to their Reflex save equal to their Wisdom bonus.

Hide of the Nemean Lion: For some animals, all that stands between them and certain death is their skin. In order to survive, that skin becomes thick and tough, resistant to even the fiercest of blows. When in a Semblance, the Eoteras gains a bonus to their natural armor equal to half their level (max +5, round up).

Lupine Hunting Strategy [Pack]: While some animals hunt alone, the most effective hunters are those that hunt together as a pack. When in an alternate form, the Eoteras creates flanking opportunities from all squares it threatens as though it was occupying that space. When flanking a creature with a pack member, the Eoteras gains an additional +1 to hit, in addition to the normal benefits of flanking. When flanking in a Semblance with a pack member, you gain the benefits of the feat Improved Trip, and if you fail to trip your opponent you are not subject to being tripped in return.


Manifest Spirit of the Beast [Beast][Companion]:
For an eternity the Protean walked alone through the world before discovering other creatures. In that time, it learned to project itself into a spirit of companionship. This spirit accompanied the Protean, protected it from both physical harm and the soul-devouring madness that solitude can bring. Solitude is not a natural state. All living things desire community, companionship, a sharing of purposes. The Eoteras may choose to walk alone, but always the power of life surrounds it. With concentration, the Eoteras can call into being a single natural companion, which is an extension of their inner self. This companion serves as guardian and guide, and as a moral compass for the Eoteras. The companion must have the [Animal] type and have hit dice equal to or less than the Eoteras' level. Unless otherwise specified is in all ways the same as a typical member of its species. A full day of meditation is required to call into being the natural companion. A companion summoned in this way has its own personality, but is a willing servant of the Eoteras, acting as an exension of the Eoteras' will when there is need.

Only one companion may exist through this Mythos at a time. If the companion is slain, it reforms within 24 hours retaining all the memories it had prior to its death. If it is slain by an irreversible effect (looking at you, Teramach), the spirit of that companion is lost. After a week, the Eoteras can meditate for one day to call forth a new natural companion.

While the spirit of the companion is continuous, its' form is more adaptable to the needs of the Eoteras. Whenever the Eoteras gains a level, he can choose to spend a day in meditation to gift his companion with a new shape. The spirit of the companion remains unchanged, but its form takes on the new attributes of the animal selected, including inherited feats, natural attacks, and abilities. If at any time an Eoteras has a natural companion that has fewer hit dice than they do, the companion gains a number of hit dice such that it would bring them to par with the Eotheras. This increase may allow feats and ability growth on appropriate levels. The companion has an intelligence score of 3 at creation, granting it sentient intelligence. It gains 6 skill points per hit die, allowing it to allocate 2 skill points per hit die (unless its intelligence is increased). Class skills for the companion are spot, listen, swim, jump, climb, balance, tumble, and intimidate. Magical equipment that has been worn by the companion for at least one month are considered to have formed a bond with the companion. Bonded equipment will adapt itself to any new form the companion takes.

At third level, the companion gains Evasion. At Seventh Level, the companion gains Improved Evasion.

Basic
Spirit of War Unleashed [Companion]: The companion called forth by the Eoteras is a particularly fierce one. Whichever form the companion takes, it is granted the War Beast template. The extra hit die is added after any modifications of hit dice to match the natural companion's level to that of the Eoteras.

Protean Spirit Semblance [Companion]: The companion called forth by the Eoteras is possessed of a mutable spirit. Instead of only being able to change the nature of the companion whenever the Eoteras gains a level, the change may be accomplished at any time, provided an hour is spent meditating on the new form.

Channel of Nature's Power [Companion]: The companion called forth is strongly attuned to the power of nature. Any magical effect being generated by the Eoteras may be delivered as though originating from the companion. Touch spells are delivered by the companion's natural attacks, other spells emanate from the companion's location.

Advanced
Mingled Spirits: The companion is an extension of the self of the Eoteras. Any magical effects on the Eoteras that affect ability scores, saves, combat bonuses, movement speeds, or defenses are shared with the companion.

Imbued Etchings of the Vine:
The essence of nature has begun to imprint itself upon the the Eoteras, leaving a visible sign of its majesty. This sign takes the form of an intricate tattoo stretching from the back of the Eoteras' right hand, up their arm, across the back of their shoulders, and down the other arm to the back of the opposite hand (for Eoteras possessed of more than 2 arms, choose one arm from each side of the body to receive the marking). At the point where the Tattoo ends on the back of the Eoteras' primary hand, a seed takes root and becomes a part of the Eoteras.

As a swift action, an Eoteras can cause the tattoos on the back of their seeded hand to grow and sprout into a real vine. The vine grants an additional 5' of reach to the Eoteras, plus 5' every 4 levels (4, 8, 12, 16, 20). Note that this does not extend their threatened area. The vines are considered light weapons with which the Eoteras is proficient. If used as weapons, they do 1d3 damage + wisdom modifier and can be used to initiate a trip check. If the trip attempt fails, the Eoteras is either subject to a counter-trip attempt (unless they would not normally be), or can allow the vine to be torn from their arm. The seed source is not removed in these cases.

If the Eoteras is in a Semblance, the vines sprout from a logical location that is forward on the body in an upper area (shoulders most likely) unless the Semblance is of humanoid shape, in which case the vines manifest as normal. When in a Semblance, the vines can be considered as either weapons OR natural attacks.

The vine may be voluntarily severed as a move action. Severed vines solidify after 2 rounds, and begin to wither after a number of hours equal to the Eoteras' level. Once a vine has been manifested and removed, whether forceably or voluntarily, the Eoteras must wait 10 minutes before being able to generate a new one.

Basic
Infused Touch of Regrowth [Pack]: The vines grown by the Eoteras resonate to the natural energy of conflict, filling them with the potential for healing. The vines may be used to heal members of your pack. Make a melee touch attack against your team-mate (they may voluntarily forgo their dodge or dexterity bonuses). If you hit, the target is healed hit points equal to their level times your Wisdom modifier (IE. Wis 16, target level 2 - each hit would heal 6hp). This ability may be used with iterative attacks, and both vines may be used (although the penalties for fighting with two weapons apply). You can apply a maximum amount of healing per day equal to your level times your Wisdom modifier times your wisdom modifier (using the above example, Wis 16 and level 2 would have a pool of 18). This healing does not count as a positive energy source and cannot be used to damage the undead. Whenever an attack is made with your vine, you add the damage dealt to your healing pool. This cannot increase your available healing beyond the maximum. With iterative attacks, you may alternate between damaging and healing strikes.

Vine Whip Savant [Plant]: A seed grows at the end of the Eoteras' second tattoo, the back of their non-dominant hand. Instead of growing one vine from your primary arm, you may grow a second vine of the same dimension as the first from your off-hand. Gain Two-Weapon fighting as a bonus feat. The vines become more sturdy, and now do 1d6 + Wisdom modifier damage.

Advanced
Touch of Lingering Regrowth [Pack]: Requires Infused Touch of Regrowth. Targets healed by the vines receive additional healing at the start of their next turn equal to half the amount healed by the vine (ie. the Eoteras heals a pack-mate for 6hp. At the start of the pack-mate's next turn, they heal an additional 3hp). This secondary amount does NOT count towards the Eoteras' total healing for the day. As with Infused Touch of Regrowth, this healing will not damage the undead.

Constricting Vine Trap [Plant]: Requires Vine Whip Savant. The vines begin to move of their own accord, twisting and writhing whenever the Eoteras is not actively attacking with them. If the Eoteras successfully strikes any opponent with both of their vines in a single turn, they may initiate a grapple check as a free action as the twin vines snake around the limbs of their target. The check is rolled with both the Eoteras' strength and wisdom modifiers, +1 per 3 levels of the Eoteras in adition to any other standard modifiers. The Eoteras does not move into the sqaure of the grappled target. In the next turn the Eoteras may attempt to improve the hold into a pin through another grapple check with the same modifiers as the previous. Once the target is pinned, the Eoteras can use a move action to release the vines. During their 2 turns of remaining life the vines will continue to resist attempts by the bound target to escape, using the same modifiers to the grapple check. After 2 rounds the vines harden into a solid state. They have a hardness of 4 and 8hp. Only slashing weapons may be used to destroy the vines, and the bound target takes equal damage that the vines take. The bound target may make either a strength check to burst the vines or an escape artist check to slip free.

**A note regarding fire. The vines act as living vines, and will smolder and smoke if exposed to brief periods of flame, but will not be drastically affected. If exposed to a constant source of flame, such as being used to grapple a flaming target, they will be burned through within 2 rounds and the Eoteras will have to release them and regrow them (after 10 minutes) in order for them to function again.


The Tools of Hunters Turned
In his early wanderings, the Protean was hunted any number of times. However, it was not so often that the hunt was one that did not have a balance of opportunity on both sides. When a wolf hunts a boar, the boar may be brought down, but so may the wolf. When the spider hunts the fly, however, or when a hive of wasps surges over some unfortunate creature, there is no hope for that creature. The urge to fight or flee surges through the body, and even still the prey falls, body thrumming with the struggle to survive.

That struggle to survive resonates in the heart of the Eoteras. Whenever you are cornered, trapped, or otherwise unable to escape a situation that puts your life at risk, you may use a swift action to enter a state of "Fight or Flight", which functions as a rage. You may choose to have a fight rage, where you gain +4 to your Strength and an additional bonus of (your Wisdom modifier+2) to all attempts to force your way out of the situation (including attack and damage rolls against a creature that is restraining you or blocking your escape), or a flight rage, where you gain +4 to your Dexterity and an additional bonus of (your Wisdom modifier+2) to all rolls made to escape your situation through evasion and agility, and to your AC (as a dodge bonus). In either case, the rage lasts until the situation has been resolved, plus 1d6 rounds. During either rage, you cannot use any social skills other than intimidate (only during a Fight rage), or any Intelligence based skills (other than Open Locks in a Flight rage). At the end of the rage, you are fatigued for a number of minutes equal to the number of rounds you were in the rage.

Basic
Tools of the Subtle Killer: Sometimes it is the smallest of creatures that are the deadliest, not for their strength, but for the might of their poison. The Protean learned this, and discovered a way to use this tactic to weaken his enemies. Your natural attacks gain a minor poison effect. If the Eoteras has no natural attacks, it can lick its own weapon to apply the poison using a move action that provokes attacks of opportunity. The poison causes Sickness if its target fails a Fortitude save. Two successful saves grant immunity to the effect for the duration of the combat. This does not affect your unarmed strikes. Special If you have Imbued Etchings of the Vine, the vine(s) created by that mythos grow small thorns, adding +1 to their damage, and applying this poison. Attacks used to heal pack-mates still do no damage, and do not apply the poison.

Tools of the Strategic Killer: Many hunters use subterfuge to trick their prey into a weakened position, and you are no exception. You gain the ability to make traps in natural settings. The creation of a trap requires 10 minutes per effect you wish the trap to include (see list below). The DC for all the effects of your trap is your DC, normally as a Reflex save. The trap may deal a maximum damage of 1d6 + 1d6 per 2 levels after first (3, 5, 7, etc). When creating the trap, you may choose how many dice of damage you wish it to do, up to your maximum. There is no limit other than time to the number of effects you can weave into a trap, or to the number of traps you can create.

Damage
Immobilize (ground)
Immobilize (air) - counts as 2 selections
Shallow pit (difficult terrain to exit, balance check to enter without falling)
Deep Pit (fall damage 1d6, climb check to exit) - counts as 2 selections
Blinding
Distracting (Will save)
Sickening (Fortitude save)


Advanced
Stalking Predator's Assault: In nature, there are creatures who use stealth and surprise to swiftly subdue their foes, like the trap door spider in its den, or the panther lurking in the trees. The Protean learned through its experiences with the more vicious and prolific hunters to apply these skills in his battles against them. The Eoteras gains the ability to strike from concealment, grabbing and subduing their target. In natural settings, you gain +1 per level to your hide checks to conceal yourself. If you attack an enemy within your reach from concealment, you may attempt a grapple check. If you succeed, you grab and drag them back into your concealment, using your original hide check result. This functions as a Grab rather than a Grapple, but can only be used in this circumstance.
Gain the feat Improved Grapple.

Defender of the Pack [Pack]: Just as a creature threatened in its own self may display acts of great strength or speed, so too do those animals who have under their charge other members of their kind. A lion in defense of its pride, a bear in defense of its cubs, each demonstrates magnificent strength in response to a threat to its charge. When any member of your pack is in a situation that, should it apply to you, would enable you to enter a Fight or Flight rage, you may enter a Fight rage as a swift action. In this rage you may only take actions that have as their direct purpose the rescue or release of your packmate. This includes only moving towards the endangered member of your pack. If, in order to free the endangered pack member, you must move away from that pack member or attack a creature that is not directly between you and that pack member, you must succeed in a Will saving throw against your own DC to start that action. Any related actions may be completed, but immediately thereafter you return to your struggle to reach your pack-mate. This rage will not end until your pack-mate is free from danger, plus 1d6 rounds which you spend standing between your pack-mate and any enemies left, and snarling. As with the any Fight or Flight rage, you are fatigued for a number of minutes equal to the number of rounds you were in the rage.

Touch of Elemental Grace [Weather]
Life is not the sole domain of the living. The Protean discovered this during its long sojourn. Wandering the high places, racing the wind across the prairies, diving deep within the ocean depths, the Protean came to know the lesser spirits of the air and water. Not strong enough to be Sylphs or Naiads, these spirits take life in the gentle breeze, in the laughter of a brook over pebbles.

An Eoteras can see the lesser spirits of air and water, and can communicate with them. Unless an area has been completely razed to the point where natural magic won't function these spirits are present.

As a standard action, the Eoteras can ask the spirits of the area to create an effect of air (ie. a gust of wind), water (ie. Creating a pool of water), or some combination of the two (ie. Creating a cloud of obscuring most). The nature of these young spirits is to seek fun. They will almost always ignore a seriuosly voiced request, and an Eoteras cannot force them to do its will. In order to direct the spirits, roll an Elemental Empathy check, adjusted by your level and Wisdom modifier. The DC of the check is equal to 15 + the level of the spell effect you are trying to create (or its closest equivalent). An Eoteras can attempt to create any level of effect, however any effect that is greater than 1/2 of the Eoteras' level has the potential to backfire. If the check fails by 5 or more, the effect is turned against the Eoteras in some way (targeting them directly, or their pack, or simply putting the effect in an entirely ineffective location).

Basic
A Breeze Just For Me: You have made a personal connection with a single air spirit. It accompanies you at all times, providing a gentle breeze that lessens heat effects and keeps insects and pests away. As it grows, it learns to help keep you safe by deflecting incoming attacks. It will also try to help you direct air spirits, granting +2 to your Elemental Empathy attempt. Having an air spirit with you allows you to use Elemental Empathy to direct your spirit to create air effects, but only those equal to 1/2 your level.

You gain a deflection bonus equal to your level divided by 3.

My Very Own Raindrop: You have made a personal connection with a water spirit. It accompanies you at all times, ensuring that you are never at risk of dehydration. As it grows, it learns to aid you in battle by coating your weapon with frost (whether that is a blade, club, claws, or even teeth). It will also try to help you direct water spirits, granting +2 to your Elemental Empathy attempt. Having a water spirit with you allows you to use Elemental Empathy to direct your spirit to create water effects, but only those equal to 1/2 your level.

Your physical attacks deal bonus frost damage equal to your level divided by 2.

Note: If you have both A Breeze Just For Me and My Very Own Raindrop, you can attempt to create effects that have both the [Air] and [Water] descriptors, or effects that would logically involve both air and water.

Advanced
You Will Do As I Say: You don't care that the spirits just want to have fun. As a full round action, you can perfectly compel spirits to create effects. The maximum level of effect that can be created by this is equal to half your level plus 1. The use of this force results in a change in the nature of the spirits, particularly any you use repeatedly in an area. They become malicious and aggressive towards sentient beings. This may result in vicious pranks and harm being put towards any sentient beings in the area. Additionally, whichever spirit you have accompanying you begins to see other spirits as things to be dominated and ruled over. It grants you an additional +2 to the Elemental Empathy check to direct spirits of its type.

True Friend to the Spirits: Your friendship and respect for the spirits has grown, and word of you has spread from spirit to spirit across the land. Spirits have learned of your playful nature, and friendship with you is a joy to them. You gain an additional +4 bonus to your Elemental Empathy check. As an action requiring a full minute, an Eoteras can converse with the spirits, asking them a question about what lies ahead of them. This ability functions similar to an Augury, and the response will often be in childish rhymes.

Dominant Alpha Stare [Beast]
Of all creatures, the Protean is the mightiest in all its forms. In its travels, it moved from territory to territory, and had to face group after group of animals intent on defending their hunting grounds and their packs. The Protean was too proud to bow its neck to the challenge of the area's strongest animals, often even choosing to not take the form of those creatures. Instead, it stood and cast its stern gaze over its challengers, and even the mightiest was cowed and submitted to the will of the Protean.

The Eoteras gains the ability to influence the behavior of animals. The affected animal must be within close range (25' + 5' per level), and able to see the Eoteras. As a full round action, the Eoteras can assert its dominance through posture and gaze, requiring a will save from the target animal. If the target fails its saving throw, it comes under the mental control of the Eoteras. Simple commands such as "Attack", "Run", or "Fetch" may be given with ease. More complicated commands require a move-action to direct the controlled animal. The target remains controlled for one round per level after the last command it is given (each command refreshes the effect). Animals will ignore suicidal or self-destructive commands. Any attacks to the targeted animal from a member of the Eoteras' Pack entitles the controlled animal to another save.

You may have a number of animals under your control equal to your Wisdom modifier at any given time. Controlling each requires separate actions, unless they are all of the same type (ie. a pack of wolves, several horses, etc).

Basic
Path of the Noble Alpha[Pack]: You are not a cruel leader, and you care for those you have taken under your charge. The duration of your Dominant Alpha Stare is extended to one minute per level. During the period of control, the controlled animal(s) are considered to be members of your pack. If, at the end of your control, the targeted animal has suffered no significant negative effects from the control (has not taken more than 50% damage, no ability score loss, etc), it may become a part of the Eoteras' pack permanently and accompany the Eoteras. Class features will never voluntarily join the pack of an Eoteras unless their master is already in the pack (animal companions, paladin mounts, etc). The multiplier to your level that determines your maximum pack size increases by 2 (so, it is now level x (wisdom mod + 4)).

Path of Swift Savagery: Your gaze is harsh, your control swift and brutal. You may choose to activate your Dominant Alpha Stare with a standard action instead of a full-round action. The DC to escape your control increases by 2, and the duration becomes a fixed 5 rounds. When using your Dominant Alpha Stare in this manner, you may only direct your controlled animals to attack, and there is no possibility of them choosing to follow you once the effect ends.

Advanced
Moment of Animal Clarity: Once you have an animal under your control through Dominant Alpha Stare, you are able to give it specific instructions beyond the simple ones normally allowable. Once per five rounds, you may give detailed instructions to a creature under your control, allowing it to act with intelligence it wouldn't normally have.

Threatening Stare: Whenever a creature successfully saves against your Dominant Alpha Stare, they become Shaken.

