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Arkanist
2018-01-03, 01:24 AM
The Regent Dominus

https://image.ibb.co/mnuswb/Mythic_Domain.png


"This place is dangerous, twisted, and worst of all - it likes to think it has a sense of humor." - Zola, Girl Genius (http://www.girlgeniusonline.com/comic.php?date=20070725#.Wkx2pt-nE2w)

The characters featured in the banner (and their native source material) are, from left to right: The Assassin of Red (http://typemoon.wikia.com/wiki/Assassin_of_Red) (Fate/Apocrypha), Vlad Dracula Ţepeş (http://castlevania.wikia.com/wiki/Dracula/Animated_series) (Netflix's animated Castlevania), and Howl (https://en.wikipedia.org/wiki/Howl%27s_Moving_Castle_(film)) (Howl's Moving Castle.)

Before the Gods built their masterpiece of manifest creation, their great and ever-turning wheel of living stories, there were the Titans: not tale-spinners, but of the substance of legend itself, the living abstract principles of myth incarnate in the churning proto-cosmos, reaching out with tendrils of narrative thread to weave the fables that would let them truly know and perpetuate themselves. Key to this was the existence for each fully developed Titan of a "Stage," upon which their stories would be, for their pleasure, played out endlessly with a host of actors drawn from an internal library of soul-stuff welling upon within the cores of their beings. Inevitability, with Their breath of dust, would see great kingdoms and monuments rise upon a blanket of endlessly shifting sand of powdered bone and stone for the pleasure of watching them fall over untold eons into the perfection of ruination as figments born for the sake of dying toiled in vain to preserve them, while Envy's oily and gelatinous moons spun in an orrery of endless imperfect mimicry of Its fellows before being blasted to the nothingness it would ever be reshaped from in its master's endless pursuit of what It could never hope to have. A galaxy of ethereal being had taken shape, the play and interplay of fictive protomatter far more untamed than the rigid, crystallized morass of morality and mortality that the law-giving gods created. What They had was neither peaceful nor perfect, but it was a way of being - a way that no longer exists.

The Dawn War, its memory etched into the subconscious of every living being, was the end of the age of Titans and the beginning of the age of Gods. In a feast of utter brutality that no subsequent battle could ever hope to match, the divine progenitors of creation shattered the Stages of the Titans and rent their story-born flesh, grinding the once-unquestioned masters of uncreation into the clay of their own work. Trapped in a nightmare half-existence as indefinite prisoners of war, the stories that play out in the Great Wheel are the by-product of its substance, the convolution and intricacy of its dramas the result of the pollution of what was the Titans purity, the interweaving of conflicting themes to form a pattern that furthers the Gods' own arrogant lordship of matter.

However, there is a flaw in the system. Leaks have sprung in the machine of the planes, the gears have ground and a spark has flown up from them, smoke rises and threatens fire: the Anthols, Mythic heroes incarnating the stories of the Titans, empowered by their force and cast in their form in the twin forges of destiny and chance by the hammer of will. Among these beings, some have, ignorant of the nature of what they do, intertwined their being with a location. These islands in the sea of Divine blasphemy, oases of Titan-essence in a sea of crude matter, are perhaps the seeds of new World-Bodies as the Anthols perhaps might be the seeds of new Titans, or even the keys to their tightly-locked prison. Called by those knowledgeable of the forbidden lore of what was before creation the Regents Dominus, these mythic scions impose their narrative upon their kingdoms, unassailable within it even as they shape it.

ENTRY REQUIREMENTS
Mythos: 1 or more Fantastic Mythos.
Feat: Landlord (Stronghold Builder’s Guide)
Special: Sole ownership of a built or shaped place of residence no smaller than 20 feet by 20 feet by 10 feet.

Class Skills
The Regent Dominus' class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Disable Device (Int), Knowledge [All] (Int), Listen (Wis), Profession (Wis), Search (Wis), Sense Motive (Wis), Spellcraft (Int), and Spot (Wis).

Skills Points at Each Level: 6 + int modifier

Hit Dice: d10



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


1st
+1
+2
+2
+2
Catalystic Castle Doctrine, Ownership I, The Regent's Mythos
+1 level of Mythos-granting class


2nd
+2
+3
+3
+3
Ownership II
+1 level of Mythos-granting class


3rd
+3
+3
+3
+3
Ownership III
+1 level of Mythos-granting class


4th
+4
+4
+4
+4
Ownership IV
+1 level of Mythos-granting class


5th
+5
+4
+4
+4
Ownership V, Self-and-Stronghold Synthesis
+1 level of Mythos-granting class




Class Features

Weapon and Armor Proficiency: The Regent Dominus does not gain any new proficiency with any weapons or armor.

