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View Full Version : "Rise brother, for that is our curse" [Mythos, 3.5][Dark Souls Hollow]



Lanth Sor
2017-10-27, 02:40 PM
Hollowing Ones

https://i.imgur.com/yKdrzkX.png
"Oh, hello there. I will stay behind, to gaze at the sun. The sun is a wondrous body. Like a magnificent father! If only I could be so grossly incandescent!"
— Solaire of Astora

Hollowing Ones first appeared when a lord of flame denied the coming dark. The Dark struck back, marking many living with the Darksign upon death, reanimating after a time. Throughout the history of the plane of souls, there has been a cycle that starts and ends with a hollowing one who chooses to link the Firelink Shines or leave them unlinked. The end of the cycle is only a time of dark until a new hollowing one takes up the task of linking.


Creating A Hollowing One
"Hollowing One" is an acquired template that can be added to any living corporeal Giant, Humanoid, or Monstrous Humanoid with a soul, and Intelligence of 3 or higher.
A hollowing one has all the base creature’s statistics and special abilities except as noted here, with the exception of humans who lose all racial abilities.

Size and Type
The creature’s type changes to deathless(Darksign). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

Hit Dice
Unlike other deathless HD are unchanged, New racial HD are D8

Special Qualities
A Hollowing One has all the special qualities of the base creature and gains the following special qualities.

Darksign(Su): Hollowing Ones are deathless on all accounts. Additionally, they gain none of the Deathless Immunities. They also retain their constitution score in their semblance of undeath. They are still destroyed upon reaching 0hp, see below. They additionally gain Turn Resistance equal to their current sanity (http://www.d20srd.org/srd/variant/campaigns/sanity.htm). If a Hollowing One reconstitutes with 0 sanity they become a Hollow.
Hollows become mindless and intelligence becomes a nonability. Additionally, they lose the ability to use their Humanity ability.
Darksign is a curse with caster level 30 and prevents all forms of life restoration magic from working, rendering them immune to raise dead, reincarnation, resurrection and even true resurrection. Once the sign is removed only True Resurrection or better can be used for the resurrection. Cremation in the flames of an active Firelink Bonfire cleanses the curse of Darksign.
Hollowing ones are not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed, falling to the ground and decomposing over the course of a week to ash.
Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Positive energy (such as a cure spell) can heal hollowing creatures. The fast healing special quality works regardless of the creature’s Intelligence score.

Bonfire Reconstitution (Su): Upon being destroyed and undergoing the week-long process of smoldering to ash the Hollowing One reconstitutes at the last Firelink Bonfire they rested at after 1 week per mile from the shrine. If the last Firelink Bonfire is not kindled or has not been kindled to your level tier then you instead travel to the nearest kindled Firelink Bonfire of your tier.
Coming back from the dead is an ordeal. The Hollowing One loses 15 sanity when it is reconstituted, fear resistances cannot not reduce this damage. Upon reconstituting all abilities expended and time must be spent recovering to restore them as per normal rest requirements.
A reconstituted hollowing one has a number of hit points equal to its current Hit Dice. Any ability scores damaged to 0 are raised to 1. Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone. While the reconstitution closes mortal wounds and repairs lethal damage of most kinds, the body of the Hollowing One must be whole. Otherwise, missing parts are still missing when they are brought back to life. None of their equipment or possessions are affected in any way by this spell.
A creature who has been killed by a death effect can’t be raised by this ability. Additionally, if the Hollowing One is cremated they do not reconstitute.

Darkvision 60ft: If the base creature does not already have darkvision or their darkvision is less then 60ft they gain darkvision 60t. If they have darkvision of 60ft or better there is no change.

Soul Currency(Su): The hollowing one gains Soul Treasury as a bonus feat.