Touch of Paternal Flame
The Protean's very essence was born of the heat of the sun as it raged over Anima, planting its embers deep within to spread, evolve, and grow eventually into the Protean. From its birth, the Protean looked to the sun, seeing in that burning org a source of energy and renewal for all the trees and plants around it. In those times that it journeyed beneath the earth's surface as a mole, it learned of the effect of a lack of that light and heat can create. Even in those darkest tunnels, however, the Protean always felt the heat of the sun burning somewhere within it, and in those moments when death loomed to sweep over it, the heat roared back and the Protean rose again.

The Eoteras has gained some of the sun's force, and has developed an Ember. The Ember exists within the Eoteras' heart, and displays itself as a faint glow that increases in strength as the Eoteras gains experience. This glow is visible through the chest of the Eoteras, and persists in any form the Eoteras should take. The Ember grants several effects. The first is a persistent Endure Elements effect, as the Ember adjusts the body heat of the Eoteras so that it is consistently comfortable. The ember grants resistance to fire equal to your level. If you have the ability to change forms, the nature of that transformation changes. To all appearances, when you change form your body is consumed from within by a cloud of Sparks and embers, which then coalesce into the new form.

The Eoteras can channel their Ember into their hand and launch it as a ranged touch attack, all as a standard action. The Ember deals Sunfire damage equal 1d4 per level, plus the Wisdom modifier of the Eoteras. The range of this ability is 60'. Sunfire damage counts as both fire and positive energy damage, damages living creatures, and is only overcome by creatures who resist both fire and positive energy. This fire burns with the pure energy of natural life and rebirth. Creatures that are killed by a Sunfire effect cannot be used as material for necromancy spells or to create undead. Creatures slain by Sunfire may be raised normally, and may also be reincarnated without the requirement for material components.

Basic
Fire, That Which Cauterizes and Cleanses: The Ember within you burns bright and fierce, pulsing with the beat of your heart and purifying your blood as it passes through. Poisons and diseases cannot bear the heat of the Ember. You gain a bonus to your fortitude save against poison and disease equal to your level. Your frequency of allowable saves versus these effects is doubled. As a standard action, you may touch a creature and extend your Ember into them, granting an immediate save against all poisons and diseases affecting them with a bonus equal to your level. The body is only able to handle this form of burning heat once per day, to do it more often would cause damage equal to your class level as the blood boils within the target's veins.

Fireflies, The Sun Made Small: As a full round action, you may channel your ember to create a small swarm of Sunfireflies. This swarm generates light like a torch, and can be directed by your mental commands as a move action. You may have a number of swarms active at any given time equal to twice your level, but may only control your level worth of swarms with a single move action. Each swarm persists for one minute per level. If the swarm enters a square occupied by a creature, or a creature enters a square occupied by the Sunfirefly swarm, the swarm attacks that creature (see statblock below). For every instance of the Sunfirefly swarm attacking a creature, the duration of the swarm is reduced by 1 minute.

Sunfirefly Swarm
HD 2d8 (10HP)
Move 40' Fly Perfect
Damage: 1d6 Sunfire Damage
Special Attacks: Distraction DC 12, Sunfire
Special Qualities: Immune to Fire, Immune to Positive Energy


Advanced
Wildfire, The Gift of New Life[Plant]: Fire is a part of nature's cycle. Forests overgrown with undergrowth, trees with seedpods too thick and tough to crack on their own, vast empty plains that need the vital nutrients and minerals that come from the ashes, all benefit from the spread of fire. As a standard action, you can channel your Ember to create a 5' burst of Sunfire anywhere within 25' plus 5' per level. This burst causes 1d6 damage, plus 1d6 every third level after (reflex save for half). Any plants, vegetation, loose cloth, wood, or other burnable materials are set on fire by the burst. The Sunfire burst persists after it is generated, and spreads by 5' in each direction at the end of each of your turns, including the turn used to create the effect. The maximum area of the wildfire is one 5' step of spread per level. A second standard action is required to stop the spread or the wildfire. Any flames created by this manifestation are Sunfire, and intrinsic to this effect. They do not perist when carried outside of the existing area of flames. Any creatures standing in the flames will take 1/2 the damage of the initial burst (1d3 at first level) plus the Eoteras' Wisdom modifier of fire damage at the start of their turn, or if they move through the flames. Once the spread of the flames has stopped, they will burn for an additional five rounds before self-extinguishing. In the place of the flames, bright new shoots of grass, flowers, and even trees sprout from the ground and begin to grow, reaching the equivalent of a full season's growth in ten minutes time, at which point the growth returns to its normal lifecycle. If used underground, the growth is of moss, lichen, and mushrooms.

Subatomic Mineral Acceleration: The extraction of minerals from the earth is an abomination to the Eoteras. The Eoteras can focus their Ember on an offending source of metal, and incite it to heat or cold at their choice. The item must be within short range (25' + 5'/2 levels), and if it is in the possession of a creature the creature may make a Will save to prevent the effect. This effect lasts for seven rounds. In the first and last round, there is no effect apart from a warming or cooling of the metal. In the second and sixth rounds, the metal is hot or cold enough to deal 1d4 damage to the creature holding/wearing the metal. On the third, fourth, and fifth rounds the creature takes 2d4 damage per round. If this ability is used on something held rather than worn by a creature, that creature has the opportunity to drop the metal item. If wait until the first round of damage to drop the item, they must succeed on a Reflex save to drop it before it is burned/frozen to the skin of their hand(s). After the first round, if they wish to release the item they must find a way to scrape it out of their hands or tear it out, prompting a Fortitude save. If the save is successful, they take 2 damage from ripping the flesh from the palms of their hand(s). If the Fortitude save is failed, they take the damage and are Nauseated by the pain. In either case, any actions taken with the damaged hand(s) will have a -2 penalty due to the lack of skin and the pain involved, until either bandaged using the Heal skill or healed magically.

Whispers of Maternal Favor[Plant]
The Protean traveled for near eternity through a wilderness that was lush and wild, thick with vegetation and lush with dangers of all sorts. In its first moments, days, years, it found that at every turn it was balked as it fled Anima's rejection. Roots tripped it, branches blocked its flight, vines tangled about its limbs, and it was frustrated in all manners believable.

As eternity passed, the Protean found that it was not so frustrated in its travels, that the roots did not trip it as often, and that it was more free in its travels. This progressed, and as the Protean journeyed it found that the trail was always smooth and clear before it, and thick and tangled in the path of its prey, or its predators. Though it knew it not, time heals all wounds and Anima had come to look with some favor on her last child.

An Eoteras gains the ability to grow or wither plant life in any natural setting (including underground, so long as there is not worked stone). As a standard action, the Eoteras can choose to create an area of difficult terrain (through the use of tall grass, undergrowth, thick uneven roots, or the like), or to remove an area of difficult terrain (either by causing plant-based difficult terrain to wither and fall flat, or by causing roots and thick heavy plants to fill the gaps in the ground making a surface smooth). Each option affects a 20' burst, with medium range (100' + 10'/level).

As part of this action, or as a standard action of its own, the Eoteras may cause a bush to grow at their side. The default form of the bush is one of narrow stem rising to a thick round bush of leaves at waist height to the Eoteras. Only one bush can exist at a time. If a second bush is grown, the first withers and dies.

Basic:
Gift of the Fertile Fruit: The bush that is grown at your side is respendent with bright green leaves, golden brown bark, and large bright red berries that are the size of apples. An Eoteras or pack member may pluck a fruit from the plant and consume it. Each fruit provides the nutritional equivalent of a full meal, and grants fast healing 1 for one minute. in combat, plucking and eating a fruit is a standard action that provokes attacks of opportunity. A creature can only gain the benefits of these fruit four times per day, after which they are too full to be able to eat anything further until they have had a full night's rest.

Gift of the Troll Bane Nut: The bush that grows has leaves exactly as those of an oak tree, and produces acorns. Only the Eoteras is able to safely pluck the acorns from the bush without incurring negative effects. The Eoteras may gather acorns as a swift action, grabbing sufficient acorns to throw/launch as a full attack action. Throwing an acorn requires a ranged touch attack. A successful hit requires a save against an effect, which is dependent on how many acorns the target has been affected by within the last minute. Each effect is considered a Magical Curse effect, but is supernatural. Each effect lasts for one minute, and is refreshed by the application of a second effect.
The effects and required saving throws are listed below.
Number of Acorns:

Acorn 1: Will Save, suffer the effects of a Curse (-1 to all D20 rolls and damage rolls)
Acorn 2: Reflex Save, target's limbs become leaden, all movement speeds are halved, flight ability is reduced by 2 categories.
Acorn 3: Fortitude Save, target is sheathed in stone loses all actions for their next turn..

The bush can produce sufficient Acorns per round to allow a full-attack of thrown nuts. Acorns lose their potency within 3 rounds of being plucked. ONLY the creating Eoteras can safely touch the Acorns. After seventh level, nuts collected last for ten minutes per level.

Advanced:
Nightmare of Grasping Vines: Requires: Constricting Vine Trap - You gain the ability to create a special area of difficult terrain when you have your vines manifested. As a standard action, you thrust your vines into the earth. There must be some form of seam in the floor for this ability to work in an area of worked stone. An area (20' burst) within medium range of you (100' + 10'/level) grows lashing vines or roots that seek to entangle and wrap around any creatures within the area that are not members of your pack. Each round on your turn you make a single attack roll for the effect, using your level + Wisdom modifier as the attack and grapple bonuses. The vines/roots deal damage equal to your normal vine damage (1d6+Wis mod). If you have Infused Touch of Regrowth, this damage refreshes your healing pool. If you have Tools of the Subtle Killer, the vines/roots carry your poison. The area remains, and continues to attack and grapple those who enter it, for a number of rounds equal to twice your level. Once the area has been created the Eoteras may pull its vines from the ground resume normal actions.
((Note that at 7th level this ability will work in any location provided that the Eoteras can touch the ground with his vines and throw a handful of seeds in the direction of the effect))

Flander's Fields of Peace: As a standard action you may create a field of flowers that immediately bloom and release a powerful scent. Only one field can exist at a time, and each one manifests as a 20' burst within medium range (100' + 10' per level). Creatures that breathe within the space must make a Will save or be Calmed. A Calmed creature cannot take offensive actions except to defend itself against an attack, is immune to fear or rage effects, and cannot take advantage of any morale bonuses. The field lasts for one minute per level. Creatures are able to make an additional saving throw every round, with a stacking penalty of -2 per additional round spent in the field.

Creatures that are calmed are unwilling to leave the area of the flowers unless doing so would put their lives at risk. If they do leave, the effect fades after 2 rounds of breathing normal air.

PeacefulOak
2015-04-18, 06:15 AM
Fantastic Mythos

Protean Cry of the Hunt [Beast]
The Protean, in its travels, became a masterful hunter, and truly skilled in the arts of evading hunters when it walked in the skin of prey. Time and again the Protean encountered groups of creatures, both predators and prey, that had not the skills to survive in their environment. It was the Protean that taught them the skills they needed to find food, escape notice, and to prosper. In gratitude, all creatures swore to answer the Protean's call were it ever in need, for all creatures owe it their very existince.

With a wild cry you call on the ancestors of nature to grant you the service of their children in the pursuit of your enemies. In flashes of emerald light, one or more animals appear between you and your enemies. These animals are blessed with intelligence beyond their kind, having a minimum Intelligence of 3, meaning they have sufficient Intelligence to understand the instructions of the Eoteras. They obey the command of their summoner without question and will happily sacrifice their embodiment to save the Eoteras or its pack.

The use of this Mythos requires a standard action. The animals summoned may be selected from the lists shown in the Summon Nature's Ally line of spells. Treat the Eoteras as a caster of equivalent level to determine the appropriate list to use (ie. SNA1 at first level, SNA2 at 3rd, and so on). An Eoteras may activate this Mythos a number of times equal to its Wisdom modifier before requiring at least an hour's time to renew its powers. Summoned creatures remain for 10 minutes per Eoteras level, or until they are no longer needed.

Basic
Beleagured Pack Lament [Pack]: If the Eoteras' pack is facing a force that outnumbers it by at least 50% (ie. 4 pack members, 6 enemies), the number of animals sent by the ancestors of nature is doubled.

Rampant Cry of the Lioness : If the Eoteras' calls out to the ancestors of nature for aid when he is at or below 50% hit points, the animals that are summoned appear in a protective rage, doing anything they can to protect the life of the Eoteras. Animals summoned have maximum hit points per hit die, and gain a bonus attack and damage against any enemy that has damaged or currently threatens the Eoteras equal to 1/4 of the Eoteras' level (round down).

Advanced
Familial Nature Resemblance [Beast][Pack]: Creatures summoned by the Eoteras are considered as part of its Pack (regardless of HD restrictions), gaining all benefits that a pack member would gain.

[B]Blessing of the Pack
The force of life within the Protean was so strong that it could not be contained within any one form. Those creatures traveling at the side of the Protean found themselves stronger, more agile, gifted with keener senses, and overall brimming with an abundance of life. This overflowing of the life of the Protean had the added benefit that the deaths of its companions was a much rarer occurrence.

Whenever a member of your pack is within 100' of you, it gains +1 inspiration bonus to all skill checks, ability checks, saving throws, attack rolls, and damage rolls. For this effect, and for all manifestations of this Mythos, a pack member must be a full pack member, having been a member of the pack for at least 7 days. **Creatures that are temporarily added to the pack are an exception to this rule.**

Basic
Blessing of the Cheetah: You and your pack move extraordinarily fast whenever you are together. All of your movement speeds increase by your Wisdom score, rounded to the nearest 5'. Pack members within 100' of you also gain this benefit.

Blessing of the Ox: You gain maximum hit points for each level of Eoteras you have, applied retroactively and ongoing. Members of your pack inherit some of this hardiness after a week of being a pack member with you after gaining this manifestation. Pack members gain a permanent bonus of +1 Hp/level, applied retroactively and ongoing. This benefit does not stack with itself, in that if a pack member leaves the pack and then rejoins it does not gain additional bonus hit points.

Advanced
Pack Battle Frenzy: Whenever two or more of your pack members (including you) attack and hit the same target in the same round, the target takes rending damage equal to 1d6+(the Eoteras' level), plus an additional 1d6 per packmate beyond 2 attacking the same target. This means that if 4 packmates strike the same target within a round, it would take an additional 3d6 damage. The bonus damage applies only to the first successful attack per pack member beyond the first.
For example, level 8 Eoteras and three pack members are attacking the same creature. The Eoteras acts first and hits, dealing damage as normal. The first pack member attacks, hitting on its first itterative attack but missing with the second. It deals normal damage, plus 1d6+8. The second pack member attacks and hits twice, dealing damage + 1d6 with the first strike, and normal damage with the second. The third packmate also attacks and hits, dealing damage + 1d6. Overall, beyond normal weapon damage, the target has taken an additional 3d6+8 damage.

[b]Form of the Beast Unleashed [Shape]
Requires: Semblance of the Beast Transformation
At some point the Protean tired of the forms of the wolf and the badger, the dolphin and the sturgeon. Though each of those forms had brought their own challenges and joys, the Protean looked to creatures great and small for inspiration towards its new forms. In the form of the grizzly bear and the field mouse, the shark and the clownfish, the great eagle and the darting sparrow the Protean found new challenges and new adventures.

The Eoteras gains the ability to change into any creature with the [Animal] type so long as it falls between size tiny and large. It is still restricted to creatures of no more than its own level in hit dice. The Eoteras also gains greater control of its forms, becoming exactly in all ways like the creature, except as follows: the Eoteras retains its own hit dice/points (but gains bonus hit points for forms with higher constitution), its own skill ranks (but gains racial bonuses from the form), its own feats, mythos, and excellencies, and its mental statistics (Intelligence, Wisdom, and Charisma).

This Mythos does not change the mechanics of your change as defined by other Mythos.

Basic
Ease of Form Familiarity: Once you have changed your form to that of an animal, you may take a minute to memorize the form. Thereafter, whenever you take that form you will look exactly like the first time you took it, unless you specifically choose to look differently. As a result of this familiarity with the form, action required to change your shape to a memorized form is reduced to a swift action.. You may have a number of forms memorized equal to your Wisdom modifier times your Intelligence modifier, with a minimum of your Wisdom modifier.

Mythic Beast Mimicry: You gain the ability to change into any small or medium magical beast. The form taken must meet all your existing size and level requirements. You gain all EX and SU abilities of the form, but no spell-like abilities.

Advanced
Monumental Beast of Magesty: You are able to transform into creatures of hit dice higher than normal. Add 1/4 of your level to the maximum hit dice of the creature you can transform into.

Master of Many Forms: Your ability to shift your shape evolves further, granting you the ability to take forms that are Huge or Diminutive.

Imbued Etchings of the Oak
Requires: Imbued Etchings of the Vine
The mark of Nature on the Eoteras has evolved and spread, branching down from where the vine crosses your back to portray a magnificent oak tree that sprouts from just above its buttocks and stretches branches across its shoulder blades and lower neck. At the root of the tree, right above the hips at the base of its spine, another seed has grown, this time a heavy acorn which becomes a part of the Eoteras.

As a swift action, an Eoteras can cause the acorn at the base of his spine to sprout and grow thick plates of armor that cover his body. The form and nature of the armor is defined by the manifestations of this mythos. In all forms, the armor moves naturally with the body of the Eoteras, doesn't interfere in any movement, and functions in any form the Eoteras takes. This means that having the armour manifested does not incur any maximum dexterity bonus to AC, and does not cause armour check penalties.

An Eoteras may only have one suit of armour at a time. To remove/expel a suit of armour requires a full round spent shaking off the plates of wood, which fall to the ground, immediately losing their magical qualities.

Basic
Plate of the Sly Hunter: The wooden plates that form cover your torso and your forearms and calves (or the equivalent of those in an alternate form). This wood is very dark and mottled in its coloring, and very smooth. It adds a +5 enhancement bonus to both Hide and Move Silently checks, and functions as a Breastplate with an enhancement bonus equal to 1/5 of your level.

Plate of the Resolute Warrior: Heavy overlapping plates of ironwood form over your entire body, leaving no space uncovered. A formed helmet covers your head, leaving room only for your eyes and ears to see and hear unmolested. This armor is so thick and thorough that you are protected from critical hits by a light fortification effect. This armor counts as Full Plate armor, and has an enhancement bonus equal to 1/4 of your level.

Advanced
Ward the Unseen: The acorn at the base of your spine changes, becoming the seed of a ghostwood tree. In addition to its other properties, the wooden armor grown has a whispy gray aura around it. The armor gains the Ghost Touch quality, applying its armor bonus against ethereal opponents as well.

Fangward Armor: The armor you create is especially thick and resistant to natural attacks. Your armor gains the Invulnerability quality, granting DR 5/Magic.

Touch of Maternal Grace
Requires: Whispers of Maternal Favor

As time passed, the Protean discovered that beyond aiding its travels and hindering its enemies, the plants and flowers that it encountered actively formed themselves to serve its needs. When it needed to climb a cliff, a ramp or stairs formed of vines and branches. When it needed to cross a chasm, thick roots twisted and wove their ways across to create a bridge. Despite the ease with which it could change its form to suite its environment, this easing of the way and the artistry of the formed plant-life impressed the Protean. Each time nature twisted itself to the Protean's needs, he felt the gentle touch of a mother's hand on his heart.

