Xefas
2015-05-06, 06:35 PM
Related Threads
This is intended as supplementary material for "Mythos" classes, three of which are listed below.
The Teramach (http://www.giantitp.com/forums/showthread.php?t=286983)
The Kathodos (http://www.giantitp.com/forums/showthread.php?p=15947087)
The Olethrofex (http://www.giantitp.com/forums/showthread.php?p=16517470)
You can find a more central thread right here (http://www.giantitp.com/forums/showthread.php?364949-Mythos-Homebrew-Discussion-II-Where-Simplicity-Goes-to-Die).
http://i.imgur.com/LEYuuhi.png
"This is who we are.
This is who I am.
And if you think you can stop me, then you need to think again.
'Cause I am a feeling, and I will never end.
And I won't let you hurt my planet.
And I won't let you hurt my friends.
Go ahead and try to hit me if you're able.
Can't you see that my relationship is stable?
I know you think I'm not something you're afraid of.
'Cause you think that you've seen what I'm made of.
But I am even more than the two of them.
Everything they care about is what I am.
I am their fury, I am their patience, I am a conversation.
I am made
O-o-o-o-of
Lo-o-o-o-ove."
~ Garnet, Steven Universe
The Mythic Fusion
Two souls bound together in the eyes of the gods, two wholes made greater than their sum, bound in chains of love and devotion, cast in desire, tempered in hardship. The rituals of union ubiquitous throughout the Prime are ancient indeed; the first elves, eldest among the gods' mortal children, built families, united clans, and forged kingdoms with the ties of marriage before even dwarves walked the earth.
And before that, the gods themselves bound together one another in oaths of power. Corellon Larethian and Sehanine Moonbow, Moradin and Berronar Truesilver, and even the Lawgivers from which the mighty Hextor and Stratis were conceived; they all bowed their heads as the tethers of their fate were interwoven upon the dias of the Cerulean Star.
But the origins of the ritual do not lie with the Star herself. Before the Great Wheel, when the Titans reigned, their king was greatest among them, and it was her heart that made it so; two hearts, revolving upon one another, a star of glory and a star of judgment, and from their emulation, the other Titans and their souls took to dividing themselves between which star they most identified, and uniting themselves to claim the power that comes from partnership.
It was from this harmony that the Cerulean Star took her name, and Harmony spent many days meditating in the house of the Titans' King, on the nature of Titans and their many selves, countless souls as one soul, countless flesh as one flesh, countless stories as one story. It was here she divined many things of the nature of separation, of fractures and wholes, of space and perception.
These secrets she carried with her into the construction of the Great Wheel, and made them plain for any to find should they seek them.
New Feat: Stellar Nucleosynthesis Understanding
Prerequisite: One Mythos
Benefit: Choose one Mythos-granting class that you have levels in. You may treat the following Mythos as if they belonged to that class. You automatically succeed on the DC 10 check to Aid Another on a skill check, and are considered trained in all skills for the purposes of Aiding Another. You also gain a +4 circumstance bonus on Perform checks made as part of a two-person team, such as singing a duet, dancing in tandem, or giving a group presentation with Perform (Oratory).
Exceptional Mythos
And They Shall Becomes One Flesh
Prerequisite: -
To use this Mythos, you and an ally (of the same creature type) must both spend a move action on the same initiative count (usually by having the faster character Delay), and both of you must be within the other's Reach. As the two of you contact one another, you briefly disbelieve the cosmic illusion of physical separation, and both of your bodies merge into a single being.
Physically, this new being is a composite of you and your chosen ally, save for perhaps the one or two most prominent features of each participant, which appear in full. For example, a fused 7' Orc Bellator with short, straight dark hair and dark eyes, and 6' Human Teramach with long, curly red hair and green eyes, will typically come out looking like a 6' 6" Half-Orc with medium-length, wavy auburn hair and hazel eyes. However, the Teramach's player might decide that his character's bright red hair is his most defining and important physical trait, and propose that the fusion possess it in full. The Bellator's player might then agree, on the condition that the fusion have his character's massive, tusk-like orcish teeth, undiminshed by his Human half. If they're in agreement, it is so. If two characters of different sexes fuse, the fusion appears androgynous, and is physically and mechanically (in those rare cases that it matters, such as with the Swanmay prestige class) both sexes.
Mentally, the two characters are still separate. They are capable of coordinating their single body without difficulty (although failed attack rolls and skill checks might give them reason to bicker with one another on that point). Each character maintains their own alignment, but both participants are beholden to the actions taken by their single body, and should therefore perhaps exercise discretion in whom they choose to fuse with. While fused, the two characters may communicate with each other telepathically, as they're effectively two minds stored in the same brain.
