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View Full Version : "Life, uh, finds a way" [3.5, Mythos Supplement. Not about dinosaurs, sorry.]



Sgt. Cookie
2017-10-27, 12:11 PM
The Mythic Elemental

“When the bog walks, the wise run”
-Erissa, bog witch, Magic The Gathering

The Omphalos. The grand machine at the heart of the great wheel is the final masterpiece of the Lawgivers. It is the source of all that is Real. From its womb are born the four primal elements, Fire, Air, Earth and Water. And from those four elements, the denizens of the prime are forged.

Just outside the Prime, lie the Elemental Planes; from where the Omphalos generates an unlimited supply of the four paints with which it crafts life. And here, life flourishes. Not the mixed almost-perfect creations of the prime, but simple, singularly focused creatures. In the Common tongue, they are called the Elementals.

If Creation were perfect, these Elementals would live peacefully alone, content merely being. Or perhaps they would not actually exist at all? But, regardless, Creation is not perfect. These primitive servants are often called upon to serve the true heirs to the Wheel; but sometimes called upon to battle those same heirs.

Because of all this, it would be easy to assume that the Omphalos is perfect, that it sees and hears and acts with precise certainty. To do so would be a grave mistake. The Omphalos is more akin to an insensate giant meddling in the affairs of ants with naught but a shovel. It is subtle, yes, but it is not precise. At any given moment it sets a thousand by a thousand plans in the hopes that just one proves useful.

For instance, once such plan might involve introducing an elemental unbalance within bloodlines of the Prime Material in the hopes that one of them, one day, possesses the ability to tap into the narrative power that even It is beholden to, and inherit the elemental strength required for the Omphalos’ purpose.

Legacy of The Ur-Machine
Prerequisite: One Mythos, must be a descendant of a creature with the Air, Water, Earth or Fire subtypes (Possible candidates include most common races, and the subraces and offshoots thereof, as well as the Dragon-descended. Being a descendent of a Kathodos with the Elemental Progenitor Bond also counts.) or you possess “The Flow of Energy” class feature

Benefit: When you take this feat, choose Air, Water, Earth or Fire. Once made this choice cannot normally be changed. You may only choose an element if you could take an Mythos of the same element. (See the the Kathodos’ “The Flow of Energy” class feature for details.)

From now on, whenever this feat or one of its Mythos reference “your element” or “as appropriate”, or similar, it refers to the element you chose.

Choose one Mythos-granting class you have levels in. You may treat the following Mythos as if they belong to that class.

You learn the Auran, Aquan, Terran or Ignan language as appropriate. Additionally, you are treated as a native creature of the appropriate elemental plane as well as any para- or quasai-elemental planes partially composed of your element, in addition to whatever planes you are normally native to.

Lastly, your “designated afterlife” becomes The Omphalos itself, rather than any particular outer plane. (For characters with the My Story Doesn’t End Here Mythos, the Omphalos itself will provide a way back after defeating the encounter. High-level Mythic agents are hard to come by, y’know?)

Special: A Kathodos with this feat (or a character with the Broken Omphalos Amalgam feat) must also have the “Meditating On The Elements” Mythos. You become imbalanced towards your chosen element and remain this way indefinitely. However, by meditating upon a different element, you may change the element you chose for this feat, changing the element of its associated Mythos.

If you do not possess the “Meditating On The Elements” Mythos upon gaining this feat, you gain that Mythos and also accrue 1,000 Mythos Points and 250 Experience Points of debt; essentially, the next 1,000mp and 250xp you attain under normal means will go towards clearing the debt, rather than going into your standard pool. The debt does not subtract from your current pool directly.

Exceptional


Element Embodying Internal Modification
Prerequisite: -

You gain Energy Resistance equal to your level +5 and a +2 bonus to two ability scores as per the following:

Air: Electricity, Dexterity (+4 bonus instead)
Water: Cold, Strength and Dexterity
Earth: Acid, Strength and Constitution
Fire: Fire, Dexterity and Constitution

Advanced:
[i]Regenerative Elemental Invigoration: When “surrounded” by a potent source of your element, such as being on the appropriate elemental plane or within the Geomantic Aura of a Leyspring of your element (Or a Gaeaspring), your natural healing rate triples. Additionally, you do not die when immersed in the pool of a Gaeaspring, as the Omphalos has already marked you as a servant.

