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NineOfSpades
2016-11-11, 12:21 PM
Aedifex (WIP)

" You don't get it. I built this place. Down here I make the rules. Down here I make the threats. Down here… I’m God..." - The Trainman


CLASS FLUFF




GAME RULE INFORMATION
Aedifex have the following game statistics.
Abilities:
Alignment: Any.
Hit Die: d6.
Starting Age: As sorcerer.
Starting Gold: 5d4x10 gp.


Class Skills
The Aedifex's class skills (and the key ability for each skill) are


Skill Points at 1st Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier


Aedifex


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Mythos
Excellencies


1st
+0
+2
+2
+2
The Tower Mythos, Mythos Known, Exceptional Mythos, Surveyors Excellence, Domain Holder, A Fortress Built Within The Soul
+2
+1


2nd
+1
+3
+3
+3

+0
+1


3rd
+2
+3
+3
+3

+1
+0


4th
+3
+4
+4
+4

+0
+1


5th
+3
+4
+4
+4

+1
+0


6th
+4
+5
+5
+5

+0
+1


7th
+5
+5
+5
+5
Fantastic Mythos
+1
+1


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

+0
+1


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

+1
+0


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

+0
+1


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

+1
+0


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

+0
+1


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


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

+0
+1


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

+1
+0


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

+0
+1


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

+1
+0


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

+0
+1


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


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

+1
+1




Class Features
All of the following are class features of the Aedifex


Weapon and Armor Proficiency: Aedifex are proficient with all simple and martial weapons, and with light armor and shields (except tower shields).


The Tower Mythos:


Mythos Known:


Surveyors Excellence: As denoted on the class table, an Aedifex gains a certain number of abilities known as "Excellencies". These tend to be more general, generic, and passive than a Mythos, but are useful nonetheless, and are drawn from their own separate list, unsegregated by Tiers. Like a Mythos, an Aedifex may learn more Excellencies above their allotted amount. Each one costs 1,000 Mythos Points and 100xp, plus an additional 1,000 Mythos Points and 100xp for each time a new Excellency is innovated beyond the first. (So, 2,000mp and 200xp for the second, 3,000mp and 300xp for the third, etc.)


Domain Holder: FLUFF FLUFF FLUFF


At first level, the Aedifex may establish a link to a location, infusing into it part of their story. By doing so, they give character to the location, making it a part of themselves. This region is referred to as the Aedifex’s domain. To begin, the Aedifex selects an area to link themselves to. A domain has a radius of 25ft per Aedifex level Establishing a Domain takes 1 hour. During this time, The Aedifex can take any actions that they wish. The actual process of establishing a Domain is no more taxing than taking a stroll through a field and taking note of the lay of the land. So long as the Aedifix remains conscious, and does not leave the area of their new Domain for the duration, at the conclusion of the hour their Domain is fully established and takes effect.


The Aedifex’s domain is not visible or detectable as such through mundane or magical means. To all observations it appears that nothing has changed about the location. Creatures crossing into the domain may make a wisdom check (DC=10+½ the Aedifex’s level) just before entering the Domain. Success indicates that they gain a sense that the space they are about to enter is somehow amiss, that it belongs to someone else. Those that make their wisdom check may choose not to enter into the Domain, ending their movement adjacent to the edge of the Domain. Creatures who are inside the area that an Aedifex is attempting to convert into their Domain may also attempt a wisdom check to recognize that something about the environment is changing. Success allows them to get a vague sense as to the source of this sensation, and may attempt to investigate what is happening. Such wisdom checks may be attempted as soon as a creature enters the area of the new domain, and once every 10 minutes thereafter until the Domain is established.


On its own, the Domain does not grant any other benefits or penalties. However, may of the Aedifix mythos abilities apply within the area established by their domain.


An Aedifix may only have one Domain at a time. To designate a new location as your domain, the Aedifix must first break their bonds to their previous domain. This process is otherwise identical to creating a new domain, requiring 1 hour during which the Aedifix must not leave their domain. At the end of the hour, the link is broken and the domain no longer exists. The Aedifix may then begin the process of creating a new Domain whenever they so desire.

When the Aedifex gains access to Fantastic mythos, the size of their domain increases to 50 ft. per Aedifex level. For each new tier of mythos they gain access to after that, double the size of their domain (100ft per Aedifex level at Legendary mythos, 200ft per Aedifex level at Exalted mythos)

A Fortress Built Within The Soul FLUFF FLUFF FLUFF


Some of an Aedifex’s Mythos are labeled with [Estate], [Design], or [Loci] descriptors. [Estate] represents the Aedifex command over the stage of the world. Through it, you establish your territory, that which will be the canvas for your imagination. For every Mythos with the [Estate] Descriptor that you possess, add one to your effective level when calculating the size of your domain.