Mechanically, the fused character is a gestalt of the two component characters' classes; if the characters are different levels, keep gestalting until one runs out of levels, then continue as a single-classed character for the remainder. Do not calculate skill points or feats for the composite character's classes; they have all the skills and feats of both component characters, and know all the languages that both characters know. For ability scores, the fusion has the higher ability score of both participants for each ability. They have all the racial traits of both characters, and are considered to be a member of both races simultaneously. If the two participants have different base size categories, the fusion is of the median size (so, if a Huge character fuses with a Medium character, the fusion is Large). If there is no median size (for example, between a Large and Medium character), round down, but the fusion has the Powerful Build trait. If the fusion already has Powerful Build from some other source (such as one of the participants being a Goliath), then round up for their size instead of down.
The fusion is created at full hit points. However, if one of the component characters has Power Points, spells per day, or some other limited resources (Bardic Music uses per day, etc), the fusion's resources are depleted by the same amount, and resources that the fusion depletes are also depleted from the component characters once the fusion ends. If the fusion is killed, the effects of this Mythos end prematurely, and the component characters reappear adjacent to one another, at -9 hit points and stable. If the fusion ends naturally, subtract the difference from the fusion's current and maximum hit points at the moment of separation from each component character's current hit points. If this would kill one of the component characters, they are instead brought to -9 hit points and stable.
Any ongoing temporary effects on the component characters continue to effect the fusion. For example, if one component is poisoned and has an ongoing Divine Favor cast on them, and the other component has wildshaped into a bear and has taken a Strength penalty from a Ray of Enfeeblement, the fused character will suffer from the same poison and Strength penalty, but they'll also be wildshaped into a bear with Divine Favor.
Equipment-wise, the component characters choose one piece of equipment per item slot (hands, helmet, feet, cloak, etc) between them, and the fusion is wearing that item. Redundant equipment not chosen simply disappears, and then reappears on the component character once the fusion ends (for example, if the two components are wearing a Cloak of Charisma and a Cloak of Resistance, and they choose for their fusion to be wearing the Cloak of Resistance, the Cloak of Charisma vanishes until the fusion ends). All equipment outside of those that fit into the various item slots (backpacks, coinage, potions, weapons, ioun stones, etc) can either be worn by the fusion at their time of spawning, up to their normal carrying capacity, or simply drop into a pile in the fusion's space.
A fusion acts on the same initiative count as they were created. If neither component character used their standard action on the turn of the fusion's creation, the fusion may take a single standard action on their first turn, and no more. On following turns, they act like a normal, single character, with their actions chosen by agreement between their components. If, for some reason, a course of action cannot be agreed upon, the fusion simply does nothing for its turn.
A fusion lasts for 1 minute, or until both character choose to end the fusion (requiring a free action) At its expiration, both component characters reappear, adjacent to one another. After using this Mythos to fuse, you must wait (8d4 - your Charisma modifier) hours for your spirit to recover enough to use it again. If your fusion ended prematurely because of its death, you must instead wait (10d6 - your Charisma modifier) hours.
Dual-Mind Ambidexterity
Prerequisite: The 'And They Shall Become One Flesh' Mythos
When you create a fusion with 'And They Shall Become One Flesh', the fusion gains Two Weapon Fighting, Oversized Two Weapon Fighting, and Monkey Grip as bonus feats. In addition, so flawless is their manipulation that the -2 penalty incurred by the Monkey Grip feat does not apply to them.
Furthermore, if both component characters were wielding a shield, they may fuse their shields together for the duration of the fusion. This composite shield has all the magical properties of both shields (enhancement bonuses still don't stack, as normal), and can be the same type (light, heavy, tower, etc) as either of its components, chosen by the fusing characters.
Interracial Admixture Principles
Prerequisite: The 'And They Shall Become One Flesh' Mythos
When you create a fusion with 'And They Shall Become One Flesh', you may fuse with a target of a different creature type than yourself. Furthermore, the fusion is considered either, or both, creature types, whatever is most advantageous at the moment.
Furthermore, when performing a fusion, you may choose to either (1) calculate the fusion's size category as normal, (2) use the smaller of the two component characters' sizes, or (3) use the larger of the two component characters' sizes. Once this choice has been made between two characters, every time the same two characters fuse, the same method is used to calculate their size, even if the actual size that results is different.
Sewn Of One Cloth
Prerequisite: The 'And They Shall Become One Flesh' Mythos
When you create a fusion with 'And They Shall Become One Flesh', the equipment in each item slot of both component characters disappear for the duration, and the fusion receives the effects of both sets as if they were wearing them (stacking rules still apply). In their place, the fusion is wearing a new set of clothing, the aesthetic of which should be designed by the players of both component characters, and each time the same two characters fuse, the fusion is always wearing this special set of clothing. When designing these clothes, the players should decide whether they are considered to be Light, Medium, Heavy, or No armor. Regardless of their choice, the fusion incurs no Arcane Spell Failure, Armor Check Penalty, Maximum Dexterity Bonus, or Speed reduction, but still benefits from the highest armor bonus of the armors worn by their component characters before fusing.