Catalystic Castle Doctrine: The Mythos granted by the Regent Dominus class predicate on the possession of a Demesne. A Regent Dominus' Demesne is a single structure that allowed them to qualify for this class - it could be anything from a Gothic manor to an ivory tower to a cottage made of candy in the woods. If it was not built or designed by the character, or on their orders with close oversight in the construction and conception, the they must have at least made regular usage of it for no less than 30 days, over the course of which they customized and invested within it to truly make it their own. If your Demesne is destroyed, a qualifying replacement must be built with personal oversight by the Regent, or or inhabited and customized in such a fashion. In addition, gold expenditures by the Regent on non-functional parts of their dominion (an art gallery, a garden that does not grow alchemical crafting materials or food, candelabras and fine furniture) and provide no benefit other than increasing its comfort, opulence, or aesthetic are refunded as Mythos Points to the

Ownership: The substance of your domain is reinforced by the legend that it in turn reinforces. At level 1, the external walls, windows, and doors of your Demesne resonate with Mythic power, and are treated as though under the effects of an extraordinary Augment Object, with the sum of all your levels in Mythos-granting classes as the caster level.

At level 2, the augmentation extends to all internal apertures and surfaces within your Demesne as well. The external surfaces and apertures of your Demesne may no longer be harmed by mundane means unless you specifically desire it (such as for reconstruction).

At level 3, instead of saving as a magic item with a bonus equal to [half your character level + 2], the Demesne uses your own Will Save bonus, if it is higher. In addition, these saving throws are rolled against all teleportation or divination effects attempting to pierce the Demesne's interior from the outside without your consent, even if they do not normally allow saving throws. Once this saving throw is successful, the same effect cannot be used against the Demesne for 2d20 days.

At level 4, this save also extends to teleportation to the immediate location of the stronghold without your knowledge or consent, as well as all divination attempting to ascertain any information about its location.

At level 5, no save is necessary. Your Demesne is immune to attempts to teleport to or within it, scry upon it or on those within it, or magically gather information about it. All benefits of the Augment Object effect on your stronghold double.

The Regent’s Mythos: The nature of the Regent Dominus is a parasitic legend that infiltrates one's own story. While gaining levels in the Regent Dominus, those levels are added to the class using to qualify it for the purpose of gaining new Mythos and the effects of these Mythos, and when selecting these new Mythos, one may choose the Mythos granted by the Regent Dominus. Until one reaches 5th level in Regent Dominus, mythos granted by this class may only be chosen from levels in Regent Dominus.

Self-and-Stronghold Synthesis: Your own legend is one with your stronghold. It is a part of you myth, and an incarnation of your will, a tool to impose it upon the landscape as much as your own two hands. All Mythos-granting classes you possess have the Regent Dominus’ mythos permanently added to the list of Mythos they grant.

Fantastic Mythos

Luminous Architect Inspiration
Prerequisites: –
You are considered trained in Knowledge (Architecture and Engineering) and Profession (Architect), regardless of the allocation of your skill points. In addition, you gain a bonus to these skills equal to the sum of your levels in Mythos-granting classes used to qualify for this class when making checks with respect to your Demesne. As long as you are personally involved in the construction, expansion, or repair of your Demesne, costs are reduced by 10% and time is reduced by a factor of your highest mental ability score modifier. Lastly, while you aid in contriving materials, though they are statistically equivalent to whatever you purchase, they may appear as being made of any substance of lesser value.

Basic
My Muse Is Acererak: The skill training and bonus also extends to Craft (Traps) and Knowledge (Dungeoneering). If you have Buttressed With Effulgent Prana, your mythic crafting ability extends to traps.

Maker’s Mien and Mentality: You always apply the skill bonus granted by this Mythos, even when not using the skill on your own Demesne. If you have Buttressed With Effulgent Prana, you may craft Wondrous Architecture for any stronghold or structure.

Advanced
Buttressed With Effulgent Prana: You are able to craft Wondrous Architecture for your Demesne as though you had all appropriate feats, treating your levels in Mythos-granting classes as your caster level. For the purposes of creating items, possessing a scroll, spellbook, potion, oil, wand, or staff that contains whatever spell or spells you must know allows you to be treated as knowing the spell when crafting, you copy the patterns intuitively. This Wondrous Architecture draws upon your Mythos, and is not truly magical in nature.