[Design] Mythos embody the drive to build, to create structure and give form to the stage. For every carpenter, every craftsman and mason has need of their tools, so is it true for you, and it is from here that you assemble your workshop. With these mythos, the world becomes malleable, ready to be shaped by your hand. When determining the area to be affected by a [Design] mythos, treat your effective level as being one greater for every two [Design] mythos you possess. [Design] Mythos can impact the world in many ways, but the changes they make there tend to be fleeting. Any alterations to the landscape slowly degrade over time. Unless renewed by the Aedifex, the landscape returns to the way it was within 1 hour per level. This rule does not hold true to changes made within the Aedifex domain, which remain indefinitely so long as they are still within the domain.


[Loci] Mythos require more of the Aedifex than their spirit to create. They require a bond between the creator and creation. To think of them as separate is not merely unnatural, but blasphemous. The Aedifex and their domain are simply reflections of one another. After taking their first [Loci] mythos, the Aedifex gains fast healing 1 while within their Domain. The Aedifex gains fast healing equal to half the number of [Loci] myhos they possess, but only while within their Domain.






Atmospheric Tuning Leverage
[Estate]

As a standard action, the Aedifex may change the temperature of the nearby environment. Select a number of 10ft cubes equal to your Aedifex level. The Aedifex may change the temperature of those cubes. The Aedfiex may select any temperature on the following Spectrum: Extreme Cold, Severe Cold, Cold, Normal, Very Hot, Severe Heat, Extreme Heat. The effects of these enviroments are identical to those encountered in normal environment (See: Environmental hazards in the DMG). All Cubes must be changed in the same way, and each 10ft cube must be adjacent to at least one other such cube. Changes do not take place immediately, and the temperature moves by one step on the scale per minute until it reaches the temperature that the Aedifex has selected. Temperature does not extend past the edge of the cubes.

Advanced

Supreme Thermostat Regulation: As a full round action, you may change the ambient temperature of your entire domain at once. Changes still take 1 minute per step to occur.


Baleful Certainty Manipulating Ambuscade
[Design]

The Tower is unassailable, that much is certain. Its walls may be scaled, the fortifications sundered, the locks disabled. But these forms of resistance are passive, they may obstruct the progress of an invader, but they cannot break them. The weapons of the Tower are everywhere, hidden and unseen. Where you seek to find strength, only disaster awaits. A hallway becomes a slaughterhouse in an instant. What warrior can survive when the whole world seeks to destroy them?

As a standard action that provokes an attack of opportunity, you may create a trap in an unoccupied abject square. Design the trap as if you were building it normally, but you do not need to make any skill checks or spend any GP to do so. The maximum CR of traps created in this way is equal to one third your Aedifex level, to a minimum of one. All such traps are single target location trigger melee attack traps, with the trigger locating being the adjacent square that you target when activating this ability. These traps cannot be reset, short of recreating them by spending another full round action. All traps are mechanical in nature, with a DC 20 Search check to locate them and a DC 20 disable device check to disable them.

Created traps are formed from whatever material exists in the environment, and while it can simulate weapons for the purposes of dealing damage, it does not actually produce any such weapons. The Aedifex may not create pit traps with this ability, nor may they make traps that are inconsistent with the environment (An Aedifex could not make a spinning blade trap appear in mid air without any nearby material to form the components of the trap). The maximum attack bonus a trap you create may have is equal to your Aedifex level plus your intelligence modifier. The maximum Save DC is equal to 10+1/2 your Aedifex level plus your intelligence modifier.

Basic

Far-Flung Mechanical Aspirations: You may create traps in an unoccupied square you can see, out to a distance of 10ft per Aedifix level.

Fail-Safe Designing Acumen: When creating a trap, you may add a lock or hidden switch bypass element to the trap.

Intellect Foiling Subtly of Deed: The action to create a trap is now a purely mental exercise for you. This does not change the length of time it takes to create a trap, but doing so no longer requires any physical movement on your part. When you create a trap, observers must make a Spot check with a DC equal to the DC for your mythos abilities. Failure indicates they are unaware that you took any action at all, and are not aware of which square may potentially have been altered. Success indicates they are aware that you took action, and have a general sense of where the created trap may be, though they must still succeed on a search check to locate exactly where it is.