Fantastic Mythos
Harmonious Cerulean Matrimony Method
Prerequisite: The 'And They Shall Become One Flesh' Mythos
You may use 'And They Shall Become One Flesh' in a new way. Instead of both participants spending a move action, if both participants perform a short, one-minute-long ritual together, they may enter a more enduring fusion. This ritual must be synchronized perfectly, and requires both characters to have practiced together in the past. A character requires (28 - their Charisma modifier) hours of practice to achieve the necessary level of proficiency. The exact nature of the ritual can vary somewhat from character to character, but usually involves either a dance, or a verbal recitation of some kind.
Once completed, the two characters fuse as described in 'And They Shall Become One Flesh', with a few differences. First, the fusion lasts for an entire hour instead of one minute, and cannot be voluntarily ended prematurely (although the death of the fusion still ends it). Second, the two spirits involved become so intimately intertwined that the resulting fusion has, effectively, a single mind. It considers itself a new, distinct entity, and will almost certainly use singular pronouns to describe itself. Mechanically, it still bears both alignments from its components, but its composite intellect attempts to reconcile the different personalities into a single, coherent ideology as best it can.
Third, after the fusion's ability scores have been calculated, they are all increased by a further +2, as its components work so well together that they become greater than merely the sum of their parts.
Fourth, the player of each component character chooses one feat that the fusion qualifies for (for a total of two feats), and the fusion gains the chosen feats in addition to those it normally gains from its components. When the same two characters fuse, their resulting fusion always gain the same feats from this ability. If one of the component characters later gains one of the feats chosen for this ability, that feat may be swapped out for a new one.
By Our Powers Combined!
Prerequisite: The 'And They Shall Becomes One Flesh' Mythos
When you create a fusion with 'And They Shall Become One Flesh', choose one of the following abilities that the fusion character qualifies for (or create a new, relevant ability, using the shown ones as a guideline in terms of power). The fusion gains that ability, and when the same two characters fuse, they always gain the same ability, although a different ability may be chosen for each different set of two characters.
The prerequisites of each ability are separated with tags for [1] and [2]. This simply means that one component character cannot satisfy all the requirements; one component character must satisfy one set of the listed requirements, while the other component character must satisfy the other set.
Authority Of The Red God-Monster
Prerequisite: [1] One Mythos from the Monster's Mythos, [2] The Turn Undead or Rebuke Undead class feature
The fusion ignores the immunity to fear normally granted by the undead type (although an undead creature with immunity to fear from a non-racial class feature, spell, or other source still retains it).
The fusion may cast spells provided by Component [2] while in a Rage, except for spells that heal, revive, restore, soothe, calm, or otherwise alleviate the suffering, harm, rage, or death of others.
As a free action, while in a Rage, once per round, the fusion may spend a daily usage of Turn or Rebuke Undead to invoke one of the following three effects: A Turn Undead attempt may be spent to supercharge the fusion's next Turning Check used for Turn Undead, made on this round or the next, by allowing the fusion to substitute their Strength modifier in place of their Charisma modifier for the check. A Rebuke Undead attempt may be spent to send all undead currently Commanded by the fusion into a Rage for 5 rounds, giving them a +4 bonus to their Strength for the duration. A Turn or Rebuke Undead attempt may be spent to swap one spell that you have currently prepared, that you are disallowed by this ability from using in a Rage, for a spell of the same level from the Destruction, Strength, or Wrath (SpC) domains.
Crouching Tiger, Hidden Owlbear
Prerequisite: [1] One Mythos from the Iron Mythos, [2] The Wildshape class feature
The equipment chosen by the component characters to be worn by the fusion are especially malleable to it; when the fusion wildshapes into a new form, every piece of equipment save for the armor melts into the form, and the wildshaped form retains all benefits from that equipment as if it were wearing them (the wildshaped form cannot then benefit from an external item, such as a magical necklace draped over its neck, if it has already absorbed an item of the same slot). The armor instead reshapes itself into identical barding fit for the new form. The fusion's natural weapons, while wildshaped, are considered discipline weapons for every martial discipline the fusion knows.
Finally, while wildshaped into a form without hands dextrous enough to wield a weapon, the fusion may wield a melee weapon proficiently in their mouth (assuming the form has one), gripping the handle with their teeth or beak and swinging it with wild, ridiculous body movements. The weapon must be a light, one-handed, or two-handed weapon sized properly for the wildshaped form (modifiers such as Powerful Build and Monkey Grip still apply). If the weapon is two-handed, the fusion is considered to be wielding it in two hands. While wielding a weapon in its mouth, the fusion cannot use the bite attack of their wildshaped form (if any). If the fusion has the Natural Spell feat, they may supply verbal components for spells by barking (or whatever) [i]around the hilt in their mouth.