Heartbeats Beneath Floorboards
Prerequisites: -
A primitive sapience and animus flower within your Demesne. Space and matter fold as a new chamber appears within it with a size of one stronghold space, a stationary, Large shard of pulsating crystal that emits dim light out to 30 feet floating languidly in the center. This is the seat of an intelligence with mental stats equivalent to your own and an alignment within one step of yours that is connected to the entirety of the house. It has d12 hit dice equal to your character level, and DR/- equal to your highest physical ability score modifier, and no Strength, Constitution, or Dexterity scores. This intelligence is friendly to you, and has a mental link of unlimited range that functions even across planes, through which crude emotional impressions can be conveyed, yet the core can only “speak” through vibrational emanations within its own chamber. If reduced to 0 hit points or smashed, it becomes Dormant, and the intelligence ceases to function until Mythos Points equal to (100 times your character level) are spent in the course of an 8 hour ritual in the now-empty Core Chamber to revive it. If removed from its Core Chamber, it becomes Dormant until placed within a Core Chamber within a Demesne effected by this Mythos. The Heart of your Demesne may operate the Demesne's movement functions, and operate any doors, torches, or other parts of the Demesne fixed to the ground yet otherwise moveable. It perceives all things touching a fixed surface within your Demesne by Tremorsense. This includes traps and siege defenses such as stationary ballistae turrets.

Basic
Castle-as-Companion Idealization: The stationary crystalline heart of your Stronghold is replaced in physical form and statistic by any creature that can be granted by the Familiar class feature or the Improved Familiar feat in conjunction with said class feature. It only has control and awareness of your Demesne while within the special control chamber, and dies according to the Familiar rules instead of the Heart rules, but does not become dormant when removed from its chamber or the stronghold.

Articulation of Architecture: The Heart of your Stronghold may communicate with you through telepathic language as opposed to mere empathy.

Compaction of Consciousness: Instead of a Control Chamber and a Large crystal Heart, the Heart is now a Fine crystal that slots into a special sconce on the wall or floor. Its durability remains the same, only its mobility changes. It may communicate by vibration only while being touched, and does not go Dormant when removed from its sconce.

Advanced
Adventurer-Swallowing Labyrinth Awareness:The Heart of your Stronghold may rearrange and alter itself, to the horror of those within it. Over the course of 2d20 hours, provided the Demesne remains roughly the same shape and size, change the location of all rooms within it, as well as the manor. None may leave their rooms while this takes place, and attempts to do so open to a flat surface of stone, but otherwise this is a silent process not apparent from the outside. In addition, the Heart may begin to move around any unattended piece of furniture within the Demesne with an extraordinary Animate Object as a standard action, although only up to a number equal to its highest mental ability score’s modifier at a time. In addition, it may, within the Demesne, replicate the effects of Stone Shape, Wood Shape, and Shape Metal upon its own self at-will as a full-round action.

Dungeon-Populating Crown
Prerequisites: Your Demesne must have a throne room.
The money granted to you by the Landlord feat doubles. You attract followers and a cohort as though you had the Leadership feat, except they are called minions and a lieutenant, and may be any creature of appropriate level granted by the Summon spell series (Nature’s Ally, Monster, and Undead) in addition to NPCs. They are a manifestation of your stronghold, and may not leave it, treating it as their home plane for the purposes of any magical dismissal. Fallen creatures or those forcibly removed from the Demesne leave no remains, instead discorporating into intangible essence, from which they or a creature of equal CR may be contrived, taking 2d4 days before they return to physical form and resume their duties. They obey unquestioningly.

Advanced
Issue Forth From the Gates: Your minions and lieutenants may travel a number of miles equal to your highest mental ability score modifier from your Demesne without discorporating.

Interdiction of Steadfast Guardians: As as standard action, you may call a number of minions or lieutenants from within your Demesne with total hit dice no greater than your own to your location immediately. They occupy the nearest safe, adjacent, empty spaces to you.

Sovereign's Control Room: While at the seat of your authority, you may speak and be heard from any point within your Demesne. You may observe any minion or lieutenant you possess by focusing on them as a full-round action, as though Scrying upon them.

Draw on Wells of Power
Prerequisites: Demesne must have a Magic Laboratory
Within your magic laboratory, a 25 square foot rift in the ground opens up, leading to a swirling vortex of unknown energy, treated as water 10 feet deep for the purpose of entering it. It radiates strong magic of every school with a caster level equal to your hit dice, and illuminates the room it opens up in with dim light. Any magical item, treasure, or precious thing cast into this rift is immediately converted into a number of Mythos points equal to its gold piece value, while it is irretrievably lost as it assimilates into the arcane confluence. Any creature other than yourself cast into the rift must make a will save. if it fails, it is converted into a number of Potentia equal to its hit dice, which is stored within the pool, its body, mind, and even its immortal soul being destroyed and changed into the fluid essence that powers this locus. Any creature that remains within the pool for three rounds without being dissolved into Potentia has successfully overcome the expression of your will, and may use it as you yourself would.
When you bathe in the well, you absorb 1 Potentia each round, until you have reached the maximum amount you can contain in your system (your character level). This remains in your system, then vanishes for 24 hours. As long as you are within one mile of the Rift, you have the spontaneous spellcasting ability of a Duskblade with a level equal to the amount of Potentia you possess, and may cast as though you possessed the Eschew Materials feat, with your highest mental ability score treated as your spellcasting ability.
If the e Magic Laboratory is destroyed or ruined, the rift closes, and you lose the benefits of this Mythos. You may open a new rift over the course of a 1-hour ceremony in a new Magic Laboratory, you may only have one such rift open at a time.

