Xefas
2015-05-13, 11:24 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).
New Race: Omphalion
Omphalions are born deep beneath the surface of a Prime World, beginning with a rock, metal, or gem that becomes infused with the power of an elemental ley-line. Through the quiet machinations of the planet, the object is exposed to heat, pressure, moisture, and natural gases, then fed dreams and knowledge from the ley and, finally, a soul is given to it, not drawn from the Well of Souls in the Positive Energy Plane as most other living things, but constructed piecemeal within the object, artificial and by the design of the Omphalos.
After a time, the Omphalion is pushed up from the earth, emerging into the surface world, where it awakens and becomes self-aware. The first thing it does is push outward with its senses, attempting to observe the world around it. From this desire, it constructs a body, drawing it forth from the energy of its heart, and enters a bloodstained cosmos to which it does not belong.
Personality: Omphalions are born as adults, with no memories, but a vast knowledge. They already know how to walk and talk, read and write, they already know what a bird is, and what a sword is, and what color the sky becomes at sunset. They are as generally functional as any human adult, but with no attachments other than to the planet from which they were spawned, no ideology, no experiences. To those they first meet, most Omphalions are therefore strange and aloof - they know what humor is, but have never developed their own personal sense of humor, they know what happiness is, but have never witnessed what it looks like, they know what pain is, but have no metric for its severity, or emotional connotations towards its infliction other than that they wish to avoid it. Eventually, most Omphalions will integrate into some form of society or other social group, and will rapidly develop a personality in accordance with its culture.
Physical Description: An Omphalion, at its awakening, creates a humanoid body for itself, drawing on inspiration from its subconscious knowledge of the planet from which it was born. Some will create elf-like bodies, while others will favor dwarves, lizardfolk, bugbears, halflings, or any other demihuman race, or even a mixture of several. Most are created androgynous, with smaller but equal portions taking on solidly masculine or feminine traits. Though all Omphalions lack reproductive equipment, most take on a gender identity in accordance with their physical appearance, by whatever standards the first society they integrate with provides them. Somewhere on an Omphalion's body, visible on the surface, is their heart - their true self - the fist-sized object that maintains their corporeal form. The nature of this object tends to influence the coloration of their body; for example, an Omphalion born from a chunk of Basalt might appear as a Dwarf with gray-black skin, whereas one born from an Emerald might look like a Human with bright green hair, and another born from a slab of Palladium could be a Kobold with brilliant metallic scales.
Relations: Omphalions are so rare and so varied that there aren't really any codified stereotypes or stigmas attributed to them, other than that those select few with some knowledge of their origins might expect them to be concerned with protecting the planet. Which is almost always true, but every Omphalion has a different perspective on what that actually means. Some might have druidic values, where they view protecting plants and animals as a necessary pursuit, and one they dedicate their personal time and energy to. Others might view demihumans deforesting land and strip-mining the earth in the advance of civilization as merely a facet in the cycle of the world, matter being converted to matter, energy moving around, but the planet itself is inviolable, eternal. These Omphalions would just go about their lives doing what they want, letting the world survive as it always has, unless something truly terrible and alien were to threaten it.
Alignment: Omphalions favor no particular alignment.
Lands: Omphalions are too small in number to inhabit an entire geological region of any reasonable size, and they are unable to naturally reproduce to grow their numbers.
Religion: Omphalions have a natural inclination towards a reverence of the planet itself, whether they know to call it the 'Omphalos' or not. Most will learn to give lip-service to whatever deities the culture they develop in worships, but few will feel true piety towards them. The occasional Omphalion Cleric will likely worship a God of Life, Death, Nature, or the Elements, especially Obad-Hai as the planet's steward.
Language: Omphalions have no language of their own, but are usually born knowing Common. If they are born with a high enough Intelligence to know more languages, they are usually born with whichever languages are natively spoken by the nearest settlements to their birthplace, absorbing the knowledge from within the planet's womb prior to its birth.
Omphalions have a predilection towards naming themselves after their heart, in whichever language the society they develop within speaks. An Omphalion born from bronze will just call itself Bronze, and take whatever last name is given to them, if any, or create a last name from some exploit or ambition they hold.
Racial Traits:
Living Construct Subtype: Omphalions are Constructs with the [Living] subtype. Unlike normal Constructs, they have a Constitution score, are not immune to mind-affecting effects, critical hits, nonlethal damage, stunning, ability damage, ability drain, death effects, or necromancy effects, and do not have low-light vision or darkvision. However, they retain the Construct immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, sickening, and energy drain, and do not need to eat, sleep, or breathe (although they may still do those things if they wish).
Omphalions can be affected by effects that target living creatures as well as those that target constructs. Damage dealt to an Omphalion can be healed by a Cure Light Wounds spell, or a Repair Light Damage spell, for example, but they may also be harmed by both Disable Construct and Harm. However, spells from the healing subschool and other effects that heal hit point damage or ability damage via the application of positive energy provide only half their normal effect.
An Omphalion does not heal damage naturally.