Tapestry Forged of Arrowheads: You may create ranged attack traps as part of this mythos.

Labor-Sparing Gear-work: Your traps may now be created with the manual reset option. While you may still reset a trap by simply recreating it, this option enables other characters to reset your traps once they have been triggered.


Advanced
Unity of Form and Function: When creating a trap, you may make a Craft (Trapmaking) check. Use the check result as the DC for any skill checks to locate, bypass or disable your trap.

Everything Is Trying To Kill You: Gain an additional basic manifestation of this mythos.


Foundation Hatching Draftwork
[Design]

Creation begins with a plan, when you envision a structure in your mind. Each detail, from the exact measure of the flagstones, to the texture of the walls, to the way the morning sunlight will fill the space before you. But you go further. You see the chain of logistics, the workers needed to mine the materials, the draft animals that will haul the raw goods to you, and the laborers that will enact your will. But what exists within your mind, your vision, is so precise that the world has no choice but to change to reflect it. When the last stone is laid in your mind, the building pulls itself into being with a low rumble.

With one minute of concentration, you may create a basic structure. The structure consists of a single square room with each side measuring 10ft per point of your intelligence modifier, and a height equal to half the length of its sides. The room is made of natural earth and roughly fitted stone (Hardness 8, 30hp, DC 20 to climb). The material is a direct manifestation of your abilities and is not drawn from the surrounding environment. The newly created structure must be created in an open space large enough to accommodate it, and it must be created on top of a surface with sufficient strength to support its weight. Any creatures occupying a square that will contain one of the walls of the room are harmlessly moved outside of the room as the walls form.

The newly created room is unfurnished, though you may choose to leave openings along the walls of the structure large enough to act as doors or windows. Multiple rooms can be created so that they interconnect to create larger structures, such as stacking two rooms on-top of each-other to create a single room with a higher ceiling. Rooms may be repeatedly stacked onto of each other to a maximum number of rooms equal to half the hardness of the bottom rooms walls (So a room with hardness 8 is capable of supporting 4 rooms stacked on top of itself.

Basic

Geometric Floor-plan Modification: When creating a room, you may change the shape so that the structure is not a perfect square. For every 5ft you remove from the length or width of the room, increase the other dimension by the same amount. For example, a 20ft by 20ft room could instead be a 10ft by 30ft rectangular room. A room cannot have any dimension smaller than 5ft. The height of a room is always determined as if the room being created were a square.

Walls A Man Can Be Proud Of: When creating a room, you place greater effort into crafting the structure. Firstly, the walls of your room may be treated as superior masonry, made from carefully carved stones that precisely fit together to create smooth surfaces (DC 25 to climb). The actual material can be any manner of non-magical stone (Polished Marble, Granite, Sandstone, Onyx, etc). When creating the room, You may make a Craft (Stone-working) Check, and add the result to the HP of the walls. For every 5 points you rolled above a DC 10, increase the hardness by 3.

A Tower To Impale The Clouds: Rooms may now be staked a number of times equal to the hardness of the bottom most room, rather than half the hardness.

Advanced

To Last The Ages: Your structures are especially resilient and can endure far longer without your oversight. Rooms created outside your domain no longer disappear after 1 Hour, but slowly crumble to dust over time. Rooms outside of your domain take 1 damage per hour per point of hardness they posses. A room with hardness 8 would therefore take 1 point of damage every 8 hours. This damage may only be repaired by you.

An Interior Designer is you: When creating a room, you may also create furniture and aesthetic elements to fill the space you create. Roll a knowledge (Architecture and engieering) check when creating a room, a square the result. This value represents the number of cubic feet of material you can create. You cannot create weapons, armor, alchemic or magical objects with this ability. You may create tables, chairs, beds, chests, ladders, bookshelves, artwork and any other object that your DM allows. All objects created can be recognized as artificial in nature with a DC (20+Your Intelligence Modifier) appraise check, and all such objects immediately turn to dust if removed from the room they were created as part of, or if they are used as improvised weapons. Objects may appear to be made of any material, but mechanically are treated as if they were made of stone with half the hardness of the walls of the room.



Homestead Defending Steel
[Loci]

All creatures that walk or swim or burrow through the earth know what it is to have a home. Home means shelter, home means security. Outside the home, there is danger, there is uncertainty. It might take the form of a nest in a tree, of a rocky outcrop that keeps the rain at bay, of a thatched roof deep in the forest, or a shining citidel that pierces the clouds. The form matters not, because the form is simply an expression of the concept, of the idea. And just as all creatures know what it is to have a home, they to know what it is to defend their home against an intruder.