Basic
Germanely Organic Arcana: Your rift generates 1d4 points of free Potentia each day.

Furiously Toxic Arcana: Other creatures may not benefit from your rift, and creatures that succeed the Will save take acid damage equal to your character level instead of growing closer to commandeering your power.

Crawling Castle Animus
Prerequisites: -
Your Demesne gains the Crawling mobility, with a locomotion in miles per hour equal to your highest mental ability score modifier. If you have Heartbeats Beneath Floorboards, the Heart of your Demesne controls this locomotion. Otherwise, you control this motion from within your Demesne through a mental link. You may choose to convert your Demesne to a more compact form for easier transit. If you do so, it is inaccessible and may not be exited save through teleportation for 1d8 hours as it reshapes itself. After the reshaping, the internal space is relocated to the astral plane, save for 1 or 2 stronghold spaces' worth of structure that remains in the Prime Material as an access point, in the form of a cottage, small keep, or otherwise seemingly-humble residence, yet the locomotion doubles. If this access point structure is destroyed, the remainder of the Demesne is unmoored, and lost in the astral plane.
You choose the method by which the mobility is achieved: common forms include spidery, mechanical limbs or chicken legs, though there are as many individual means as there are Regents Dominus.

Arkanist
2018-01-03, 01:25 AM
Legendary Mythos

Domain's Eminence Shintai
Prerequisite: Heartbeats Beneath Floorboards, Crawling Castle Animus
You become one with your residence. Upon taking this Mythos, when you next return to your Demesne, you are drawn by supernatural compulsion to your Demesne Heart and to touch it, overriding whatever will that might second-guess the path that crystallized upon the assumption of this Mythos. Upon touching the Heart, you merge with it in a grisly and fascinating display, your body becoming an immobile amalgam of floating flesh and crystal. You gain all abilities the Heart might possess and your type changes to Construct. Your Strength and Dexterity become "-." You may not benefit from Castle-as-Companion Idealization while benefiting from this Mythos, and if you possess that ability, may select another manifestation.
Your power over your Demesne increases. You may choose to at any time possess a fixture within your Demesne to interact. Such possessed fixtures are treated as though targeted by the spell Animate Object, though they also possess your skills and abilities. This form of possession may be done a number of times per day equal to your highest mental ability score modifier, and damage suffered in this form is transferred to your Heart-Body. Likewise, you may choose to instead possess a surface to communicate. This may be done at will, and manifests a twisted, vaguely facial image in whatever surface you so choose, from which you can see, hear, and even smell, speaking by this. If you do not wish to manifest a face, your voice carries wherever you please within your halls.
In addition, your power over your own Demesne increases. You may rearrange yourself instantly once per day, shuffling the openings of entrances and exits via planar folding rather than the reshaping of your own physical form. Your abilities
If your Heart-Body is dormant, it is as though you are unconscious. When it is broken, you are dead. You may be raised from the dead, and when so raised, may choose to forsake this Mythos and return to physical form or return to the crystalline Heart-Body you have grown accustomed to. Your reshaping spells are all Widened.

Castle in the Sky
Prerequisites: Crawling Castle Animus
Your Demesne gains the Flight mobility, and has a locomotion in the air equal to your highest mental ability score modifier in miles/hour (min. 1). You (or your Demesne's Heart), may concentrate for ten minutes to create a Control Weather effect (treating your character level as your caster level) centered directly on your Demesne, though you may also choose to exclude the Demesne itself from the weather if it is extreme or harmful.