An Omphalion can be raised or resurrected. Unlike most mortals, their soul does not proceed to the Outer Planes after death. Built into their artificial soul is an umbilicus controlled by the Omphalos, which draws them back into its machinery until they are brought back to life, or until the Omphalos' mysterious purposes require that their soul perform some other function, at which point resurrection magic will return the same message as if the target did not wish to return.
Omphalions do not age, although most will rejoin the planet by choice after a few centuries. As their knowledge of themselves and the world increase, they begin to understand their connection to the Omphalos, and their eternal endurance beyond any one life so long as it endures as well. Eventually they find a reason to return from whence they came, or they lose the last reason they had for remaining. Fatigue, or curiosity, or sorrow, or frustration, or loneliness, or some other baggage, leads them to break their own heart, and become one again with their progenitor, never to return with the same trappings.
Heartshape (Ex): As a full-round action, an Omphalion can retreat into their heart, causing their humanoid form to vanish entirely. While inside their heart, an Omphalion can still hear, and they have tactile and temperature senses, but cannot see, smell, taste, or vocalize (although it may use telepathy, if it possesses it). It can take no actions while inside its heart, other than to assume humanoid form again as another full-round action. Normally, an Omphalion's heart cannot be targeted separately from their humanoid form, but while they are drawn into their heart, the heart can be attacked. It is a Fine-sized object with Hardness 10 and 10 hit points, tracked separately from the Omphalion's normal hit points. If a healing or repair effect is targeted at an Omphalion's heart while the heart is at full hit points, the excess is restored from the Omphalion's humanoid form. If an Omphalion's heart is destroyed, it dies instantly.
When an Omphalion is drawn into its heart, it may take with it one piece of equipment per equipment slot with it (such as one suit of armor, one helmet, one cloak, two rings, etc). If their heart is destroyed, this equipment is released back into the material world.
Core Reconstitution (Ex): An Omphalion has no negative hit points. When its humanoid form is reduced to 0 hit points, it vanishes and is drawn into its heart, as the Heartshape ability. For 8 hours, it cannot reproduce its humanoid form, and is trapped within its heart. After these 8 hours expire, they may recreate their humanoid shape with 1 hit point, plus any healing or repairs they might have received through their heart. This 8 hour period is not considered rest.
An Omphalion's humanoid form is either Small or Medium size, chosen at character creation.
At character creation, an Omphalion can choose to be Bulky (+2 Strength, -2 Dexterity), Agile (-2 Strength, +2 Dexterity), or Balanced (no ability score adjustment). Small Omphalions are usually Agile, but not always.
An Omphalion's base land speed is 30ft.
Sidebar: Mythos On Multiple Lists
Because supplementary Mythos are drawn from the power of a mythic patron, despite not being fully part of them, there may be some overlap between the two lists. For example, Mythic Omphalions can tap into the Element-Forged Geomach Arsenal Mythos even if they are not a Kathodos, who draws their power directly from the Omphalos' narrative.
In the case that a character has access to a single Mythos on two lists, acquiring the Mythos once effectively acquires it for both lists (such as for prerequisites' sake). In the case that a Mythos is slightly different mechanically on each list, but has the same name, identifying it as the same Mythos, the character must choose which version they prefer when they gain access to the second list, and their choice cannot be changed afterward.
On a different but related note, when a character acquires a Mythos by some means other than taking levels in the class that draws directly upon that Mythos' progenitor (such as the Teramach and the Monster's Mythos), usually by a Mythic supplement, or the Broken [Mythic Patron] Amalgam feat, they are considered to have whatever class features, or portions of class features, from that class that are the bare minimum to use those Mythos.
For the Teramach, this is the entire Monstrous Rage class feature.
For the Kathodos, this is the 1st through 5th paragraphs of the Flow of Energy class feature.
For the Olethrofex, this is the entire Death's Torn Tapestry class feature.
For the Anakitos, this is the entire The Fetters Of Virtue class feature.
Maybe these should have been sidebars too.
New Feat: Elemental Heart Awakening
Prerequisite: Omphalion, One Mythos
Benefit: You have reconnected to the ancient ur-thing that operates the core of the Great Wheel and is responsible for your creation. Although it might wish to grant all of its children such a gift, it cannot, for the power of a true hero cannot be given, only earned. The Omphalos is quite pleased that you have earned this.
Choose one Mythos-granting class that you have levels in. You may treat the following Mythos as if they belonged to that class. When you make a Knowledge (The Planes) check concerning Elementals or the Inner Planes, or a Knowledge (Nature) check concerning Fey, plants, seasons, or weather, you may roll your skill check twice and take the better result.
Exceptional Mythos
At Home In This World
Prerequisite: -
[Internal][Any]
This world was made for you to move through it.
As an internal [Air] effect, the air of your body propels itself through the air of the world with ease; you gain Leap of the Heavens (PHBII) as a bonus feat. As an internal [Water] effect, the water of your body propels itself through the water of the world with ease; you gain a Swim speed equal to your land speed. As an internal [Earth] effect, the earth of your body propels itself over the earth of the world with ease; you gain a Climb speed equal to your land speed. As an internal [Fire] effect, the blood and heat of your body work more efficiently, transmitting the oxygen and fluid and nutrients your body needs for exertion with superhuman proficiency; you add your Dexterity modifier as a bonus to all Balance, Climb, Jump, Swim, and Tumble checks.