Humanity(Su): The Hollowing One may expend 500 Souls or Mythos Points per HD they have to recover a semblance of humanity. This vestige allows them to be treated in all ways as a living being as their withered forms take on the supple flesh they bore in life. Upon reconstitution, this semblance is lost and they return to their wither true forms, but your humanity prevents, sanity, level loss and ability score loss

Level Adjustment: +0(human) +1(Nonhuman)

New Feat: The Unkindled
Prerequisite: Hollowing One, One Mythos
Benefit: Your actions have called into being a Firelink Shrine which beckons your to fulfill the prophecy of Flame and Dark.

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

You gain the ability to craft Coiled Swords and Kindle new Firelink Bonfires at the same cost as one mythos. The highest level creature to use it is determined by the type of mythos you pay for, Exceptional 1st-6th, Fantastic 7th-12th, Legendary 13th-18th, Exalted 19th-26th.

Additionally the hollowing one may convert any souls into mythos points with an hour of meditation at a bonfire. And any cost in souls can be paid with mythos points.



Dark Souls Fated to Travel
Prerequisite: Constitution 13

The Hollowing One increases their constitution by 2 and gains Weapon Artistry as bonus feats. You also gain an Moss Estus flask.

Advance
Ashen Calming: Recover an additional 5 FP when using an Ashen Estus Flask. This may be taken once per mythos tier you have attained.
Earthen Recovery: Regain an additional daily use when using a Radiant Estus Flask. This may be taken once per mythos tier you have attained.
Golden Replenishment: Regain an additional spell level when using a Violet Estus Flask. This may be taken once per mythos tier you have attained.
Moss Healer: Heal additional 3 hp when using an Estus Flask. This may be taken once per mythos tier you have attained.
Peace of the Void: Regain an additional 1 sanity when using a Void Estus Flask. This may be taken once per mythos tier you have attained.
Unending Arts: Gain Extra Focus Points as a bonus feat. This may be taken twice per mythos tier you have attained.

Greed of the Lord of Light
Prerequisite: Wisdom 13

The lord of light found the soul of light and wished to protect it. Banning together with the other first children of the world they slew countless dragons to bring a new age. As the new age was coming to a close the Lord of Light bound himself to the fire that protected that age from the dark. In so doing he artificially extended the age. This first sin was the start of a cycle yet to be broken.

The Hollowing One increases their wisdom by 2 and gains Miracle Training, Proficiency(Chime) and Proficiency(Talisman) as bonus feats. Additionally, gain Spellcraft, and Use Magic Device as class skills.

Basic
Guarded by Light: Gain or increase your electricity resistance by 5. This may be taken multiple times each time adding 5 electricity resistance. At 35 electricity resistance, gain Electricity immunity instead.
Sacred Duty: Gain Sacred Vow. Ignore alignment requirements of Sacred Vow and any feats that have sacred vow as a prerequisite.
Wealth of Devotion: Gain Extra Miracles as a bonus feat. You may take this manifestation an unlimited number of times.

Legacy of the Witch
Prerequisite: Charisma 13

The Witch sought to create a new first flame and in her hubris, she unleashed chaos. The violence of chaos's eruption consumed The Witch and two of her daughters

The Hollowing One increases their charisma by 2 and gains Pyromancy Training and Proficiency(Pyromancy Flame) as bonus feats. Additionally, gain Spellcraft, and Use Magic Device as class skills.

Basic
One With Flame: Gain or increase your fire resistance by 5. This may be taken multiple times each time adding 5 fire resistance. At 35 fire resistance, gain fire immunity instead
Lexicon of Fire: Gain Extra Pyromancies as a bonus feat. You may take this manifestation an unlimited number of times.
Veins Laced in Fire: Gain poison and disease resistance +2. This may be taken multiple times each time increases the bonus by 2. At +14 poison and disease resistance Gain immunity to poison and disease.

Teachings of the Betrayer
Prerequisite: Intelligence 13

When the Betrayer of Dragons was granted dukedom and a piece of the Lord Soul of Light he held up in an ancient library spending countless centuries studying the ways of Sorceries. The teachings of the Betrayer are the foundation of the sorceries now known to the hollowing ones.

