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View Full Version : D&D 3.x Class "To Hunt Successfully, you must know your ground, your pack, and your quarry." Mythos



Lanth Sor
2018-02-01, 10:57 AM
Related content can be found at these polite links: Compendium of Other Mythos Content (http://www.giantitp.com/forums/showthread.php?517754-Mythos-Compendium-2-0) and Where Simplicity Goes to Die (http://www.giantitp.com/forums/showthread.php?457613-Mythos-Homebrew-Discussion-III-Grievous-Imbalance-Is-A-Feature)

https://i.imgur.com/r34DHOP.png
"You know what I think of you, hero? I think you're a half-measure. I think you're a man who can't finish the job. I think that you're a coward." - the Punisher




The Jäger


It is said that the sportsman saw the Lawbringers as notions that he missed, mistakes that needed corrected.

Hit Die: d10
Skill Points: 8+ Intelligence Modifier
Class Skills: The jäger’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Proficiencies: Jäger are proficient with simple and martial weapons, as well as light and medium armor and shields.



https://i.imgur.com/bT3H4t7.jpgLevelBABFortRefWillSpecialMythosExcelle ncies
https://i.imgur.com/xVHhAci.jpg1st+1+2+2+2Hunter Mythos, Mythos Known, Exceptional Mythos, Stalker's Excellence+2+1
2nd+2+3+3+3-+0+1
3rd+3+3+3+3-+1+0
4th+4+4+4+4-+0+1
5th+5+4+4+4-+1+0
6th+6/+1+5+5+5-+0+1
7th+7/+2+5+5+5Fantastic Mythos+1+1
8th+8/+3+6+6+6-+0+1
9th+9/+4+6+6+6-+1+0
10th+10/+5+7+7+7-+0+1
11th+11/+6/+1+7+7+7-+1+0
12th+12/+7/+2+8+8+8-+0+1
13th+13/+8/+3+8+8+8Legendary Mythos+1+1
14th+14/+9/+4+9+9+9-+0+1
15th+15/+10/+5+9+9+9-+1+0
16th+16/+11/+6/+1+10+10+10-+0+1
17th+17/+12/+7/+2+10+10+10-+1+0
18th+18/+13/+8/+3+11+11+11-+0+1
19th+19/+14/+9/+4+11+11+11Exalted Mythos+1+1
20th+20/+15/+10/+5+12+12+12-+1+1


Hunter Mythos: An jäger’s power is expressed in terms of one or more "Mythos", the building blocks of the legend that they are, and the stories that they have told and will tell. While any given Mythos varies from the rest, they share some similar traits. They are always Extraordinary abilities, and when they reference a difficulty class for an imposed saving throw, that saving throw is always calculated as (10 + 1/2 class level + intelligence modifier or wisdom modifier, unless otherwise stated). When a Mythos references a "level" that is not clearly defined in some other way, such as "character level", it refers to "class level" as in the number of levels one has in the jäger class. When a Mythos references "allies", it specifically does not refer to the jäger using it. When a Mythos grants a feat as a bonus feat, it is regardless of whether the character meets the prerequisites for that feat (unless otherwise stated), and if the character already possesses that feat (in some permanent fashion - via the normal allotment gained by leveling up, or through another Mythos, and so on, but not those gained temporarily, such as via a "Heroics" spell), they must replace the prior instance of that feat with another feat that they qualify for.

Every Mythos has a Tier. The Tier of a Mythos ranges from 1 to 4, typically referred to as Exceptional, Fantastic, Legendary, and Exalted. Exceptional Mythos wise hunter that lives separate form the tribe, or the trophy hunter with a small room in tribute to the hunt. An jäger with Fantastic Mythos men who slay impossible beasts, lords that have entire lodges dedicated to their trophies. A Legendary jäger feral child protecting the jungle, or legendary huntsman with tales told about hem across the land seeking greater prey. An Exalted jäger sportsman who has gained the favor of the land itself, an eternal hunt that spans eternity..