The Eoteras gains the ability to shape unintelligent plants to suit his needs. The amount of material that can be shaped is (10 x Level x Level) cubic feet. There must be plants in the area in order to create anything with this mythos, and the nature of those plants affect the aesthetic (but not the function) of what is created. The materials used automatically double in hardness and hitpoints. Both rigid structures and flexible forms can be created through the use of this Mythos. Creating something with this mythos takes 1 minute of concentration per 10 cubic feet of material to be shaped/grown. This can be accelerated to be one full-round action per 10 cubic feet of material, but doing this results in loss of access to all aspects of this mythos for a full 8 hours once the shaping is completed. (ie. in an emergency, a bridge may be created quickly, 10' at a time using full-round actions. Once the bridge is completed, no manifestations of this mythos may be used until 8 hours of rest have been completed).

Basic
Making the Maze: As a full-round action, you create a number of interconnecting 5' walls equal to three times your level. These walls are always vertical, 3 inches thick and made of wood. The walls are 10' high plus 5' per four character levels, and have normal hardness and hitpoints. The walls must all connect in some fashion, save that the structure formed by the walls must have two exits, connected by a path accessible from any point in the creation. After 10 minutes per level, the walls rot and fall, forming thick rich fertilizer that can help any plants grow in that area.

Bound in Earth and Sky: Choose a target within medium range (100' + 10'/level). The target must be within 5'/level of the ground to be affected, and must be Huge or smaller. Vines lance out of the ground, wrapping around the target unless they make a reflex saving throw. In the first round, the creature is pulled to the ground and held trapped. It is considered Pinned (as per the grapple rules), and is not able to take any actions. In the second round, a gargantuan plant erupts from the ground, looking like an enormous fly-trap. The trapped creature is carried in the plant's "mouth" up to a height of 30'. At that point, on its turn the creature may attempt a strength check or an escape artist check versus your DC + 5 to escape. If they succeed, they fall to the ground and take appropriate falling damage unless they have some way to prevent that. You may command the plant to release a trapped creature as a standard action, either dropping it from the height or lowering it to the ground. If a creature escapes the plant, it will wait patiently for any creature to fly within 30' of it. If one does, it will lash out and attempt to repeat the process (Grab/pin, put in mouth). The plant lasts for 1 minute per level, and you may only have 1 plant per 5 character levels.

Advanced
The Rat in the Maze (requires Making the Maze): Each instance of maze that you create also spawns 1 fiendish dire rat per 4 levels within the maze. Each rat is advanced to have hit dice equal to 1/2 of your levels (ie. 8th level Eoteras, 2 4HD fiendish dire rats). These rats are not considered part of your pack, but recognize you and your packmates and will not attack them. Any other creature in the maze will be hunted by this rat and attacked. These rats will fade from existence if slain, reappearing at a random location within the maze at the start of the next round. At the end of the duration of the maze, the rats will fade from existence, nibbling on ethereal cheese.

The Plant Hungers (requires Bound in Earth and Sky): The plant that is spawned is hungry, and once it has fully grown it begins to digest the creature that it has trapped. At the start of the trapped creature's turn it takes 3d6 acid damage, and must make a fortitude saving throw against poison. If it fails, it is Stunned for the round.


That Which Dies to Give New Life
The existence of the Protean was such that, although it touched on the lives of all types of creatures it always felt seperate and apart from them, for it did not fear death, and its death did not serve to give life to those that might have slain it, for it always rose again. In its longing to be a part of that cycle, it did not realize that it was the truest representation of that cycle itself. Each passage of life that carried the Protean, each moment spent touching the lives of the creatures around it, each consumption of plant or animal and expulsion of waste fed into the cycle of life the intrinsic energy of rebirth.

The touch of the Protean’s influence grants you the ability to guide the soul of a recently departed creature into a new incarnation. By focusing and channeling your energy in a ritual requiring 24 hours, you may reincarnate a creature that has died within a number of days equal to your character level. This functions as the spell “Reincarnate”.

Once per level, you may reincarnate yourself upon your death. This is not cumulative (ie. if you do not die during your 7th level,

Basic
Breathing the Life Spark: You can a pool of temporary hit points equal to twice your level. That pool begins empty (having a value of 0). As a standard action, you may target an enemy within short range (25’ + 5’/ 2 levels) with a ranged touch attack that deals 1d8 negative energy damage per three levels. You gain 1/2 of that damage done as temporary hitpoints which fill your pool. If you gain more than your maximum amount of temporary hit points through a use of this ability, it spills over in a 10’ burst around you, healing all creatures around you with positive energy for the amount of overage. This ability DOES damage undead with the positive energy effect. As a swift action, you can channel temporary hit points from your pool to any member of your pack, or against any undead opponent, within short range. Temporary hit points channeled convert to positive energy at a rate of 2 points of healing per temporary hit point.

Life for the Living: Whenever the Eoteras strikes a killing blow* on a living being, the corpse of their foe sprouts a tree that bleeds a thick sap. Any creature that drinks of that sap is healed for (1d8+1) points of damage per 2 levels of the Eoteras. Drinking from the tree is a full-round action that provokes attacks of opportunity. A creature may only be healed by any given tree once.

*Note: This includes any effect created by the Eoteras, including their natural companion, summoned defenders, or the effects of any Mythos or manifestation created by the Eoteras.

PeacefulOak
2015-04-19, 01:05 AM
Legendary

Impossibility of Shape and Form Perfection
Through its journeys, the Primal experienced the lives of all different creatures. It was predator and prey, it was fish and bird and beast, it was massive and it was miniscule. It wasn’t until it encountered strange, furless creatures that it understood the strength that could be found in limitations. It was humanoids in all their variety that were posessed of an innate weakness, a nature that quailed in the face of the elements, of predators, of the land itself. Yet somehow, these feeble creatures not only survived but thrived, finding ways to emulate the natural creatures that themselves lived and breathed in the dangers that so challenged the humanoids. To kill prey, they fashioned claws of wood, stone, and metal. To protect their soft skin they made furs from the pelts of their kills, and hard shells formed of wood and metal. They made their own vines with which to climb, their own ways to burrow through the earth.

This genius of ingenuity intrigued the Primal, and it learned to emulate this in its adoption of the forms of its brethren and children. When it needed to fly, it grew wings without bothering to take the full shape of a bird. When it needed to follow a trail, it grew the nose of a wolf, or the eyes of an eagle. It grew a tortois’ shell or a rhino’s thick skin to foil the teeth of a predator.

As an Eoteras, you gain this ability as well. As a standard action, you can take on a number of the following benefits/traits equal to your Wisdom Modifier. You may have a maximum number of effects equal to your level. Certain traits may be taken more than once, with increased effects as listed.


Thick Skin (+3 Natural Armor) - May be taken multiple times
Agile Grace (+2 Dodge Bonus) - May be taken multiple times
Keen Sight (+10 Spot) - Taken a second time grants extreme distance, a third time grants low-light vision
Keen Smell - Grants Scent and the use of the Track feat
Keen Hearing - (+10 Listen)
Wings - Gain a Flight speed equal to your land speed with Average Maneuverability. Each additional time taken improves your speed by 1/2 of your land speed and your manueverability by one step.
Powerful Legs (Grants +5 Jump and +5’ Movement Speed) - May be taken multiple times.
Burrowing - Gain a Burrow speed equal to 2/3 of your movement speed (rounded to the nearest 5’). Each additional time taken adds 1/3 of your movement speed to your burrow speed.
Claws - Your hands and feet grow fierce claws which deal 1d4 + Strength damage per claw. Each additional time taken increases the damage by one step.


Once taken on, these traits may be maintained for a number of minutes equal to your level times your constitution modifier. An additional standard action refreshes the duration of all benefits you currently have active.

Divers Semblance of the Individual Pack
Prequesite: the ability to take on a Semblance
In all its lives, the Primal shared its essence with countless creatures, spawning whole generations of children across all types. It is a truth that love shared is not love lost but created, and so with each new child the spirit of the Primal grew greater and more diverse. When it took a shape, it was never alone for it wandered among its children and grandchildren, each of which carried some portion of its spirit within.

You gain the ability to split yourself into multiple creatures when taking on a semblance. Each creature must meet the guidelines of your existing semblance abilities, with the following provisions.


The total HD of the creatures may not excede your level plus (Wis Mod x Con Mod)
Each creature may benefit from your mythos/manifestations that physically affect your form.
Each creature acts on your initiative in combat.
Each form has a number of hit points equal to 1/(number of creatures+1). ie. Eoteras has 100HP, makes 3 forms, each form has 50 HP.


For those Mythos and manifestations that do not affect your physical form, your consciousness may act on the same initiative as your forms, using the actions of one of your forms in order to activate that ability. Each time you take on a semblance of multiple forms, you may maintain those forms for 1/2 the normal duration you would be able to.

When returning to your normal (singular) form, all damage taken by the forms is transfered to you. If that amount of damage would be greater than your maximum hit points, make a Fortitude Save with a DC of 10 + 1/2 the amount of damage over your HP Max. If you save, you are dropped to -9HP and are stable. If you fail, you Die. If any of the individual portions of you is killed, your maximum hit points are reduced by a value of (number of slain forms) / (number of forms taken) until you have rested for a full week.

Advanced:
Blood-Feast Rejuvenation: Whenever you are in a semblance of multiple forms, your forms may feast on the body of a freshly slain creature (any creature that would have flesh and blood that died less than 24 hours ago) in order to recover their health. Each form recovers health equal to the Hit Dice of the slain creature. If your forms killed the creature, then the amount healed is doubled. Feasting on a body is a full-round action that provokes attacks of opportunity.

PeacefulOak
2015-04-19, 01:08 AM
Excellencies
Voice of the Animal Kingdom
The Eoteras has taken the shape of every type of animal, and knows the languages spoken by each of them. You gain a persistent Speak with Animals effect. Of course, most animals do not have much of interest to speak of... but you understand them!

Protean Bear/Leopard/Ox Perfection
Requires access to Fantastic Mythos
You gain a +2 enhancement bonus to one of your Strength, Dexterity, or Constitution. Each time this excellency is taken it applies to a different ability. These modifiers persist even when in alternate forms (meaning that the new form's physical abilities replace your own, THEN are modified by this excellency). This excellency may only be chosen once per ability.

When you gain access to Legendary mythos, you may take this excellency an additional time for each physical ability, granting an extra +4 emhancement bonus to that ability.

Ancient Owl/Fox/Snake Perfection
Requires access to Fantastic Mythos.
You gain a +2 enhancement bonus to one of your Intelligence, Wisdom, or Charisma. Each time this excellency is taken it applies to a different ability. This excellency may only be chosen once per ability.

When you gain access to Legendary mythos, you may take this excellency an additional time for each mental ability, granting an extra +4 enhancement bonus to that ability.

Innate Natural Understanding
Requires 6 ranks in Knowldge (Nature). The key ability for your Knowldge (Nature) score becomes Wisdom. You may use your Knowledge (Nature) modifier in place of your Handle Animal, Ride, Heal, Knowlegde (Geography), and Survival skills. Any ranks you have invested into those skills are refunded.

Lipless Turtle Paradox
You gain the ability to speak while in alternate forms, regardless of the form's lack of lips, tongue, vocal cords, or other normally necessary speech aparatus.

Animal Friendship Advantage
You have an innate understanding of the ways and motivations of animals. As a result, any action taken through the Handle Animal skill requires an action that is one step less than normal (standard instead of full round, move instead of standard, etc).

Vitality of the Protean
The depthless endurance of the Protean flows through you, strengthening you and allowing you to recover more swiftly from wounds. You gain 1 hit point per level, applied retroactively if you take this Mythos beyond first level. If you drop below 0 HP, you automatically stabilize after 2 rounds. Additionally, whenever you regain hit points, whether it be by resting or through magical healing, you regain additional hit points equal to half your Constitution modifier.

Essence of Anima Understanding
Requires access to Fantastic Mythos.
Enough of the spirit of the Protean has grown within you that what remains of Anima has taken notice. You gain the ability to speak with plants, and the ability to pass without difficulty through any natural setting (as the Woodland Stride ability).
Special If you have the Touch of Elemental Grace Mythos, you gain the ability to speak with elementals through an elemental ur-language.

Dismissive Law of the Feline
No creature has an innate disregard for the natural order of things as the average housecat. Some of that disregard has rubbed off on you, potentially resulting in hairballs.
At first level, you are considered to have had a full night's rest so long as you have had a minimum of four 30 minute naps through the course of the day.
At seventh level, you may choose to re-roll one reflex save per day. You must choose to re-roll before you know the results, and must abide by the second roll.

Call to the Animal Within
Requires access to Fantastic Mythos.
Everyone is possessed of animal instincts, an inner bestial nature that can come out when we least expect it. You have learned how to address that animal part of a humanoids hind-brain, treating them as an animal for the purpose of your class Mythos. Humanoids gain a bonus to any saving throws or opposed rolls involved of +5, representing the intelligent brain fighting against the imposition of the animal.

[b]Blurred Force of Shape
When taking on a semblance, you may choose whether to use the semblances physical attributes (Str, Dex, Con) or your own. This choice is made the moment you take on the semblance, and must apply to all three (you cannot choose to use your own Strength and the semblance's Dexterity).

VoodooPaladin
2015-04-19, 01:42 AM
Before Mythos are included? Alright, then. The basic mechanics of the class are really good, neatly tidying up the requisite mechanical conceits while presaging the existence of a wide variety of nature-themed abilities. More importantly, little touches like needing nearby growth to use Plant powers - but being able to throw seeds at high levels - are the kind of strong characteristic fluff required for a good Mythos class.

And while the Primal doesn't fit my own personal interpretation of what Xefas was describing as the way Titans work, I've long since decided that doesn't matter. It's a solid story, might want to be rewritten at some point in the future once individual Mythos are written to take cues from it and expand upon them, but for the moment the backstory's clean and effective and the Eoteras is off to an ascendant start.

PeacefulOak
2015-04-22, 01:36 AM
Got started on some Mythos, finally! Touch of Paternal Flame needs to be reworded, I want to bring the nature of the spells through in a more narrative sense. I'm trying to nail down the mechanics before I go through and fluffify everything. As always, feedback is welcome. :)

VoodooPaladin
2015-05-26, 11:29 PM
Sorry for taking so long! Family emergency, emotional difficulties, backup excuses, deflection of blame (tertiary excuse) etcetera.

If you're attempting to make your spells fit into the narrative design, you might need to tighten up the intended narrative first. The concern here isn't power, but coherence. Also, some effects currently described are generally more useful than others, and I feel most described basic manifestations would work better as built-in effects or advanced manifestations. But those are questions for later, so here's my take on the current Mythos.

Semblance of the Beast Transformation is a solid idea, basically required for anything that calls itself a druid. Giving bonuses to “companion skills” is good synergy with other Mythos, and helps to make the whole class a little more consistent. I see only one difficulty: how does wild shaping, by itself, fit within the rest of the class? Does your pack gain bonuses if you're in a wild shape? Are you restricted in some way, in the number of forms you can adopt, such as “an example of the species must have been in your pack at some point” or even “can only wild shape into a type of creature that is currently in your pack”, leaving the free wild shaping for higher-level Mythos? And then comes the contention of power, which I'll put down below. The mechanics could use work in two specific ways: the duration and the wild shape mechanism. The former is simple: you have what I think is actually an exponential duration growth, which at level 6 can easily exceed 24 hour/day. The latter is less so, and is fundamentally a question of how powerful you think gaining total dump rights to your physical scores is. And there's the thing about how, technically, you heal as though you got a night's rest every time you transform, because wild shape is actually a really weird, cludgy ability.
Suggestions: Make the duration something straightforward, like 15 minutes. That's enough to handle a fight scene, track a guy across a small town by scent, get a visual on the topography via flight, or similar. Also, I suggest you leave out the “As Wild Shape” clause, but I'm not sure what to replace it with: obviously limited size change and the gift of natural weapons are in, but what else? What's the target you're aiming for? I think we can at least rule out stat substitution, mostly because I adore the thought of an emaciated hippie transforming with a mighty roar, bounding forth in an instant only to bounce off the target painfully because its like three-foot seven with fragile claws and arms like spindly noodles.

Manifest Spirit of the Beast is incorrect, I think. A quick search shows that many species are considered to be solitary, including such famous examples as the polar bear, rhinoceros, tortoise, tiger, and boa constrictor. :smalltongue: But seriously, I went and listened to the Circle of Life (https://www.youtube.com/watch?v=GibiNy4d4gc) for this. If anything, it's not fleshed out enough, seeing as a spirit that adopts different forms to suit your needs is really cool idea.
Suggestions: One: make the connection between your spirit companion and you stronger. Spirit animal or something. It's solid enough as a concept, but maybe it could relate to your pack in some way, possessing a packmate and granting it greater intellect and physical boons in exchange for direct servitude to you, and being a carrier for the spirit? The manifestations are a bit scattershot, but not especially so for an early draft. The only thing that I completely disagree with is the Coordinated Hunting Rapture, which seems to miss the point of Mythos Points; they're a method by which to give Mythos Classes an alternative to D&D's Enchanted Christmas Tree, and are handed out as part of abilities to make sure you don't lose real character power for sundering lootable weapons or such. This is just free money, which wouldn't be bad except it incentivizes farming rabbits in summer to slaughter for MP.

Imbued Etchings of the Vine is so cool. Really inspired idea, just kind of flat execution right now. No real complaints here, just a **** ton of suggestions and ideas to present.
Suggestions: How about the tattoo growing forth, like roots, from a seed planted within your skin? The concept of a free-standing vine trap would be possible, as would another Mythos relating to the manifestation of wooden bark-armor out your soil-flesh. If the granted vine attack were made singular, with an advanced manifestation allowed for a second vine whip (and increased damage dice), I feel it would become more impressive, conceptually speaking. This may necessitate a slight power increase, so perhaps a singular vine could emerge as a swift action? Infused Touch of Regrowth could use some limitation, like... a 2+Wis mod/day limit would probably be fine. It actually seems like the start of something bigger, like channeling touch-ranged SLAs you have through your vines, possibly with a sneaky element. Possibly something like a Flytrap Deathgrip Smack?

Animus Cry of the Hunt feels to me like a Fantastic Mythos. Low-level druids who call real animals to fight for them, not spirit beasts.
Suggestions: Replace ACotH with a lower-leveled idea, like "I meditate upon the problems I face, and call upon the wisdom of nature to combat it. A spirit animal appears to help me, provided it isn't too difficult". For example, if you needed to find the king's hidden loot, you'd think of anything it could look like, any place it could be, any way you could find it, until after like 15+4d6 minutes of ponderance and meditation, a squirrel (elder lord of the supply cache) or magpie (incomprehensible junk collector) or other creature of similar predigree appears before you to offer insight and assistance, provided it's not required to do anything life-threatening, insulting to its fundamental nature, or simply impossible. Spirit creature CR should probably be limited to sub-2.

Touch of Paternal Flame is, as you say, incomplete. A fine idea, though it kind of doesn't synergize with the other features of the class.
Suggestions: A more solid conceptual definition would help. Instead of just “fire and light” how about this be the “death to nature's abhorant” Mythos? That's pretty much the Sun's MO, after all, and nature warriors should have countermeasures against the kind of cute tricks that unnatural forces love to pull. To give an example: instead of just fire, how about being able to scratch up sparks with a stroke of the hand, which you can throw as a weapon, like a projectile torch, threatening to set them on fire. Or you can throw it at the ground, setting the landscape alight in a blazing inferno, burning away anything dry or immobile (zombies, looking at you). You could hold it forward and throw a glare of pure castigation upon the ghostly, revealing the invisible and paralyzing the incorporeal. You could press it into metallic surfaces, tearing through metal armor and the bodies of constructs like butter with your bare hands, leaving them weakened for your pack, which might otherwise have trouble piercing their defenses. Maybe even something to do with aberrations; like, that's where the burning blade thing comes in?
In other words, I feel like this Mythos has as much potential as the other four combined. It just has to come into its own.