The Hollowing One increases their Intelligence by 2 and gains Sorcery Training and Proficiency(Catalyst) as bonus feats. Additionally, gain Spellcraft, and Use Magic Device as class skills.

Basic
Literary Conisuer: Gain all knowledge skills as class skills and add half your character level to all knowledge skills.
Tongue of the Scaleless: Learn the language draconic and the ability to read magic text as the spell Read Magic. This is an extraordinary ability.
Well of Knowledge: Gain Extra Sorceries as a bonus feat. You may take this manifestation an unlimited number of times.

Wisdom of the Nameless King
Prerequisite: Strength 13




Toll of Fading Fire
Prerequisite: Anima Tenebris Transcendentiam

The unkindled's soul attunes to two great bells feeling drawn to ring them just as the first of the chosen undead was dawn eons before. You do not know the exact location of the bells, but you gain a bonus to any social and directional rolls related to finding the bells equal to twice you level.

You gain the ability to garner unique souls from the powerful souls of uncommonly strong enemies. When the hollowing one kills something with a CR 5 higher then the hollowing one, they gain a unique soul named after the thing they slew. This soul can be consumed for twice the normal souls or forged into a legendary item. For instance a paladin's soul could be forged into a holy avenger or a epic level paladin's soul could be forged into the Shield of Preator.

Goal: Ring both bells attuned to your soul.

Completion: Upon ringing the second bell you are truly marked by the cycle. Four powerful creatures are marked and bound to you. You gain the same bonus to find them as you had to find the bells.

Anima Tenebris Transcendentiam
Prerequisite: any one Unkindled Mythos

The hollowing one gains a more refined sense of their humanity. Now they may purchase additional humanity gaining the ability to expend humanity to influence their fate. There is no limit to the amount of humanity you may have but you lose all of your humanity upon death. Additionally you may now recover you lost souls by killing the thing that killed you or if you died due to something other than a creature you can return to your place of death an spend 8 hours meditating to recover your lost souls. If you die before recovering lost souls and they are not tied to a creature, the souls return to the ether and cannot be recovered.

Basic
Dodge Roll: By spending 1 humanity you may make a tumble check vs an attack or effect to negate the attack or effect and move 15ft with out provoking an attack of opportunity. If at medium load or in medium armor the distance of the roll is 10ft. if in heavy armor or at heavy load the distance is 5ft. if past heavy load you don't move and the roll fails. The hollowing one must be aware of the attack or effect and the attack or effect must be physical in nature, for instance you cannot dodge roll to protect against dominate monster, but you could dodge roll vs earthquake or bull rush.
Fates Chosen: By spending 1 humanity you may reroll any one roll.
Parry Stab: By spending 1 humanity you may make an attack roll against the attackers attack with a shield you have equipped. if your attack succeeds they are left open and get no further attacks that turn, and you gain a free attack against the attacker with them being treated as flatfooted.



Cycle Culmination Sovereign Ascension
Prerequisite: Toll of Fading Fire

You choose to start the final tale of the hollowing ones. A lord vessel is formed in a distant land and four new beings are marked lords of their land, and the Kiln of the First Flame is Formed in a land of A.

Goal: Acquire the lord vessel and Kindle the flame with-in and travel to the Kiln of the First Flame.Interact with the First Flame.

Completion:
Link the First Flame: Become a Lord of Cinder marked to rekindle the fire when ever it fades. Gain the Dread Lord (http://www.d20pfsrd.com/bestiary/monster-listings/templates/dread-lord-cr-1/) template for an region of your choosing. They may expand their domain by expending mythos points equal to purchasing increase the range by an additional 5 miles times HD and may do so an unlimited number of times. Additionally all abilities with limited uses become at-will.
End of Fire:
Unkindled Ending:
Usurpation of Fire:



Craft Estus Flasks
Prerequisite: Caster Level 3
Benefit: Allows the crafting of the various Estus Flasks.

Craft Focus
Prerequisite: Caster Level 1
Benefit: Allows crafting of spell foci.