Within your domain, you may treat your weapons as if they had a +1 enchantment to attack and damage. At 4th level, and every 4 levels thereafter, increase the effective enchantment bonus by +1.

Basic

Stand Ready At The Gate: Gain an enchantment bonus to your armor class equal to effective enchantment bonus on your weapons when you are in your domain.


Threshold Upholding Sanctity
[Loci]

To enter a home uninvited is to insult the master of that home. Such disrespect must not be tolerated. If a creature has entered your domain of its own free will, and done so without your permission, you may mark them as an Intruder, provided you are aware that they have done so. Creature remains an Intruder so long as it is within your Domain, or until you give them permission to be in your Domain. When attacking an Intruder, double the critical threat range of your weapon.

Basic:

Smite Those Who Defile: When attacking an Intruder, roll twice and take the better result.

Don't Let The Door Hit You On The Way Out: Intruders who exit your Domain are still counted as Intruders for 24 hours thereafter. If they re-enter your Domain without permission before the 24 hours have elapsed, the time limit resets as soon as they exit your Domain again.


Jonagold Plunging From The Branches
[Estate]

Why do we stand upon the ground? For most, such a question is so simple that they cannot even imagine asking it, let alone contemplating its answer. Scholars ascribe forces at play, of attraction between matter. But they do not see the larger picture at work, not in the way that you do.

As a standard action, you may alter gravity within an area. You may designate a number of 5ft cubes within close range of your position. Each cube must be adjecent to at least one other cube. Within that area, you may decided to increase or decrease the effects of gravity.

Within an area of high gravity, all creatures incur a -2 circumstance penalty on movement based skill checks, and on all attack rolls, as they struggle to adjust to the increased effort they must exert to move. All item weights are effectively doubled, which might affect a character’s speed due to encumbrance. Weapon ranges are halved. A character’s Strength and Dexterity scores are not affected. For every 5ft square a falling character passes through, treat it as if they had fallen 10ft when determining the falling damage they take.

Within an area of low gravity, every movement feels effortless. As a result, creatures find that they can lift more, but their movements tend to be ungainly. Characters take a -2 circumstance penalty on attack rolls and Balance, Ride, Swim, and Tumble checks. All items weigh half as much. Weapon ranges double, and characters gain a +2 circumstance bonus on Climb and Jump checks. Falling characters treat each square they move through as half its normal distance when calculating falling damage.

After a field of altered gravity is created, the Aedifix can spend a move action to change gravity within it. If they do so, the entire field must be altered in the same manner, and can only be adjusted by one step per standard action. For example, if an Aedfix wishes to change an area of low gravity to an area of high gravity, they must first spend a move action to change the area to normal gravity, and then another action to change it to high gravity.

Advanced

A Pound Of Feathers Or A Pound Of Lead: You may futher alter gravity, pouring more of yourself into the force, demanding more of its behavior. If you position two gravity fields such that they overlap, the effects are now cumulative. An area of two high gravity fields would therefore cause a -4 circumstance penalty, quadruple the weight of all item, reduce weapon ranges by a factor of four, and a falling character would treat every 5ft they fell as if it were 20ft when calculating damage.


Tactile Defining Reformation
[Design]

If the world is your canvas, that it must be fresh. A blank slate, a clean palette, unobstructed by the mundanity of lesser works. To build as you see fit, why not simply clear away that which is unneeded, so that the foundations may be laid in earnest?

As a standard action, designate a number of 5ft squares within close range of you equal to your Aedifex level. Any obstruction within those tiles which would cause them to be catagorized as difficult terrain are removed. The ground flattens, loose debris settle into more stable footing, undergrowth retreats, and similar minor changes. These squres need not be adjacent.

Basic

Agitate The Flagstones: In learning to calm the land, you also learn how to inspire it to action. Instead of removing difficult terrain, you may instead create difficult terrain. This requires the same action as clearing terrain, and can be used at the same time, changing which squares are normal and which squares are difficult terrain with the same standard action, so long as the total number of squares affected does not exceed your Aedifex level.

Advanced

Pebble Which Spites The Sole: Rather than simple defiance, you may cause the land to grow hostile. When targeting a 5ft of difficult terrain, you can breath into it the energy to fight back against those brutish creatures that so crudely walk upon the surface. In addition to the normal consequences of difficult terrain, treat the tile as if it were filled with caltrops. The actual manifestation of this damage varies depending on the location. A forest floor might suddenly sprout thorny roots, while a city may assemble bits of broken glass and rubbish.