And finally a semantic suggestion: I think “The Primal Mythos” flows better.

PeacefulOak
2015-05-27, 05:01 PM
Thank you for the review! I haven't forgotten about this, and am working on it when I can find the time.

To answer a few of your broader questions, my original goal was to shoehorn Druid spells and abilities into a Mythos framework. Thus, Animus Cry of the Hunt replaces the entire Summon Nature's Ally group of spells. Likewise with Touch of Paternal Flame picking up the fire-type spells out of the first few levels of druid spells. Having taken a step back and reviewing this, I think that I am going to approach it from a different angle. What do I want a nature spirit animal child of the spirit of Nature and the Sun to represent? What cool things do I want it to be able to do?

More specific notes below. =)


Semblance of the Beast Transformation is a solid idea, basically required for anything that calls itself a druid. Giving bonuses to “companion skills” is good synergy with other Mythos, and helps to make the whole class a little more consistent. I see only one difficulty: how does wild shaping, by itself, fit within the rest of the class? Does your pack gain bonuses if you're in a wild shape? Are you restricted in some way, in the number of forms you can adopt, such as “an example of the species must have been in your pack at some point” or even “can only wild shape into a type of creature that is currently in your pack”, leaving the free wild shaping for higher-level Mythos? And then comes the contention of power, which I'll put down below. The mechanics could use work in two specific ways: the duration and the wild shape mechanism. The former is simple: you have what I think is actually an exponential duration growth, which at level 6 can easily exceed 24 hour/day. The latter is less so, and is fundamentally a question of how powerful you think gaining total dump rights to your physical scores is. And there's the thing about how, technically, you heal as though you got a night's rest every time you transform, because wild shape is actually a really weird, cludgy ability.
Suggestions: Make the duration something straightforward, like 15 minutes. That's enough to handle a fight scene, track a guy across a small town by scent, get a visual on the topography via flight, or similar. Also, I suggest you leave out the “As Wild Shape” clause, but I'm not sure what to replace it with: obviously limited size change and the gift of natural weapons are in, but what else? What's the target you're aiming for? I think we can at least rule out stat substitution, mostly because I adore the thought of an emaciated hippie transforming with a mighty roar, bounding forth in an instant only to bounce off the target painfully because its like three-foot seven with fragile claws and arms like spindly noodles.

For the math of it, I don't think its as bad as you make it out to be. Level 6, Wisdom 19 (+4), would make it 100 minutes ((6 + 4)x10). I'm going to take out wild shape, and add in specific limitations regarding size and what-not in a similar way to the existing ability. I prefer the physical stat replacement, but I'm going to look at the other things you gain/lose as a result and try to narrate it a bit more.


Manifest Spirit of the Beast is incorrect, I think. A quick search shows that many species are considered to be solitary, including such famous examples as the polar bear, rhinoceros, tortoise, tiger, and boa constrictor. :smalltongue: But seriously, I went and listened to the Circle of Life (https://www.youtube.com/watch?v=GibiNy4d4gc) for this. If anything, it's not fleshed out enough, seeing as a spirit that adopts different forms to suit your needs is really cool idea.
Suggestions: One: make the connection between your spirit companion and you stronger. Spirit animal or something. It's solid enough as a concept, but maybe it could relate to your pack in some way, possessing a packmate and granting it greater intellect and physical boons in exchange for direct servitude to you, and being a carrier for the spirit? The manifestations are a bit scattershot, but not especially so for an early draft. The only thing that I completely disagree with is the Coordinated Hunting Rapture, which seems to miss the point of Mythos Points; they're a method by which to give Mythos Classes an alternative to D&D's Enchanted Christmas Tree, and are handed out as part of abilities to make sure you don't lose real character power for sundering lootable weapons or such. This is just free money, which wouldn't be bad except it incentivizes farming rabbits in summer to slaughter for MP.

I agree with almost everything you say here. One thing, though. The idea of the Leader of the Pack class ability is that you can designate your fellow adventurers as part of your "pack", so possessing them and making them your companion doesn't really fit the bill. The concept for me was closer to Guenhwyvar, Drizzt's companion in the Forgotten Realms books.


Imbued Etchings of the Vine is so cool. Really inspired idea, just kind of flat execution right now. No real complaints here, just a **** ton of suggestions and ideas to present.
Suggestions: How about the tattoo growing forth, like roots, from a seed planted within your skin? The concept of a free-standing vine trap would be possible, as would another Mythos relating to the manifestation of wooden bark-armor out your soil-flesh. If the granted vine attack were made singular, with an advanced manifestation allowed for a second vine whip (and increased damage dice), I feel it would become more impressive, conceptually speaking. This may necessitate a slight power increase, so perhaps a singular vine could emerge as a swift action? Infused Touch of Regrowth could use some limitation, like... a 2+Wis mod/day limit would probably be fine. It actually seems like the start of something bigger, like channeling touch-ranged SLAs you have through your vines, possibly with a sneaky element. Possibly something like a Flytrap Deathgrip Smack?

I'm really happy that the only really original idea I implemented for this is the one that rang true. I like your thought process on expansions for future implementations of this, and I like the single to advanced double vine idea. For Infused Touch of Regrowth, I think I'll add a limit similar to a Paladin's Lay on Hands ability, as this feels thematically similar.


Animus Cry of the Hunt feels to me like a Fantastic Mythos. Low-level druids who call real animals to fight for them, not spirit beasts.
Suggestions: Replace ACotH with a lower-leveled idea, like "I meditate upon the problems I face, and call upon the wisdom of nature to combat it. A spirit animal appears to help me, provided it isn't too difficult". For example, if you needed to find the king's hidden loot, you'd think of anything it could look like, any place it could be, any way you could find it, until after like 15+4d6 minutes of ponderance and meditation, a squirrel (elder lord of the supply cache) or magpie (incomprehensible junk collector) or other creature of similar predigree appears before you to offer insight and assistance, provided it's not required to do anything life-threatening, insulting to its fundamental nature, or simply impossible. Spirit creature CR should probably be limited to sub-2.

As I mentioned above, this was supposed to replace Summon Nature's Ally and it's iterations, to support the summon-monkey build of a druid. I'm likely going to scrap and rebuild this mythos to fit thematically with the story of the Primal (which I will also be expanding).


Touch of Paternal Flame is, as you say, incomplete. A fine idea, though it kind of doesn't synergize with the other features of the class.
Suggestions: A more solid conceptual definition would help. Instead of just “fire and light” how about this be the “death to nature's abhorant” Mythos? That's pretty much the Sun's MO, after all, and nature warriors should have countermeasures against the kind of cute tricks that unnatural forces love to pull. To give an example: instead of just fire, how about being able to scratch up sparks with a stroke of the hand, which you can throw as a weapon, like a projectile torch, threatening to set them on fire. Or you can throw it at the ground, setting the landscape alight in a blazing inferno, burning away anything dry or immobile (zombies, looking at you). You could hold it forward and throw a glare of pure castigation upon the ghostly, revealing the invisible and paralyzing the incorporeal. You could press it into metallic surfaces, tearing through metal armor and the bodies of constructs like butter with your bare hands, leaving them weakened for your pack, which might otherwise have trouble piercing their defenses. Maybe even something to do with aberrations; like, that's where the burning blade thing comes in?
In other words, I feel like this Mythos has as much potential as the other four combined. It just has to come into its own.

I've already written out (but not posted) the narrated abilities of this mythos, but I agree that it needs to be tied in to the narrative to make more sense thematically for the Primal.


And finally a semantic suggestion: I think “The Primal Mythos” flows better.

But the Titan whose story the Eoteras draws power is called the Primal! Maybe "The Protean's Mythos"? It will tie in with the expanded narrative.

PeacefulOak
2015-06-02, 12:31 PM
Updated the initial Narrative. The Titan's name is the Protean now, as I think that fits my intent better.

Updated the wording on most of the Mythos, and updated the wording on Leader of the Pack. Touch of Paternal Flame is going to be renamed and re-flavored to represent the end-portion of the life-cycle.

More to come, including the initial Plant-style mythos and Weather-style mythos!

Regalus
2015-06-27, 10:13 PM
I love what your working on here Peaceful, from a glance the idea and mechanics you're working with have a lot of potential. From what little I've seen there's the possibility for very diverse series of characters from the few Mythos you've posted. Though in some cases, I do feel the execution needs a bit off refining. I'll include my critiques and suggestions concerning existing material in their respective Spoilers for convenience.

Is glorious and I love it. Though I do wonder. What happens if your party levels up, and you end up short a HD or two to cover the whole party. Ex: A level 4 WIs mod 4 Eoteras, giving him a pool of 16, is with a party of 4 level 4 character. He has just enough for everyone to be a member of his pack. However, once they all level up the Eoteras now has only 18 HD in his pool, but now his party has 20HD between the 4 of them. Meaning that he comes up short by two HD to cover the last party member. What happens then? Does that Party member get kicked out of the Pack; or is he part of the part of the Pack until he gets kicked out for some reason, at which point he can't be brought back in until the Eoteras has enough HD in his pool?


I assume that the ability to transform into creatures of size categories such as Large, huge and Tiny will be available at higher tiers correct? Also, what about the special abilities of the Animals? Like if you turn into a Wolf do you get it's Extraordinary Trip ability (the ability to roll a trip against enemies you successfully Bite)? What about any supernatural abilities they might have, like how some magical beasts have passive Circles against Evil, would those be made available at via Higher Tier manifestations or Mythos selections? Or would that be an Excellency requiring SotBT and access to Fantastic Tier?

One good suggestion for the Fantastic Tier upgrade, be it as part of a Mythos or as a manifestation, would be the ability to use the Higher of either the Creature or your own Attributes. As the "mundane shape" is empowered by your Narrative/Life Force to greater stature than lesser members of it's species. Might work as an Excellency too now that I think about it.



I like this; however there's is one major issue that needs to be addressed. How do you control it during Combat, and whether or not it's capable of independent thought. And how can you communicate with it?

Does it have the mental attributes/intelligence of a normal member of whatever species it's replicating, does it use your own since it's made out of you, or the better or worse of the two? Is it an actual animal despite it's origins, meaning it requires Handle Animal actions to command and needs to learn tricks, or do you control it the same way you would any other Summon or Secondary character the player controls? Does it share any languages with it's creator, or posses some kind of empathetic or telepathic Link with it's creator, like what Druids have with their Animal Companions? Or does it just know what you want to tell it, and vice versa, since you're a part of each other?



This is a cool idea, and much like Previous posters I can see it as the foundation for some neat stuff later on; but might I ask why you limit it to only while in human form? Why not allow someone to Wildshape and pretend to be a Bulbasaur by using this in an animal form? I mean, at base it's no stronger than a Tentacle attack and only gets better range at later levels so it seems odd to flat out shut down this mythos while Wildshaped.

Also, is there a particular reason why you made it so being disarmed of it causes you to lose HP? I know you based the failiure result of what happens to Whips in the same situation, but the penalty seems like it makes Trips a huge risk at low levels (where you might have anywhere from 4-12 HP easy depending on how you roll) or make it so the penalty is barely felt at higher ones (when your HP is close to triple digits)

Infused Touch of Regrowth seems a bit weak for a Mythos Heal; though granted it is a First Tier Mythos. However even then, it pales when compared to Cosmic Yang Epiphany; which can heal at will (level+Int Mod) HP as a Touch effect, while also allowing them to heal an extra (int Mod) points of ability damage after they rest for the day. Even if you cut the Mythos in half, leaving just the HP heal, it still provides far more healing than IToR even with it's Advanced Manifestation taken into account.

To solve this I have two suggestions, which I recommend picking both or either as a possible solution. 1)Allow it to feed of the Eotera's excess life force to recoup (Wis Mod). (level) or (Level+Wis Mod) points every hour or so passively. 2) Play up the Cycle of Life theme; and allow it to recoup points by damaging enemies. Like every point, or two points, of damage you deal with the Whips is added to the Pool as extra healing (never adding points beyond your Maximum of course). Maybe even allow you to transfer HP from yourself directly to an Ally via a Whip, weakening yourself to increase their Vitality.

Vine Whip Savant: Going by Mythos such as Elemental Geomarch Arsenal, it seems like the current convention is that a Single Swift action is enough to summon all of your Mythos created weapons in the event you can make more than one of them at a time. So you may want to remove the line about needing a second swift action, or a higher action to bring out the second one.



This mythos is a bit of a mess to be honest. Mechanically and thematicly, its all over the place with only a very tangential connection to one another. I feel that it would be better to have the Fire Mythos seperate from the other two. I notice in this thread references to a Mythos called Touch of the Paternal Flame; what happened to it?

Madness of the Caged Beast: I like what you're doing here, but I'm not too sure about the execution. Especially when it comes to the Wis Damage, and the fact the Temp boost to Str doesn't have a defined duration. I would suggest to instead turn this into a flat out Rage like ability that you can trigger when cornered or trapped; kinda like a prey's Fight or Flight rush on steroids. Giving you, let's say, (Wis Mod+2) bonuses to all Skill and Ability checks that would help you escape the situation you're in, immunity to Fear and other such emotional effects, and a similar bonus to your To-Hit and damage or to your Speed and AC depending on if you picked Fight or Flight; however while Frenzied this way you suffer the usual penalties of Rage (no Int Skill use, or stuff that requires concentration, ect; though you'd probably still recognize your Pack as friends) and all your actions during your turns must be with the goals of escaping or eliminating the danger swiftly as appropriate to your choice. Leaving fatigued or exhausted once you come down from the adrenaline rush.

Honestly, I could see this Manifestation being the very Heart of a Mythos on its own; as a crystallization of it's earliest experiences against the Hunters, and the other dangers that lurked in the primordial Wilds.

Stalking Predator's Assault: This is golden, and I consider it to be the one that most clearly embodies the name of this Mythos. The Tools of the Hunter Turned; using the very ambushing tactics it's early foes loves so much against them and removing their strength of numbers.

Honestly, my key suggestion for ToHT is to focus on the classical tools of Hunters and predators and adapting those to manifestations and the mythos itself. These are: Stealth, Numbers, Poisons and Traps. SO you ahve two choices, either use those tools yourself; or counter them.

SPA is the Protean learning how to be stealthy, but maybe that should also include how to see in the Dark such as Darkvision and/or Blind sight/sense? A simple way to give it an edge against the nocturnal predators it's imitating.

In the case of Numbers, member stuff like Combat Reflexes, Adaptive Flanker, and/or Uncanny/Improved Uncanny Dodge would be useful things to grant.

In the case of poisons; maybe the ability to allow her attacks to cause the Sickened and/or Nauseated condition. Or even a special attack like spores, a spray, or Scent to serve as a vector for the effect. Along with Immunity to Poisons and/or Diseases.

As for Traps, giving it the Rogues Trap Finder Ability through this could work nicely; along with a bonus to making your own traps or turning traps against the people who made them.


They're little things, but together I think they work well for the name and Narrative you chose.



This one is a lot of fun; but it's the one Mythos that needs the most work to refine. First off, there's no actually guideline for when the spirits start acting up. Meaning that as far the GM-Player relationship is concerned, this could be never or several times per session.

Personally my suggestion is this. Take a page from True Naming, making it so in order to generate the effect you need to properly Direct and coordinate the little spirits helping you out. Let's call this a Shamanism check, you roll your level+Wis Mod as a bonus against a DC of 15+Spell level; and you can only replicate Spell effects whose Level is equal to Half your Eoteras level. So a level 2 Eoteras with a Wis mod of 3 trying to replicate a Wind Wall Spell; this means he'd have to roll a 15 or higher to make it work. Or a 13 or higher if he has a Breeze Just For Me.

With this setup You Will Do as I Say could instead allow you to perfectly instruct them as a Full Round Action; as you channel your full attention and Metaphysical weight to turn your request into an Order. While also giving you the ability to Chastise Spirits as a Spirit Shaman of your level. Meanwhile Friend to Spirits, works as is; except it's +4 bonus is towards the Shamanism Check, and also towards all Social rolls when interacting with Spirits.

You may also want to consider having Touch of Elemental Grace grant Detect Spirits as an ability; it's a minor boon over all, but it's useful and in theme. In addition, it may be a good idea to have A Breeze Just For Me and My Very Own Rain Drop allow you to always have access to effects of their Descriptor; since you always have a spirit of that type with you.

Finally, making a Fantastic Tier Mythos to give access to Fire, and/or Earth in much the same manner as this might be a good idea.

Chastise Spirits (Su):Beginning at 2nd level, a spirit shaman can use divine energy granted by her patrons in the spirit world to damage hostile spirits (see the What is a Spirit? sidebar). Chastising spirits is a standard action that deals 1d6 damage/shaman level to all spirits within 30 feet of the shaman. The affected spirits get a Will save (DC 10+ shaman level+ Cha modifier) for half damage.
When using this ability against incorporeal creatures, a spirit shaman does not have to roll the normal 50% miss chance—the effect hits the spirits automatically. A spirit shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.


Detect Spirits(Sp):The spirit shaman’s spirit guide perceives nearby spirits. At will, the spirit shaman can use detect spirits as a spell-like ability. It functions just like detect undead, except it detects creatures that are considered spirits.


A“spirit”includes any of the following creatures:
• All incorporeal undead
•All fey
•All elementals
•Creatures in astral form or with astral bodies (but not a creature physically present on the Astral Plane)
• All creatures of the spirit subtype (see Oriental Adventures)
• Spirit folk and telthors (see Unapproachable East)
• Spirit creatures created by spells such as dream sight or wood wose (see Chapter 7).
In the spirit shaman’s worldview, elementals and fey are simply spirits of nature, and incorporeal undead are the spirits of the dead




Seems fine as is. No major comment here.




Before I get into discussing Mythos ideas, I think it's best to cover the other stuff I discussed so we can clearly see where we can build from.

As for Excellencies we got your basic Stat boosting ones; maybe something like Totem Body Emulation. Maybe have it so that, much like your Totem, it can swap around. Rather than giving you a set boost to a predetermined set of stats, it gives you a pool of Floating Insight Bonuses which you assign to your Ability Scores as you see fit after an hour of meditation (which can be the same hour you spend changing your totem's physical form if you have that Mythos).

Maybe an excellency that merges Heal, Survival, Ride, Handle Animal, Knowledge Nature, Geography and Local into a single uber Nature skill, or just let's you roll Knowledge Nature in place of all of them; and gives you back any Skill points you invested into those Skills prior to getting this excellency.

Maybe have an Excellency that grants Wild Empathy and Speak with Animals as a passive ability, and then levels up at around level 6 or 7 to grant you a passive Speak with Plants and Woodland Stride effect as well? Browny points, if it also gifts you the Elemental Languages and Silvan as a bonus; should you know Touch of Elemental Grace.

AN excellency (Or Mythos if you want to make a big thing out of it) dealing with the Vitality of The Protean; that grants you the Faster Healer Feat, along with the Toughness line of feats, and auto-stabilizing when your HP is under 0.