Element-Forged Geomach Arsenal
Prerequisite: -
[Internal]
As a swift action, you place a hand on your heart and draw forth elemental energy into the shape of a weapon that you are proficient with. When you acquire this Mythos, you must choose one element; this Mythos gains that element's subtype, and when you attack with the conjured weapon, you may choose for it to either deal its normal damage type, or the damage type of its elemental subtype.
Each time you create a weapon with this Mythos, choose one of the following set of statistics for the weapon's base damage, critical range, and critical damage. The weapon has these statistics instead of what the weapon's appearance would normally suggest. However, it is still considered the weapon that the element is mimicking for all other purposes (for example, a Longspear made of Fire would still be a two-handed weapon, it would still have reach, and would still receive a bonus from the Weapon Focus (Longspear) feat).
The damage listed is for a weapon sized for a Medium creature, but your created weapon can be of any size that you are able to wield. If your size changes while you're wielding an elemental weapon, it likewise changes size to match you.
Consistent Weapon 2d4 damage, 18-20/x2
Balanced Weapon 2d6 damage, 19-20/x2
Brutal Weapon 2d6 damage, 20/x3
Impractical Weapon 2d4 damage, 20/x4
You may only have one weapon created through this Mythos at a time. If you create a new one, the old one disappears. If, at the end of your turn, the created weapon is no longer in your hands or on your person, it disappears as well.
At 5th level, the weapon created by this Mythos has a +1 enhancement bonus to attack and damage and bypasses damage reduction as if it were magical. At 10th level, this enhancement bonus increases by 1, and it now also bypasses damage reduction that may be bypassed by a particular material (such as silver or cold iron) or alignment. At 15th and 18th level, this enhancement bonus increases by another 1.
Advanced
Calling The Elemental Bow: You may create ranged weapons with this Mythos. Weapons that require ammunition, such as bows, crossbows, and slings, generate their own basic ammunition as necessary with each attack from a seemingly endless internal supply. However, Consistent and Impractical ranged weapons deal only 1d6 base damage, and Balanced and Brutal ranged weapons deal only 1d8 base damage.
Calling The Elemental Shield: When you create a light or one-handed weapon with this Mythos, you may also create a shield of a type that you are proficient with, which appears equipped to your opposite arm. At 5th level, the shield imparts a +1 enhancement bonus to your armor class. At 10th, 15th, and 18th level, this bonus increases by 1.
Calling The Elemental Armory:When you create a light or one-handed weapon with this Mythos, you may also create as many other light or one-handed weapons as you have hands to wield them, which appear in those hands. Each weapon may be of a different shape and damage/critical type.
Invigorating Ley-Energy Connection
Prerequisite: -
Your heart is connected to the thrumming veins of the world, and carries an aquifer of its power with it wherever it goes.
You have the natural healing rate of a human. While you are secluded in your heart via your Heartshape racial feature, this rate is doubled. This natural healing cannot heal damage done to your heart directly, and is deactivated for the 8 hours after having your humanoid form slain that you are trapped inside your heart.
As a full-round action, you may accelerate your healing, restoring (2d6 + your constitution modifier) hit points, multiplied by the tier of the highest tier Mythos you possess (x2 for Fantastic, x3 for Legendary, x4 for Exalted, etc). This healing is not halved from being a [Living] Construct.
There is a final, secret ability this Mythos grants that does not occur to most Omphalions that acquire it. As a full-round action, an Omphalion can reverse the polarity of their artificial soul, causing it to run on the Negative Energy of the Omphalos, rather than the Positive. As a result, they are henceforth harmed by positive energy and healed by negative energy, halving such healing in the same way a normal Omphalion halves healing acquired from positive energy.
Once this choice is made, it cannot be unmade by the Omphalion until they acquire a greater degree of control over themselves. At 13th level, an Omphalion can swap their polarity back and forth as many times as they like, requiring 5 minutes of meditation each time.
Having one's soul run on Negative Energy usually has a noticeable effect on their personality. At best, it makes them more morose, cynical, and comfortable around the trappings of death and decay, while less comfortable around light and life. At worst, it can infuse a creature with a hunger for death and an outright hatred for life.
Sculpting The Vessel
Prerequisite: -
The humanoid body produced from your heart is just a projection of your self-identity made flesh. With a little effort and a little finesse, you can tweak the image that results.
As a full-round action, you may alter your appearance as though using a Disguise Self spell, except that it only effects your body, and not your possessions (although see below). This ability is not an illusory effect, but a minor physical alteration of your bodily features, within the limits described by the spell. You may also extrude simple cloth-like clothing from your form of a shape and color you choose, although it cannot extend further than a few feet from you in the case of something like a dress or sarong. This 'clothing' is still technically part of your body and you cannot take it off.
If used as part of a disguise, ignore the penalties for disguising yourself as a different gender, race, and/or age category. However, this effect isn't magic and won't do all the work for you; you do not gain the normal +10 bonus on Disguise checks granted by the Disguise Self spell.