Some Mythos, in addition to their initial stated effect, have Basic and Advanced manifestations. When an jäger gains access to a Mythos with a list of Basic manifestations, they may choose one such manifestation, and they gain that benefit immediately as well. This choice may not be changed later. When an jäger gains access to a Mythos with a list of Advanced manifestations, they may choose one such manifestation, and they gain that benefit upon achieving their next level of jäger. This choice may be changed at any point before receiving the chosen manifestation itself, but not after (choosing beforehand is just a easy way to mark it down on your character sheet so you don't forget that you'll be getting something later).

Mythos Known: A 1st level jäger begins play with two Exceptional Mythos that he qualifies for if this is his first level in a PC character class. At higher levels, he gains additional Mythos as noted on the jäger class table.

For characters that multiclass into jäger after having taken levels in another PC character class, the 1st level of jäger grants only a single Exceptional Mythos, rather than two.

An jäger also has the ability to learn more Mythos, above the ones automatically allotted to him by leveling up, by pursuing inner strength at the expense of external strength. The exact method varies for each jäger; Providing donation to sportsman guilds and nature preservations, turning away reward for a hunt, slaying a quarry of renown. In all cases, the jäger must somehow lose gold or items, in such a way that does not otherwise mechanically benefit him or his allies, with the understanding that he will never attempt to reclaim what was lost (otherwise, the sacrifice would mean nothing, and therefore yield no enlightenment). He then gains Mythos Points equal to the gold piece value of the currency or items removed.

By spending 1,000 Mythos Points, and 250xp, an jäger may learn an Exceptional Mythos. A Fantastic Mythos requires 5,000 Mythos Points and 500xp. A Legendary Mythos takes 10,000 Mythos Points and 1,000xp. And an Exalted Mythos takes 20,000 Mythos Points and 2,000xp.

For half the listed price for a given Tier, an jäger may learn a Basic or Advanced manifestation of a Mythos they already know of that Tier.

Learning Mythos above the standard amount requires astounding, nearly single-minded devotion to the story of the jäger. One may only utilize this ability while more than half of his effective character level (ECL) is devoted to levels in the jäger class.

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

Marked Quarry: As a swift action, the jäger can mark a target as their quarry. The jäger gains the higher of the intelligence modifier or wisdom modifier to AC vs the quarry's attacks. The jäger may only have 1 quarry at time. If the quarry becomes unconscious because of combat the jäger may end the target being their quarry. A new quarry cannot be marked if the jäger has a current quarry. While a quarry is marked the jäger is on a hunt, some mythos have effects based on a hunt being active.

Sportsman"s Training: The jäger gains Track as a bonus feat. Additionally each level after the first, they learn a feat they qualify for with any one of the following as prerequisites; Track feat, Survival ranks, Ride ranks, Handle Animal ranks, or any feat(explicitly named) or class feature gained through jäger Mythos or Excellency.

Lanth Sor
2018-02-01, 10:58 AM
Exceptional Mythos


Drawing Savage Power
Prerequisite: Craft(Bonecarving) 6 ranks, Tools of the Dawn Times

Any equipment crafted using Tools of the Dawn Times, while worn/wielded grants a +1 insight bonus to any skill the creature had ranks in or a racial bonus to. This bonus stacks with itself, but not other insight bonuses.

The limits of Tools of the Dawn Times increase by +1 for weapons and armor, and +5 for tools.


Crashing Behemoth Smash
Prerequisite: -

Gain Power Attack as a bonus feat. Whenever you attack using power attack the weapon damage die increases by 1 size. The size increase by 1 per four class levels.

Basic
Clobbering Force: When you hit while power attacking with a weapon that deal bludgeoning damage, you may inflict the Battered (http://spheresofpower.wikidot.com/using-spheres-of-might#toc9) Condition for 1d4 rounds.
Puncture: When you hit while power attacking with a weapon that deal piercing damage, you may inflict the sickened condition for 1 round.
Rend: When you hit while power attacking with a weapon that deal slashing damage, you may inflict bleed condition dealing bleed equal to the original weapon die.


Huntsman Unerring Quarry Sense
Prerequisite: -

LORE

The jäger gains a bonus to survival checks to track equal to their class level. Additionally they can follow tracks at their normal speed with no penalty, and at twice their normal speed with only -10 penalty, instead of normal -20. When tracking their quarry the jäger takes no penalty to skills for moving faster than half their move speed.