Don The Sidereal Crown Of Hope
Prerequisite: [1] One Mythos from the Sun's Mythos, [2] One Mythos from Harmony's Mythos
The fusion gains a new Fetter; the Fetter of Compassion. Initially Shining, it degrades one level each time the fusion deals damage to a creature that they have not witnessed harming one of their friends. Raising their Compassion back up a level requires dedicating 8 hours of personal time to helping the poor, sick, and downtrodden. While the Fetter of Compassion is broken, the fusion cannot use this ability.
All non-enemies within (20 + 5 per character level)ft that can see or hear the fusion have Fast Healing 1.
As a standard action, the fusion may inspire an ally within (20 + 5 per character level)ft that can see or hear them. The fusion rolls a d6, d8, and d10. The inspired ally adds the d6 result as a morale bonus on all attack rolls, the d8 result as a morale bonus on all damage rolls, and heals the d10 result in hit point damage. The attack and damage bonus lasts until the beginning of the fusion's next turn. In addition, while so inspired, the chosen ally takes no attack penalty when choosing to deal nonlethal damage with a lethal weapon, and they may choose to have spells they cast deal nonlethal damage (this can lead to, for example, a fireball that deals nonlethal fire damage, taking advantage of fire vulnerability, being disadvantaged by fire resistance, but still applying the damage as nonlethal damage).
Eldritch Blaster Shell
Prerequisite: [1]One Mythos from the Monster's Mythos, [2] The 'Eldritch Blast' class feature
The fusion gains a special Blast Shape Invocation while in a Rage, known as the 'Eldritch Blaster Shell'.
An Eldritch Blaster Shell functions like an improvised thrown splash weapon, with the fusion grasping and condensing the energy of their eldritch blast in the monstrous grip of one hand, crushing it into a volatile ball of roiling power, then hurling it like a bomb.
Unlike a normal thrown splash weapon, the Eldritch Blaster Shell deals its full damage as splash damage, applies its splash damage to everything within (Strength modifier x 5ft), and those caught in its splash damage are allowed a Reflex save to negate the damage.
Heart-Stopping Lord of Terror
Prerequisite: [1]One Mythos from the Monster's Mythos, [2] A class feature that provides precision damage, such as Sneak Attack, Sudden Strike, or Ambush
When the fusion successfully demoralizes a target with the Intimidate skill, if that target would currently be denied their Dexterity modifier to their Armor Class if the fusion attacked them, the target also takes all the precision damage provided by Component [2]'s class features, as they suffer whatever their anatomical equivalent to a minor (or not so minor) heart attack is.
There's A Monster At The End Of This Book
Prerequisites: [1] One Mythos from the Monster's Mythos, [2] A level in a spellcasting class that requires a book for memorizing spells (such as Wizard or Archivist)
Component [2] chooses one spellbook (prayerbook, etc) in their possession when they fuse. This book disappears for the duration of the fusion. The fusion character becomes tattooed with a garbled, disfigured version of the contents of the chosen book, every inch of them scarred with esoteric forumlae and diagrams. The fusion character is allowed to cast spells while in a Rage, breaking the normal restriction against such, but they may only cast spells that were in the chosen spellbook.
When the fusion casts a spell that deals damage, affects an area, and allows a Reflex saving throw to resist or negate its effects, and has a creature grappled (or In Their Grip via the 'World-Breaker Grip' Mythos), they may choose to, instead of having the spell go off immediately, turn the grappled creature into a Spell Grenade. A creature can only have one such spell stored inside of them at a time.
If one of the fusion's turns ends, and they are not grappling (or Gripping) a particular Spell Grenade, it detonates. The Grenade itself substitutes a Fortitude save in place of the normal Reflex save the spell would allow. The fusion (and any allies that have seen them use this ability before) gain a +4 bonus on the Reflex save against the detonating spell, if caught within its area. Enemies that have not seen the fusion use this ability before take a -4 penalty on their Reflex saves against the detonating spell.
Creatures are not automatically aware when they become a Spell Grenade, but if they beat the Spellcraft DC to identify the spell that you infused them with by 10, they understand. Merely warning their allies does not negate the Reflex penalty their allies would suffer from the detonating spell, but it would allow them to, for instance, run away from their allies, to prevent them from being caught in the blast.
Legendary Mythos
Unlimited Fusion-Heart Overdrive
Prerequisite: The 'And They Shall Becomes One Flesh' Mythos
While fused via 'And They Shall Becomes One Flesh', the fusion character may take an additional standard action each turn. Usually, the player of one component character will decide on, and roll the dice for, one standard action, while the player of the other component will use the other.