Insurmountable Waist High Fence: The subtle energies of the land buckle and rage. Though the effect is not noticable from a distance, any who attempt to cross here find there every action stymied. Branches reach out to snare boots, muddied soil transforms into tiny sinkholes at the slightest provocation, and loose objects fling themselves against the traveler, trying to push them back. When altering the terrain through this mythos, instead of clearing a tile of difficult terrain, you may increase the number of squares of movement it takes to cross by 1 per tier of mythos you posses. If the cost of movement through an affected tile is more than a creature normally possesses, they may spend a full round action to take a 5ft step.



Template
Prerequisite: -







Landvættir Awakening Taskmaster
[Estate]

The world is flooded with energy, born of life and emotion. Where it encounters physical objects, these energies twist and swirl, eddies of current that knot upon themselves, birthing into lesser spirits. A single forest might hold a hundred trees, a thousand pebbles, and ten thousand blades of grass. For each and every object, there is a spirit which is bound to it. Small and feeble, yes, but thrumming with a tiny spark of power. The Aedifex, tuned to these vibrations, can call upon the lesser spirits, giving them drive and purpose, becoming not their commander, but their trusted ally.

You gain the service of invisible, mindless, shapeless force, as described by unseen servant spell, except as follows. Within your domain, you may have a number of servants equal to your character level. They are not limited to remain near to you, and can travel anywhere within your domain. Outside your domain, you are accompanied by a number of servants equal to your wisdom modifier. And they must remain within 25ft per level of you at all times. Servants have an effective strength score equal to your Intelligence modifier, but follow the normal limitations as to what sorts of tasks they can perform. If destroyed, your servants will automatically reform after 1 minute, appearing in the nearest unoccupied square to your current location to await orders.

While still mindless, your connection to your servants is sufficient to grant them a small degree of autonomy. They can still mindlessly repeat an order, as per the normal use of unseen servant. Additionally, each servant may be given up to 25 words worth of commands to follow, allowing for simple instructions to be followed under designated circumstances, such as ‘Open any door that I walk within 5ft off’ or ‘When a bell rings three times, reset all the traps in the main hallway’. Servants are treated as having all knowledge that you do, for the purpose of interpreting these instructions.

You may issue commands to your servants telepathically at any distance as a swift action. You may command any number of servants at once provided they are all receiving the same instructions. Servants created by this mythos are non-magical.

Basic
Aggressive Spiritual Recruitment: Increase the number of servants you may have in your Domain by your Character level, and increase the number of servants you may have outside of your domain by your intelligence modifier. This manifestation may be taken more than once, with each additional instance increasing the number of servants within your domain by your character level. Further instances of this manifestation do not increase the number of servants you may have outside of your domain.

Rapid Assignment Delegation: When taking a swift action to issue orders, you may assign up to your intelligence modifier in unique commands as part of the same action. Each command can be assigned to any number of servants at once, but each servant is limited to 25 words worth of commands, as normal.

Advanced:

Concordant Spiritual Motivation: Your servants are especially potent and motivated in their duties, allowing a greater range of tasks they may complete. Your servants can produce any effect that would be achievable with the spell prestidigitation as part of following instructions you have given them. The effects function as normal for the spell, and last only 1 hour unless maintained.

Staff Meeting Notification: As a move action, you may freely reposition any number of servants within your domain to any other location within your domain.


Unyielding Sanctuary Guardian
Prerequisite: Threshold Upholding Sanctity
[Loci]

You gain the Favored Enemy (Intruders) ability, as per a Ranger of your Aedifex level. The bonuses for Favored enemy apply regardless of creature type, so long as the creature is tagged as an Intruder. You may take feats that have Favored enemy as a Prerequisite.


Template
Prerequisite: -







Termagant Geological Sculptor
Prerequisite: Tactile Defining Reformation
[Design]

Many people believe the land is static. Even to those blessed with lifespans measured in centuries, things do not change quickly. But the earth breaths, mountains grow from tiny pebbles, entire continents forge their way through ancient bedrock. These forces slowly wipe away the world that was, forever reshaping the face of the landscape. Why not then, put these forces to work for your needs? For when you look down at the maps of the world, your mind cannot help but supply ways that they could be improved with just a few minor adjustments.