An excellency to allow you to use the higher of yours or the animals stats when using Semblance of the Beast Transformation, while also allowing you to speak normally or as an animal regardless of what form you're in.

And/or an excellency that allows you to turn into Tiny and Large Creatures as well; and can be repurchased at later levels to allow for Diminutive and Huge Creatures. Assuming you don't make this one and the one before it a single Fantastic Tier Mythos of course.

An excellency that allows you to Turn and Rebuke elementals (or elemental subtyped creatures) according to which elements you've gained access to via Touch of Elemental Grace and any upgrades it might get. Alternatively, the ability to expend CHastise Spirit inorder to Divine Feats, and gain a free one upon purchasing it; and/or an excellency that gives you access to the Weaken SPirit ability


Weaken Spirits (Su): At 16th level and higher, a spirit shaman can choose to strip spirits of their defenses instead of damaging them with her chastise spirits ability. When a spirit is weakened, it loses its spell resistance and any damage reduction overcome by magic weapons, silver or cold iron weapons, and aligned weapons (but not damage reduction overcome by adamantine weapons or not overcome by anything). In addition, an incorporeal spirit loses
its immunity to nonmagical attack, its 50% chance to ignore damage from corporeal sources, and its ability to move into or through objects.
To weaken spirits, a spirit shaman uses her chastise spirits ability but chooses to do less damage in exchange for weakening the spirits for a short time. For each 3d6 of chastise spirit damage the spirit shaman foregoes, the affected spirits
are weakened for 1 round.


An excellency that represents you drawing sustenance from the flow of natural energy around you or otherwise growing beyond feeble mortal needs. Removing your need to eat, drink, sleep (maybe even breathe) and allow you to replace your Wis Mod for your Con Mod for the purposes of Fortitude checks and HP per level.


Well, that's all I have so far. Let me know what you think and we can better refine the ideas from there.

PeacefulOak
2015-06-27, 11:52 PM
Regalus, you are hitting on the head a lot of the concepts I had in the back of my mind. =)

I hadn't realized that the wording of Leader of the Pack made it progressively less useful as you level up along with your party. I'm going to change it to Level times (Wisdom Mod + 2), that means that you can have as part of your pack a number of party members that stays constant, and should allow for adding in other creatures if you so choose.

For Semblance, the intent is that the Exceptional level mythos only grants movement speeds and senses, along with related skill bonuses. As you suggested, the intent is that the Fantastic level mythos will grant more access to the form's abilities along with tiny and huge size animals. Beyond that, we go into being able to either take the shape of magic beast type creatures, or the ability to select from a list of animal skills, ability, and statistics to form a merged shape. And then some really freaky transformation shenanigans that I want to write before I talk about.

Manifest Spirit creates a spirit creature from your own essence. You're right, I need to talk about its mental statistics. I'm thinking about the equivalent of the Celestial template, where it has a minimum intelligence of 3. If I give it six skill points per hit die, that would give it a total of 2 skill points to allocate per level. I'll have to expand that.

Vines: I like almost everything you're suggesting here. Both vines with the same swift action makes sense, and the concept of the 1 point of damage from having the vines ripped from your hands is based on... well... having vines ripped from your hands. >< I could drop it and just say "OW" I originally had no cap on the healing, but the healing only available during combat. I -really- like the idea of charging it with damage, that puts a focus on mixing attack and healing. I hadn't considered the Bulbasaur angle, I'll correct that immediately.

Touch of Paternal Flame got shelved, as I was having trouble making it fit with the story. Basically, the concept is that the Protean inherited some of his father (the sun)'s power, and is able to channel it to create flame-based powers. That kinda flowed through into Tools of the Hunters Turned, with the fire abilities. Thank you for calling me on it being scattered, it definitely needs a re-write. I'm not sure that the fire skills really fit into the Protean's story, and I may just leave it out completely.

I'm going to strait up adopt everything you said about Touch of Elemental Grace, because it makes my idea work mechanically instead of just being role-play to cast spells, which is broken as all get-out.

For your Excellencies:

Stat-boosts work great, and the one for using Knowledge (Nature) in place of all those natural-ish skills is awesome. My intent for the stat-boosts is to have them in two groups, one for mental and one for physical. The physical ones will have wording that state that the bonuses carry over to increase the stats of your altered forms (ie. your bear-form has an additional +2 to its already impressive strength, etc).

Wild Empathy and Speak with animals idea works great, and either an expansion or a second excellency for the speak with plants and woodland stride. Not sure where to tag on the Elemental languages and Sylvan, unless another excellency would make sense.... but that's three excellencies just about talking. Not sure if they'd be worth it, or just to have one big one that grows.

Natural Speech was an excellency that I was going to make.

I like the turn-rebuke elementals one, restricted to if you have Touch of Elemental Grace. Divine feats... not sure which ones would work well with the Eoteras as it is not actually a spell-casting class.

Vitality of the Protean is totally in, I like the flavor of it. Your last suggestion about drawing sustenance from the natural flow of energy is also a very good idea that taps into some of the core fluff of a druid. I'd add in no aging after a certain level, and I love the wisdom replaces constitution for Fortitude and bonus hit points.

Another excellency I'm going to add will allow you to treat humanoids as animals for the purpose of your [Beast] mythos, although they gain a bonus to any saving throws.

Regalus
2015-06-28, 05:31 PM
What? Ofcourse Fire fits into the Protean's story, it's even a core part of it's Mythos and what makes a Druid so special!

It's all about the Cycle! Fire is a powerful and volatile force yes, and if left unchecked can wreck havoc and destruction, but in both Nature and the Protean's Mythos Fire is a force of Renewal. It is what allows the Cycle to come to be, for every end is a beginning and every beginning is an end. Without the flame to purge illness and bless the land with new found fertility the cycle would eventually breakdown.

I could see Touch of the Paternal Flame working as thus: The Core Mythos gives you Fire Resistance equal to your level, and gives you access to a Special New attack option; let's call them Embers. You can use Embers as an Attack action, just as you would any other weapon. A range touch attack doing 1d6 damage at range of 40ft that increase by +5 per two levels; while its damage increases by +1d6 per 4 or 5 levels Now then, these "embers" aren't just normal fire; but are rather drawn from the fading embers that first birthed the Protean. Fires that wrought destruction, yet infused the land with life; so they deal half fire-half positive energy damage that can still damage living beings. Something destroyed/killed by these flames has their remains left infused with lingering positive energy which has two effects: 1) The remains are left Necromanticly inert; meaning you can't raise the corps as an undead or use them as component for necromancy effects or rituals involving negative energy. They're effectively "ruined". 2)The remains bolster new life around them like magicly enhanced fertilizer; such ash spread on a field all but guarantees a healthy and bountiful harvest.

Ideas for it's Basic Manifestations:1) Allows your embers to flare up on contact with an enemy, effectively dealing half the damage they rolled as Splash damage to the Target and Adjacent Squares 2)Launch a spray of the embers around you as a Burst, with a chance of Blinding targets that fail their save. 3) "Holding" an ember or wreathing a weapon as a medium, briefly adding the damage to the weapon.

Ideas for Advanced Manifestations: 1)Gain resistance against Negative energy damage, and a bonus against Negative energy and Death effects by tapping into that life giving Flame. 2) If you have the Healing Vine Mythos, half the damage you deal with this Mythos is added to your Healing pool. 3)Allowing the "cloud" of embers you generate with the Burst basic mythos to become a cloud of "fireflies" which follow your or a target; lighting up the area like Torches, and dealing Wis Mod fire damage and Dazzle every round to enemies stuck in their little cloud.


This opens up thematic space for higher level mythos where you use the Fire to Purge curses and enchantments, as well as conditions. Maybe even a Resurrection style mythos, that doubles as it's solution for self resurrecting enemies; allowing you to "burn" their current life to make way for a new one. You effectively burn the targets corpse to Ash, and from the Ash comes out a new living body holding their soul. Kinda like a Reincarnation spell, only they're brought back as a younger/renewed form of themselves. For enemies however, you can wipe the slate clean; effectively pulling out a babe or other such young child with no memory or connection to it's past life. A Free spirit, and a second chance for whatever poor soul it was to redeem itself.


Admittedly, this is all still a bit rough; but I believe it to be a valid and interesting mechanical and narrative direction to take. Thoughts?

EdroGrimshell
2015-06-28, 05:57 PM
This opens up thematic space for higher level mythos where you use the Fire to Purge curses and enchantments, as well as conditions. Maybe even a Resurrection style mythos, that doubles as it's solution for self ressurecting enemies; allowing you to "burn" their current life to make way for a new one. You effectively burn the targets corpse to Ash, and from the Ash comes out a new living body holding their soul. Kinda like a Reincarnation spell, only they're brought back as a younger/renewed form of themselves. For enemies however, you can wipe the slate clean; effectively pulling out a babe or other such young child with no memory or connection to it's past life. A Free spirit, and a second chance for whatever poor soul it was to redeem itself.

Couple additional ideas, you can burn up a disease or poison and have it instead Renew the one that originally hosted it, like using the disease's burned out remains to restore the damage it has done quickly or to inure against future infection for a time. This essentially makes fire into one of the main healing forces of the class.

Another idea, would be a Mythos or Excellency for making poultices, like mundane healing potions that can be distributed to the party.

Lastly, there's the idea of synergizing with being, like this one monster in another book (Poisoncraft: The Dark Art) that naturally has its weapons coated in the poison of nearby animals, fey, and vermin, new ones entering the area add their poison and ones leaving remove their poison.

PeacefulOak
2015-06-30, 10:23 AM
Updated most of the Exceptional Mythos, except for Tools (that'll take a bit more thought).

I decided not to go with the spirit shaman turning at this level, I don't feel like it fits with the concept I had for the Eoteras.

You have swayed me on Touch of Paternal Flame, I will re-write it and put it in, incorporating some of your ideas.

I have also started working on the Exceptional [Beast] Mythos, let me know what you think!

Regalus
2015-07-01, 12:40 PM
Okay, Errata and tweaks for existing mythos are looking good.

Dominant Alpha Stare: Oooh, Dominate Animal. Quite a useful tool to have, especially when there might not be time for a Handle Animal check. Lots of nifty uses (such as getting someone's mount to suddenly become very uncooperative). Mechanics seem pretty sleek, and I do appreciate both a "quick and dirty" option and a fallback in case they make the save. It's never nice to feel like you wasted an action

Though I do have a Question concerning Path of the Noble Alpha; once the effect Runs out, assuming the creature wants to keep following you, is it still a "Free" member of your Pack or can it only join if you have available HD?

Tools of the Hunter Turned: This is turning out quite nicely, and feels a lot smoother thematically. It's certainly on the strong side of Mythos of this Tier, but that is balanced by the fact that the player himself has limited control over where he can use it. Thanks to how you worded it, the Mythos is literally a Panic Button. The only time a player will ever be able to use this is when he is utterly boned; unlike most Rage effect which Players can toggle on or off whenever they feel like it, or just need a little extra boost. So that seems like a fair trade off: Convenience V.S. Potency.

That said, I do have three questions:
1)What kind of Action do you need to expend to enter Flight or Flight mode? Swift, Free, move?
2) When using a manufactured weapon with Tools of the Subtle Killer, what action is it to lace your weapon with the poison? Can it only be done out of combat, or can it be done as a Swift Action?
3)For the purposes of Tools of the Subtle Killer do your vines and Unarmed Strikes count as Natural or Manufactured Weapons? That is, do they naturally carry your poison (unless you decide to shut it off) or do you need to spend an action to lace them with it?


On a side note, a Query of a more selfish nature I suppose: Any ideas when the preliminary batch of excellencies might be ready? Mainly curious, and I do not mean impertinence by inquiring. n_n

PeacefulOak
2015-07-01, 01:08 PM
Answers!
1) swift action to activate
2) move action to envenom
3) vines yes (good idea!) unarmed strikes no... Unless I add something about growing thorns? Maybe not.

Excellencies... Tomorrow maybe? Got a busy Canada day planned.

Regalus
2015-07-01, 02:19 PM
No worries, life always comes first after all. That said:



Though I do have a Question concerning Path of the Noble Alpha; once the effect Runs out, assuming the creature wants to keep following you, is it still a "Free" member of your Pack or can it only join if you have available HD?

Missed a question my friend.

PeacefulOak
2015-07-01, 03:42 PM
The intent is that you have to have available HD. I think I'm going to have either an excellency or part of that mythos that increases you maximum pack size.

EdroGrimshell
2015-07-03, 12:24 AM
Um, don't ability increasing excellencies usually provide enhancement bonuses, not perfection bonuses? And don't they normally require having at least one Fantastic Mythos?

PeacefulOak
2015-07-03, 12:50 AM
Good point on the enhancement bonuses. Both of those excellencies do state that they require Fantastic mythos.

EdroGrimshell
2015-07-03, 09:34 AM
Good point on the enhancement bonuses. Both of those excellencies do state that they require Fantastic mythos.

Ah, it's just the formatting then, Excellencies usually go like this

NAME
Prerequisites: - (whatever prerequisites it has)
(Effect)

PeacefulOak
2015-07-03, 02:05 PM
Ok, so my brain is burned out on excellencies for the moment. I'd be happy to take more suggestions, or options for expanding what I've written.

Back to work on Mythos! Gotta write another Basic and Advanced for Tools, write Touch of Paternal Flame, and write one Plant mythos that doesn't grow from your arms. ;)

And then... on to Fantastic! So many ideas in my head for Fantastic and Legendary. =D

Teasers/thought provokers:

Fantastic:
- Expansion on Semblance to grant Large/tiny animals, and all other attributes of the form (including poisons, etc). Manifestations to allow different types of features.
- Expansion on Imbued Etchings, which will create wooden armor that applies regardless of form.
- Animus Cry is already written, may tweak it a bit but it's already pretty solid.
- More plant-related goodness
- A growth/decay mythos

Legendary:
- Want to be a dragon?
- Why be one animal, when you can be several?
- Born of the world-tree, I take her form.
- Shintai - Do I even have a humanoid form?


And more to come.

EdroGrimshell
2015-07-03, 02:12 PM
Back to work on Mythos! Gotta write another Basic and Advanced for Tools, write Touch of Paternal Flame, and write one Plant mythos that doesn't grow from your arms. ;)

Goodberries, Exploding Acorns, Cherry Bombs. Alternatively rooting down (can't move but heal by absorbing nutrients) or an entangle effect, prompting growth or withering of plants, etc.


And then... on to Fantastic! So many ideas in my head for Fantastic and Legendary. =D

Teasers/thought provokers:

Fantastic:
- Expansion on Semblance to grant Large/tiny animals, and all other attributes of the form (including poisons, etc). Manifestations to allow different types of features.
- Expansion on Imbued Etchings, which will create wooden armor that applies regardless of form.
- Animus Cry is already written, may tweak it a bit but it's already pretty solid.
- More plant-related goodness
- A growth/decay mythos

Legendary:
- Want to be a dragon?
- Why be one animal, when you can be several?
- Born of the world-tree, I take her form.
- Shintai - Do I even have a humanoid form?


And more to come.

I like this. I like this a lot.

Regalus
2015-07-03, 06:09 PM
Goodberries, Exploding Acorns, Cherry Bombs. Alternatively rooting down (can't move but heal by absorbing nutrients) or an entangle effect, prompting growth or withering of plants, etc.

THis is a good idea. Maybe have a Mythos that works like Shape and Warp Wood, with the added bonus of letting you make plants grow faster and maybe heal them if they're damaged or sick. Possibly even repair wodden objects.

From there you can make it's manifestations be about generating specific kinds of magical plants. Like Good berries for healing, exploding fruits/seeds, tangle weeds for entangling and even brier patches to act as field hazards. WIih maybe the Advanced mythos modifying how many instances of these effects you can generate, or the area/number of targets you can influence at once.

Branching out from that you could generate more exotic plant creation mythos involving more magical breeds of plants, even creating Trents or plant creatures (plant V.S. zombies type flora for example, swamp thing like creatures,), or replicating other such Plant descriptor spell effects through that without making additional variant for Touch of Elemental Grace for it. Eventually becoming so in tune with nature the Eoteros can Commune with nature and even use a Tree Stride like effect to have nature carry his body and spirit (and that of his packmates) across large distances. This line of Mythos would be the perfect home for your inevitable "And I turn this dry blasted wasteland into a verdant landscape full of life an promise" mythos/manifestation.

Speaking of, have you consider a Mythos that allows you to apply the Elemental Creature (i.e. Air Creature, Fire Creature, Earth Creature, Water Creature and Wood Creature) templates to your forms from Semblance of the Beast Transformation your Companion's forms from Manifest Spirit of the Beast, and/or to the creatures you summon via Animus Cry? It's a neat way to represent calling a greater diversity of Nature Spirits answering your call for aid, or even showing that the Eotero's connection/understanding of nature and the bond it has with them goes beyond the simple limits of mortal flesh.

Heck, maybe consider a few Mythos that give you some of the benefits of being a Dryad or Plant-like creature (like a Grass type pokemon) from your connection with Nature.

What do you think?

PeacefulOak
2015-07-06, 04:03 PM
OMG time creeps up on you.

So, Tools is rounded out, although some additional trap features would be welcome.

Started Touch of Paternal Flame. I'm keeping the Wildfire manifestation as an advanced manifestation, unless it is overpowered? I really like the flavor/feel of it.

More to come!

Regalus
2015-07-06, 11:24 PM
Le'ts look at this update shall we?

Tools of the Strategic Killer:Simple mechanics, but devastatingly effective for a good roleplayer/strategist.

Touch of the Paternal Flame: First off, I like the little add on to your shape changing. It actually seems like fertile ground for some manifestations or Mythos down the line. As for the the Mythos itself, it looks good; but has two troublesome points; both of which are related to how Damage is being handled. Namely, the fact that the dice of damage is determined by the number by which you dropped your Fire Resistance. I can see you're trying to use it as a limiter for how much fire power this baby has, but in Dnd it breaks down.

See, there are many races, spells, items and templates which starting characters can get which grant them High Fire resistance or flat out immunity. SO if it's meant to Cap damage, this fails the moment they get a spell or item that grants them Fire Resistance suddenly they gain the ability to blast embers far stronger than what their level should allow.

Just to prove my point, Energy Resistance is a second level spell (which means most casters get it at level 3 or so making it viable as a dip or for Wands) that grants 10 points of resistance to any one energy type you choose; that goes up to 20 at level 7 and then to 30 at level 11. Then there's the fact that the ability has no rule on what happens if the User has Fire Immunity instead due to their Race or any template they might have.

This may seem a bit situational, but it comes up even due to the class itself thanks to it's Shape Shifting; so there's the very real possibility of the Eoteros turning into something with Fire Resistance higher than it's own, or Immunity to Fire.


So while I agree that with it as a Thematic Choice, mechanically it's fairly buggy. As such,I'd have to suggest just having it capped as d4 per level, rather than using Fire Resistance as a secondary limiter. It maintains the power cap you want, and well; the damage output at this level of development for the mythos isn't much to worry about. I mean, early on its about as strong if not weaker than Eldricth bolt; which even then has the advantage of Untyped so it ignores all forms of DR and Energy Resistance, giving it a steep advantage over the Ember's more consistent damage output (and slightly higher output at higher levels) given how common Fire Resistance is.

t may be a good idea to balance it until the Eldritch bolt attack that Xefas wrote for the Mythic Warlock; which is still quite a bit stronger than Touch of Paternal Flame's Ember. The Fire Resistance granted by Touch of Paternal flame should cancel out (balance wise) with ESC's ability to access other Advanced Manifestations. I'd reccomend tweaking the damage type, adding some kind of secondary effect to the Ember attack itself, or even just allowing it to launch additional embers (ala Burning Ray) at latter levels.