Jungle Medicine Sugar Spoon Denial
Prerequisite: Craft (Alchemy) 1 rank

LORE

The jäger gains learns how to make rudimentary vials of healing herb that are good for you but very taxing. The jäger gains Basic Alchymistry and Mastercraft Alchymistry as bonus feats Additionally the jäger adds their class level to their toxicity threshold.

Advanced
Dire Blood: The jäger's toxicity threshold increases by 5. This can be taken once per mythos tier.
Wild Concoctions: The jäger learns a 2 masterwork alchymical items. This manifestation can be taken multiple times learning new concoctions each time.


More Beast Then Man Intuitive Understanding
Prerequisite: Beast Master Understanding

LORE

The jäger gains an animal companion as per the druid animal companion class feature. Any feat the jäger has the animal companion also has, vice versa. The jäger gains all the extraordinary abilities of their animal companion.


Man Beast Dominance
Prerequisite: Beast Master Understanding, More Beast Then Man Intuitive Understanding

The jäger treats Humanoids and Giants as Animals for the purposes of wild empathy and animal companions. Humanoids that advance by class gain levels in ranger class as when ever they would advance HD. As long as they are the jäger companion they cannot advance outside the animal companion rules.


Vermin Taming Techniques
Prerequisite: Beast Master Understanding, More Beast Then Man Intuitive Understanding

The jäger treats Vermin as Animals for the purposes of wild empathy and animal companions.


Prejudice Fueled [Favored Enemy] Murder Insight
Prerequisite: -

LORE

This is not one mythos but a template for many. Each time taken you replace the [Favored Enemy] with the creature chosen. So you could have Prejudice Fueled Orc Murder Insight and Prejudice Fueled Angel Murder Insight

Select a creature type, subtype, faction, trait, or organization. The jäger gains favored enemy(Chosen Enemy) as the ranger class feature except as noted below.

Favored Enemy bonus does not increase each time a gained, instead, at 5th level and every five levels thereafter (10th, 15th, and 20th level), the bonus against all favored enemies increases by +2.

If the jäger chooses humanoids, spell casters, or outsiders as a favored enemy, they must also choose an associated subtype. If a specific creature falls into more than one category of favored enemy, the jäger’s bonuses do not stack; they simply use whichever bonus is higher.


Shadow Seeks the Prey
Prerequisite: -

LORE

While following their quarry the jäger may increase their move speed for their current mode of movement to match the speed the quarry's current mode of movement. Vehicles only gain the enhanced speed if the jäger is current driver. While following your quarry you may move at your full move speed without penalty to hide or move silently.


Raptor Claiming Lance
Prerequisite: -

Gain Point Blank Shot and Precise Shot as a bonus feat. Attack with ranged weapons deal an additional weapon die per mythic tier. Ie. long bow normally does 1d8 it deals 2d8, a bow dealing 2d6 would deal 4d6, etc.

Basic
Thread the Needle: Allies and enemies no longer grant partial cover.
Peirce the Heavens: The range increment of any you wield weapon increase by 50%.
Crack the Tip: You may change the damage type of any ranged attack to another physical damage type, Ie piercing arrow deals bludgeoning instead.


Son of the Sea
Prerequisite: Swim 1 rank

LORE

The jäger gains Favored Environment (Aquatic) (http://www.d20srd.org/srd/variant/classes/classFeatureVariants.htm) as the ranger class feature. Favored Environment bonus does not increase each time a gained, instead, at 5th level and every five levels thereafter (10th, 15th, and 20th level), the bonus against all favored enemies increases by +2.

Advanced
Like a Fish to Water: Gain swim speed equal to half your base land speed. Every 3 ranks in swim increases the speed by 1/2 half base lands speed.
Lungs of Holding: You can hold your breath for a number of months equal to twice your Constitution score. Requires Ocean Lung.
Ocean Lung: You can hold your breath for a number of weeks equal to twice your Constitution score. Requires Sea Lung
Swimmer Lung: You can hold your breath for a number of hours equal to twice your Constitution score
Sea Lung: You can now hold your breath for a number of days equal to twice your Constitution score. Requires Swimmer Lung


Tools of the Dawn Times
Prerequisite: Craft(Bonecarving) 4 ranks

Gain the benefit of Monstrous Crafting (http://www.giantitp.com/forums/showthread.php?516641-Monster-hunter-3-5-Theperfect25)

The jäjer has learned the art of crafting masterwork items form the bodies of it's slain foes. You can increase the craft DC by increments of 5 to add +1 enhancement bonus to a weapon or armor when crafting it, up to +1. Tools granting circumstance bonus beyond the normal +2 masterwork bonus can be crafted by increasing the DC by 2 per +1, up to +10. These bonuses are not magical in nature and thus are immune to anti-magic fields. The craft process follows normal mundane crafting rules.