Extra Focus Points
Prerequisite: The ability to use focus points
Benefit: You gain an additional 10 focus points.
Special: You may take this an unlimited number times, each time adding 10 focus points.

Extra Miracles
Prerequisite: Miracle Training
Benefit: You learn 3 more miracles.
Special: You may take this an unlimited number times, each time learning 3 miracles.

Extra Pyromancies
Prerequisite: Pyromancy Training
Benefit: You learn 3 more pyromancies.
Special: You may take this an unlimited number times, each time learning 3 pyromancies.

Extra Sorceries
Prerequisite: sorcery Training
Benefit: You learn 3 more sorceries.
Special: You may take this an unlimited number times, each time learning 3 sorceries.

Miracle Training
Prerequisite: Spellcraft 4, Proficiency(Chime or Talisman)
Benefit: You learn how to use miracles and learn two miracles. You add your wisdom score to your Focus Point pool.
Special: You may spend 2 skill points to learn a miracle.

Pyromancy Training
Prerequisite: Spellcraft 4, Proficiency(Pyromancy Flame)
Benefit: You learn how to use pyromancies and learn two pyromancies. You add your charisma score to your Focus Point pool.
Special: You may spend 2 skill points to learn a pyromancy.

Sorcery Training
Prerequisite: Spellcraft 4, Proficiency(Catalyst)
Benefit: You learn how to use sorceries and learn two sorceries. You add your intelegence score to your Focus Point pool.
Special: You may spend 2 skill points to learn a sorcery.

Soul Treasury
Prerequisite: -
Benefit: You gain souls equal to the CR³ of a creature they kill. All souls are lost on death. By making physical contact you can transfer any number of souls to someone else with Soul Treasury. If killed by someone who has soul treasury, all souls are instantly transferred to the killer. Death by any cause that is not someone who has Soul Treasury stains the area you died in souls stuff that cannot leave until unbound or gathered by someone with Soul Treasury.

Soul Transposistion
Prerequisite: Craft Focus, Craft Estus Flask, Craft Magic Arms and Armor, Craft Wonderous Item, Caster level 11
Benefit: You gain the ability to use a Soul Kiln to forge powerful souls and materials into powerful rare items.
Special: Normally you cannot use a Soul Kiln.

Soul Zenith Reservation
Prerequisite:
Benefit: You gain the ability to garner unique souls from the powerful souls of uncommonly strong enemies. When the hollowing one kills something with a CR 5 higher then the hollowing one, they gain a unique soul named after the thing they slew. This soul can be consumed for twice the normal souls or forged into a legendary item. For instance a paladin's soul could be forged into a holy avenger or a epic level paladin's soul could be forged into the Shield of Preator.

Weapon Artistry
Prerequisite: -
Benefit: You may now learn Weapon Arts by spending a number of weeks training with a weapon equal to the FP cost of the Weapon Art. At the end of the training, you must spend 1 skill point, 50xp, or 1250 mythos points, to learn the Weapon Art. The weapon you train with must meet the requirements of the weapon art you wish to learn. You add your constitution score to your Focus Point pool.
Special: Normally you cannot learn weapon arts.



Focus Points
Focus points are a resource pool certain abilities use up. Everyone has the potential to use thes points, but special training required to learn how to use them. Upon gaining the ability to learn a focus point spending ability you gain access to 5 x character level focus points plus any additional benfits provided by feats. You recover all focus points after a nights rest.

Estus Flasks
The user has a limited amount of Estus they can imbue into flasks while resting at a bonfire. They can infuse 3+1/2 character level charges into any combination of estus flasks with an hour of meditation. The amount of estus allotted to a flask is set until you mediate again to reallocate the charges. Each time you rest for at least 4 hours at a Firelink Bonfire their flasks recover all allotted charges. By spending 10 minutes and 500 souls the hollowing one can infuse a new charge into a flask, to replace a used charge.
The listed Estus Flasks are the exceptional versions. By infusing the flask with mythos points, or an equal amount of souls, enough to purchase a mythos of the next mythos tier you may increase a flask to that tier. You must have Craft Estus Flask and the ability to purchase mythos of the tier you are trying to make the flask. The process of upgrading takes 8 hours and rare ingredients worth the mythos point cost. An estus flask for a medium person weighs 2 lb., is 5 inches tall and 2 inches in diameter, and are made of a special type of stone called estus. The different flasks are created by treating the normally moss colored stone with magical processes.