Fantastic Mythos
Vessel-Shaping Mastery
Prerequisite: The 'Sculpting The Vessel' Mythos
You may now use 'Sculpting The Vessel' as a swift action.
Furthermore, you may shape your external body in more drastic ways. When you use 'Sculpting The Vessel', you may choose up to three of the following traits to incorporate into your new form, in addition to being able to make your body appear as any humanoid or animal, or mix of various humanoids and/or animals. You might shift from an elf to a harpie, to a mermaid, to an owl, to a tiger, to some weird dog... owl... snake... thing. With a human foot! Just one. You can always choose to give up some of your body parts when you shapeshift, even if you do not purchase a trait that specifically demands it. (For example, Aquatic doesn't demand you lose your arms as well as your feet, but if you wanted to appear as a shark, you could choose to do so anyway.)
Any equipment incompatible with your new form is dropped in your space.
Aquatic: You gain a Swim speed equal to your normal land speed +30ft. However, you lose access to your legs and your land speed for the duration.
Bite: You gain a primary natural Bite attack if you did not already have one, which deals 1d6 damage for a Small creature, 1d8 for Medium, and 1d10 for Large, plus 1.5 your Strength modifier.
Claws: You gain two secondary natural Claw attacks if you did not already have them, which deal 1d4 damage for a Small creature, 1d6 for Medium, and 1d10 for Large, plus your Strength modifier.
Quadrupedal: You lose your hands and arms, but gain an additional pair of legs. Your land speed increases by 30ft, in addition to the inherent benefits of being a quadruped, such as increased carrying capacity and a +4 bonus to resist Bull Rushes.
Size Alteration: You are one size category larger or smaller.
Vision: You gain Low-Light Vision and Darkvision out to 60ft.
Wings: You gain a pair of wings that grant you a Fly speed equal to your base land speed with Average maneuverability. However, you lose access to your hands and arms for the duration.
Wandering The Omphalos
Prerequisite: -
Through focus on a particular element, you may slowly transcend from one Inner Plane to another, shifting planes over the course of an hour of meditation. Arriving at a precise location is impossible, though you may aim at a particular place you are familiar with, appearing only 5d100 miles away in a random direction. You may bring along up to (intelligence modifier) willing passengers, who must remain in contact with you for the entire meditative process.
Furthermore, you are protected from any and all inherent planar traits of the Inner Planes that would prove deadly to you, regardless of how you arrive there. For example, you would not take fire damage from the fact that the Elemental Plane of Fire is made of fire, although this would not protect you from an attack that deals fire damage. As another example, you can breathe on the quasielemental plane of vacuum, but could still be suffocated in a grapple. These realms are your home, and their very nature will not kill you without some external will behind them.
When you use this Mythos to shift to another plane and take passengers with you, you may extend this planar protection to them, mandating that they be considered guests among the normally inhospitable elemental planes. However, this protection only remains with them for (intelligence modifier) days, or until they leave the plane you brought them to.
Legendary Mythos
Always Save The Day
Prerequisite: -
When you are reduced to 0 hit points and would be forced to retreat into your heart, you may instead enter an overdrive state, remaining at 0 hit points for the duration. Once the overdrive state ends, you must retreat back into your heart and remain there, trapped, for 24 hours. After re-emerging, you cannot use this ability again for (8d4 - Constitution modifier) hours, as your body restores its reservoir of energy. Your overdrive state ends when you take any amount of hit point damage, or you end your turn without being able to pay the 1 Overdrive Point upkeep cost (see below).
When you enter your overdrive state, you acquire a number of Overdrive Points equal to your highest mental ability score modifier. Spending Overdrive Points does not require an action, and may even occur outside of your turn. Maintaining your overdrive costs 1 Overdrive Point at the end of your turn; if you cannot pay this cost, your overdrive ends. While pushed into overdrive, energy continually leaks from your heart and permeates your being, creating a visible aura of power.
1 Overdrive Point may be spent for the following effects:
When you are targeted by an attack roll, before the roll is made, you may spend a point to have the attack automatically miss, negating all of its effects, even those that activate on a miss.
When you have to make a saving throw, before rolling, you may spend a point to automatically succeed, negating all effects the triggering effect would have, even on a successful save.
When you make an attack roll, before rolling, you may spend a point to automatically succeed. Roll anyway to see if you crit.
When you make a damage roll with a weapon, natural weapon, or unarmed attack, after rolling, you may spend a point to replace all dice with their maximum result.
When you make a Strength or Dexterity skill check, after rolling, you may spend a point to retroactively give yourself a +10 bonus on the roll, and a +10 bonus on all checks made with the same skill for the next minute.
You may spend a point to move up to your Speed.
You may spend a point to identify all ongoing magical effects currently on you with a total duration measured in minutes or rounds (as opposed to say, hours or days), choose any number of them, and automatically dispel them.
You may spend a point to target one ongoing magical effect that you are in physical, external contact with (such as a Wall of Force, a Cloudkill, or a summoned creature) and automatically dispel it, albeit with a more mundane visual representation (such as punching through a Wall of Force, blowing away a Cloudkill, or instantly disemboweling a summoned creature such that it disappears).