Viscera Seeking Claw Initiation
Prerequisite: -

LORE

Any attack roll the jäger makes against their quarry now rolls twice and takes the better result. They do not roll two die for critical confirmation unless both die scored critical threat. If your game is not rolling for critical confirmation and both die roll critical threat instead the attack gains a +5 to critical confirmation.

Additionally attacks deal an additional 1d6 precision damage if both rolls would hit. This bonus damage increases by 1d6 at the 3rd level and every 2 levels there after.

Basic
Cracking Stone: The jäjer deals his full precision-based damage to all creatures, even those normally immune. Requires Legendary Mythos, and Rending to the Bone
Deep Cuts: The jägar's attacks that deal precision damage due to this mythos cause 1 bleed per precision die
Rending to the Bone:The jäger still deals half his precision-based damage against creatures which are normally immune to it.

Lanth Sor
2018-02-01, 10:59 AM
Fantastic Mythos


Blind Loathing Prey Identification
Prerequisite: Prejudice Fueled [Favored Enemy] Murder Insight

LORE

The jäger blinds themselves granting a permanent detection ability, the ability causes any [Favored Enemy] to have an aura as if they were an evil outsider being seen by detect evil on the 3rd round, the jäger's quarry provides an overwhelming aura regardless of level. The quarry only has the ability to stun the jäger if their aura would normally be overwhelming. The auras of the quarry and [Favored Enemy] light the surrounding area allowing the jäger to see objects and other people as black mannequins casting shadows and reflecting multi-colored light. Each different [Favored Enemy] has its own color chosen when this mythos is gained or when a new [Favored Enemy] chosen, and produces light of that color equal to a HD²ft radius around it. Creatures with faint aspects of the [Favored Enemy] such as evil character when you have (Evil) subytpe or Elves and you chose Fey, are viable as if an evil creature on the 3rd round of detect evil, and produce light as if 1/4th their HD.
Being stunned due to an overwhelming aura does not end the effect. The jäger is now blind and immune to sight based effects.


Patient Huntsman's First Strike
Prerequisite: Viscera Seeking Claw Imitation

LORE

Gain Death Attack as per the assassin class feature. The DC is 10 + 1/2 class level + (Intelligence modifier or wisdom modifier whichever is higher.) Additionally, when making a death attack if both die on the attack roll would hit double the precision die rolled, and increase save DC by 1 per 10 damage dealt with the attack.


Superstitious Carving Techniques
Prerequisite: Craft(Bonecarving) 12 ranks, Tools of the Dawn Times, Drawing Savage Power

Gain benefit of Monstrous Prowess(High) (http://www.giantitp.com/forums/showthread.php?516641-Monster-hunter-3-5-Theperfect25)


Ubiquitous Seething [Favored Enemy] Violence
Prerequisite: Prejudice Fueled [Favored Enemy] Murder Insight

LORE

This is not one mythos but a template for many. Each time taken you replace the [Favored Enemy] with the creature chosen. So you could have Ubiquitous Seething Goblinoid Violence and Ubiquitous Seething Orc Violence

The jäger gains the benefit of the bane weapon enchantment for the chosen favored enemy, with any weapon they wield. This bonus is an extraordinary ability.


Mythic Beast Dominion
Prerequisite: Beast Master Understanding, More Beast Then Man Intuitive Understanding

LORE

The jäger can use any ability that specifies animals on magical beasts, fey, and aberrations as well. The jäger gains all the supernatural abilities of their animal companion. Unless you also have Man Beast Dominance, animal companions are limited to animal like creatures of the appropriate type.


Unyielding Predator Prey Determination
Prerequisite: -

The sportsman often runs into impediments when on the hunt. Their single minded focus allows them to slough off all but the most staggering impediments.