Sane Campaigns
In campaigns not using sanity modify the following abilities.
Darksign(Su):
"They additionally gain Turn Resistance equal to their wisdom or intelligence score whichever is greater. If a Hollowing One reconstitutes with 0 intelligence or wisdom they become a Hollow."
Replaces
"They additionally gain Turn Resistance equal to their current sanity (http://www.d20srd.org/srd/variant/campaigns/sanity.htm). If a Hollowing One reconstitutes with 0 sanity they become a Hollow. "

Bonfire Reconstitution (Su):
"The Hollowing One loses one level (or 1 Hit Die) when it is reconstituted, just as if it had lost a level or a Hit Die to an energy-draining creature. If the subject is 1st level, it loses 1 points of Wisdom and Intelligence instead. This level/HD loss or ability score loss cannot be repaired by any means. Upon reconstituting all abilities expended and time must be spent recovering to restore them as per normal rest requirements.
A reconstituted hollowing one has a number of hit points equal to its current Hit Dice. Any ability scores damaged to 0, except intelligence or wisdom, are raised to 1."
Replaces
"The Hollowing One loses 15 sanity when it is reconstituted, fear resistances cannot not reduce this damage. Upon reconstituting all abilities expended and time must be spent recovering to restore them as per normal rest requirements.
A reconstituted hollowing one has a number of hit points equal to its current Hit Dice. Any ability scores damaged to 0 are raised to 1."

Void Estus Flask has no effect.

Pathfinder Sanity
Darksign(Su):
"They additionally gain Turn Resistance equal to their current sanity (http://www.d20pfsrd.com/gamemastering/other-rules/sanity/). If a Hollowing One reconstitutes with 0 sanity they become a Hollow. "
Replaces
"They additionally gain Turn Resistance equal to their current sanity (http://www.d20srd.org/srd/variant/campaigns/sanity.htm). If a Hollowing One reconstitutes with 0 sanity they become a Hollow. "

Bonfire Reconstitution (Su):
"The Hollowing One loses 7 sanity when it is reconstituted, fear resistances cannot not reduce this damage."
Replaces
"The Hollowing One loses 15 sanity when it is reconstituted, fear resistances cannot not reduce this damage."

Void Estus Flasks recover 1 sanity per mythos tier.

Lanth Sor
2017-10-28, 09:07 PM
Souls Weapons
New Weapons


Name
Market Value
Damage
Critical
Range
Weight
Type
Special
Weapon Skills
Craft Cost


Catalyst Staff
2000g
1d8
x2
Melee
2lb.
Bludgeoning
Smart, Two-handed
Steady Chant
500g, 500 souls, 80xp


Coiled Sword
8315g
1d8
19/x2 or x3
Melee
lb.
B and S, or P
Kindled, Hand and Half
Ember
2000g, 2000 souls, 320xp


Pyromancy Flame
2000g
1d6
x4
Melee
0lb.
Fire
Headstrong, Hand and Half Touch
Combustion
500g, 500 souls, 80xp


Sacred Chime
2000g
1d6
x2
30ft
2lb.
Sonic
Enlightend, One-handed
Gentle Prayer
500g, 500 souls, 80xp


Talisman
2000g
1d6
x2
Melee
.5lb.
Force
Enlightend, One-handed
Unfaltering Prayer
500g, 500 souls, 80xp


Enlightend: Use wisdom for to hit and damage in place of strength
Headstrong: Use charisma for to hit and damage in place of strength
Smart: Use intelligence for to hit and damage in place of strength
Hand and Half: Can be wielded in 1 or 2 hands. 2 handed it is a martial weapon, 1 handed it is a exotic weapon. While wealed 2 handed add 1½ x ability mod to damage.