Myth-Infection Prana Convergence
Prerequisites: Drawing on Wells of Power
Your Demesne is infected with the subtle energies of your Mythic patron. Its appearance shifts to become more appropriate to an incarnation of your legend - the torches of the Demesne of a Jagannatha may glow bright with a green, sickly fire; the Demesne of an Olethrofex may be surrounded by a perpetual shroud of gloom. It is possible to have such appearances before, but now they do not require money or effort to maintain, and are internal as well as external, a natural consequence of being attuned to you.
Your Arcane Rift has now coalesced into the entryway into your Iris, a 20' by 20' by 10' demiplane with subjective gravity, that may be closed or reopened at will. All magic that you cast from within your Iris is Enhanced, all other magic is Impeded by the confluence of energy, and creatures within the Iris must make saving throws to avoid being broken down into stored Potentia, as is the norm. The Iris has Subjective gravity, and is highly morphic to you alone.
You may spend 50 Potentia over the course of a full-round action from within your Iris to stain an area centered on your Demesne, with a radius no greater than your character level in miles, with the energy of your Myth. This permanently terraforms (http://www.d20pfsrd.com/mythic/mythic-magic/mythic-spells/terraform/) the surrounding area over the course of the next 2d4 days, drastically transforming the environment, and granting it the following traits: it is moderately [your alignment]-aligned, creatures born within it have a strong bloodline or +0 LA template thematic to the nature of your Mythos, and while within this stained territory, you may choose two Domains to add to the list of spells you may cast while infused with Potentia.
You may spend 10 Potentia to ordain an individual as a cleric, paladin, or other divinely-casting class, granting its spells with your own energy. The domains you grant are identical to the domains you chose to add to your spell list.

Lordly Bearing and Overbearing
Prerequisites: Dungeon-Populating Crown
The number of followers granted by your Dungeon-Populating Crown doubles. In addition, at the time you select this Mythos, your Demesne swells and grows - you may add new space to it that, over 2d4 days, appears by eldritch contrivance, bare or furnished, as long as the cost of the space and furnishings is no greater than your stronghold's current value. You may have your Lieutenant distort in physical form, becoming an evolved Eidolon (http://www.d20pfsrd.com/classes/base-classes/summoner/) as would be manifested by a Summoner of your level, treating your highest mental ability score as Charisma for the purpose of all Charisma-dependent class features. You may choose to indefinitely delay the occurrence of any of these expansions, but you cannot reverse them once they take place.

Advanced
Intelligent Design of Life: You may discorporate all your current minions, and, if you so desire, your lieutenant. Design a race (http://www.d20pfsrd.com/gamemastering/other-rules/creating-new-races/) that your DM approves of, with no more than 15 race points' worth of abilities. You may have your minions be of that species, treating it as LA +0, or you may have them be unique Eidolons unto themselves, provided they are created as would be for a Summoner with a level equal to your CR - these pseudo-Eidolons are not connected to you in any way, shape, or form by the supernatural bond your lieutenant is, they are simply monsters whose appearance and ability you choose.


Exalted Mythos

Denied Lunarity Declaration
Prerequisites: Castle in the Sky, Four or more Mythos granted by the Regent's Mythos
Choose one point on your stronghold's exterior, no smaller than 10' by 10'. All other parts of the Demesne, so long as the part is intact, are indestructible without your consent. That point is excluded from all reinforcement your Mythos and class grant, and can be no sturdier than simple stone. If destroyed, it takes 2 weeks to rebuild the focal point of your Demesne's unassailability.
Your Demense's interior is no longer any other being's dominion, treated as its own plane. Your type becomes Outsider, and your native plane is your Demesne. While within it, you no longer age, nor do you need to eat, sleep, or even breathe. Over the course of 6 hours, you may transform your Demesne, adding features (http://www.d20pfsrd.com/magic/all-spells/c/create-demiplane/) to it or taking them away. These effects are automatically permanent. Your Charisma, Intelligence, and Constitution all increase by 2.
The exterior of your Demesne produces a breathable atmosphere out to one mile from itself, and while in areas of absent gravity, creatures on its surface adhere as though gravity were directed towards the Demesne's surface. Your Demesne gains the special mobility of Spaceflight, and may use its Flight mobility to exit the atmosphere of your planet. If using its Spaceflight mobility, rather than locomoting normally, it simply enters a confluence of cerulean lights, rapidly travelling to the desired location in the cosmos within 2d4 days. It also gains the Plane Shift and Teleport mobilities, usable once per week. Its Flight speed triples.
Lastly, once per month, you may unleash a deadly lance of energy from your Demesne. This is an Intensified Apocalypse From the Sky that travels from the central point of your Demesnein a straight line to the ground, wreaking havoc beneath it. You may, if you have an Arcane Rift, spend 99 Potentia as a full-round action to recharge this ability.

TraceChaos
2018-01-03, 01:29 AM
Self-And-Stronghold Synthesis shouldn't be the capstone ; its ability should honestly be a level 1 thing, in fact. IMO, anyway.

khadgar567
2018-01-04, 07:09 AM
well build your own hanging gardens of babylon yes please. But is there a way to manifest some monsters and servants so we are not sitting ducks when local baron or king decides to hijack our demese and get the control of our dungeon hearth

rferries
2018-01-04, 08:04 PM
I've never quite grasped the Mythos subsystem but I love this. Mind if I borrow some of it at some point for my Stronghold Spells (http://www.giantitp.com/forums/showthread.php?537715-Witch-s-Cottage-up-to-Archwizard-s-Castle-(spells-to-become-a-stronghold-builder))?

dethkruzer
2018-01-06, 11:10 AM
might I suggest a slight change in the way the level of mythos progression functions? Say for sake of example: what if the character already had access to legendary mythos when they started taking levels in this class?