You gain the ability to radically alter the landscape around you, producing changes that would normally take a millennia or more to occur naturally. The fuel for these cataclysmic powers is drawn from the land itself, and is stored within your body as an energy called Magnitude charges. With 10 minutes of concentration while in contact with natural terrain, you may gain 1 Magnitude of charge. You may store up to one half your Aedifex level as Magnitude charges at a time. The energy is violent, unstable, and something never intended to be collected in a single place. Once you spend any number of Magnitude charges, or stop concentrating on gathering more, you can no longer gain any additional magnitude charges and lose any charges you have after 1 minute has passed.

Magnitude Charges may be spent on a variety of effects which alter the landscape in radical ways. Each effect, described below, costs a certain number of charges to use. Spending magnitude charges is a full round action, and you can spend any number of charges at once, dividing them up however you desire among any number of effects. You may target any land within an area equal to the size of your domain, though you may use this ability regardless of whether the targeted area is part of your domain or not, though you must have line of sight to any area you wish to alter. For example, a 15th level Aedifex could target anywhere within 1500ft of their position with this ability. Before starting, they climb to the peak of a nearby hill so as to get a better view of the landscape they wish to alter.

Once the Magnitude charges have been spent, the land begins to change slowly over a period of 1 hour per Magnitude charge required to produce the effect. These changes always take place slowly enough that they do not cause damage or otherwise disrupt any creatures, though the energy released produces minor tremors in the ground that can be felt out to a distance of 1 mile per Magnitude spent. The movement of the land always occurs in such a way that anything structures within the affected area are not subject the changes that would cause them to become structurally unstable. A strong enough Aedifex could raise a mountain up from under a castle, but the castle would still be standing at the top of the newly created peak. Structures may later be damaged as a natural consequence of changes to the landscape. If a river is relocated such that it passes through a village, than the buildings will eventually be swept away by the current, for example.

Unlike other Design mythos, the changes caused by this mythos are permanent. Once an area has been altered, the Aedifex cannot draw on the strength of the land until the energy that dwells within the ground has had time to recharge, the tectonic forces building back their power, and the Aedifex themselves must let their body rest before they set to work again. For every Magnitude charge expended, the Aedifex must wait 1 day before they can again gain any charges. Any area transformed by this mythos cannot produce magnitude charges for 1d4 weeks per magnitude charge spent altering it.

Below is a list of effects that can be produced through this mythos, and their Magnitude charge cost.

For one charge, You may raise or lower the elevation of a 20ft radius area by up to 50ft. Multiple uses of this ability stack, though no area can be more than 50ft higher or lower than an adjacent area.

You may reshape existing cave systems, moving the positions of their chambers, altering as much as 1 100ft cube per charge expended.

You may spend charges to relocate bodies of water. If moving a lake, you must spend 2 charges per 20 ft of depth, and may move it up to 500ft per charge spent. For example, by spending 5 charges, you could move a 40ft deep lake up to 500 ft, or a 20ft deep lake up to 1500ft. Alternatively, you may change the course of a river of up to 5ft deep per 2 charges spent, making any changes desired so long as the total length of the river remains the same.

You may create a well spring, with fresh water raising up from the earth. The well spring produces 1 5ft cube (roughly 1000 gallons) per minute for every 3 charges spent. Depending on the landscape and climate, a spring may eventually create a lake or river on its own.

By spending 10 charges, an Aedifex can create an entirely new mountain. The Aedifex can define the general shape of the mountain, but its height is limited to 1 mile and the diameter of its base is twice the size of its height.

For 15 charges, an Aedifex can create a volcano instead of a mountain. The volcano is the same size as a mountain, but erupts randomly every 2d6 months.


Template
Prerequisite: -







Law Of Absolute Submission
[Estate]

The world is what you will it to be. And the world is not what you deny it to become. A man might fight another man, an enemy or rival. A man may fight a terrible beast, whether driven by hunger or fear. A man may fight a Nation, to stand opposed to their customs and regulations. A man may even fight a God, breaking fate and destiny to do so. But you cannot fight the world, you cannot oppose the fundamental laws upon which all of creation hangs. A man cannot batter Time into submission, nor wrestle with Morality, nor could he strain his muscles enough to bend Truth. Even mages, understand and draw on primal energies, are still bound by these same limitations. The might summon fire, but they do not decide what fire is. The world, all worlds, is built on laws. And as the creator of your own world, it is you who decides what those laws are.