Catalyst Staff
Catalyst Staff is a wooden rod 4-6 feet in length. If not proficient with catalysts the staff is treated as a quarterstaff. The catalyst staff deals bludgeon damage based on mythos tier if the weilder has Proficiency(Catalyst) Feat. The staff deals 2d6 bludgeon damage for an Exceptional Staff, 4d6 for a Fantastic Staff, 6d6 for a Legendary Staff, and 8d6 for an Exalted Staff. Catalyst Staves can use the weilder's intellegence modifer to determine attack and damage bonuses. The staff counts as a focus and allows casting of Soul Magic.

Coiled Sword
Coiled swords are similar in size to a bastard, but deals bludgeon/slashing or piercing damage. If the blade spends at least 1 hour in a fire upon being removed it will gain the flaming weapon for twice the duration it was in the fire. Additionally, if you have the Unkindled One feat, the coiled sword can be plunged into the center of a campfire of the same size category as the sword and infused with souls to kindle the flame.

Pyromancy Flame
The pyromancy flame is a small fire powered by the soul of the wielder. While never goes out, it cannot ignite anything around it without the direction of a wielder. A Pyromancy Flame cannot be used without Proficiency(Pyromancy Flame) The pyromancy flame can be stored in or summoned from the wielder's soul, as a standard action. While storing the wielder cannot receive any benefits from the flame. While wielded the flame can be used to make touch attacks as a normal weapon. The flame deals 1d6 + charisma modifier fire damage. Pyromancy Flames may use the wielder's charisma modifier to determine attack instead of dexterity or strength. If the wielder has Improved Unarmed Strike they may add the damage from the flame to their unarmed strikes. The flame allows casting of pyromancies. The pyromancy Flame can be enchanted increasing the die by one size per effective +1, up to a total increase of +10 granting ten size increase.

Sacred Chime
The sacred chime is a small brass rod with three small branches each ending in a tiny bell, both ends of the rod have small bells. The chime is sturdy enough to use as a club. If the wielder has Proficiency(Chime) they can ring the bell to perform a ranged touch attack as a normal weapon. The chime deals 1d6 sonic damage and 30ft range, at 7th level 2d6 and 60ft range, 3d6 and 90ft range for a Legendary Chime, and 4d6 and 120ft range for an Exalted Chime. Sacred Chimes can use the wielder's wisdom modifier to determine attack and damage bonuses. The chime counts as a holy symbol and allows casting of miracles.

Talisman
The talisman is a small cloth pouch of sacred herbs. The talisman serves as a focus of the wielders faith creating a forceful barrier of radiant light around the talisman. A talisman cannot be used without Proficiency(Talisman) The talisman can be brandished, as a standard action, granting the wielder the benefit of the sanctuary spell(DC 10 + 1/2 Character level + wisdom modifier) until the start of their next turn. While wielded the talisman can be used to make touch attacks as a normal weapon. The talisman deals 1d6 force damage for an Exceptional Talisman, 2d6 for a Fantastic Talisman, 3d6 for a Legendary Talisman, and 4d6 for an Exalted Talisman. Sacred Chimes can use the wielder's wisdom modifier to determine attack and damage bonuses. If the wielder has Improved Unarmed Strike they may add the damage from the talisman to their unarmed strikes. The talisman counts as a holy symbol and allows casting of miracles.


Souls Armors


Souls Equipment
New Equipment


Name
Market Value
Effect
Weight
Type
Craft Cost


Ashen Estus Flask
2000g
Drinkng essence from this flask recovers the drinker's FP
2lb.
Stonework
500g, 500 souls, 80xp


Earthen Estus Flask
2000g
Drinkng essence from this flask recovers the drinker's daily uses pools.
2lb.
Stonework
500g, 500 souls, 80xp


Golden Estus Flask
2000g
Drinkng essence from this flask recovers the drinker's spells per day.
2lb.
Stonework
500g, 500 souls, 80xp


Moss Estus Flask
750g
Drinkng essence from this flask recovers the drinker's HP.
2lb.
Stonework
375g 30xp


Void Estus Flask
10000g
Drinkng essence from this flask recovers sanity.
2lb.
Stonework
1250g, 1250 souls, 400xp


Name: Name of the item.
Market Value: What merchants sell it for.
Effect: What it does.
Weight: How much it weighs.
Type: The craft skill required.
Craft Cost: The cost a materials, souls and experience points required to craft.