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).
New Race: Omphalion
Omphalions are born deep beneath the surface of a Prime World, beginning with a rock, metal, or gem that becomes infused with the power of an elemental ley-line. Through the quiet machinations of the planet, the object is exposed to heat, pressure, moisture, and natural gases, then fed dreams and knowledge from the ley and, finally, a soul is given to it, not drawn from the Well of Souls in the Positive Energy Plane as most other living things, but constructed piecemeal within the object, artificial and by the design of the Omphalos.
After a time, the Omphalion is pushed up from the earth, emerging into the surface world, where it awakens and becomes self-aware. The first thing it does is push outward with its senses, attempting to observe the world around it. From this desire, it constructs a body, drawing it forth from the energy of its heart, and enters a bloodstained cosmos to which it does not belong.
Personality: Omphalions are born as adults, with no memories, but a vast knowledge. They already know how to walk and talk, read and write, they already know what a bird is, and what a sword is, and what color the sky becomes at sunset. They are as generally functional as any human adult, but with no attachments other than to the planet from which they were spawned, no ideology, no experiences. To those they first meet, most Omphalions are therefore strange and aloof - they know what humor is, but have never developed their own personal sense of humor, they know what happiness is, but have never witnessed what it looks like, they know what pain is, but have no metric for its severity, or emotional connotations towards its infliction other than that they wish to avoid it. Eventually, most Omphalions will integrate into some form of society or other social group, and will rapidly develop a personality in accordance with its culture.
Physical Description: An Omphalion, at its awakening, creates a humanoid body for itself, drawing on inspiration from its subconscious knowledge of the planet from which it was born. Some will create elf-like bodies, while others will favor dwarves, lizardfolk, bugbears, halflings, or any other demihuman race, or even a mixture of several. Most are created androgynous, with smaller but equal portions taking on solidly masculine or feminine traits. Though all Omphalions lack reproductive equipment, most take on a gender identity in accordance with their physical appearance, by whatever standards the first society they integrate with provides them. Somewhere on an Omphalion's body, visible on the surface, is their heart - their true self - the fist-sized object that maintains their corporeal form. The nature of this object tends to influence the coloration of their body; for example, an Omphalion born from a chunk of Basalt might appear as a Dwarf with gray-black skin, whereas one born from an Emerald might look like a Human with bright green hair, and another born from a slab of Palladium could be a Kobold with brilliant metallic scales.
Relations: Omphalions are so rare and so varied that there aren't really any codified stereotypes or stigmas attributed to them, other than that those select few with some knowledge of their origins might expect them to be concerned with protecting the planet. Which is almost always true, but every Omphalion has a different perspective on what that actually means. Some might have druidic values, where they view protecting plants and animals as a necessary pursuit, and one they dedicate their personal time and energy to. Others might view demihumans deforesting land and strip-mining the earth in the advance of civilization as merely a facet in the cycle of the world, matter being converted to matter, energy moving around, but the planet itself is inviolable, eternal. These Omphalions would just go about their lives doing what they want, letting the world survive as it always has, unless something truly terrible and alien were to threaten it.
Alignment: Omphalions favor no particular alignment.
Lands: Omphalions are too small in number to inhabit an entire geological region of any reasonable size, and they are unable to naturally reproduce to grow their numbers.
Religion: Omphalions have a natural inclination towards a reverence of the planet itself, whether they know to call it the 'Omphalos' or not. Most will learn to give lip-service to whatever deities the culture they develop in worships, but few will feel true piety towards them. The occasional Omphalion Cleric will likely worship a God of Life, Death, Nature, or the Elements, especially Obad-Hai as the planet's steward.
Language: Omphalions have no language of their own, but are usually born knowing Common. If they are born with a high enough Intelligence to know more languages, they are usually born with whichever languages are natively spoken by the nearest settlements to their birthplace, absorbing the knowledge from within the planet's womb prior to its birth.
Omphalions have a predilection towards naming themselves after their heart, in whichever language the society they develop within speaks. An Omphalion born from bronze will just call itself Bronze, and take whatever last name is given to them, if any, or create a last name from some exploit or ambition they hold.
Racial Traits:
Living Construct Subtype: Omphalions are Constructs with the [Living] subtype. Unlike normal Constructs, they have a Constitution score, are not immune to mind-affecting effects, critical hits, nonlethal damage, stunning, ability damage, ability drain, death effects, or necromancy effects, and do not have low-light vision or darkvision. However, they retain the Construct immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, sickening, and energy drain, and do not need to eat, sleep, or breathe (although they may still do those things if they wish).
Omphalions can be affected by effects that target living creatures as well as those that target constructs. Damage dealt to an Omphalion can be healed by a Cure Light Wounds spell, or a Repair Light Damage spell, for example, but they may also be harmed by both Disable Construct and Harm. However, spells from the healing subschool and other effects that heal hit point damage or ability damage via the application of positive energy provide only half their normal effect.
An Omphalion does not heal damage naturally.