Prerequisite: -

As a standard action, you call up pure demonic magic from the depths of your rotting soul and unleash it from some point on your body, usually the hands or eyes. This may be used as either a melee or ranged attack, dealing 1d8 damage per two class levels, minimum 1d8, on a successful hit. If used as a ranged attack, the normal maximum range is 60ft, however, you may choose a target up to 120 feet away by halving the damage dealt after rolling.

This is considered using a 'Spell-Like Ability', as is the use of all of this Mythos' Advanced Manifestations.

You may spend one Soulgild to temporarily access any one Advanced Manifestation for this Mythos for one round.

Advanced
Eldritch Lance: As a standard action, you unleash a highly focused beam of energy at a target within 120ft as a ranged attack, dealing 1d8 damage per two class levels. You may extend this range to 250ft by halving the damage dealt after rolling.

Brimstone Immolation: As a standard action, you conjure a writhing tide of flames as a melee touch attack or ranged touch attack, dealing 1d8 fire damage per two class levels. As a ranged touch attack, the normal maximum range is 60ft, however, you may choose a target up to 120 feet away by halving the damage dealt after rolling.

Abyssrime Blast: As a standard action, you cast forth a zone of freezing energy as a melee or ranged attack, dealing 1d8 cold damage per two class levels. As a ranged touch attack, the normal maximum range is 60ft, however, you may choose a target up to 120 feet away by halving the damage dealt after rolling. Creatures standing in, or soaked with, water or another easily frozen liquid, take a -3 penalty to their Armor Class against this ability and take an additional +1 damage per die rolled.

Unyielding Laceration: As a standard action, you lash out with a roiling mass of disruptive energy as a melee or ranged attack, dealing 1d8 force damage per two class levels. As a ranged attack, the normal maximum range is 20ft, however, you may choose a target up to 40ft away by halving the damage dealt after rolling.

Beshadowed Bolt: As a standard action, you launch of burst of hideous, crawling shadows as a melee or ranged attack, dealing 1d8 negative energy damage per two class levels. Creatures that take damage must make a Fortitude save or be struck blind and deaf for one round. As a ranged touch attack, the normal maximum range is 60ft, however, you may choose a target up to 120 feet away by halving the damage dealt after rolling, and taking a -2 penalty to the DC of the saving throw to resist being blinded and deafened.


As for Wildfire, The Gift of New Life; it's still very interesting, and its a potent AoE. Damage wise it's fine; but it's spread is a bit worrying. I mean, the potential for Friendly Fire and Colleteral damage is horrifying even at low levels; especially if fighting in a natural evierment, where there's plenty of flammable plant life around. Might want to step down the action needed to stop the spread. Especially since it's vague whether or not the actions stops the spread of other fires started by the effect (such as an arrow lit by these fires, and then launched at another target some distance away).

PeacefulOak
2015-07-07, 01:51 AM
I didn't even think of other sources of fire resistance, that's a very good point. Straight damage-wise, ember outperforms normal eldritch blast by 4th level, and matches/out averages Xefas' version. I think I will change it to sunfire, which counts as fire and positive energy, and is only overcome by things resistant to both. I'll limit it to d4 per level, and maybe add in something iterative as a manifestation.

Wildfire, again good point. I will add wording stating that all flames created by the effect are sunfire and intrinsic to the effect, they cannot be carried out of it.

Any ideas for other trap mechanics for the Strategic?

PeacefulOak
2015-07-07, 07:07 PM
Updated ToPF with edits and another basic manifestation.

You didn't say anything about the other advanced manifestation of Tools, by the way. Hopefully I'll get more writing done tonight.

Regalus
2015-07-09, 03:44 PM
Oh yes, ToPF undoubtedly has a better Average damage, and consistency than either. My main point was that unlike them, it had to contend with Fire Resistance and Immunity. But you already fixed that issue via Sunfire damage. So well done.

Cleansing Fire: Looks good. Surprised it doesn't grant immunity eventually; but getting extra saves is pretty great too. Also, really glad you allow the "Purging Fire" to apply more than once a day. Gives you an option when dealing with enemies that spam uber diseases and poisons; without promoting the abuse of the power by letting your allies turn into plague carriers all the time. Players due to tend to be allergic to options that damage their character's after all.

Fireflies: Really happy you picked up this idea. n_n

Distraction DC is low enough to become all but forgotten at higher levels; but I think that's offset well enough by the fact you can spawn as many as you want (within your limit), and the fact you can have them deal with mooks while you focus on the BBEG. So looks all good.

That said, do you control all swarms with a single Move action; or does each one require its own? Wording is vague enough to be read either way at the moment.

Wildfire: Don't see any new issues here, and nice touch mentioning what happens if you use it underground.

SMA: At-WIll Chill/Heat metal; a very useful tool to have. Between this and Wildfire, I think this makes the Eotera's one of the few viable classes out there with viable DoTs and "Fire and Forget" options.

As for Tools of the Hunter Turned; Stalking Predator's Assault and Tools of the Subtle Killer have already been reviewed; and I don't see anything that warrants further critique on them yet. As for Defender of the Pack, it's your nice to see another Pack ability in the list. So far Semblance and the Vines were the go to Mythos for working closely with your friends. Honestly, I think it's fairly well done; and gives the players more chances to use Fight or Flight; and as someone who often ends up having to haul his friends butts from the fire I can honestly say it's going to be one of the most common triggers for it in play.

Now then, unto the fun bit. SUggestions for Tools of the Strategic Killer: Blinding (dust, sand, pollen, venom, pepper fluid or other such things being knocked into the persons eyes), Entangling (maybe even an option for an Immobilization Trap to Entangle on a successful Save?), maybe something based on the Distraction Ability (Covering a foe in poison ivy or other such itchy substances, or in something that attracts insects with a fervor), a trap to sicken or nauseate an enemy (such as causing them to be covered in foul smelling substances, or that throughs them for a loop leavign them dizzy for a while).

GRanted, Entangling could also be done as part of a Plant mythos.

PeacefulOak
2015-07-17, 01:00 AM
Hey look at that, I'm done the Exceptional Mythos list!

At least, unless some serious inspiration strikes for lower power abilities, but for now I'm on to Fantastic. Yay!

Regalus
2015-07-30, 05:52 PM
Okay! Review time, sorry for it being so late; the past few weeks have been rough. Now then, on to the review.

Whispers of Maternal Favor:[/B Ah yes, the long awaited botanomancy mythos. This serves up a good batch of crowd control for the beleaguered Eoteras; something that only Touch of Elemental Grace could really provide, and the option to use it to remove Difficult Terrain is quite nice. Part of me wonders if this should allow you to create makeshift ladders via vines or even makeshift bridges to close gaps, since it seems like it fits the same narrative niche; but I'm not sure if that level of direct plant control should be part of a Fantastic Mythos.

*[B]Gifts of Fertile Fruit: A nice simple mythos, that provides some light healing to patch yourselves up after fights. Combined with Touch of Regrowth this should do well to help keep a Party on their feet after a long combat gauntlet.
*Troll Bane Nut: Takes a quite a bit of luck for them to add up; though that seems fair seeing as it results in a Stun-esque effect. That said, how do the Nut's actually operate? Are their conditions actual curses/enchantments (like an actual Curse Spell), or are they Magical Poisons? This is kinda important in order to determine whether stuff like Break Curse or Remove Poison can cure someone afflicted by these. The nuts seem to be magical so I'd assume the former, but it's best to be clear given that the second condition just says that their limbs become leadened. Also there's no duration on how long the first two conditions last; are they meant to last several minutes, or just a few rounds each?

Also, can other people use the Nuts if you pick them first? (i.e. once you grab them, cna you give them to a party member to throw? Of you're disarmed before you can throw them, can the enemy toss them back at you safely?) or do the simply effect whoever touches them other than the Eoteras?
**How long do the fruits and nuts you pick last once plucked? Can you hoard them like normal food? How many times can you pick a Troll Nut Bane or Fertile Fruit Bush before it runs out? Would it be feasible to pop up one of these bushes and jsut spend the whole fight picking from one and tossing nuts at your enemies?

*Nightmare of Grasping Vines: This seems fine...though I'm a bit leery about making an Advanced Manifestation from a seperate Mythos a prerequisite for it. I mean, I can see why you did it (as a balancing point if nothing else); just something that rubs me oddly from a design point.

*Flander's Field: Seems good, but much like the basic manifestation it lacks a Duration for the Calmed condition; and you may want to clarify whether this counts as a Mind influencing effect (Or specifically say it doesn't count as one), or establish if this counts as a Magical Poison Effect (in the event you are using the scent as vapor-like sedative). Little things yeah, but they affect how other bits of the game system interact with them.

On a side note, are only the creatures who are present in the AoE when you trigger this effected or does anyone who pass through the flower field while the effect is running get hit by these soothing scents as well? If so, does the Duration fo the Calmed Condition run seperately from the duration of the Scent; or does the condition go away regardless once the Duration of the Scent runs out?

*********
Blessing of the Pack: Sweet, another Pack Mythos. Some nice bread and bother effects; the blessing of Cheetah and Ox are useful and welcome in any party. Definitely worth investing in both of them. As for Pack Battle Frenzy; it's a solid team combat ability. Allowing your to pour on the damage without any foreseeable risk of damage creep. All in all, a simple but solid mythos.

********************************

On a side note, I got into the game I was telling you about. My character is currently starting with Semblance of beast shape, Touch of Elemental Grace, Imbued Etching of Vines and Manifest Spirit of the Beast with most of their manifestations thanks to some generous starting Mythos Points courtesy of my DM. Combat doesn't seem like it will be happening soon, but I'll keep you posted on how it plays out.

PeacefulOak
2015-07-31, 05:22 PM
Congratulations on getting into the game! I'm so excited to see the Eoteras play-tested. I have to admit I snooped your profile so I could find and read the game.

In regards to your coments, I updated Troll Bane and Flanders Fields. Let me know what you think. For fields, any creature that breathes within the area suffers the effect. If someone runs through holding her breath.

Regalus
2015-08-01, 11:27 PM
Hey, I've got a question. Does the Mingled Spirits Advanced Manifestation apply to enhancements granted via items, such as attribute or natural weapon enhancing equipment? Or does it only affect spells and other such supernatural effects on you?

PeacefulOak
2015-08-07, 08:22 PM
Sorry for the delayed response. Working on Fantastic Mythos on my laptop when I can.

The intent of that manifestation is that temporary effects are shared. Thus, ongoing effects from worn magic items would not be shared, but spells and on-use effects would be shared as their magic is imparted to you through a transfer of energy rather than a persistent effect maintained by contact with an item (worn items with ongoing benefits).

Regalus
2015-08-07, 10:34 PM
I see; then might I suggest adding a small line in the Companion summoning Mythos, saying that due to it's spiritual nature it's Natural Attacks count as magic? Or to add some excellency or upgrading mythos that allows that ( or actually grants an enhancement bonus to them)? Alternatively Fantatic tier Excelelncy or Companion Mythos/Manifestation that you allow you to share some, if not all, magic item benefits you have with it?

I ask this due to the Companions ability to wild change it's body type and size category multiple times a session; which would thereby necessitate that an Eoteras horde Necklaces of Natural attack of every size category (each one of which would have it's cost decreased or increased as appropriate for it's size), or piles of Magic Fang wands to use on their companion each fight, in order to deal with the ridiculous amount of DR/Magic that would otherwise neutralize their companion as a threat. Seeing as one of the design points of the Mythos classes is to lower Magic Item dependency...this seems like a potential problem to consider.

PeacefulOak
2015-08-18, 07:49 PM
Wrote in fixes for Semblance and Manifest Spirit.

Summer is eating up my time, I'll try to get more written soon.

PeacefulOak
2015-08-25, 11:30 PM
Two more Fantastic Mythos, the advanced shape-changing Mythos and the advanced Etchings Mythos.

The fluff on the Etchings Mythos is really thin, I'd love some help on that.

Regalus
2015-09-04, 03:47 PM
Okie-dokie! Let's give this a look see; pardon the wait, school started and it has kept me distracted. n_n

Form of the Beast Unleashed: Ah yes, the long awaited Shape-Shifting upgrade. With this we pretty much cover all of our shapeshifting needs, short of spell-like abilities; but that's a minor note. All in all a great mythos, and I don't see any tweaks needed.

Imbued Etchings of the Oak: Oooh, self-enhancing plant armor that works even while shapeshifted? Glorious. THat said I do have two questions regarding it:
*What happens if you take both basic manifestations? I feel that your intent if for each manifestation to be a seperate form, rather than combining them somehow, but if so then what do you do to switch armors? Is it a Swift Action (just like activating it), or do you have to spend an action to dismiss your current set and another to make the new one?
*You mention that the armor doesn't interfere with movement, which I take it to mean that it's always comfortable (within reason and you don't need to worry about any extra limbs getting cramped in there correct? Or did you mean to imply that these armors don't cap your dexterity bonus while wearing them and/or lack armor penalties since they move naturally with you?

Now then, before I can suggest anything to add or change about the fluff; what do you feel unsure about in regards to the current fluff you have for it? If you can give me a good idea why you feel dissatisfied with it I should be able to help you find a suitable alternative.

PeacefulOak
2015-09-10, 05:05 PM
Glad to hear that you are liking the mythos as they come. I don't think SLA's are normally part of that kind of shape shifting, so I hadn't allowed for that. Might be game breaking.

For IEotO, you raise a good point. I'll say it's a full round action to shed one armour, and then as usual a swift action to grow the other. Both of your guesses are correct in regards to the comfort/ease of motion line. No max dex, no armour check penalty. Unless that's OP? I might be adding too many survivability options to the class.

silphael
2015-10-14, 07:40 PM
I fear I'm kinda near from necromancy here, but it seems your 4th level line is wrong, it says mythos +1 and excellency +0 while it should be the opposite.

PeacefulOak
2015-10-14, 10:25 PM
I fear I'm kinda near from necromancy here, but it seems your 4th level line is wrong, it says mythos +1 and excellency +0 while it should be the opposite.

In the face of the life-power of the Eoteras, I'll allow your necromancy. ;)

Thank you for pointing that out, I had completely missed that typo.

...

Out of curiosity, other than a clerical error, do you have any other thoughts on the class?

PeacefulOak
2015-10-15, 12:52 PM
Added another Excellency I had talked about a long time ago, being the ability to treat Humanoids as Animals for the purpose of [Beast] mythos. Humanoids get a +5 to their saving throws or opposed rolls caused by such mythos.

Regalus
2015-10-31, 06:43 PM
Wow, has it really been nearly two months since I last posted here? Life has been harsh my friend; but let's see if I can't get back into the groove of things again.

SLA gained via shapeshifting: DOn't bother honestly. I'm sure there's a way to balance it (probably drawing on the Spell Point variant rule, or having a set number of 'Charges' shared between forms or something); but that's something you can build an entire class around, so you're better off ignoring it as you have been. No need to overcomplicate something that works fine as is.

On survivability: Well, the class is fairly tanky if you pick the right options. Between the base feature, touch of elemental graces air manifestation,this armor and Hide of the Nemean Lion an Eoteros could very easily be a party's frontline Tank. I myself as a level 6 character have an AC that sits comfortably at 23-24.

Whether this is bad or not depends on how you view combat progression in the latter levels of the game. After all, most of the bonuses it gets counts as Nat armor or Armor so touch attacks still hurt them pretty easily. When it comes to fighting an Eoteros magic definitely seems like the smarter tactic.

Dimmet
2016-03-27, 11:09 PM
I'm building a Setgetzen at the moment and using Broken Amalgam to put some of the Protean in with it. Is this class still being developed? Will there be more plant-based mythos to go with it?

PeacefulOak
2016-03-28, 02:04 AM
Yes, and yes. Life has been pretty hectic lately, but it is definitely still coming.

EdroGrimshell
2016-03-28, 11:30 PM
I actually just remembered a PrC I made called the Verdant, which I converted into a Source for my Corpse PrC. It's a plant based thing that uses Berries grown from the body for various effects. Might be something of interest to draw on here. I imagine that it'd be largely in the form of an Exceptional Mythos and/or a collection of Excellencies, but free reign to draw inspiration from them if you like them.

PeacefulOak
2017-04-10, 03:30 PM
So I'm updating this again. New Fantastic Mythos and a couple of Legendary, with more to come!

Input and opinions greatly appreciated.

aimlessPolymath
2017-04-12, 11:13 PM
I'm going to do a quick review of the mythos. Don't know how far I'll get, and it's going to be slow.

Leader of the Pack is odd- I'm surprised that you can't add nonsapient beings. Maybe there's a mythos for it- I'm just starting out.

Exceptional:
SembanceOTBT:
-You can drop the brackets around the Animal type.
-Duration is more complicated than it really needs to be- I don't think it's too bad if you drop it to just 10 minutes/level, especially since you have a massive number of uses.
-Drop the healing, or drop the restriction: nobody tracks damage sources.
-Wordiness adjustments:


The transformation takes a full-round action, but does not provoke attacks of opportunity as the Eoteras remains aware of any threats to his person.

Semblance of Feline Grace: The Semblance is lithe and quick. When in a Semblance, the Eoteras gains Skirmish 1d6 per three levels, and gains a dodge bonus to AC equal to half her level, max +5.

Scrambling for Cover: In the face of catastrophic events, an animal will always seek a path to safety, whether that be dropping flat tax the ground or dashing away from the threat. When in a Semblance, the Eoteras gains Evasion as per the Rogue class ability, and a bonus to Reflex saves equal to her Wisdom bonus

I don't think you really need to round up the AC bonuses- the basic effect of Skirmish is enough for Semblance of Feline grace to be good at level 1, and Hide of the Nemean Lion is gained at level 2 anyway.

Manifest Spirit of the Beast:
*looks at the new skill points, hit dice, bonus feats + ability scores from hit dice*
*looks at the manifestation which lets you change your companion literally every day*
I have worries about playability.
Other than that, though, the manifestation looks pretty much fine.

Imbued Etchings of the Vine:
Needs a wording fix to avoid letting you take advantage of the reach with other weapons, unless that behavior is intentional.
Needs to specify that you don't add your Strength bonus, I think.
IToR: Healing can get pretty big, pretty fast. Really fast.
VWS: Word you want is "In addition to", not "instead".
Advanced:
ToLR: Even more healing. It's pretty absurd at this point- the tarrasque deals about 130 damage, if all it's attacks hit (admittedly, not the best measurement). This class needs to attack twice at level 13 to cancel that out (assuming 20 Wis).Limited uses, but still. In-combat healing is bad because it doesn't counter a number of strategies and doesn't help end the battle, not because it doesn't do enough.
CVT: Grappling is good. It's even better with that one Semblance for full BAB- did you run the numbers assuming they had it too? You could replace the +1 per 3 levels with making it auto-full BAB, I think.
I'd like to see a third advanced manifestation- right now, I feel rather locked into only two upgrade paths.