Arkanist
2018-01-14, 01:12 PM
The first iteration of the Regent Dominus is ready and (for varied definitions of the word) playable. Have at it!


might I suggest a slight change in the way the level of mythos progression functions? Say for sake of example: what if the character already had access to legendary mythos when they started taking levels in this class?

Self-And-Stronghold Synthesis shouldn't be the capstone ; its ability should honestly be a level 1 thing, in fact. IMO, anyway.
I did notice that, and have changed the nature of the class. Self-And-Stronghold Synthesis remains a capstone to account for the limited levels available to a Regent Dominus as a reward to those who stick it out for the whole 5 levels, but the progression is now more integrated into the class, rather than being sort of stilted.


I've never quite grasped the Mythos subsystem but I love this. Mind if I borrow some of it at some point for my Stronghold Spells (http://www.giantitp.com/forums/showthread.php?537715-Witch-s-Cottage-up-to-Archwizard-s-Castle-(spells-to-become-a-stronghold-builder))?
Please do! I'd love to see what you do with it.


well build your own hanging gardens of babylon yes please. But is there a way to manifest some monsters and servants so we are not sitting ducks when local baron or king decides to hijack our demese and get the control of our dungeon hearth
Added for your pleasure and perusal the complete version of Dungeon-Populating Crown, then the Lordly Bearing and Overbearing Mythos as well, for you dungeon-maker aficionados.

khadgar567
2018-01-14, 01:54 PM
okay when i say hanging gardens of babylon i dont meant that much perfect way to create what the f i was thinking. kudos to you sir. is there a way to non mythos class can grab this prc.

Arkanist
2018-01-15, 02:07 AM
okay when i say hanging gardens of babylon i dont meant that much perfect way to create what the f i was thinking. kudos to you sir. is there a way to non mythos class can grab this prc.
This class is kind of difficult to separate from the Mythos subsystem. If you're interested in using the class but would need to restructure your build to do so, you should talk to the DM about retroactively changing or retraining some of your character levels, or alternate entry requirements, because I'm honestly stumped as to how to integrate this into a nonmythic campaign or character build.

noob
2018-01-15, 03:12 AM
I wonder if that class qualifies or not as a mythos class for purposes of interacting with other mythos classes.
For example the kheriki(or something else like that) could get mythos from other mythos classes.

Primal Fury
2018-01-16, 12:42 PM
How does Dungeon-Populating Crown function for someone who already has the Leadership feat, or at least some variant of it? Or is there no change whatsoever because the minions are bound to the Demense?

Also. Why did you give them spell-casting?

Arkanist
2018-01-16, 10:22 PM
I wonder if that class qualifies or not as a mythos class for purposes of interacting with other mythos classes.
For example the kheriki(or something else like that) could get mythos from other mythos classes.
It's a prestige class. Its Mythos are considered to be a part of the class you used to qualify for the Mythos, but only after selecting them if it's not before 5th level, so you need 5 levels in Regent Dominus before you can start to use feats to draw on its Mythos pool. I'll add language to clarify this.


How does Dungeon-Populating Crown function for someone who already has the Leadership feat, or at least some variant of it? Or is there no change whatsoever because the minions are bound to the Demense?

Also. Why did you give them spell-casting?
Dungeon-Populating Crown is separate from Leadership, even though it functions on the same subsystem. The idea is that, since the monsters are stuck inside your stronghold or very close to it, it isn't in danger of having someone double up on Leadership.

And I gave them spellcasting because, in all honesty, I love Semiramis/Assassin of Red way too much, and wanted to throw in something about the stronghold being your locus of magical power.

Primal Fury
2018-01-16, 11:57 PM
And I gave them spellcasting because, in all honesty, I love Semiramis/Assassin of Red way too much, and wanted to throw in something about the stronghold being your locus of magical power.
Isn't there a more elegant way to do that though? I mean, I know exactly what you're talking about, but it's always been my understanding that mythos and straight-up spell casting shouldn't mix.

Ignimortis
2018-01-17, 01:23 AM
Just a minor nitpick, but it's "demesne", not "demense", which is a different thing altogether.
Great idea, though - Dracula's castle from Castlevania is obviously not just a regular castle with monsters with it!

noob
2018-01-17, 02:54 AM
Isn't there a more elegant way to do that though? I mean, I know exactly what you're talking about, but it's always been my understanding that mythos and straight-up spell casting shouldn't mix.