This is intended as supplementary material for "Mythos" classes, three of which are listed below.
The Teramach (http://www.giantitp.com/forums/showthread.php?t=286983)
The Kathodos (http://www.giantitp.com/forums/showthread.php?p=15947087)
The Olethrofex (http://www.giantitp.com/forums/showthread.php?p=16517470)
You can find a more central thread right here (http://www.giantitp.com/forums/showthread.php?364949-Mythos-Homebrew-Discussion-II-Where-Simplicity-Goes-to-Die).
http://i.imgur.com/LEYuuhi.png
"This is who we are.
This is who I am.
And if you think you can stop me, then you need to think again.
'Cause I am a feeling, and I will never end.
And I won't let you hurt my planet.
And I won't let you hurt my friends.
Go ahead and try to hit me if you're able.
Can't you see that my relationship is stable?
I know you think I'm not something you're afraid of.
'Cause you think that you've seen what I'm made of.
But I am even more than the two of them.
Everything they care about is what I am.
I am their fury, I am their patience, I am a conversation.
I am made
O-o-o-o-of
Lo-o-o-o-ove."
~ Garnet, Steven Universe
The Mythic Fusion
Two souls bound together in the eyes of the gods, two wholes made greater than their sum, bound in chains of love and devotion, cast in desire, tempered in hardship. The rituals of union ubiquitous throughout the Prime are ancient indeed; the first elves, eldest among the gods' mortal children, built families, united clans, and forged kingdoms with the ties of marriage before even dwarves walked the earth.
And before that, the gods themselves bound together one another in oaths of power. Corellon Larethian and Sehanine Moonbow, Moradin and Berronar Truesilver, and even the Lawgivers from which the mighty Hextor and Stratis were conceived; they all bowed their heads as the tethers of their fate were interwoven upon the dias of the Cerulean Star.
But the origins of the ritual do not lie with the Star herself. Before the Great Wheel, when the Titans reigned, their king was greatest among them, and it was her heart that made it so; two hearts, revolving upon one another, a star of glory and a star of judgment, and from their emulation, the other Titans and their souls took to dividing themselves between which star they most identified, and uniting themselves to claim the power that comes from partnership.
It was from this harmony that the Cerulean Star took her name, and Harmony spent many days meditating in the house of the Titans' King, on the nature of Titans and their many selves, countless souls as one soul, countless flesh as one flesh, countless stories as one story. It was here she divined many things of the nature of separation, of fractures and wholes, of space and perception.
These secrets she carried with her into the construction of the Great Wheel, and made them plain for any to find should they seek them.
New Feat: Stellar Nucleosynthesis Understanding
Prerequisite: One Mythos
Benefit: Choose one Mythos-granting class that you have levels in. You may treat the following Mythos as if they belonged to that class. You automatically succeed on the DC 10 check to Aid Another on a skill check, and are considered trained in all skills for the purposes of Aiding Another. You also gain a +4 circumstance bonus on Perform checks made as part of a two-person team, such as singing a duet, dancing in tandem, or giving a group presentation with Perform (Oratory).
Exceptional Mythos
And They Shall Becomes One Flesh
Prerequisite: -
To use this Mythos, you and an ally (of the same creature type) must both spend a move action on the same initiative count (usually by having the faster character Delay), and both of you must be within the other's Reach. As the two of you contact one another, you briefly disbelieve the cosmic illusion of physical separation, and both of your bodies merge into a single being.
Physically, this new being is a composite of you and your chosen ally, save for perhaps the one or two most prominent features of each participant, which appear in full. For example, a fused 7' Orc Bellator with short, straight dark hair and dark eyes, and 6' Human Teramach with long, curly red hair and green eyes, will typically come out looking like a 6' 6" Half-Orc with medium-length, wavy auburn hair and hazel eyes. However, the Teramach's player might decide that his character's bright red hair is his most defining and important physical trait, and propose that the fusion possess it in full. The Bellator's player might then agree, on the condition that the fusion have his character's massive, tusk-like orcish teeth, undiminshed by his Human half. If they're in agreement, it is so. If two characters of different sexes fuse, the fusion appears androgynous, and is physically and mechanically (in those rare cases that it matters, such as with the Swanmay prestige class) both sexes.
Mentally, the two characters are still separate. They are capable of coordinating their single body without difficulty (although failed attack rolls and skill checks might give them reason to bicker with one another on that point). Each character maintains their own alignment, but both participants are beholden to the actions taken by their single body, and should therefore perhaps exercise discretion in whom they choose to fuse with. While fused, the two characters may communicate with each other telepathically, as they're effectively two minds stored in the same brain.