Gain an determination pool equal to your Wisdom score + Constitution score + class level. Each time you would be effected by an impediment you instead lose determination, the amount determined by the impediment. Fatigue and non-hazardous difficult terrain are overcome and 1 point is lost. Exhaustion is overcome and 2 points are lost, Sleep is overcome and 3 points are lost.

Each Hunt the pool resets to full. During a hunt scoring a critical hit on the quarry recovers 1 determination and inflicting one of the effects this mythos overcomes grants an equivalent number of points.

Basic
Venomous Denial: Poison is now overcome, and 1 point is lost if damage is not con or death effect, 2 points if con or death effect.
Fetid Denial: Disease is now overcome, and 1 point is lost if damage is not con or death effect, 2 points if con or death effect.

Vanishing Predator Secret Step
Prerequisite: -

LORE

The jäger can preform hide and move silently in all terrain. Additionally they can make a survival check to hide their tracks or make false tracks, and hide from extrasensory types of perception such as scent or tremor sense. Hiding from extrasensory perceptions, the jäger takes a -10 to the skill checks while moving at full move speed, and -20 if moving faster than their move speed.

Lanth Sor
2018-02-01, 11:00 AM
Legendary Mythos 3


Anima Sealing Trophy Bastille
Prerequisite: -

LORE

When you take a trophy from a creature you defeated while they were your quarry, their individuality and essence is absorbed into the trophy, and bound their by the authority you have proven by killing it. If an affected creature has a soul, it proceeds onward to its afterlife as usual, but is dull and almost inanimate; any petitioner or other Outsider created from one is lifeless and insensate, and those planar contraptions that extract soul-energy (such as the Maggot Pits of Avernus) find them to be dry and worthless. The trophy created by this is a minor artifact.

Such creatures may still be returned to life/undeath/etc by appropriate magics, but the thing that appears is a mindless doll without purpose or agency, capable of neither thought nor action.

The one potential solution is this, impossible as it may seem. If the trophy is destroyed, all the essence tied to that trophy is released back into the multi-verse, giving back mind and potency to the souls, bodies, lives, and so on, that its was bound to.

Trophies can be anything important to the creature from body part to prize possession, one person might take the phylactery of a lich, the other would take their eye, and yet another would favor the hand.

Advanced
Bound in Eternity Conclusion: When you reduce a creature to -10 hit points, or below 0 hit points if they do not possess negative hit points, or inflict nonlethal damage in excess of -10 hit points and make a trophy as per this mythos the creature is imprisoned in the trophy per the imprisonment spell. Save the prison location is the trophy itself not the below the earth. The victim does not get a save vs this effect. Specific examples follow. This is an extraordinary ability.


[Favored Enemy] Genocidal Bloodbath Rampage Shintai
Prerequisite: Ubiquitous Seething [Favored Enemy] Violence, Blind Loathing Prey Identification, Prejudice Fueled [Favored Enemy] Murder Insight

LORE

The jäger becomes beast of eradication. Upon sight of the chosen favored enemy the jäger must mark them as their quarry and pursue them till either the jäger or their quarry dies, with single minded focus. The jäger may now have an unlimited number of quarries and cannot end the effect by any means short of the quarry or jäger's death.

If the jäger is pursuing a quarry they cannot perceive anyone around them that is not of the chosen type, except as objects in their environment. Non-favored enemies take on a gray pallor and their contact fells as a breeze not quite there, the voices are distorted and sound more akin to the moans of lost souls stifled by pillows. If they have knowledge of your current quarry they become shadows you can partly perceive as your quarries taint pervades their being.

When pursuing a quarry you can take 10 on any roll used to that end. If a save is allowed by something effecting the jäger they automatically make the save if 11 + the jäger's appropriate save exceeds the DC. Any damage taken is reduced by their level, and they gain fast healing equal to class level, and any damage taken form a source not a quarry is nonlethal damage.

In a Lodge on the Blood Moon
Prerequisite: -

Only by the light of the moon, can the true home of the sportsman be found. There he waits in twilight bound. Basking trophies of beast he has claimed. Twelve went in, but one remained.