Ashen Estus Flask
This dull gray quarts flask is solid inside preventing it from holding any liquid and radiates blue light like a candle while charged. When you drink from an ashen estus flask you recover 35 FP at Exceptional, 70 FP at Fantastic, 115 FP at Legendary, and 140 FP at Exalted. For use information See Estus Flask in New Systems(Post 1).

Earthen Estus Flask
This dark brown quarts flask is solid inside preventing it from holding any liquid and radiates yellow-white light like a candle while charged. When you drink from a radiant estus flask you recover 3 uses of a class resource at Exceptional, 6 uses at Fantastic, 9 uses at Legendary, and 12 uses at Exalted. Class resources include, Ki Pool, Alchemist Bombs, Magus Arcana Pool, Turn Undead uses, etc. This does not include spells per day or power points. When you drink form an earthen estus flask you must specify the resource you are replenishing. For use information See Estus Flask in New Systems(Post 1).

Golden Estus Flask
This golden quartz flask is solid inside preventing it from holding any liquid and radiates deep violet light like a candle while charged. When you drink from a golden estus flask you recover 2 spell levels at Exceptional, 4 spell levels at Fantastic, 6 spell levels at Legendary, and 8 spell levels at Exalted. For psionic characters, it recovers power points equal to the points required to manifest an equivalent level power. If the drinker has more than one source of magic or magic and power points they must specify one spellcasting ability or power points to benefit from the flask. For use information See Estus Flask in New Systems(Post 1).

Moss Estus Flask
This moss green quartz flask is solid inside preventing it from holding any liquid and radiates orange light, like a candle while charged. When you drink from a moss estus flask you recover 2d8 hp at Exceptional, 4d8 hp at Fantastic, 8d8 HP at Legendary, and 16d8 HP at Exalted. For use information See Estus Flask in New Systems(Post 1).

Void Estus Flask
This black quartz flask is solid inside preventing it from holding any liquid and radiates white light, like a candle while charged. When you drink from an ashen estus flask you recover 1d4 sanity at Exceptional, 2d4 sanity at Fantastic, 3d4 sanity at Legendary, and 4d4 sanity at Exalted. Unlike other estus flasks it takes 4 estus charges for one use of a void flask. For use information See Estus Flask in New Systems(Post 1).


Souls Materials

Estus: A rare quartz-like stone found in places where soul stuff leaks into the world. With proper working small amounts can be worked into a flask that gathers ambient soul stuff from Firelinked bonfires. Someone can then drink from the flask to recover health or magical resources if the flask is attuned properly. Estus's value in flask form has lead to it not being used for many other purposes as such estus weapon and armors are rare. They tend to not hold an edge suffering the normal difficulties of stone made weapons. Armor made of estus weights as much as its stone counterpart and thus is not favored for that purpose. However, they do still have the ability to hold an estus charge. Items made of Estus cost 250g in raw estus per pound of the finished item.

Lanth Sor
2017-10-28, 09:09 PM
Souls Creatures

Souls Locations

Firelink Bonfire
When a hollowing one rests at a Firelink Bonfire for at least 8 hours they recover to full health and all abilities, all non-magical ailments are cured. If the Coiled Sword is removed from a Firelink Bonfire it ceases to function and all linked Hollowing are unbound and know instantly they are unbound. A hollowing one cannot bind to a Firelink Bonfire if they exceed its mythos tier. Most bonfires in the world are only exceptional, allowing up to 6th level hollowing ones to be bound.