Mechanically, the fused character is a gestalt of the two component characters' classes; if the characters are different levels, keep gestalting until one runs out of levels, then continue as a single-classed character for the remainder. Do not calculate skill points or feats for the composite character's classes; they have all the skills and feats of both component characters, and know all the languages that both characters know. For ability scores, the fusion has the higher ability score of both participants for each ability. They have all the racial traits of both characters, and are considered to be a member of both races simultaneously. If the two participants have different base size categories, the fusion is of the median size (so, if a Huge character fuses with a Medium character, the fusion is Large). If there is no median size (for example, between a Large and Medium character), round down, but the fusion has the Powerful Build trait. If the fusion already has Powerful Build from some other source (such as one of the participants being a Goliath), then round up for their size instead of down.
The fusion is created at full hit points. However, if one of the component characters has Power Points, spells per day, or some other limited resources (Bardic Music uses per day, etc), the fusion's resources are depleted by the same amount, and resources that the fusion depletes are also depleted from the component characters once the fusion ends. If the fusion is killed, the effects of this Mythos end prematurely, and the component characters reappear adjacent to one another, at -9 hit points and stable. If the fusion ends naturally, subtract the difference from the fusion's current and maximum hit points at the moment of separation from each component character's current hit points. If this would kill one of the component characters, they are instead brought to -9 hit points and stable.
Any ongoing temporary effects on the component characters continue to effect the fusion. For example, if one component is poisoned and has an ongoing Divine Favor cast on them, and the other component has wildshaped into a bear and has taken a Strength penalty from a Ray of Enfeeblement, the fused character will suffer from the same poison and Strength penalty, but they'll also be wildshaped into a bear with Divine Favor.
Equipment-wise, the component characters choose one piece of equipment per item slot (hands, helmet, feet, cloak, etc) between them, and the fusion is wearing that item. Redundant equipment not chosen simply disappears, and then reappears on the component character once the fusion ends (for example, if the two components are wearing a Cloak of Charisma and a Cloak of Resistance, and they choose for their fusion to be wearing the Cloak of Resistance, the Cloak of Charisma vanishes until the fusion ends). All equipment outside of those that fit into the various item slots (backpacks, coinage, potions, weapons, ioun stones, etc) can either be worn by the fusion at their time of spawning, up to their normal carrying capacity, or simply drop into a pile in the fusion's space.
A fusion acts on the same initiative count as they were created. If neither component character used their standard action on the turn of the fusion's creation, the fusion may take a single standard action on their first turn, and no more. On following turns, they act like a normal, single character, with their actions chosen by agreement between their components. If, for some reason, a course of action cannot be agreed upon, the fusion simply does nothing for its turn.
A fusion lasts for 1 minute, or until both character choose to end the fusion (requiring a free action) At its expiration, both component characters reappear, adjacent to one another. After using this Mythos to fuse, you must wait (8d4 - your Charisma modifier) hours for your spirit to recover enough to use it again. If your fusion ended prematurely because of its death, you must instead wait (10d6 - your Charisma modifier) hours.
Dual-Mind Ambidexterity
Prerequisite: The 'And They Shall Become One Flesh' Mythos
When you create a fusion with 'And They Shall Become One Flesh', the fusion gains Two Weapon Fighting, Oversized Two Weapon Fighting, and Monkey Grip as bonus feats. In addition, so flawless is their manipulation that the -2 penalty incurred by the Monkey Grip feat does not apply to them.
Furthermore, if both component characters were wielding a shield, they may fuse their shields together for the duration of the fusion. This composite shield has all the magical properties of both shields (enhancement bonuses still don't stack, as normal), and can be the same type (light, heavy, tower, etc) as either of its components, chosen by the fusing characters.
Interracial Admixture Principles
Prerequisite: The 'And They Shall Become One Flesh' Mythos
When you create a fusion with 'And They Shall Become One Flesh', you may fuse with a target of a different creature type than yourself. Furthermore, the fusion is considered either, or both, creature types, whatever is most advantageous at the moment.
Furthermore, when performing a fusion, you may choose to either (1) calculate the fusion's size category as normal, (2) use the smaller of the two component characters' sizes, or (3) use the larger of the two component characters' sizes. Once this choice has been made between two characters, every time the same two characters fuse, the same method is used to calculate their size, even if the actual size that results is different.
Sewn Of One Cloth
Prerequisite: The 'And They Shall Become One Flesh' Mythos
When you create a fusion with 'And They Shall Become One Flesh', the equipment in each item slot of both component characters disappear for the duration, and the fusion receives the effects of both sets as if they were wearing them (stacking rules still apply). In their place, the fusion is wearing a new set of clothing, the aesthetic of which should be designed by the players of both component characters, and each time the same two characters fuse, the fusion is always wearing this special set of clothing. When designing these clothes, the players should decide whether they are considered to be Light, Medium, Heavy, or No armor. Regardless of their choice, the fusion incurs no Arcane Spell Failure, Armor Check Penalty, Maximum Dexterity Bonus, or Speed reduction, but still benefits from the highest armor bonus of the armors worn by their component characters before fusing.