There is more than one mythos class giving you spellcasting(actually there is at least four other mythos classes who gives you spellcasting: the mythos bard(because it gives you a mythos that allows to act like a personae which can have any class(probably limited to non mythos classes) you want) the mythos spellcaster which gives spellcasting because it is a mythos about spellcasting, the joke mythos from jormengad(because he thought it would be a fine way to give some possibilities to a mythos class without reinventing the wheel) and the kheriki(because it allows to pick mythos from any mythos class of the universe which allows it to take mythos from the spellcasting mythos and the mythos bard))

Red Fel
2018-01-17, 10:20 AM
I feel like there should be some kind of phylactery-equivalent Mythos. Not quite Domain's Eminence Shintai, but basically "as long as your demesne exists, you respawn there within XdY days after dying," or something. Maybe tie it into Heartbeats Beneath Floorboards, that you can only be killed if your crystal heart is shattered or, if it is a familiar, killed? Or a higher-level Mythos where as long as the demesne exists at all, you will return. (Very Castlevania, there.) I mean, feel free to go full Mumm-Ra here. Just send the character back to his lair whenever he's defeated, or something. And if the character already has a similar effect from another Mythos class, let them choose which one triggers.

Speaking of Mumm-Ra, I like how you have the Pool of Power effect (and upgrade it to mystical pocket dimension), but why does it not give you any kind of healing? I feel like that's one of the rules of having your personal keep of power, that you go there to recover your physical strength, as well as magical. Consider, for example, the sarcophagi of the Goa'uld in Stargate - a vessel that they can enter to heal injury and extend their host's lifespan. Why not have a Mythos - or an Advanced Manifestation of, say, Drawing on Wells of Power or Myth-Infection Prana Convergence - that gives you the equivalent of a healing tank, in addition to a Potentia generator? Heck, if it's its own Mythos, you could put in an Advanced Manifestation that makes it shareable - put someone in the pod to heal their wounds, ability damage, what-have-you.

Primal Fury
2018-01-17, 08:55 PM
There is more than one mythos class giving you spellcasting(actually there is at least four other mythos classes who gives you spellcasting: the mythos bard(because it gives you a mythos that allows to act like a personae which can have any class(probably limited to non mythos classes) you want) the mythos spellcaster which gives spellcasting because it is a mythos about spellcasting, the joke mythos from jormengad(because he thought it would be a fine way to give some possibilities to a mythos class without reinventing the wheel) and the kheriki(because it allows to pick mythos from any mythos class of the universe which allows it to take mythos from the spellcasting mythos and the mythos bard))
I never read the bard, and I doubt Jormamgad meant that to be taken seriously on any level.

So... eh?

noob
2018-01-18, 03:44 AM
I never read the bard, and I doubt Jormamgad meant that to be taken seriously on any level.

So... eh?

I believe what I called the mythos bard is called the Anthol.(and is based on the moon)
Good luck finding it.

khadgar567
2018-01-18, 05:34 AM
I feel like there should be some kind of phylactery-equivalent Mythos. Not quite Domain's Eminence Shintai, but basically "as long as your demesne exists, you respawn there within XdY days after dying," or something. Maybe tie it into Heartbeats Beneath Floorboards, that you can only be killed if your crystal heart is shattered or, if it is a familiar, killed? Or a higher-level Mythos where as long as the demesne exists at all, you will return. (Very Castlevania, there.) I mean, feel free to go full Mumm-Ra here. Just send the character back to his lair whenever he's defeated, or something. And if the character already has a similar effect from another Mythos class, let them choose which one triggers.

Speaking of Mumm-Ra, I like how you have the Pool of Power effect (and upgrade it to mystical pocket dimension), but why does it not give you any kind of healing? I feel like that's one of the rules of having your personal keep of power, that you go there to recover your physical strength, as well as magical. Consider, for example, the sarcophagi of the Goa'uld in Stargate - a vessel that they can enter to heal injury and extend their host's lifespan. Why not have a Mythos - or an Advanced Manifestation of, say, Drawing on Wells of Power or Myth-Infection Prana Convergence - that gives you the equivalent of a healing tank, in addition to a Potentia generator? Heck, if it's its own Mythos, you could put in an Advanced Manifestation that makes it shareable - put someone in the pod to heal their wounds, ability damage, what-have-you.
gotta agree with you red fel but considering all the mooks and indestructibility our hanging gardens can get a myhos that turns us immortal kinda be to much as the only way to kill us becomes to destroy single well guarded part of our castle then try to find the phylactery room while fighting endless amounts of mooks is kinda to much even with good optimized party. but again i like to see that mythos first to make any further comments.