TToHT:
Raeg. It's pretty situational, but its situations are somewhat vaguely described, which makes me worry that players will end up rules-lawyering it into applying to lots of different situations (I read a story about someone who was allowed the ability to turn into a phoenix when their life was in danger, and used it at the beginning of the first fight they got into). How does "below half health, or immobilized" sound? It covers grappling + restraints, but also situations where someone's blocking the way out and whittling you down.
Manifestations: It bothers me that these don't have to do with the basic effect. It really bothers me. Why do I have to go into fight-or-flight mode to use poisons? Also, most of these feel more like the Mythic Ranger's mythos than the druid's.
TotSK: What if you lick your weapon? Not bad, not strong. Would like it to do a little more- maybe fatiguing the target if they fail three consecutive saves? Also, missing duration.
TotSK: I noticed an acronym problem. You can work out which I'm referring to, though. This feature feels like it's in a draft phase: missing durations, trigger mechanisms, ability to deal nonlethal damage, damage types, check to exit the pit, Search DC, etc.
Advanced:
SPA: More grappling. "Drag them into your concealment" does what? Also, giant Hide bonus, applied in a not-so-interesting way. Suggest adding requirement such as having to stay still for a few rounds to turn on the bonus.
Defender of the Pack: Looks good.

ToEG:
Surprisingly, it gets Elemental Empathy but not Wild Empathy. But, uh, this is an incredibly good feature? It's medium powerful, but air and water spells are medium versatile- loads of mobility, and a few save-or-dies.
ABJFM: Oh, you need to have the appropriate Basic manifestation. Still. Very good. Lots of good air spells. Level requirement is a good start, but there's still a lot you can do with this- if the spell level is less than (your level + your Wis mod - 8), you can just keep trying. I suggest, at minimum, applying a -2 or 3 penalty for consecutive attempts for the same spell.
MVOR: Same notes, although water spells are generally less crazy.
Advanced:
Both of these are extremely good. 'nuff said.

Dominant Alpha Stare:
Looks OK? I might twiddle with the limits on use (perhaps converting it into more of an Intimidate-esque feature), but it's probably not game-breaking.
PotNA: oh, wow. Permanent allies are definitely a big boost to the class.
PoSS: I'm not a fan of specifically excluding combining the two, and I'm not a fan of this mythos- it feels like it's just the mythos, but more so? What about, whenever you deal damage to the creature, the duration is reset to 5 rounds? Something about the idea of someone driving their mount onwards and only keeping it under control by repeatedly whipping it feels mythos-esque to me.

Moment of Clarity: Good in combination with Noble Alpha, not good otherwise.
Threatening Stare: This actually feels like a Basic manifestation to me.

Touch of Paternal Flame:
Damage looks pretty good.
Sunfire: Wait, what about living creatures who resist flame? Does being living count as "resisting positive energy"?
Basic:
FTWCaC: "Frequency of allowable saves" is confusing- for one thing, if it has a high DC which you can't make, you might (?) get hurt twice as fast? Suggest halving the number of saves to recover instead. Change "the body can only handle" to "a creature can only safely handle". Makes it more clear. The last phrase seems to mix flavor text-like phrasing with rules text- needs to be adjusted to "every use beyond this limit deals damage to the creature equal to your class level"
FTSMS: Needs more clarity on duration and #controlled/active mechanics.
Cutting myself off here- will do more tomorrow, probably.

PeacefulOak
2017-04-16, 04:48 PM
I'm going to do a quick review of the mythos. Don't know how far I'll get, and it's going to be slow.

Leader of the Pack is odd- I'm surprised that you can't add nonsapient beings. Maybe there's a mythos for it- I'm just starting out.

Exceptional:
SembanceOTBT:
-You can drop the brackets around the Animal type.
-Duration is more complicated than it really needs to be- I don't think it's too bad if you drop it to just 10 minutes/level, especially since you have a massive number of uses.
-Drop the healing, or drop the restriction: nobody tracks damage sources.
-Wordiness adjustments:

I don't think you really need to round up the AC bonuses- the basic effect of Skirmish is enough for Semblance of Feline grace to be good at level 1, and Hide of the Nemean Lion is gained at level 2 anyway.

Adopted whole cloth, thank you. :)


Manifest Spirit of the Beast:
*looks at the new skill points, hit dice, bonus feats + ability scores from hit dice*
*looks at the manifestation which lets you change your companion literally every day*
I have worries about playability.
Other than that, though, the manifestation looks pretty much fine.
My intent was that as it is the same spirit, the feats/skills would be consistent. Just the form changes. In terms of number of skill points, 6+Int = 2/level, so shouldn't be SO bad. ;)

Do you think that carrying through feats is bad? I can see wanting to switch them up if going from a bruiser type companion to a control or grapple type companion.


Imbued Etchings of the Vine:
Needs a wording fix to avoid letting you take advantage of the reach with other weapons, unless that behavior is intentional.
Needs to specify that you don't add your Strength bonus, I think.
IToR: Healing can get pretty big, pretty fast. Really fast.
VWS: Word you want is "In addition to", not "instead".
Advanced:
ToLR: Even more healing. It's pretty absurd at this point- the tarrasque deals about 130 damage, if all it's attacks hit (admittedly, not the best measurement). This class needs to attack twice at level 13 to cancel that out (assuming 20 Wis).Limited uses, but still. In-combat healing is bad because it doesn't counter a number of strategies and doesn't help end the battle, not because it doesn't do enough.
CVT: Grappling is good. It's even better with that one Semblance for full BAB- did you run the numbers assuming they had it too? You could replace the +1 per 3 levels with making it auto-full BAB, I think.
I'd like to see a third advanced manifestation- right now, I feel rather locked into only two upgrade paths.
Good point on the healing. I think limiting it to "once per round per ally" would correct the issue?
Now that you mention it, having another manifestation could be nice, either just Advanced or a basic/advanced combo again. Any suggestions?



TToHT:
Raeg. It's pretty situational, but its situations are somewhat vaguely described, which makes me worry that players will end up rules-lawyering it into applying to lots of different situations (I read a story about someone who was allowed the ability to turn into a phoenix when their life was in danger, and used it at the beginning of the first fight they got into). How does "below half health, or immobilized" sound? It covers grappling + restraints, but also situations where someone's blocking the way out and whittling you down.
Manifestations: It bothers me that these don't have to do with the basic effect. It really bothers me. Why do I have to go into fight-or-flight mode to use poisons? Also, most of these feel more like the Mythic Ranger's mythos than the druid's.
TotSK: What if you lick your weapon? Not bad, not strong. Would like it to do a little more- maybe fatiguing the target if they fail three consecutive saves? Also, missing duration.
TotSK: I noticed an acronym problem. You can work out which I'm referring to, though. This feature feels like it's in a draft phase: missing durations, trigger mechanisms, ability to deal nonlethal damage, damage types, check to exit the pit, Search DC, etc.
Advanced:
SPA: More grappling. "Drag them into your concealment" does what? Also, giant Hide bonus, applied in a not-so-interesting way. Suggest adding requirement such as having to stay still for a few rounds to turn on the bonus.
Defender of the Pack: Looks good.

I like your suggestions here, but it is going to take some thought on how to adjust. I don't *think* it's unheard of for manifestations to relate to the fluff of the Mythos rather than the core mechanic, but it is perhaps rare. There is no requirement, in this case, for you to go fight-or-flight in order to use the manifestations.

Re: Subtle (yes, acronym mirroring can be confusing) I think I actually put in there that it is a move action that provokes attacks of opportunity. Perhaps a duration for how long it lasts is missing?

Re: Strategic.... not sure what else specifically is required? The DC is your DC (as standard for Mythos classes). Duration of effect is needed for the status ones, yes. Maybe your level in rounds? A lot of this is meant to be more role-play oriented, and thus things like the type of damage you want your trap to do is up to you when making it, and the challenge to escape things like the pit trap are defined by either A) traps in the DMG, or B) your DC, as deemed appropriate.



ToEG:
Surprisingly, it gets Elemental Empathy but not Wild Empathy. But, uh, this is an incredibly good feature? It's medium powerful, but air and water spells are medium versatile- loads of mobility, and a few save-or-dies.
ABJFM: Oh, you need to have the appropriate Basic manifestation. Still. Very good. Lots of good air spells. Level requirement is a good start, but there's still a lot you can do with this- if the spell level is less than (your level + your Wis mod - 8), you can just keep trying. I suggest, at minimum, applying a -2 or 3 penalty for consecutive attempts for the same spell.
MVOR: Same notes, although water spells are generally less crazy.
Advanced:
Both of these are extremely good. 'nuff said.

Hmmm... penalties for continuing to fail makes sense. I think I put Wild Empathy in as an Excellency. Apart from that.... Extremely good is good, right? Yay!



Dominant Alpha Stare:
Looks OK? I might twiddle with the limits on use (perhaps converting it into more of an Intimidate-esque feature), but it's probably not game-breaking.
PotNA: oh, wow. Permanent allies are definitely a big boost to the class.
PoSS: I'm not a fan of specifically excluding combining the two, and I'm not a fan of this mythos- it feels like it's just the mythos, but more so? What about, whenever you deal damage to the creature, the duration is reset to 5 rounds? Something about the idea of someone driving their mount onwards and only keeping it under control by repeatedly whipping it feels mythos-esque to me.

Moment of Clarity: Good in combination with Noble Alpha, not good otherwise.
Threatening Stare: This actually feels like a Basic manifestation to me.

POSS: This is meant as an alternative manner to establish your control, and one that doesn't carry the same benefits/companionability as the normal.

You are correct that Moment of Clarity doesn't combine with a POSS control, which is intended.

I think that putting Threatening in as basic would really front-load this Mythos. Are you suggesting swapping it with one of the basics, or needing a new Advanced? I don't want Moment of Clarity to be the "auto-manifestation" at the advanced level.


Touch of Paternal Flame:
Damage looks pretty good.
Sunfire: Wait, what about living creatures who resist flame? Does being living count as "resisting positive energy"?
Basic:
FTWCaC: "Frequency of allowable saves" is confusing- for one thing, if it has a high DC which you can't make, you might (?) get hurt twice as fast? Suggest halving the number of saves to recover instead. Change "the body can only handle" to "a creature can only safely handle". Makes it more clear. The last phrase seems to mix flavor text-like phrasing with rules text- needs to be adjusted to "every use beyond this limit deals damage to the creature equal to your class level"
FTSMS: Needs more clarity on duration and #controlled/active mechanics.
Cutting myself off here- will do more tomorrow, probably.

Living creatures resistant to flame.... good question. I don't think that living creatures are normally "resistant" to positive energy.... but I may be wrong and it's a default resistance. For that.... I'm honestly not overly worried about the narrow cross-over.

Frequency of allowable saves... what was I thinking when I made this wording? I'll look at cleaning up the wording.




By the way..... thank you TONS for providing input! I really appreciate it.

aimlessPolymath
2017-04-16, 06:36 PM
My intent was that as it is the same spirit, the feats/skills would be consistent. Just the form changes. In terms of number of skill points, 6+Int = 2/level, so shouldn't be SO bad. ;)

Do you think that carrying through feats is bad? I can see wanting to switch them up if going from a bruiser type companion to a control or grapple type companion.

Oh, that's OK then. Didn't realize they carried over.


Good point on the healing. I think limiting it to "once per round per ally" would correct the issue?
Now that you mention it, having another manifestation could be nice, either just Advanced or a basic/advanced combo again. Any suggestions?
That'd probably help, yeah.


I like your suggestions here, but it is going to take some thought on how to adjust. I don't *think* it's unheard of for manifestations to relate to the fluff of the Mythos rather than the core mechanic, but it is perhaps rare. There is no requirement, in this case, for you to go fight-or-flight in order to use the manifestations.

Re: Subtle (yes, acronym mirroring can be confusing) I think I actually put in there that it is a move action that provokes attacks of opportunity. Perhaps a duration for how long it lasts is missing?

Re: Strategic.... not sure what else specifically is required? The DC is your DC (as standard for Mythos classes). Duration of effect is needed for the status ones, yes. Maybe your level in rounds? A lot of this is meant to be more role-play oriented, and thus things like the type of damage you want your trap to do is up to you when making it, and the challenge to escape things like the pit trap are defined by either A) traps in the DMG, or B) your DC, as deemed appropriate.
Subtle: A duration would be nice, or at least specifying that it lasts until used. Not technically necessary, but clarifying it is important.
Strategic: Re: Search DCs, skill check DCs scale differently than saving throw DCs. As-is, people can find it increasingly easily at high levels, since you get +1 to skills per level, but only +1/2 to the DC per level.


POSS: This is meant as an alternative manner to establish your control, and one that doesn't carry the same benefits/companionability as the normal.

You are correct that Moment of Clarity doesn't combine with a POSS control, which is intended.

I think that putting Threatening in as basic would really front-load this Mythos. Are you suggesting swapping it with one of the basics, or needing a new Advanced? I don't want Moment of Clarity to be the "auto-manifestation" at the advanced level.
My problem with Moment of Clarity isn't that it doesn't work well with POSS, but that it doesn't work with the base usage of the Mythos- in other words, in the hypothetical situation where a third Basic Manifestation existed, it would be useless when combined with it, for example.
Threatening: This is mostly my vague feelings about how effects should be organized than anything else- feel free to disregard (I feel that basic manifestations are mostly about your precise manifestation of the mythos rather than complex effects you've learned to create- because it's simpler than PoSS, it feels like it should be swapped. That's a personal thing, though).


On the Sunfire thing- I suspect fire-resistant living creatures will come up rather often...
Might as well finish out the basic manifestations now.

Sunfire advanced manifestations:
Wildfire, the Gift of New Life: Firey bursts are nice! One problem, though- suppose the eoteras who created it died, there would be nobody to turn it off... Mechanically, no big problems that I see.
Subatomic Mineral Acceleration: Heat Metal-esque. For thematic reasons, I'd drop the ability to create cold with it? Also, it seems odd that it lasts precisely seven rounds- I realize that it's a holdover from the original spell, but it's still odd- concentration duration, maybe- then the round after you stop concentrating, it deals 1d4 damage, then it deals none the round after.

Whispers of Maternal Favor:
Are the bush manifestation mutually exclusive? If so, change wording to

cause a bush with the effect of one of their Basic Manifestations of this mythos to grow at their side
Gift of the Fertile Fruit: Healing is weak compared to that one vine-y manifestation, although this starts out better. Suggest increasing fast healing granted by 1 per 4 levels. I really like the touch that people can't use it because they're too full.
Gift of the Troll Bane Nut: Change the name to something less ridiculous? This manifestation seems a little nonsensical to me- perhaps replacing the various benefits with a single form of a stacking penalty (refreshing duration each time it's applied) would make more sense.

Nightmare of Grasping Vines: Needs a wording fix, I think:
Nightmare of Grasping Vines: Requires: Constricting Vine Trap - You gain the ability to create a special area of difficult terrain when you have your vines manifested. As a standard action, you thrust your vines into the earth- a perfectly seamless surface does not permit this to function. A 20' burst within medium range of you (100' + 10'/level) grows lashing vines or roots that seek to entangle and wrap around any creatures within the area other than members of your pack. Each round on your turn you make a check against the AC of all targets within the area; your bonus to this check is your level + your Wisdom bonus. Each creature you succeed on the check against takes damage equal to 1d6 + your Wisdom bonus. If you have Infused Touch of Regrowth, this damage adds to your healing pool. If you have Tools of the Subtle Killer, the vines/roots also carry your poison. The area remains, and continues to attack and grapple those who enter it, for a number of rounds equal to twice your level; it ends if the Eoteras leaves their square.
((Note that at 7th level this ability will work in any location provided that the Eoteras can touch the ground with his vines and throw a handful of seeds in the direction of the effect))

First off, requires what?
Second of all, the original mentioned grappling, but didn't follow up on it.

Flander's Field of Peace: You can cut the name to just Field of Peace. Also, taking damage should instantly break the effect.

Closing Thoughts: There's a lot going on in this class, but it doesn't seem to have a cohesive approach to situations yet- it looks like you tried to pull over all the Druid stuff you could think of- wild shape, an animal companion, spellcasting, etc. Virtually every other mythos seems to push the class to a different style of combat- in order,
-Wild shaping and brawling it out (or skirmishing),
-Letting the animal companion do it for you,
-Vine attacks from the edge of your reach + healing,
-Combat (generic buff)
-Some sort of magic?
-Letting your pack attack for you
-Shooting fire from a distance
-Healing or debuffing- the cleric-esque approach.

I'd like to see some clearer splits between the approaches- the group-oriented approach(animal companion + pack), the casty approach, and the personal combat approach? I don't have a strong handle on the different archetypes of this class right now, or how they approach things, and there isn't much in the way of coherent themes other than "can do magic"- one day the class is making traps to catch his opponent, the next they're copying heat metal

Currently, the tag system differentiates mythos on a action-focused approach- these are related to plants, these to animals, etc., while other mythos classes (see: the archikos) attach mechanical aspects to those tags, and make them about a mix of mechanical and fluff approaches; these mythos are about nature red in tooth and claw (the personal combat ones); these mythos are about the ability to connect emotionally to nature (pack + animal companion); these mythos are about connecting to the spirits of nature and the great powers associated with it(casty casty).

I'm not clear about what this class is right now other than "druid things"- differentiating the approaches instead of the items affected by them might help.

Second thought:
I instinctively avoid abilities that let you take any shape generically and perfectly copy statistics; this is a personal opinion (how I would do it), though, and you seem to have handled it pretty well; that said; how I would do it would be pulling from spells like Aspect of the Wolf:

Exceptional Mythos:

Semblance of the Land: This mythos lets you assume the form of creatures which roam the land. When you activate it, you become quadrupedal, assume a new size between Large and Tiny, gain scent, and gain the benefits of one of your Basic Manifestations.
While active, your physical ability scores become 13, 13, 15, in whatever order you wish.
Whatever size you choose modifies your resulting ability scores:
-Large: +2 Str, -2 Dex
-Small: -2 Str, +2 Dex
-Tiny: -4 Str, +4 Dex. -10 ft speed.
In addition, for every 4 levels, you get +2 to all ability scores while this is active.
Magic items meld into your form and become nonfunctional.
Basic Manifestations:
-Wolf-y one: You gain 40 ft land speed, a bite attack, the improved trip ability.
-Hands- rats, bears, apes: You gain a weak bite attack, hands, either claws or slam attacks, grappling abilities.
-Lizard-y one: Land speed, climb speed, claw attacks, weak bite attack. Disarm abilities.
-Fast one. Horses & stuff. 50 ft speed, two weak slam attacks (which can be hooves or whatever). Overrun bonus, even though nobody uses the manuver- maybe Bull Rush instead?
-Poison one.
etc..
Advanced:
-Get another form
-Other thing: possibly?

Animal Companion Mythos:
Create an animal companion by giving it animal Hit Dice equal to your level, and is built using the Semblance of the Land applied to that. It has 6 skill points per level, Int 2, Wis 15, Cha 13.

Notes:
Semi-specified forms, intended to replicate most forms of animals easily- furthermore, since they're class features, you can manipulate them and give them to others. Furthermore, the benefits aren't particularly game-breaking- generally natural attacks and a particular martial maneuver. More importantly, it lets me start to tie together shapeshifting and the pack/animal manipulations in general, creating an archetype of Beast Eoteras which could be tagged and given abilities. If I were to continue, the next one would probably be Plant Druid, reflecting most manipulations of the natural world.

I als expanded the available sizes to help compensate for lack of versatility- it doesn't do much more than Enlarge Person in most cases, fortunately.
I might even let the player pick between a good bite attack or two weaker slam/claw attacks.

