"The Greatest Trick the Devil pulled was Convincing the World there was Only One of Him" ~ David Wong, John Dies in the End
Legacy of the Tainted Legion
Prerequisites: One Mythos, Must be able to trace your lineage to an evil aligned outsider, either directly or otherwise
Benefits: Choose one Mythos-granting class that you have levels in. You may treat the following Mythos as if they belonged to that class. You ignore alignment requirements, or changes, for gaining [Abyssal Heritor] or [Devil Touched] feats, or for gaining [Vile] feats via Mythos. Your maximum hit points increase by 1 for every [Abyssal Heritor] or [Devil Touched] feat you possess.
If you somehow lose this feat, or no longer qualify for it, you cease to gain the benefits of the granted Mythos until you regain this feat or qualify for it once more.
Spoiler: Exceptional Mythos
Trickle of the Malevolent Ancestry:
You gain Evil Brand (BoVD) as a Bonus Feat. You may only select a basic manifestation of this Mythos if you have encountered a creature whose type matches the one you claim your bloodline is tied too. For each Basic Manifestation of this mythos you possess, you gain resistance to fire, cold, and electricity 5, which stacks with all forms of energy resistance. Lastly, so long as you are acting in your own best interest, you may declare any act you commit as an “Evil” act.
Bloodline of the The Abyss: You gain Cloak of the Obyrith (Fiendish Codex I) as a Bonus Feat. You also gain Immunity to Poison, Telepathy out to 100 feet, and the ability to summon a demon who's Challenge Rating is equal to your own – 3, once per day. This demon lasts a number of rounds equal to your character level.
Bloodline of The Hells: You gain Devil's Favor (Fiendish Codex II) as a Bonus Feat. You also gain Immunity to Fire, the Ability to see in Magical Darkness, and the ability to summon a devil who's Challenge Rating is equal to your own -3, once per day. This devil lasts for a number of rounds equal to your character level.
Bloodline of The Wastes: You gain Willing Deformity and any one feat with Willing Deformity as a Prerequisite (Heroes of Horror) as Bonus Feats. You also gain immunity to Disease and Death Effects.
Bloodline of Carceri: You gain any one [Vile] as a Bonus Feat. You also gain Darkvision, immunity to Acid, and Detect Magic and Detect (Alignment) as spell like abilities, both of which usable at will. The alignment you may detect with your spell like ability is the opposite of your own, on the Good-Evil axis. If you are neutral, you may decide on an alignment.
My Blood Runs Black: You may select an additional basic manifestation of this mythos, even if you never encountered a creature of the appropriate subtype. Furthermore, all your Devil Touched, Abyssal Heritor, and Deformity feats all count as one another for the purposes of their stacking. Furthermore, whenever you are able to pick from one category, you instead may pick from any of them.
Inborn Hunter-Killer Empowerment:
You gain a pair of Claws, which count as primary natural weapons. These claws deal damage appropriate to a creature of your size, and count as any alignment for purposes of over coming damage reduction. You also gain Poison Talons and Claws of the Beast (Fiendish Codex I) as bonus feats. If you already possessed a claw attack, it instead increases it's damage by one size category.
At 6th level, the damage on your claws increase as if you had grown one size category, your natural weapons count as magic for purposes of overcoming damage resistance, and your reach when attacking with Natural Weapons increases by 5 feet. Furthermore, you gain Willing Deformity (Teeth) as a Bonus Feat.
At 13th level, your Claws and Bite both deal damage as if they had increased in one size category, your natural weapons count as any special substance for purpose of beating damage reduction, and your reach increases by another 5 feet. Furthermore, you gain Vestigial Wings (Fiendish Codex I) as a Bonus Feat, save that your wings may be used as a pair of secondary natural weapons.
Finally, as part of taking this Mythos, you gain the Sneak Attack as a rogue of your class level, save that your sneak attack can only be made using your natural weapons. As a Swift Action, you may hide all your natural weapons, retracting them into your body like a cats claws, allowing you to ignore any penalties they may impose. These count as hidden weapons, and can be brought back out as a move-equivalent action.
Infinite Fool-Purging Hunger:
When you take this Mythos, you are immediately overcome by a horrid sensation. You are treated as sickened and shaken. This effect is permanent, and after one day, you begin taking a single point of damage to your highest ability score every 24 hours. However, the first time you are within 10 feet of a dying creature, the symptoms of your affliction vanish for 24 hours, and you gain a +2 bonus to any two ability scores, which lasts for a number of hours equal to your class level. You also feel full and revitalized, eliminating your need for food or water until the affliction returns.
At 6th level, your hunger grows, but your means of obtaining it grow stronger. The amount of time your affliction takes to return decreases to 12 hours, and the ability damage you after 24 hours of affliction increases to 2. However, if you kill a creature who's alignment opposes yours on the good-evil axis, the affliction is again sated for 24 hours. Furthermore, you gain a +4 bonus to any two ability scores, and a +2 bonus to another two. This not only sates your need for food or water, but also for Breath, until your affliction returns.