Firelink Shrine
When a hollowing one takes up the task of linking the flame they are tied to a Firelink Shrine if no shrine existed before then a new one comes into being. At the center of the Firelink Shrine is a Firelink Bonfire able to reconstitute any Hollowing One regardless of level. The shrine is always several layers tall and is created in a location with an ancient history now dead. Due to the shrines nature, Hollowing Ones find solace in its halls, as such it is common for several Hollowing Ones to take residence in the shrine to sell wares and provide services. When the shrine is formed a keeper is named, and they gain a Geas to tend the shrine. The Keeper is often a powerful cleric or another person of faith. Should a keeper die then a new keeper is named.

Lanth Sor
2017-10-29, 12:28 AM
Unique Souls Items

Lanth Sor
2017-10-29, 01:55 AM
Weapon Arts
Weapon Arts are advanced techniques learned through mastery of a weapon. Unless otherwise stated weapon arts are extraordinary abilities. If the ability has a save the DC is 10 + 1/2 character level + ability modifier. The ability modifier used is listed in the individual art.

Ember
FP cost: 25 Action: Move
Prerequisite: Weapon must be on fire magically.
You raise your weapon in the air invoking the flame and bring it down swiftly striking the ground. The weapon is wreathed in flame extending beyond the blade. The weapon deals an additional 1d6 per 3 levels fire damage and adds 10ft to its reach. All weapon damage is fire damage for the duration of the Weapon Art.
This is a supernatural ability.


Miracles
Miracles are a gift from the Lord of Light. They are considered divine magic/spells wherever that would apply.

Gentle Prayer
FP cost: 13 Action: Standard
With a short prayer and a ring of the chime the light soothes your wounded body. Gain fast healing 1 for a minute.

Unfaltering Prayer
FP cost: 8 Action: Standard
Calling a short prayer and focusing on your talisman you draw on its stillness. Gain a +6 deflection bonus against any attack of opportunity made due to casting a miracle, and gain +6 to concentration checks when casting a miracle. This prayer last 2 rounds.


Pyromancies
Pyromancies where granted to the world by the Witch in her hubris. They are nature magic/spells wherever that would apply. All cast speeds are with the flame present.

Combustion
FP cost: 12 Action: Standard
The pyromancy flame flares up and the flame searing anyone in the target area. Combustion creates a wave 15ft wide and 5ft long from the caster. The flames deal twice your pyromancy flame's damage. Reflex save for half.


Sorceries
Sorceries are primordial magics refined by experienced users. They are arcane magic/spells wherever that would apply.

Affinity
FP cost: 45 Action: Standard


Soul Arrow
FP cost: 7 Action: Standard
Call forth the welling power in your soul, firing an arrow at your target. This spell fires an arrow that functions identically to Magic Missile. Unlike Magic Missile, it can only fire one arrow and the arrow deals the same damage as your catalyst.

Spook
FP cost: 15 Action: Standard
By focusing yourself and deading the kinetic transference you silence your steps. While this sorcery is active you gain +20 to move silently as you footfalls make no sound. You also negate all fall damage when you succeed at a jump check to reduce the fall damage.

Steady Chant
FP cost: 7 Action: Swift
With with a moment of focus and a short chant gain enhancement to Sorceries. Any sorcery you cast or damage your catalyst deals has all numerical values multiplied by 20% for 2 rounds. After totaling, damage from all other sources and then multiply by 1.2 to find the final total.


Nature Magic: Nature magic/spells function identically to divine spells, but their nature is not divine, as such things that cut off someone's connection to the divine have no effect. Nature magic takes a step longer to cast than normal versions of the spells. If the elements of the spell are with-in 30ft of the caster the spell is cast at one step faster than normal.

Lanth Sor
2017-10-29, 02:46 AM
Complete
Mythos 4 exceptional
Template
Base weapons
Kindling system
Weapon arts 1
Pyromancies 1
Sorceries 3
Miracles 2
Focus Point System

WIP
Mythos 2 fantastic, 1 legendary
Weapon arts
Pyromancies
Sorceries
Miracles


Please PEACH.