As a swift action you can create a door to a pocket plane while under the light of the moon. The pocket plane is mansion as per the Mage's Resplendent Mansion (https://www.d20pfsrd.com/magic/all-spells/r/resplendent-mansion/), using class level for caster level. The mansion is a permanent fixture in the ethereal plane and the door the jäger opens is just a portal to their lodge. The portal lasts 1 day per class level, or until the jäger opens another such portal. The portal only works under the light of the moon so moonless nights the portal is closed as is it during the day.


Expansive Material Mastery
Prerequisite: Craft(Bonecarving) 15 ranks, Tools of the Dawn Times, Drawing Savage Power, Superstitious Carving Techniques

Gain the benefit of Monstrous Prowess(Great). (http://www.giantitp.com/forums/showthread.php?516641-Monster-hunter-3-5-Theperfect25)


Legend Beast Preeminence
Prerequisite: Beast Master Understanding, More Beast Then Man Intuitive Understanding, Mythic Beast Dominion

LORE

The jäger can use any ability that specifies animals on dragons, outsider, and elementals as well. The jäger gains all the spell-like abilities of their animal companion. Unless you also have Man Beast Dominance, animal companions are limited to animal like creatures of the appropriate type.

Primal Mixtures
Prerequisite: Jungle Medicine Sugar Spoon Denial

LORE

The jäger gains learns how to make legendary vials of alchemy wonders. Learning 4 + intelligence modifier(if positive) legendcraft alchemical concoctions. Making artisan alchemical concoctions takes half the normal time and they cost 1/10 their market value to craft. Additionally applying alchemical concoctions is a swift action, two alchemical concoctions can be applied in one action.

Advanced
Primordial Concoctions: The jäger learns a 2 legendcraft alchemical concoctions. This manifestation can be taken multiple times learning new concoctions each time.




Exalted Mythos 2



Supernal Beast sovereignty
Prerequisite: Beast Master Understanding, More Beast Then Man Intuitive Understanding, Mythic Beast Dominion, Legend Beast Preeminence, Man Beast Dominance, Vermin Taming Techniques

LORE

The jäger can use any ability that specifies animals regardless of type. Additionally they may take normally impossible creatures as animal companions, such as the tarrasque. All the normal rules for the abilites apply just the type requirement is changed.


The Heart of Africa
Prerequisite: Favored Environment with every environment in the region.

Select point in your region as your anchor and whenever you die you instead return to that point. Your domain is any area in the natural borders of the geographical region your anchor is. Regions are massive swaths of a planet such as an ocean or continent. If a creature wishing jäger or the region ill enters the domain the jäger reanimates from the natural parts of the region. their mental ability scores have enough damage to bring them to 1 which heals normally as their wits come back to them. If they successfully slay the creature that provoked their reanimation the resurrection is permanent. Once the quarry leave the jäger's domain the jäger has 1 month to find and slay the creature before returning to the land.


Gods Gift Distillation Technique
Prerequisite: Jungle Medicine Sugar Spoon Denial

LORE

The jäger gains learns how to make concoctions of beast of old. Learning intelligence modifier(if positive) godcraft alchemical concoctions. Making nongodcraft alchemical concoctions takes half the normal time and they cost 1/10 their market value to craft.

Advanced
Titan Blood Ascension: The jäger's toxicity threshold increases by 5.
Supreme Concoctions: The jäger learns a 1 godcraft alchemical concoctions. This manifestation can be taken multiple times learning new concoctions each time.


Forging the Tools from Titans
Prerequisite: Craft(Bonecarving) 22 ranks, Tools of the Dawn Times, Drawing Savage Power, Superstitious Carving Techniques, Expansive Material Mastery

When crafting items with Monstrous Prowess you may add 3 different abilities to an item. The skill bonus increases to +5. If taking 10 would result in beating a craft DC by twice the DC the item is crafted in a week, at x3 craft DC its crafted in a day, at x4 DC its crafted in an hour, at x5 DC its crafted in 10 minutes, x6 in 5 minutes, x7 1 minute, x10 crafting takes 1 round.


Sportsman's Deadeye Fate Realignment
Prerequisite: Viscera Seeking Claw Initiation

In an era long since past before laws and gods the sportsman was a pruner of notions and rampant ideals. At the behest of his fellow titans he removed the unwanted with deadly accuracy ending the notion at its root and never allowing its return. This mythos is the huntsman's true purpose as guardian of the paths.