Body Mastering Elemental Adaptation
Prerequisite: -
As your body grows accustomed to the raw primal force within you, the world becomes more traversable.

Air: You are under a constant, Extraordinary Feather Fall effect, which you can suppress or resume as a free action. Additionally, you gain a fly speed equal to your land speed (perfect maneuverability). However, you must end your flight solidly supported or you fall. (Treat this as a natural fly speed for the Air Heritage feat.)

Water: You gain a Swim speed equal to your land speed and may breathe water as easily as air. If you also possess the “At Home In This World” Mythos, the swim speeds stack. (To double your land speed) (Treat this as a natural swim speed for the Water Heritage feat)

Earth: You gain a Burrow speed equal to your land speed. You do not leave a tunnel behind.

Fire: For every 5 points of Dexterity you possess, add 5ft to all speeds you possess. (No, this does not stack with itself if another speed is dependent on your land speed).

Advanced:
Inner Heritage Awakening: You gain the Elemental Heritage feat (PlH) that matches your element.

Inner Strength Weaponisation
Prerequisite: -

You gain a natural slam attack that deals 1d6 (1d4 for a small creature) points of damage and the Improved Natural Attack (Slam) feat. (Giving a Medium creature a 1d8 slam and a small creature 1d6), as well as an additional benefit, depending on your element. (It shouldn’t need saying, but you are proficient with this slam attack.) A Teramach may treat this slam attack as an unarmed strike for the purposes of its Primitive Brutality class feature and its Mythos.

Air: Your melee attacks gain +5ft of reach, as the air twists and carries your attacks.

Water: Your melee attacks become more fluid and graceful. You may use your Dexterity modifier in place of your Strength modifier for the purposes of bonuses to attack and damage with melee attacks using weapons they are proficient with. (If you also have the Precision Philosophy class feature, you may use 1.5x your Dexterity modifier for attack and damage rolls.)

Earth: You melee attacks deal damage as if they were one size category larger. This stacks with the Improved Natural Attack feat. (Your slam, for instance, now deals 2d6 points of damage).

Fire: Once per round, when you hit with a melee attack, the target must make a Reflex save or take 1d6 points of Fire damage for a number of rounds equal to half your class level. Additionally, if you also possess the “Hot-Blooded Lunatic Conflagration” Mythos, you are always treated as holding a source of ignition. (You can spend a Free action to deal 1 point of Fire Damage to yourself).

Imperfect Elemental Command Inauguration
Prerequisite: -

You begin to tap into the primal forces that flow within you, allowing you to manifest and direct them. All abilities granted by this Mythos take a Standard action and are usable once every three rounds.

Air: You release a gust of wind equivalent in strength to a windstorm (DMG, pg 95) that lasts for one full round. You can do this in either a 30ft cone or a 15ft emanation, centred on you. Use your normal save DC, rather than the value listed in the DMG.
When you gain your first Fantastic Mythos, the range on the cone and emanation double to 60ft and 30ft respectively. When you gain your first Legendary Mythos, the strength becomes equivalent to a hurricane.

Water: If you are within 60ft of a large body of water, such as a river or lake, you can create a 20ft by 20ft tidal wave and crash it into creatures and objects. If used against creatures on the shore line, they must make a Fortitude save or be knocked prone and dragged into the water. Huge or larger creatures, as well as Water elementals of any size, are immune to this ability. This ability can also be used “in reverse” to gently deposit waterborne creatures onto land.
When you gain your first Fantastic and Legendary Mythos, the the wave’s length and width increase by 10 feet (to 30 by 30 at Fantastic and 40x40 at Legendary) and the size it can affect increases by one step.

If used against ships (Insert stuff here later.)