As a Full round action that provokes an attack of opportunity, you may choose an action from the following list, and declare them as Forbidden. Within your domain, any time a character attempts to engage in a forbidden action, they must make a will save immediately before doing so. If they fail their will save, they instead do nothing, the action wasted. If the action that was negated has a cost associated with it, such as casting a Spell with costly Material components or which requires spending XP, these are not expended. If the character succeeds on their Will save, they may undertake the action, but take 1d6 untyped damage per Aedifex level as the very fabric of the universe lashes out at them. After taking the damage, they may then perform the action as normal. Damage taken due to performing a Forbidden action may not be avoided or negated in any way. A character must make a will save each time they attempt a Forbidden action, but can only take damage for performing a Forbidden action once per round. Characters reduced to 0 HP or below by this Mythos are turned to dust, as if disintegrated.

The following is a list of actions that can be declared Forbidden. You may only have a number of Forbidden Actions active at once equal to your Aedifex level divided by 6.



Attacking with a Melee Weapon
Attacking with a Ranged Weapon
Attacking with a Natural Weapon or Unarmed Strike
Casting an Arcane Spell
Casting a Divine Spell
Using an Invocation
Using A Spell-Like Ability
Using A Supernatural Ability
Using a skill based on Strength
Using a skill based on Dextarity
Using a skill based on Constitution
Using a skill based on Intelligence
Using a skill based on Wisdom
Using a skill based on Charisma
Healing Hit Point Damage, Ability Damage, or Ability Drain.
Using a Martial Maneuver or Stance



Advanced:

Babble Of The Unwashed Masses: As a Full round action, select a number of languages equal to your Intelligence Modifier. Within your domain, it is impossible to speak, read, or write in these languages, even through use of magical or supernatural means. Written text does not actually change, but it becomes completely impossible to understand what information is trying to be conveyed.

Merciless Subjugation Of The Broken: (Requires Threshold Upholding Sanctity), When you declare an action as Forbidden, as part of the same action, you may also declare a different action from the same list as Restricted. Restricted actions are treated as Forbidden actions that only apply to Intruders.


Template
Prerequisite: -









Expansive Sectors of Realty
Prerequisite: Must possess at least one Fantastic Mythos


Standing upon the wonders you have built, you gaze out at the land below. Though its bounty is grand, it is never enough to sate your desire. For always there are greater things that you could imagine. And if your ambitions demand that you extend your borders, so be it!

You are no longer limited to one Domain. You may now have a number of separate domains equal to your Intelligence modifier. The process for creating and removing these new domains is the same, and you may freely create new domains until you reach your limit, at which point you must eliminate an existing domain before you can establish a new one.

Domains cannot overlap with one another to create a single larger domain. If a new domain would be created such that it would overlap with an existing domain, then the new domain has its size reduced so that there is no such overlap.


Ironclad Custodian Mobilization
Prerequisite: Landvættir Awakening Taskmaster
When their mastered is threatened, the spirits of the world around you come forth to lend whatever aid they are able to. Though so small as to be below notice, they rally together in mass. The world floods with their power, becoming a repelling barricade against those who would threaten you.

As a standard action, you may compel your servants to take action. Treat this as if you were casting the spell Guards and Wards, with a caster level equal to half the number of servants you assign to maintain the effect. For every 5 servants assigned, you may choose an additional magical effect to be placed within the warded area. Servants so assigned cannot be recalled until the duration of the effect has expired or until you dismiss the entire effect. It takes 1d4 hours for servants assigned to the wards to recover, and they cannot be given any orders during this period.

If used outside your domain, the Warded area cannot use more servants than you can maintain outside of your domain, and you must remain within 25ft per level of the warded area or the effect is immediately dismissed.



Template
Prerequisite: -

Drunken Jesus
2016-11-16, 02:20 PM
any reason as to why this was deleted? do you intend to still create this class? i think it was a neat idea.

NineOfSpades
2016-11-22, 10:12 AM
My ideas have realigned, but I'm still cooking away at building a mythos class.

khadgar567
2016-11-22, 10:20 AM
okay first question katados and this class. how they interact and nice class mate its perfect gonna play in the next game. you catch mythos spirit perfectly

NineOfSpades
2016-11-22, 10:45 AM
okay first question katados and this class. how they interact and nice class mate its perfect gonna play in the next game. you catch mythos spirit perfectly

...?

I don't follow, but If I read this correctly, I apologize for this still being a work in progress.

khadgar567
2016-11-22, 10:52 AM
...?

I don't follow, but If I read this correctly, I apologize for this still being a work in progress.
no need to apologize mate just messing with you since this class and I think your previous one have zero mythos.

ImperatorV
2016-11-22, 02:49 PM
Ok, this looks really cool. I've always wanted a "mythic location" class, but couldn't think of a good way to do it. I look forward to seeing where this goes.