Arkanist
2018-01-19, 02:43 PM
Just a minor nitpick, but it's "demesne", not "demense", which is a different thing altogether.
Great idea, though - Dracula's castle from Castlevania is obviously not just a regular castle with monsters with it!
Well, this is embarrassing. Time for the old Ctrl+F replace-aroo!



Isn't there a more elegant way to do that though? I mean, I know exactly what you're talking about, but it's always been my understanding that mythos and straight-up spell casting shouldn't mix.
Yes, there probably is a more elegant way to do it, I'm just not sure. I considered making it give bonuses related to the incantation system, but that's wonky in its own way. I chose the Duskblade spell list because it has minimal utility casting and I figured it would just expand combat options, but I feel it ought to be handled a touch differently. I'd love to hear ideas to change it and make it more workable.


I feel like there should be some kind of phylactery-equivalent Mythos. Not quite Domain's Eminence Shintai, but basically "as long as your demesne exists, you respawn there within XdY days after dying," or something. Maybe tie it into Heartbeats Beneath Floorboards, that you can only be killed if your crystal heart is shattered or, if it is a familiar, killed? Or a higher-level Mythos where as long as the demesne exists at all, you will return. (Very Castlevania, there.) I mean, feel free to go full Mumm-Ra here. Just send the character back to his lair whenever he's defeated, or something. And if the character already has a similar effect from another Mythos class, let them choose which one triggers.

Speaking of Mumm-Ra, I like how you have the Pool of Power effect (and upgrade it to mystical pocket dimension), but why does it not give you any kind of healing? I feel like that's one of the rules of having your personal keep of power, that you go there to recover your physical strength, as well as magical. Consider, for example, the sarcophagi of the Goa'uld in Stargate - a vessel that they can enter to heal injury and extend their host's lifespan. Why not have a Mythos - or an Advanced Manifestation of, say, Drawing on Wells of Power or Myth-Infection Prana Convergence - that gives you the equivalent of a healing tank, in addition to a Potentia generator? Heck, if it's its own Mythos, you could put in an Advanced Manifestation that makes it shareable - put someone in the pod to heal their wounds, ability damage, what-have-you.

On the first one, I thought the Exalted Mythos would have that power - an Outsider, when killed, returns to its home plane, no? When your Demesne is its own planar area, that means that you can only truly be slain within it. Beyond that, I personally feel like something so powerful as to require your Demesne's destruction, a la Dracula, would be the sort of feature an epic-level extension of this class would have, a Sempiternal Mythos. After all, Demesnes are ungodly difficult to actually destroy, especially if you turn it into a Death Star.
As for the Sarcophagus idea, I'm going to work on making that an option when I rework the Potentia Mythos to be less of a method of aping spellcasters' class features and more of its own thing. Thanks for the idea!

Primal Fury
2018-01-19, 03:11 PM
Yes, there probably is a more elegant way to do it, I'm just not sure. I considered making it give bonuses related to the incantation system, but that's wonky in its own way. I chose the Duskblade spell list because it has minimal utility casting and I figured it would just expand combat options, but I feel it ought to be handled a touch differently. I'd love to hear ideas to change it and make it more workable.
I would advise having a look at the Encyclopedia Arcane: Sorvereign Magic book. It allows for long range casting within your sovereignty based on the qualities of the land.

For example, casting the Dragon's Teeth spell allows you to create up to 100 skeleton warriors instantly. Other spells create giant fissures, call down burning hail, or even just allow for faster travel along certain roads.

The best part is that there's no range limit as long as you are within your domain, and even those spells that do have range limits are 400 + 40 ft per caster level.

This would give more power over the land around the stronghold than the stronghold itself, so I'm not sure if this is how you want it to work, but I do recall that particular version of Dracula doing pulling off some very similar feats.

Granted, this is STILL spell casting, but focused far more tightly on the theme of this mythos.

Dimmet
2018-10-24, 04:24 PM
I have to echo Trace's sentiments. Self-And-Stronghold Synthesis should be a first-level ability - by the point you gain it currently you potentially already have all the mythos from the PRC, or at least all the ones you wanted. By level 5 you shouldn't even need it anymore. Where if it's first level, if you dip in because you want to make a mythic character who's partly focused into HQ-construction, as say - a Bellator, you can still fully take and finish the Craftsman of Legendaria PRC before Epic. Putting this at 5th feels like it doesn't do much for the class and almost punishes any Bellator trying to go CoL, which is one of the few classes that even has PRCs to begin with at current.

Something like what Primal Fury's talking about feels like it'd make a good capstone. An ability that makes you more capable in your territory, or allows you to change aspects of it that the actual mythos choices might not cover. Something worth the five levels.