Fantastic Mythos
Harmonious Cerulean Matrimony Method
Prerequisite: The 'And They Shall Become One Flesh' Mythos
You may use 'And They Shall Become One Flesh' in a new way. Instead of both participants spending a move action, if both participants perform a short, one-minute-long ritual together, they may enter a more enduring fusion. This ritual must be synchronized perfectly, and requires both characters to have practiced together in the past. A character requires (28 - their Charisma modifier) hours of practice to achieve the necessary level of proficiency. The exact nature of the ritual can vary somewhat from character to character, but usually involves either a dance, or a verbal recitation of some kind.
Once completed, the two characters fuse as described in 'And They Shall Become One Flesh', with a few differences. First, the fusion lasts for an entire hour instead of one minute, and cannot be voluntarily ended prematurely (although the death of the fusion still ends it). Second, the two spirits involved become so intimately intertwined that the resulting fusion has, effectively, a single mind. It considers itself a new, distinct entity, and will almost certainly use singular pronouns to describe itself. Mechanically, it still bears both alignments from its components, but its composite intellect attempts to reconcile the different personalities into a single, coherent ideology as best it can.
Third, after the fusion's ability scores have been calculated, they are all increased by a further +2, as its components work so well together that they become greater than merely the sum of their parts.
Fourth, the player of each component character chooses one feat that the fusion qualifies for (for a total of two feats), and the fusion gains the chosen feats in addition to those it normally gains from its components. When the same two characters fuse, their resulting fusion always gain the same feats from this ability. If one of the component characters later gains one of the feats chosen for this ability, that feat may be swapped out for a new one.
By Our Powers Combined!
Prerequisite: The 'And They Shall Becomes One Flesh' Mythos
When you create a fusion with 'And They Shall Become One Flesh', choose one of the following abilities that the fusion character qualifies for (or create a new, relevant ability, using the shown ones as a guideline in terms of power). The fusion gains that ability, and when the same two characters fuse, they always gain the same ability, although a different ability may be chosen for each different set of two characters.
The prerequisites of each ability are separated with tags for [1] and [2]. This simply means that one component character cannot satisfy all the requirements; one component character must satisfy one set of the listed requirements, while the other component character must satisfy the other set.
Authority Of The Red God-Monster
Prerequisite: [1] One Mythos from the Monster's Mythos, [2] The Turn Undead or Rebuke Undead class feature
The fusion ignores the immunity to fear normally granted by the undead type (although an undead creature with immunity to fear from a non-racial class feature, spell, or other source still retains it).
The fusion may cast spells provided by Component [2] while in a Rage, except for spells that heal, revive, restore, soothe, calm, or otherwise alleviate the suffering, harm, rage, or death of others.
As a free action, while in a Rage, once per round, the fusion may spend a daily usage of Turn or Rebuke Undead to invoke one of the following three effects: A Turn Undead attempt may be spent to supercharge the fusion's next Turning Check used for Turn Undead, made on this round or the next, by allowing the fusion to substitute their Strength modifier in place of their Charisma modifier for the check. A Rebuke Undead attempt may be spent to send all undead currently Commanded by the fusion into a Rage for 5 rounds, giving them a +4 bonus to their Strength for the duration. A Turn or Rebuke Undead attempt may be spent to swap one spell that you have currently prepared, that you are disallowed by this ability from using in a Rage, for a spell of the same level from the Destruction, Strength, or Wrath (SpC) domains.
Crouching Tiger, Hidden Owlbear
Prerequisite: [1] One Mythos from the Iron Mythos, [2] The Wildshape class feature
The equipment chosen by the component characters to be worn by the fusion are especially malleable to it; when the fusion wildshapes into a new form, every piece of equipment save for the armor melts into the form, and the wildshaped form retains all benefits from that equipment as if it were wearing them (the wildshaped form cannot then benefit from an external item, such as a magical necklace draped over its neck, if it has already absorbed an item of the same slot). The armor instead reshapes itself into identical barding fit for the new form. The fusion's natural weapons, while wildshaped, are considered discipline weapons for every martial discipline the fusion knows.
Finally, while wildshaped into a form without hands dextrous enough to wield a weapon, the fusion may wield a melee weapon proficiently in their mouth (assuming the form has one), gripping the handle with their teeth or beak and swinging it with wild, ridiculous body movements. The weapon must be a light, one-handed, or two-handed weapon sized properly for the wildshaped form (modifiers such as Powerful Build and Monkey Grip still apply). If the weapon is two-handed, the fusion is considered to be wielding it in two hands. While wielding a weapon in its mouth, the fusion cannot use the bite attack of their wildshaped form (if any). If the fusion has the Natural Spell feat, they may supply verbal components for spells by barking (or whatever) [i]around the hilt in their mouth.