At 13th level, the hunger grows still larger. The amount of time it takes your affliction to return decreases to 6 hours, or 12 hours for a creature who's alignment opposes yours in any way, and your afflictions ability score damage increases to 4. However, if you kill a creature whose alignment is the opposite of your own (True Neutral characters treat the 4 extreme alignments as there opposite), it again is staved for the full 24 hours, as well as granting you a +6 to two ability scores, +4 to two additional scores, and +2 to your unboosted scores. This eliminates your need for food, breath, water, and allows you to roll all fortitude and will saving throws twice, taking the better results.
At 19th level, the hunger becomes truly endless. It takes a single hour for your affliction to return, 4 hours on a creature whose alignment opposes yours on a single axis, or 8 hours on one who is your opposite, and you afflictions ability score damage increases to 6. However, killing a non-native outsider who is your opposite in alignment pushes back the hunger for 24 hours, and grants you a +6 to all ability scores, as well as eliminating your need for food, water, breath, rerolling fortitude and will saving throws, and grants the Mettle and Evasion class features.
The amount of time the affliction is pushed off, and that your bonuses last, is decreased by a number of hours equal to the difference between the number of hit dice the creature you've killed possess and your own Hit Dice.
Ancestral Flesh-Forged Juggernaut
You gain Devil's Flesh (Fiendish Codex II), Demonic Skin, and Otherworldly Countenance (Fiendish Codex II) as Bonus Feats. You gain both benefits of Otherworldly Countenance, able to subtly shift your features to belie beauty or beastliness with the ease it takes to smile.
Furthermore, you may use your Constitution Modifier in place of your Dexterity Modifier for calculating your bonus to Reflex Saves and to Initiative. Any time a creature fails to strike you because if the bonuses provided by your natural armor, you gain a number of temporary hit-points equal to your class level, up to a maximum of your normal hit point total. These hit-points last for one hour.
Spoiler: Fantastic Mythos
Ethnic Superiority Engine:
Prerequisites: One Mythos granted by the “Legacy of the Tainted Legion” feat
You gain Snatch Trophy and Blood Soaked Intimidate (Champions of Ruin) as Bonus Feats.
Each time you successfully hit a creature with a slashing or piercing weapon, the weapon you used on the creature immediately gains the (X)Bane weapon enchantment, with X being the Subtype of the creature you struck. This enchantment does not count towards the cost of further improving your weapon through enchanting. In addition to the usual benefits of the Bane Enchantment, you also deal an additional point of damage for each creature effected by that weapons specific Bane Enchantment (I.E: If you kill 4 Kobolds with a Reptilian Bane Scimitar, the 5th Kobold will take 5 bonus damage), up to a maximum of your class level. Damages made with your Bane Weapon ignore damage reduction and regeneration when this bonus damage reaches over half it's maximum, and ignores concealment and cover when it reaches that maximum. If you possess a Bane Weapon attuned to your own Racial Subtype, the bonuses granted by this Mythos, and the Bane Enchantment, Double.
Each specific Bane Enchantment lasts until you strike another creature type with that same weapon, at which point you may trade out your current enchantment for another.
Society-Exploiting Dream Realization:
Prerequisites: One Mythos granted by the “Legacy of the Tainted Legion” feat
You gain Devil Tongue (Fiendish Codex II), Deceitful, and Negotiator as Bonus Feats.
You gain the Ability to make an Unholy Pact with a Willing Creature. Making an Unholy Pact requires both yourself and the creature you intend to make the pact with to be able to speak and understand one another, as well as to work out the exact details of the Pact. Once both parties are fully aware of, and agree too, the Contract, a Blood Oath is sworn, dealing one point of damage to both parties, and requiring a Standard Action.
The effects of the Unholy Pact vary largely based on the Generosity, Influence, Power, and Nature of the one initiating the Contract. Effects of the Pact can include, but are certainly not limited too:
- Granting the Creature you've made a Pact with One of your Spell-Like Abilities, Mythos (Other than this One), Maneuvers, Feats, or other such abilities. So long as the Pact dictates, you lose access to the gifted effect, and the creature you've made the Pact with gains the listed effect.
- The Gifting of an Item, Artifact, Possession, Spell, or Servant.
- The Completion, or prevention, of a certain Task, Goal, or Quest.
No matter what the Nature of the Contract is, you retain ultimate decision on whether or not you accept the deal made, and what exactly the wording of the request entails. Clever Contractors may twist the words of the intended goal to suit themselves, while more benevolent ones will likely ensure the goal is completed as intended.
In exchange for the service described in the Contract, you gain sole ownership of the creatures immortal soul. When the Creature dies, it's soul will not travel into the afterlife, but will instead be reformed into a simple gemstone, of color corresponding to its alignment. The creature cannot be returned to life by any means so long as the Gem is intact.