An Omphalion can be raised or resurrected. Unlike most mortals, their soul does not proceed to the Outer Planes after death. Built into their artificial soul is an umbilicus controlled by the Omphalos, which draws them back into its machinery until they are brought back to life, or until the Omphalos' mysterious purposes require that their soul perform some other function, at which point resurrection magic will return the same message as if the target did not wish to return.
Omphalions do not age, although most will rejoin the planet by choice after a few centuries. As their knowledge of themselves and the world increase, they begin to understand their connection to the Omphalos, and their eternal endurance beyond any one life so long as it endures as well. Eventually they find a reason to return from whence they came, or they lose the last reason they had for remaining. Fatigue, or curiosity, or sorrow, or frustration, or loneliness, or some other baggage, leads them to break their own heart, and become one again with their progenitor, never to return with the same trappings.
Heartshape (Ex): As a full-round action, an Omphalion can retreat into their heart, causing their humanoid form to vanish entirely. While inside their heart, an Omphalion can still hear, and they have tactile and temperature senses, but cannot see, smell, taste, or vocalize (although it may use telepathy, if it possesses it). It can take no actions while inside its heart, other than to assume humanoid form again as another full-round action. Normally, an Omphalion's heart cannot be targeted separately from their humanoid form, but while they are drawn into their heart, the heart can be attacked. It is a Fine-sized object with Hardness 10 and 10 hit points, tracked separately from the Omphalion's normal hit points. If a healing or repair effect is targeted at an Omphalion's heart while the heart is at full hit points, the excess is restored from the Omphalion's humanoid form. If an Omphalion's heart is destroyed, it dies instantly.
When an Omphalion is drawn into its heart, it may take with it one piece of equipment per equipment slot with it (such as one suit of armor, one helmet, one cloak, two rings, etc). If their heart is destroyed, this equipment is released back into the material world.
Core Reconstitution (Ex): An Omphalion has no negative hit points. When its humanoid form is reduced to 0 hit points, it vanishes and is drawn into its heart, as the Heartshape ability. For 8 hours, it cannot reproduce its humanoid form, and is trapped within its heart. After these 8 hours expire, they may recreate their humanoid shape with 1 hit point, plus any healing or repairs they might have received through their heart. This 8 hour period is not considered rest.
An Omphalion's humanoid form is either Small or Medium size, chosen at character creation.
At character creation, an Omphalion can choose to be Bulky (+2 Strength, -2 Dexterity), Agile (-2 Strength, +2 Dexterity), or Balanced (no ability score adjustment). Small Omphalions are usually Agile, but not always.
An Omphalion's base land speed is 30ft.
Sidebar: Mythos On Multiple Lists
Because supplementary Mythos are drawn from the power of a mythic patron, despite not being fully part of them, there may be some overlap between the two lists. For example, Mythic Omphalions can tap into the Element-Forged Geomach Arsenal Mythos even if they are not a Kathodos, who draws their power directly from the Omphalos' narrative.
In the case that a character has access to a single Mythos on two lists, acquiring the Mythos once effectively acquires it for both lists (such as for prerequisites' sake). In the case that a Mythos is slightly different mechanically on each list, but has the same name, identifying it as the same Mythos, the character must choose which version they prefer when they gain access to the second list, and their choice cannot be changed afterward.
On a different but related note, when a character acquires a Mythos by some means other than taking levels in the class that draws directly upon that Mythos' progenitor (such as the Teramach and the Monster's Mythos), usually by a Mythic supplement, or the Broken [Mythic Patron] Amalgam feat, they are considered to have whatever class features, or portions of class features, from that class that are the bare minimum to use those Mythos.
For the Teramach, this is the entire Monstrous Rage class feature.
For the Kathodos, this is the 1st through 5th paragraphs of the Flow of Energy class feature.
For the Olethrofex, this is the entire Death's Torn Tapestry class feature.
For the Anakitos, this is the entire The Fetters Of Virtue class feature.
Maybe these should have been sidebars too.
New Feat: Elemental Heart Awakening
Prerequisite: Omphalion, One Mythos
Benefit: You have reconnected to the ancient ur-thing that operates the core of the Great Wheel and is responsible for your creation. Although it might wish to grant all of its children such a gift, it cannot, for the power of a true hero cannot be given, only earned. The Omphalos is quite pleased that you have earned this.
Choose one Mythos-granting class that you have levels in. You may treat the following Mythos as if they belonged to that class. When you make a Knowledge (The Planes) check concerning Elementals or the Inner Planes, or a Knowledge (Nature) check concerning Fey, plants, seasons, or weather, you may roll your skill check twice and take the better result.
Exceptional Mythos
At Home In This World
Prerequisite: -
[Internal][Any]
This world was made for you to move through it.
As an internal [Air] effect, the air of your body propels itself through the air of the world with ease; you gain Leap of the Heavens (PHBII) as a bonus feat. As an internal [Water] effect, the water of your body propels itself through the water of the world with ease; you gain a Swim speed equal to your land speed. As an internal [Earth] effect, the earth of your body propels itself over the earth of the world with ease; you gain a Climb speed equal to your land speed. As an internal [Fire] effect, the blood and heat of your body work more efficiently, transmitting the oxygen and fluid and nutrients your body needs for exertion with superhuman proficiency; you add your Dexterity modifier as a bonus to all Balance, Climb, Jump, Swim, and Tumble checks.