Don The Sidereal Crown Of Hope
Prerequisite: [1] One Mythos from the Sun's Mythos, [2] One Mythos from Harmony's Mythos
The fusion gains a new Fetter; the Fetter of Compassion. Initially Shining, it degrades one level each time the fusion deals damage to a creature that they have not witnessed harming one of their friends. Raising their Compassion back up a level requires dedicating 8 hours of personal time to helping the poor, sick, and downtrodden. While the Fetter of Compassion is broken, the fusion cannot use this ability.
All non-enemies within (20 + 5 per character level)ft that can see or hear the fusion have Fast Healing 1.
As a standard action, the fusion may inspire an ally within (20 + 5 per character level)ft that can see or hear them. The fusion rolls a d6, d8, and d10. The inspired ally adds the d6 result as a morale bonus on all attack rolls, the d8 result as a morale bonus on all damage rolls, and heals the d10 result in hit point damage. The attack and damage bonus lasts until the beginning of the fusion's next turn. In addition, while so inspired, the chosen ally takes no attack penalty when choosing to deal nonlethal damage with a lethal weapon, and they may choose to have spells they cast deal nonlethal damage (this can lead to, for example, a fireball that deals nonlethal fire damage, taking advantage of fire vulnerability, being disadvantaged by fire resistance, but still applying the damage as nonlethal damage).
Eldritch Blaster Shell
Prerequisite: [1]One Mythos from the Monster's Mythos, [2] The 'Eldritch Blast' class feature
The fusion gains a special Blast Shape Invocation while in a Rage, known as the 'Eldritch Blaster Shell'.
An Eldritch Blaster Shell functions like an improvised thrown splash weapon, with the fusion grasping and condensing the energy of their eldritch blast in the monstrous grip of one hand, crushing it into a volatile ball of roiling power, then hurling it like a bomb.
Unlike a normal thrown splash weapon, the Eldritch Blaster Shell deals its full damage as splash damage, applies its splash damage to everything within (Strength modifier x 5ft), and those caught in its splash damage are allowed a Reflex save to negate the damage.
Heart-Stopping Lord of Terror
Prerequisite: [1]One Mythos from the Monster's Mythos, [2] A class feature that provides precision damage, such as Sneak Attack, Sudden Strike, or Ambush
When the fusion successfully demoralizes a target with the Intimidate skill, if that target would currently be denied their Dexterity modifier to their Armor Class if the fusion attacked them, the target also takes all the precision damage provided by Component [2]'s class features, as they suffer whatever their anatomical equivalent to a minor (or not so minor) heart attack is.
There's A Monster At The End Of This Book
Prerequisites: [1] One Mythos from the Monster's Mythos, [2] A level in a spellcasting class that requires a book for memorizing spells (such as Wizard or Archivist)
Component [2] chooses one spellbook (prayerbook, etc) in their possession when they fuse. This book disappears for the duration of the fusion. The fusion character becomes tattooed with a garbled, disfigured version of the contents of the chosen book, every inch of them scarred with esoteric forumlae and diagrams. The fusion character is allowed to cast spells while in a Rage, breaking the normal restriction against such, but they may only cast spells that were in the chosen spellbook.
When the fusion casts a spell that deals damage, affects an area, and allows a Reflex saving throw to resist or negate its effects, and has a creature grappled (or In Their Grip via the 'World-Breaker Grip' Mythos), they may choose to, instead of having the spell go off immediately, turn the grappled creature into a Spell Grenade. A creature can only have one such spell stored inside of them at a time.
If one of the fusion's turns ends, and they are not grappling (or Gripping) a particular Spell Grenade, it detonates. The Grenade itself substitutes a Fortitude save in place of the normal Reflex save the spell would allow. The fusion (and any allies that have seen them use this ability before) gain a +4 bonus on the Reflex save against the detonating spell, if caught within its area. Enemies that have not seen the fusion use this ability before take a -4 penalty on their Reflex saves against the detonating spell.
Creatures are not automatically aware when they become a Spell Grenade, but if they beat the Spellcraft DC to identify the spell that you infused them with by 10, they understand. Merely warning their allies does not negate the Reflex penalty their allies would suffer from the detonating spell, but it would allow them to, for instance, run away from their allies, to prevent them from being caught in the blast.
Legendary Mythos
Unlimited Fusion-Heart Overdrive
Prerequisite: The 'And They Shall Becomes One Flesh' Mythos
While fused via 'And They Shall Becomes One Flesh', the fusion character may take an additional standard action each turn. Usually, the player of one component character will decide on, and roll the dice for, one standard action, while the player of the other component will use the other.