The uses for these Gems are numerous. Evil Outsiders are likely to purchase them from you, but beyond that, you have your own uses for them. A creatures soul can be used in place of a costly material component for a spell or ritual, each soul being worth 25 gold pieces per hit dice the creature possessed when used in this manner. They can also be shattered in exchange for their gold piece value in Mythos Points. They may also be shattered to grant a Profane bonus to any roll you make for the next 5 rounds, with the bonus equal to the creatures hit dice. If used in either of these ways, you may decide which after life the creature passes on too.
You may also use the Souls in place of yours for certain effects. It is not uncommon for Two Creatures with this Mythos to use souls they've collected in place of their own when making contracts with one another. In addition, whenever you would be subject to Death, you may, as a free action, shatter a soul gem somewhere on your body to render the effect moot, no matter how drastic. Even disintegration or the wrath of Deity can be subsumed by these Soul Gems. Soul Gems destroyed in this way have the souls inside passed on to their regular afterlives.
As a final effect, you may cast the Gem to the ground as a free action, calling forth the same creature who's soul you now possess. They will remain active for One Hour per class level, and will act to the best of their ability to follow your orders and aid you however they can. After this time has elapsed, or when the creature has passed on yet again, it goes off to its original afterlife.
As a sub-clause of all Unholy Pacts, a contract maker can use greater scrying at will upon any living creature it has made a contract with. The target creature always fails its save against the contractor's scrying attempt—this ability otherwise functions at caster level 20th.
Spoiler: Legendary Mythos
Faith-Shaking Pillar of Dread Coronation
Prerequisites: Two Mythos granted by the “Legacy of the Tainted Legion” feat
You do not immediately gain the Benefits of this Mythos. Instead, over the next 48 hours, the weather for 500 miles around you grows increasingly violent, nasty, and powerful. You are in no way adversely affected by this weather, though you are instilled with a growing sense of Dread. After the 48 hours, you are called to a specific location within the affects of the weather. When you reach such a place, you are immediately met with a Devil, a Demon, a Kyton, and a Yugoloth, all of whom are at least Challenge Rating 20. Over the course of a ritual which lasts 24 hours, which consists of various unspeakable chants, ancient rituals, multiple sacrifices, and hours of infighting among the four outsiders, you are reborn into the essence of your dark bloodline. Depending on which of the Four Fiends present you claim fealty too, your form after your rebirth changes dramatically.
Demon Lord Crowning: You gain any two Abyssal Heritage feats as Bonus Feats. You gain +6 to your Charisma score, and a +2 bonus to all other ability Scores. In addition, you select spells from the Sorcerer's spell list whose total combined levels do not exceed your class level. The selected spells can be of a spell level no higher than 7. You may use each of these spells once per day as spell-like abilities, with a caster level equal to their class level. After eight hours of rest, with one hour of focus and training, capped off with an Evil deed, you can shift these spell like abilities. Lastly, You gain a bonus to initiative checks and attack rolls equal to the number of Abyssal Heritor feats you possess, as well as Immunity to Electricity and Poison
Horseman Crowning: You gain any two Vile feats as Bonus Feats. You gain a +6 to your Wisdom score, and a +2 bonus to all other ability Scores. In addition, you select spells from the Cleric's spell list whose total combined levels do not exceed your class level. The selected spells can be of a spell level no higher than 7. You may use each of these spells once per day as spell-like abilities, with a caster level equal to their class level. After eight hours of rest, with one hour of focus and training, capped off with an Evil deed, you can shift these spell like abilities You gain a bonus to initiative checks, spot checks, and listen checks equal to the number of Vile feats you possess, as well as immunity to Acid and Death Effects.
Arch Devil Crowning: You gain any two Devil Touched feats as Bonus Feats. You gain a +6 to your intelligence score, and a +2 bonus to all other ability Scores. In addition, you select spells from the Sorcerer's spell list whose total combined levels do not exceed your class level. The selected spells can be of a spell level no higher than 7. You may use each of these spells once per day as spell-like abilities, with a caster level equal to their class level. After eight hours of rest, with one hour of focus and training, capped off with an Evil deed, you can shift these spell like abilities. You gain a bonus to initiative checks and armor class equal to the number of Devil Touched feats you possess, as well as immunity to Fire and Poison.
Eremite Overlord Crowning: You gain any two Deformity feats as Bonus Feats. You gain a +6 to your Constitution and Strength scores, and a +2 bonus to all other ability Scores. You gain regeneration equal to Half your class level, as well as a constant True Seeing and Air-Walking as Extraordinary abilities. Your regeneration is beaten out by good aligned silver weapons. You gain a bonus to your initiative checks and damage reduction/- equal to the number of Deformity feats you possess, as well as immunity to Cold and Mind Effecting effects.