Element-Forged Geomach Arsenal
Prerequisite: -
[Internal]
As a swift action, you place a hand on your heart and draw forth elemental energy into the shape of a weapon that you are proficient with. When you acquire this Mythos, you must choose one element; this Mythos gains that element's subtype, and when you attack with the conjured weapon, you may choose for it to either deal its normal damage type, or the damage type of its elemental subtype.
Each time you create a weapon with this Mythos, choose one of the following set of statistics for the weapon's base damage, critical range, and critical damage. The weapon has these statistics instead of what the weapon's appearance would normally suggest. However, it is still considered the weapon that the element is mimicking for all other purposes (for example, a Longspear made of Fire would still be a two-handed weapon, it would still have reach, and would still receive a bonus from the Weapon Focus (Longspear) feat).
The damage listed is for a weapon sized for a Medium creature, but your created weapon can be of any size that you are able to wield. If your size changes while you're wielding an elemental weapon, it likewise changes size to match you.
Consistent Weapon 2d4 damage, 18-20/x2
Balanced Weapon 2d6 damage, 19-20/x2
Brutal Weapon 2d6 damage, 20/x3
Impractical Weapon 2d4 damage, 20/x4
You may only have one weapon created through this Mythos at a time. If you create a new one, the old one disappears. If, at the end of your turn, the created weapon is no longer in your hands or on your person, it disappears as well.
At 5th level, the weapon created by this Mythos has a +1 enhancement bonus to attack and damage and bypasses damage reduction as if it were magical. At 10th level, this enhancement bonus increases by 1, and it now also bypasses damage reduction that may be bypassed by a particular material (such as silver or cold iron) or alignment. At 15th and 18th level, this enhancement bonus increases by another 1.
Advanced
Calling The Elemental Bow: You may create ranged weapons with this Mythos. Weapons that require ammunition, such as bows, crossbows, and slings, generate their own basic ammunition as necessary with each attack from a seemingly endless internal supply. However, Consistent and Impractical ranged weapons deal only 1d6 base damage, and Balanced and Brutal ranged weapons deal only 1d8 base damage.
Calling The Elemental Shield: When you create a light or one-handed weapon with this Mythos, you may also create a shield of a type that you are proficient with, which appears equipped to your opposite arm. At 5th level, the shield imparts a +1 enhancement bonus to your armor class. At 10th, 15th, and 18th level, this bonus increases by 1.
Calling The Elemental Armory:When you create a light or one-handed weapon with this Mythos, you may also create as many other light or one-handed weapons as you have hands to wield them, which appear in those hands. Each weapon may be of a different shape and damage/critical type.
Invigorating Ley-Energy Connection
Prerequisite: -
Your heart is connected to the thrumming veins of the world, and carries an aquifer of its power with it wherever it goes.
You have the natural healing rate of a human. While you are secluded in your heart via your Heartshape racial feature, this rate is doubled. This natural healing cannot heal damage done to your heart directly, and is deactivated for the 8 hours after having your humanoid form slain that you are trapped inside your heart.
As a full-round action, you may accelerate your healing, restoring (2d6 + your constitution modifier) hit points, multiplied by the tier of the highest tier Mythos you possess (x2 for Fantastic, x3 for Legendary, x4 for Exalted, etc). This healing is not halved from being a [Living] Construct.
There is a final, secret ability this Mythos grants that does not occur to most Omphalions that acquire it. As a full-round action, an Omphalion can reverse the polarity of their artificial soul, causing it to run on the Negative Energy of the Omphalos, rather than the Positive. As a result, they are henceforth harmed by positive energy and healed by negative energy, halving such healing in the same way a normal Omphalion halves healing acquired from positive energy.
Once this choice is made, it cannot be unmade by the Omphalion until they acquire a greater degree of control over themselves. At 13th level, an Omphalion can swap their polarity back and forth as many times as they like, requiring 5 minutes of meditation each time.
Having one's soul run on Negative Energy usually has a noticeable effect on their personality. At best, it makes them more morose, cynical, and comfortable around the trappings of death and decay, while less comfortable around light and life. At worst, it can infuse a creature with a hunger for death and an outright hatred for life.
Sculpting The Vessel
Prerequisite: -
The humanoid body produced from your heart is just a projection of your self-identity made flesh. With a little effort and a little finesse, you can tweak the image that results.
As a full-round action, you may alter your appearance as though using a Disguise Self spell, except that it only effects your body, and not your possessions (although see below). This ability is not an illusory effect, but a minor physical alteration of your bodily features, within the limits described by the spell. You may also extrude simple cloth-like clothing from your form of a shape and color you choose, although it cannot extend further than a few feet from you in the case of something like a dress or sarong. This 'clothing' is still technically part of your body and you cannot take it off.
If used as part of a disguise, ignore the penalties for disguising yourself as a different gender, race, and/or age category. However, this effect isn't magic and won't do all the work for you; you do not gain the normal +10 bonus on Disguise checks granted by the Disguise Self spell.