Fantastic Mythos:

Semblance of Sea and Sky:
You also get low-light vision.
Manifestations:
-Flyer form: speedy: Higher fly speed and manuverability. Claw attacks, superior vision (halve Spot check penalties for distance).
-Flyer form: Hunter: Slower flight speed, same claw damage, but gains the Rend ability.
-Swimming form: You get a bite attack, and a fast-ish swim speed.
-Possibly a burrowing form?
-Swarm typing.
Advanced manifestations:
-Hybridization: Choose two manifestations from this or other Semblance mythos. You gain a single manifestation which combines the benefits of both of them. (example: Octopus = swimming form + hands form- tentacles are slam attacks).
-Another form!

Gift of the Wild: You can give people the benefits of a specific manifestation of the Semblance- like werewolf-ism, sorta. They don't get the set stats, but everything else applies. Furthermore, while they're transformed, you can manipulate them with Dominant Alpha Stare. Once it wears off, they are extra vulnerable for a few weeks, and take a -4 to further saves against it.
Manifestations:
-It's werewolfism; they transform at a specified time, automatically, and this goes on indefinitely. Infectious.


And then legendary would get Semblance of the Wyld, which has some form of supernatural abilities(blasting attack, breath weapon, aura, something else), and a Mythos which lets you turn your animal companion into a pack of weaker creatures, and Exalted would be the Ever-Changing Form, which lets you gain one Basic manifestation from any of the mythos in addition to whatever else you have active, and change it every round.

Other note: I just realized that I stole a good amount of this idea from the Husk (http://www.giantitp.com/forums/showthread.php?320653-The-Husk-Base-Class-PEACH).

This would be a medium overhaul to 3-4 mythos.


Reviews, cont:
Protean Cry of the Beast:
Summon Nature's Ally isn't bad! Do note that this is an incredible amount of power- the effects last for up to 3 hours, you can stack the durations to have multiple summon sets up at once, and you can actually recharge their use faster than their durations last, so you can have a hilariously large army. Way too good.
Basic:
BPL: This actually incentivizes you not to add your allies to your pack, which is bad.
RCotL: Looks pretty good, avoids incentivizing precasting.
Adv:
FNR: I actually don't know if you get much out of this?

Blessing of the Pack:
In the long scheme, isn't everything temporarily added to your pack? More seriously, it's clear that you intend to screen out a particular group/behavior, but I'm not sure what that is? What do you want to avoid with this?
BotC: Ignoring the wierdness of the ability score as bonus to speed, this looks fine.
BotO: Wierd-ass tracking involved, not even sure if it works with summoned creatures, but doesn't look game-breaking.
Adv:
PBF: Just say that whenever a pack member hits someone who was already hit since their last turn, they deal an extra 1d6 damage- solves wording isssues involved.

Fobu:
I'm not sure what you get now that you didn't before, and I'm not going back to compare. Size options are nice.
Basic:
EoFM: Okay.
MBM: This is so good that I'm not actually sure how good it is. But it's good.
Adv:
Monumental thingy: Probably good but I'm not sure how good.
MoMF: How does this interact with MBM, which normally allows for a restricted size set compared to the normal size options?

Imbued Etchings of the Oak: Oh, very nice. Armor is good to have, and I very much like the ability to choose between modes. I do feel that it's missing a light armor mode- perhaps one which grants a Dodge bonus to AC or a speed bonus?
Advanced modes are a bit odd- one of them is clearly more situational than the other. Ghost Touch should probably have an additional effect- perhaps some form of saving throw bonus?

Touch of Maternal Grace:
Oh, yes. Wood shape is best wood spell. Need to clarify in the first few lines that new matter can be grown, rather than only shaping existing matter. Can you create complex things (like hinges for a door) with it?
Making the Maze: Alright, looks good- I might twiddle with it by adjusting the minimum dimension. The thing on two exits is a bit odd, and isn't well-supported by fluff.
Bound in Earth + Sky: Grabbing people is pretty good- the animated plants make this incredible, since they can grapple without you.
Would like to see a crafting manifestation included.

Advanced:
Rat in the Maze: No idea why they're fiendish. Other than that, looks fine.
The Plant Hungers: Holy amazeballs this is good. Auto-stunlock on top of grapple which tries to grab more targets (locking down a 30 foot radius if you want to avoid it)

TWDTGNL: Would it be possible to shorten the name? :P
Sentence fragment at the end of the description.
At-will rez gets silly with followers available to rez and is campaign-affecting on a larger scale, but is "only" amazing at this point- It's incredibly cheap (5k gp saved), is acquired several levels before clerics can raise dead, and can cancel a party wipe single-handedly.
The self-rez is great on top of that, because it's actually bugged- losing a level causes you to be at a new level, which technically refreshes the use. Without that, it's mediocre- most people don't plan to die.
Breathing the Life-Spark: I've stared at it for a bit, and I'm still not quite sure how it lets you channel hit points or let them spill over or whatever, but I'm pretty sure there's an infinite heal in there somewhere.
Life for the Living: So, someone can drink from any number of trees? And the amount of healing doesn't depend on the creature that died? This just screams "bag of rats" to me.


Legendary Mythos:
Impossibility of Shape and Form:
AaAAADAIJD
no.
This is absurd. Not in a good way, either. At level 13, I can grab +15 in mixed bonuses to AC, and a pair of 6d6 claws. Absurd combat power, absurd mobility (you can easily stack up to Perfect manuverability flight moving at 2x your normal speed), it's just insane for the level you get it at.

Diverse Semblance of the Individual Pack:
Okay, first off, multiplying two ability score bonuses together is both bonkers (scales hard with optimization, not a lot otherwise) and extremely bizarre. Second of all, see my note on the other legendary mythos? Imagine that it applies to each of like 20 bears, each acting on their own, and it only dies if you kill all of them, and they can slap each other with vines to heal each other (or maybe can shoot lasers that give them temporary hit points- I'm not clear on what you get).

The maximum hit points thing helps some? Not a lot, though.

Blood-feast thingy: Sure? Life for the Living did it better.


Nothing to say about exellencies except that I like them all except for Call to the Animal Within (which feels like an excellency tax for specialists which should be incorporated into a mythos).

And, that's it!

PeacefulOak
2017-05-05, 05:10 PM
Might as well finish out the basic manifestations now.

Sunfire advanced manifestations:
Wildfire, the Gift of New Life: Firey bursts are nice! One problem, though- suppose the eoteras who created it died, there would be nobody to turn it off... Mechanically, no big problems that I see.
Subatomic Mineral Acceleration: Heat Metal-esque. For thematic reasons, I'd drop the ability to create cold with it? Also, it seems odd that it lasts precisely seven rounds- I realize that it's a holdover from the original spell, but it's still odd- concentration duration, maybe- then the round after you stop concentrating, it deals 1d4 damage, then it deals none the round after.

Hmmm... I never considered if you die. I'd say it stops growing.

So concentration = standard action per turn? Swift action? Makes sense, though. Ramps up with concentration to the uber-ouch level, then winds down after concentration. I like that.


Whispers of Maternal Favor:
Are the bush manifestation mutually exclusive? If so, change wording to

Gift of the Fertile Fruit: Healing is weak compared to that one vine-y manifestation, although this starts out better. Suggest increasing fast healing granted by 1 per 4 levels. I really like the touch that people can't use it because they're too full.
Gift of the Troll Bane Nut: Change the name to something less ridiculous? This manifestation seems a little nonsensical to me- perhaps replacing the various benefits with a single form of a stacking penalty (refreshing duration each time it's applied) would make more sense.

Nightmare of Grasping Vines: Needs a wording fix, I think:
Nightmare of Grasping Vines: Requires: Constricting Vine Trap - You gain the ability to create a special area of difficult terrain when you have your vines manifested. As a standard action, you thrust your vines into the earth- a perfectly seamless surface does not permit this to function. A 20' burst within medium range of you (100' + 10'/level) grows lashing vines or roots that seek to entangle and wrap around any creatures within the area other than members of your pack. Each round on your turn you make a check against the AC of all targets within the area; your bonus to this check is your level + your Wisdom bonus. Each creature you succeed on the check against takes damage equal to 1d6 + your Wisdom bonus. If you have Infused Touch of Regrowth, this damage adds to your healing pool. If you have Tools of the Subtle Killer, the vines/roots also carry your poison. The area remains, and continues to attack and grapple those who enter it, for a number of rounds equal to twice your level; it ends if the Eoteras leaves their square.
((Note that at 7th level this ability will work in any location provided that the Eoteras can touch the ground with his vines and throw a handful of seeds in the direction of the effect))

First off, requires what?
Second of all, the original mentioned grappling, but didn't follow up on it.

Flander's Field of Peace: You can cut the name to just Field of Peace. Also, taking damage should instantly break the effect.

Constricting Vine Trap is an advanced manifestation of the Imbued Etching of the Vine Mythos. I'll update it to state that it grapples, though that is the existing effect.


Closing Thoughts: There's a lot going on in this class, but it doesn't seem to have a cohesive approach to situations yet- it looks like you tried to pull over all the Druid stuff you could think of- wild shape, an animal companion, spellcasting, etc. Virtually every other mythos seems to push the class to a different style of combat- in order,
-Wild shaping and brawling it out (or skirmishing),
-Letting the animal companion do it for you,
-Vine attacks from the edge of your reach + healing,
-Combat (generic buff)
-Some sort of magic?
-Letting your pack attack for you
-Shooting fire from a distance
-Healing or debuffing- the cleric-esque approach.

I'd like to see some clearer splits between the approaches- the group-oriented approach(animal companion + pack), the casty approach, and the personal combat approach? I don't have a strong handle on the different archetypes of this class right now, or how they approach things, and there isn't much in the way of coherent themes other than "can do magic"- one day the class is making traps to catch his opponent, the next they're copying heat metal

Currently, the tag system differentiates mythos on a action-focused approach- these are related to plants, these to animals, etc., while other mythos classes (see: the archikos) attach mechanical aspects to those tags, and make them about a mix of mechanical and fluff approaches; these mythos are about nature red in tooth and claw (the personal combat ones); these mythos are about the ability to connect emotionally to nature (pack + animal companion); these mythos are about connecting to the spirits of nature and the great powers associated with it(casty casty).

I'm not clear about what this class is right now other than "druid things"- differentiating the approaches instead of the items affected by them might help.

You raise some interesting points here. I'm not sure what mechanical aspects I'd want to attribute to the different paths - looking at something like [Beast], [Plant], and [Elemental]. The foundation thought is a "nature's child" concept, that takes some aspects from its father, its mother, and its own nature.

I think that I would need to write some additional Mythos for each path in each level to flesh out the different paths concept.


Second thought:
I instinctively avoid abilities that let you take any shape generically and perfectly copy statistics; this is a personal opinion (how I would do it), though, and you seem to have handled it pretty well; that said; how I would do it would be pulling from spells like Aspect of the Wolf:

Exceptional Mythos:

Semblance of the Land: This mythos lets you assume the form of creatures which roam the land. When you activate it, you become quadrupedal, assume a new size between Large and Tiny, gain scent, and gain the benefits of one of your Basic Manifestations.
While active, your physical ability scores become 13, 13, 15, in whatever order you wish.
Whatever size you choose modifies your resulting ability scores:
-Large: +2 Str, -2 Dex
-Small: -2 Str, +2 Dex
-Tiny: -4 Str, +4 Dex. -10 ft speed.
In addition, for every 4 levels, you get +2 to all ability scores while this is active.
Magic items meld into your form and become nonfunctional.
Basic Manifestations:
-Wolf-y one: You gain 40 ft land speed, a bite attack, the improved trip ability.
-Hands- rats, bears, apes: You gain a weak bite attack, hands, either claws or slam attacks, grappling abilities.
-Lizard-y one: Land speed, climb speed, claw attacks, weak bite attack. Disarm abilities.
-Fast one. Horses & stuff. 50 ft speed, two weak slam attacks (which can be hooves or whatever). Overrun bonus, even though nobody uses the manuver- maybe Bull Rush instead?
-Poison one.
etc..
Advanced:
-Get another form
-Other thing: possibly?

Animal Companion Mythos:
Create an animal companion by giving it animal Hit Dice equal to your level, and is built using the Semblance of the Land applied to that. It has 6 skill points per level, Int 2, Wis 15, Cha 13.

Notes:
Semi-specified forms, intended to replicate most forms of animals easily- furthermore, since they're class features, you can manipulate them and give them to others. Furthermore, the benefits aren't particularly game-breaking- generally natural attacks and a particular martial maneuver. More importantly, it lets me start to tie together shapeshifting and the pack/animal manipulations in general, creating an archetype of Beast Eoteras which could be tagged and given abilities. If I were to continue, the next one would probably be Plant Druid, reflecting most manipulations of the natural world.

I als expanded the available sizes to help compensate for lack of versatility- it doesn't do much more than Enlarge Person in most cases, fortunately.
I might even let the player pick between a good bite attack or two weaker slam/claw attacks.

Fantastic Mythos:

Semblance of Sea and Sky:
You also get low-light vision.
Manifestations:
-Flyer form: speedy: Higher fly speed and manuverability. Claw attacks, superior vision (halve Spot check penalties for distance).
-Flyer form: Hunter: Slower flight speed, same claw damage, but gains the Rend ability.
-Swimming form: You get a bite attack, and a fast-ish swim speed.
-Possibly a burrowing form?
-Swarm typing.
Advanced manifestations:
-Hybridization: Choose two manifestations from this or other Semblance mythos. You gain a single manifestation which combines the benefits of both of them. (example: Octopus = swimming form + hands form- tentacles are slam attacks).
-Another form!

Gift of the Wild: You can give people the benefits of a specific manifestation of the Semblance- like werewolf-ism, sorta. They don't get the set stats, but everything else applies. Furthermore, while they're transformed, you can manipulate them with Dominant Alpha Stare. Once it wears off, they are extra vulnerable for a few weeks, and take a -4 to further saves against it.
Manifestations:
-It's werewolfism; they transform at a specified time, automatically, and this goes on indefinitely. Infectious.


And then legendary would get Semblance of the Wyld, which has some form of supernatural abilities(blasting attack, breath weapon, aura, something else), and a Mythos which lets you turn your animal companion into a pack of weaker creatures, and Exalted would be the Ever-Changing Form, which lets you gain one Basic manifestation from any of the mythos in addition to whatever else you have active, and change it every round.

Other note: I just realized that I stole a good amount of this idea from the Husk (http://www.giantitp.com/forums/showthread.php?320653-The-Husk-Base-Class-PEACH).

This would be a medium overhaul to 3-4 mythos.


I actually really like the concept of taking the forms of different creatures, although I'm aware of the potential for power-creep in that style of transformation.



Reviews, cont:
Protean Cry of the Beast:
Summon Nature's Ally isn't bad! Do note that this is an incredible amount of power- the effects last for up to 3 hours, you can stack the durations to have multiple summon sets up at once, and you can actually recharge their use faster than their durations last, so you can have a hilariously large army. Way too good.
Basic:
BPL: This actually incentivizes you not to add your allies to your pack, which is bad.
RCotL: Looks pretty good, avoids incentivizing precasting.
Adv:
FNR: I actually don't know if you get much out of this?




Blessing of the Pack:
In the long scheme, isn't everything temporarily added to your pack? More seriously, it's clear that you intend to screen out a particular group/behavior, but I'm not sure what that is? What do you want to avoid with this?
BotC: Ignoring the wierdness of the ability score as bonus to speed, this looks fine.
BotO: Wierd-ass tracking involved, not even sure if it works with summoned creatures, but doesn't look game-breaking.
Adv:
PBF: Just say that whenever a pack member hits someone who was already hit since their last turn, they deal an extra 1d6 damage- solves wording isssues involved.

Fobu:
I'm not sure what you get now that you didn't before, and I'm not going back to compare. Size options are nice.
Basic:
EoFM: Okay.
MBM: This is so good that I'm not actually sure how good it is. But it's good.
Adv:
Monumental thingy: Probably good but I'm not sure how good.
MoMF: How does this interact with MBM, which normally allows for a restricted size set compared to the normal size options?

Imbued Etchings of the Oak: Oh, very nice. Armor is good to have, and I very much like the ability to choose between modes. I do feel that it's missing a light armor mode- perhaps one which grants a Dodge bonus to AC or a speed bonus?
Advanced modes are a bit odd- one of them is clearly more situational than the other. Ghost Touch should probably have an additional effect- perhaps some form of saving throw bonus?

Touch of Maternal Grace:
Oh, yes. Wood shape is best wood spell. Need to clarify in the first few lines that new matter can be grown, rather than only shaping existing matter. Can you create complex things (like hinges for a door) with it?
Making the Maze: Alright, looks good- I might twiddle with it by adjusting the minimum dimension. The thing on two exits is a bit odd, and isn't well-supported by fluff.
Bound in Earth + Sky: Grabbing people is pretty good- the animated plants make this incredible, since they can grapple without you.
Would like to see a crafting manifestation included.

Advanced:
Rat in the Maze: No idea why they're fiendish. Other than that, looks fine.
The Plant Hungers: Holy amazeballs this is good. Auto-stunlock on top of grapple which tries to grab more targets (locking down a 30 foot radius if you want to avoid it)

TWDTGNL: Would it be possible to shorten the name? :P
Sentence fragment at the end of the description.
At-will rez gets silly with followers available to rez and is campaign-affecting on a larger scale, but is "only" amazing at this point- It's incredibly cheap (5k gp saved), is acquired several levels before clerics can raise dead, and can cancel a party wipe single-handedly.
The self-rez is great on top of that, because it's actually bugged- losing a level causes you to be at a new level, which technically refreshes the use. Without that, it's mediocre- most people don't plan to die.
Breathing the Life-Spark: I've stared at it for a bit, and I'm still not quite sure how it lets you channel hit points or let them spill over or whatever, but I'm pretty sure there's an infinite heal in there somewhere.
Life for the Living: So, someone can drink from any number of trees? And the amount of healing doesn't depend on the creature that died? This just screams "bag of rats" to me.


Legendary Mythos:
Impossibility of Shape and Form:
AaAAADAIJD
no.
This is absurd. Not in a good way, either. At level 13, I can grab +15 in mixed bonuses to AC, and a pair of 6d6 claws. Absurd combat power, absurd mobility (you can easily stack up to Perfect manuverability flight moving at 2x your normal speed), it's just insane for the level you get it at.

Diverse Semblance of the Individual Pack:
Okay, first off, multiplying two ability score bonuses together is both bonkers (scales hard with optimization, not a lot otherwise) and extremely bizarre. Second of all, see my note on the other legendary mythos? Imagine that it applies to each of like 20 bears, each acting on their own, and it only dies if you kill all of them, and they can slap each other with vines to heal each other (or maybe can shoot lasers that give them temporary hit points- I'm not clear on what you get).

The maximum hit points thing helps some? Not a lot, though.

Blood-feast thingy: Sure? Life for the Living did it better.


Nothing to say about exellencies except that I like them all except for Call to the Animal Within (which feels like an excellency tax for specialists which should be incorporated into a mythos).

And, that's it!



I ran out of time, I'll look at more of this. :) I really appreciate the feedback.

aimlessPolymath
2017-05-05, 07:42 PM
Alright. For what its worth, do note for the Legendary mythos that I have trouble evaluating high-level abilities, so I may have overreacted on power level.