ThreadNecro5
2016-11-23, 03:13 PM
This seems a good start to something. I will have to wait for the background and more Mythos and Excellencies to see how it develops, but I am likely to keep an eye on this. I always like things like this.

NineOfSpades
2016-11-29, 03:05 PM
So here's some things I'm looking to do, but am not really sure as to which tier of mythos they should go into. Suggestions appriciated.


Estate

-Turn your domain into a pocket dimension, with access controlled via portals. Moving the location of those portals around, essentially turning the domain into a TARDIS by moving where the door goes.
-Change the temperature of a location.
-Apply elemental/Alignment planar traits to an area.
-Change the time proerties of your domain.
-Control The Weather
-Change the direction of gravity
-Change the magic properties of a location

Design

-Create Buildings
-Modify existing buildings (Add doors, windows, stairs)
-Create minions that only can survive within the Domain
-Reshape the landscape to create mountains, forests, whatever...


Loci

-As a Shintai, fuse the character with their Domain to become a living enviroment (Silent Hill, Ego The Living Planet, any Genius Loci

ThreadNecro5
2016-11-30, 07:31 AM
So here's some things I'm looking to do, but am not really sure as to which tier of mythos they should go into. Suggestions appriciated.


Estate
-Turn your domain into a pocket dimension, with access controlled via portals. Moving the location of those portals around, essentially turning the domain into a TARDIS by moving where the door goes.]

I would put this early on, Fantastic would probably be good. I would imagine an Aedifex should be wanting to stay within their domain as much as they can and this sounds like the Mythos for that, and as the rest of the party will likely want to go places this should be available early.

Beyond allowing a mobile domain and the possibility of teleportation shenanigans this Mythos would otherwise amount to glorified (really good) Bag of Holding (no insult meant, that's just a comparison I can't help from making after an abandoned Mythos class of mine had something similar for that purpose).


-Change the temperature of a location.]

-Control The Weather]

I would either combine these two at fantastic or have the first (on its own probably Extraordinary, maybe Fantastic) build to the second at Legendary tier.

This judgement is made with the assumptions that 'Change the temperature' would eventfully scale into localised ice-ages and sending firestorms across the landscape/setting the skies aflame, while 'Control The Weather' is also flexible enough for custom effects that can stretch the definition of weather (e.g. who says rain has to be water? Or a liquid for that matter?).


-Apply elemental/Alignment planar traits to an area.]

-Change the magic properties of a location]

I would combine these ones to. I don't have it on the top of my head what these exactly do (so I'm not suggesting a tier), but given that individually they may be a little niche and the between them they handle the more esoteric/mystical concepts, that's what I'd probably do.


-Change the time properties of your domain.]

This would be either Fantastic or Legendary, depending of the strength and flexibility of the effect e.g. is it just accelerating or slowing time, is it localised flashes forward or back in time (reaching backwards to do an action you wish you did, or choosing from possible futures?), is it full on Groundhog day, ect.


-Change the direction of gravity]

I would put this at Fantastic, to me it would feel that it more naturally builds off of 'Jonagold Plunging From The Branches'.


Design

-Create Buildings
-Modify existing buildings (Add doors, windows, stairs)]

Probably simple and needed enough for Fantastic tier, if nothing else so that the player can get it relatively quickly. It probably one payers would be inching to get to so that they could play around with it.


-Create minions that only can survive within the Domain]

Legendary may be a good tier for this, depends on what the minions are like.


-Reshape the landscape to create mountains, forests, whatever...

Fantastic or Legendary I all likelihood. Potentially Exaulted depending on what this actually does beyond simply making the bit of geography and the speed of it.


Loci

-As a Shintai, fuse the character with their Domain to become a living enviroment (Silent Hill, Ego The Living Planet, any Genius Loci

Typically this would be Legendary. The closest Mythos thing to this I know of is also at Legendary for what that's worth.

ImperatorV
2016-11-30, 01:12 PM
...You know, I was recently reading a pretty well-written forum game on Sufficient Velocity staring a sentient hedge maze that became a minor god and got up to various shenanigans. That seems like it would fit this class a lot, if you want I can link to it and you could read it for ideas. One thing that comes to mind is the hedge maze god eventually gets control of other hedge mazes, which he connects to the main one via portals. So for the Aedifex a mythos allowing portals to be created between his domains?

khadgar567
2016-11-30, 01:17 PM
nice idea and it would help tardis feeling were doors used by this class always open to their domain and back

NineOfSpades
2016-12-05, 12:13 PM
Thanks to all who have provided feedback. I've added a bunch more mythos. Still a long way to go, but progress is slowly being made!