Fantastic Mythos
Vessel-Shaping Mastery
Prerequisite: The 'Sculpting The Vessel' Mythos
You may now use 'Sculpting The Vessel' as a swift action.
Furthermore, you may shape your external body in more drastic ways. When you use 'Sculpting The Vessel', you may choose up to three of the following traits to incorporate into your new form, in addition to being able to make your body appear as any humanoid or animal, or mix of various humanoids and/or animals. You might shift from an elf to a harpie, to a mermaid, to an owl, to a tiger, to some weird dog... owl... snake... thing. With a human foot! Just one. You can always choose to give up some of your body parts when you shapeshift, even if you do not purchase a trait that specifically demands it. (For example, Aquatic doesn't demand you lose your arms as well as your feet, but if you wanted to appear as a shark, you could choose to do so anyway.)
Any equipment incompatible with your new form is dropped in your space.
Aquatic: You gain a Swim speed equal to your normal land speed +30ft. However, you lose access to your legs and your land speed for the duration.
Bite: You gain a primary natural Bite attack if you did not already have one, which deals 1d6 damage for a Small creature, 1d8 for Medium, and 1d10 for Large, plus 1.5 your Strength modifier.
Claws: You gain two secondary natural Claw attacks if you did not already have them, which deal 1d4 damage for a Small creature, 1d6 for Medium, and 1d10 for Large, plus your Strength modifier.
Quadrupedal: You lose your hands and arms, but gain an additional pair of legs. Your land speed increases by 30ft, in addition to the inherent benefits of being a quadruped, such as increased carrying capacity and a +4 bonus to resist Bull Rushes.
Size Alteration: You are one size category larger or smaller.
Vision: You gain Low-Light Vision and Darkvision out to 60ft.
Wings: You gain a pair of wings that grant you a Fly speed equal to your base land speed with Average maneuverability. However, you lose access to your hands and arms for the duration.
Wandering The Omphalos
Prerequisite: -
Through focus on a particular element, you may slowly transcend from one Inner Plane to another, shifting planes over the course of an hour of meditation. Arriving at a precise location is impossible, though you may aim at a particular place you are familiar with, appearing only 5d100 miles away in a random direction. You may bring along up to (intelligence modifier) willing passengers, who must remain in contact with you for the entire meditative process.
Furthermore, you are protected from any and all inherent planar traits of the Inner Planes that would prove deadly to you, regardless of how you arrive there. For example, you would not take fire damage from the fact that the Elemental Plane of Fire is made of fire, although this would not protect you from an attack that deals fire damage. As another example, you can breathe on the quasielemental plane of vacuum, but could still be suffocated in a grapple. These realms are your home, and their very nature will not kill you without some external will behind them.
When you use this Mythos to shift to another plane and take passengers with you, you may extend this planar protection to them, mandating that they be considered guests among the normally inhospitable elemental planes. However, this protection only remains with them for (intelligence modifier) days, or until they leave the plane you brought them to.
Legendary Mythos
Always Save The Day
Prerequisite: -
When you are reduced to 0 hit points and would be forced to retreat into your heart, you may instead enter an overdrive state, remaining at 0 hit points for the duration. Once the overdrive state ends, you must retreat back into your heart and remain there, trapped, for 24 hours. After re-emerging, you cannot use this ability again for (8d4 - Constitution modifier) hours, as your body restores its reservoir of energy. Your overdrive state ends when you take any amount of hit point damage, or you end your turn without being able to pay the 1 Overdrive Point upkeep cost (see below).
When you enter your overdrive state, you acquire a number of Overdrive Points equal to your highest mental ability score modifier. Spending Overdrive Points does not require an action, and may even occur outside of your turn. Maintaining your overdrive costs 1 Overdrive Point at the end of your turn; if you cannot pay this cost, your overdrive ends. While pushed into overdrive, energy continually leaks from your heart and permeates your being, creating a visible aura of power.
1 Overdrive Point may be spent for the following effects:
When you are targeted by an attack roll, before the roll is made, you may spend a point to have the attack automatically miss, negating all of its effects, even those that activate on a miss.
When you have to make a saving throw, before rolling, you may spend a point to automatically succeed, negating all effects the triggering effect would have, even on a successful save.
When you make an attack roll, before rolling, you may spend a point to automatically succeed. Roll anyway to see if you crit.
When you make a damage roll with a weapon, natural weapon, or unarmed attack, after rolling, you may spend a point to replace all dice with their maximum result.
When you make a Strength or Dexterity skill check, after rolling, you may spend a point to retroactively give yourself a +10 bonus on the roll, and a +10 bonus on all checks made with the same skill for the next minute.
You may spend a point to move up to your Speed.
You may spend a point to identify all ongoing magical effects currently on you with a total duration measured in minutes or rounds (as opposed to say, hours or days), choose any number of them, and automatically dispel them.
You may spend a point to target one ongoing magical effect that you are in physical, external contact with (such as a Wall of Force, a Cloudkill, or a summoned creature) and automatically dispel it, albeit with a more mundane visual representation (such as punching through a Wall of Force, blowing away a Cloudkill, or instantly disemboweling a summoned creature such that it disappears).