Earth If an opponent within 30ft is standing on a large supply of dirt or unworked stone, you may make a special attack against them. Treat this attack as a melee slam attack dealt by a Medium creature (1d6 damage) that has a Strength score of (16 + Class level), but otherwise uses your normal bonuses to melee. If you possess the “Inner Strength Weaponisation” Mythos, use the statistics from that Slam instead. Additionally, if you hit with this special slam, you may immediately start a Bullrush attempt (Again, as a Medium creature with (16+Class level) Strength), except that there is no “movement limit”.
When you gain your first Fantastic and Legendary Mythos, increase the “size” of this slam by one step, to Large and Huge respectively.

Fire: You gain a Breath Weapon that deals 1d8 points of fire damage per two class levels, reflex save for half. Each time you use it, you choose whether it takes the form of a 30ft line or a 15ft cone. At Fantastic and Legendary Mythos, the range on both the line and the cone double. Additionally, if you also possess the “Hot-Blooded Lunatic Conflagration” Mythos, you are always treated as holding a source of ignition. (You can spend a Free action to deal 1 point of Fire Damage to yourself)



Fantastic

Physicality Reinforcing Elemental Connection
Prerequisite: One of the “Element Embodying Internal Modification” or “Body Mastering Elemental Adaptation” Mythos

You gain the Air, Water, Earth or Fire Subtypes, as appropriate. Additionally, the Air, Water and Earth subtypes also gain an immunity and a vulnerability.

Air: Immunity: Electricity, Vulnerability: Acid
Water: Cold, Fire
Earth: Acid, Electricity

You are also vulnerable to a Kathodos’ attacks that utilise the opposite element. (For instance, if you have the Earth subtype via this mythos, you take 50% extra damage from an Air weapon created via Element-Forged Geomach Arsenal, despite the fact it deals Slashing damage, rather than Electricity)

You also gain the ability to Turn/Rebuke elemental creatures as if you possessed the Domain power of the appropriate element, except you may do so once every five rounds, rather than a certain number of times per day. Use your class level as your cleric level for this purpose.

Lastly, you gain DR 5/-, which increases to DR 10/- when you gain your first legendary mythos.


Inner Power Elemental Claimant
Prerequisite: One of the “Inner Strength Weaponisation” or “Imperfect Elemental Command Inauguration” Mythos

You gain the Air, Water, Earth or Fire Subtypes, as appropriate. Additionally, the Air, Water and Earth subtypes also gain an immunity and a vulnerability.

Air: Immunity: Electricity, Vulnerability: Acid
Water: Cold, Fire
Earth: Acid, Electricity

You are also vulnerable to a Kathodos’ attacks that utilise the opposite element. (For instance, if you have the Earth subtype via this mythos, you take 50% extra damage from an Air weapon created via Element-Forged Geomach Arsenal, despite the fact it deals Slashing damage, rather than Electricity)

Additionally, as a standard action once every three rounds, you may create a powerful explosion of your element. Choose a spot within (Class level x5) feet and create a 30ft radius burst there that deals 1d8 points of damage per two class levels, reflex save for half. Treat this as an [External][Variable] Mythos (Except for Fire, where it is treated as an [Internal] Mythos) to determine damage type.

You also gain Medium Fortification (Whenever you are subject to a Sneak Attack or Critical Hit, there is a 50% chance to ignore the effect.)



Legendary

Categorical Element Finalisation
Prerequisite: One of the “Physicality Reinforcing Elemental Connection” or “Inner Power Elemental Claimant” Mythos

The truth of your elemental nature can no longer be suppressed. Your type changes to Elemental (Becoming an Augmented version of your original type), gaining all the benefits thereof. Unlike normal Elementals your soul and body does not form one unit, meaning you can be raised or resurrected as if you were still a member of your original type. If you have the "Corpse-life apotheosis" mythos, the Undead type granted by that Mythos takes precedence and you gain the Augmented Elemental subtype, instead.

You also gain complete immunity to Elemental Turn/Rebuke attempts.

Lastly, you gain the Alternate Form special ability, except as noted here, enabling you to take the form of a Huge Elemental of your element. Any gear worn or carried by you melds into the new form and becomes non-functional, except for any equipment that provides an increase to your ability scores, which function normally. If your class level becomes higher than the Hit Dice of a more powerful Elemental Form, your Elemental Form changes to match.

You also gain the Supernatural Attacks of your Elemental form. Lastly, the Earth Elemental form also gains Earth Glide.