Any attack roll the jäger makes now rolls twice and takes the better result. They do not roll two die for critical confirmation unless both die scored critical threat. If your game is not rolling for critical confirmation and both die roll critical threat instead the attack gains a +5 to critical confirmation.

Additionally attacks deal an additional 1d6 per class level precision damage if both rolls would hit.

If the target of the attack is their quarry they instead roll 3 attack rolls and take the best result. On crit threat reroll each die that scored crit threat.

If they crit threat again reroll each die that crit threat the second time. if 1 die confirmed the critical deal normal critical damage. If 2 die confirmed the critical double all damage bonuses and damage die rolled. If 3 die confirm critical critical the target dies with no save, if cannot die it is reduced to the lowest state it can reach, or 3x its max HP if it has no lower limit on HP, ie a Tarrasque would take 2574 damage as it has no lower limit on damage.

If any of the die roll crit threat a third time the target dies no save, if cannot die it is reduced to the lowest state it can reach, or 3x its max HP if it has no lower limit on HP, ie a Tarrasque would take 2574 damage as it has no lower limit on damage. If 2 die rolls crit threat a third time the creature is killed regardless of any safeguards that would prevent it. If 3 die rolls crit threat the third time the target is unnamed form the universe and can never exist again. Its body remains and the legend of an unnamed beast may still remain, but no one will ever know its name again and it cannot be recreated even by gods, titans, or things form the far realm. This literally kills the notion of the thing like in the old times when titans told their stories.

Lanth Sor
2018-02-01, 11:06 AM
Excellences


Beast Master Understanding
Prerequisite: Handle Animal 1 rank

The jäger gains wild empathy as a ranger of the same level. Additionally you may use intelligence modifier or wisdom modifier for Handle Animal or Wild Empathy checks in place of your charisma modifier.

Disciplined [Skill] Instinct
Prerequisite: 1 rank in the chosen Skill

Choose one jäger class skill in which you have at least one rank. The jäger trains the skill to the point of instinct and learns to preform the skill optimally at a moments notice.

But, first, you must intone your old learning into basic daily function. You lose all the ranks currently invested in your chosen skill, except your first one, and all the skill points you used to purchase those ranks are refunded to you, and may be spent on your next level-up as normal.

Next, you gain 1 rank in your chosen skill per day, as long as you spend at least 10 minutes in that day practicing. In addition, each time you fail a skill check with the chosen skill, in a stressful situation (stressful enough that it would inhibit a normal person from taking 10 or 20 on the check, even if you have an ability that allows you to take 10 or 20 in a stressful situation anyway), you have a flash of insight and gain a rank in the chosen skill. This Excellency cannot increase your ranks in a skill beyond the cap determined by your level (but once you've reached your maximum for your level, when you gain a level, you begin acquiring free ranks yet again until you reach the new maximum).

This Excellency may be learned multiple times, once for each jäger class skill.

Primal Product Lordship
Prerequisite: Craft(any) 1 rank

Add your class level to any craft checks that benefit form a mythos you know. Additionally you have proficiency with any items they craft. This proficiency only applies to the items you craft and does not grant proficiency with all items of its type.


Primal [Environment] Adaptation
Prerequisite: Fantastic Mythos, Primal World Survivalist, Survival 10 ranks

Choose any one environment you have used primal world survivalist on and you now permanently benefit form Primal world survivalist for that environment, additionally you are immune to supernatural hazards in that environment as well. This may be taken once for each environment.

Primal World Survivalist
Prerequisite: Survival 1 rank

By spending 10 minutes in an environment and making a DC 20 survival check they become inured to the natural hazards of that environment. IE tundra they would ignore the cold weather, fall chance on ice, and any movement impairing effects of snow. This cannot protect against supernatural hazards. This must be done each time you enter the environment.

Stride of the Hunt
Prerequisite: -

The jäger's base land speed increases by 10 ft. This excellency can be taken an unlimited number of times increasing the jäger's base land speed by 10ft each time.

Lanth Sor
2018-02-01, 11:09 AM
Alchemistry System (https://www.gmbinder.com/share/-LeN4uPEgje1_Uo2vp3e)