Support the GITP forums on Patreon
Help support GITP's forums (and ongoing server maintenance) via Patreon
Page 1 of 13 1234567891011 ... LastLast
Results 1 to 30 of 377
  1. - Top - End - #1
    Troll in the Playground
    Join Date
    Jan 2007

    Default [3.5 Base Class] "I want to live inside a castle built of your agony!"

    Related Threads




    "There is no me, there is no you! There is only the never ending spit and bile of combat! The twenty-four hour murder spree of shining metal!
    I drink the blood and eat the loot and breathe the numbers, because I AM A MONSTER! NOW AND FOREVER!"
    ~ Krieg, Borderlands

    The Teramach

    Gods come in every flavor and creed, from iron-fisted lords of tyranny and war to the more compassionate deities of peace, love, and honor. However, they are not the source of these ideals, but simple examplars of them. Should the God of Honor perish, another would take up his mantle. Honor would not cease to be. Such concepts are far more fundamental and primeval than the Gods they are championed by.

    But, then, from where did the mantles arise from? What cosmic principle anchors Honor, and Death, and Love to this world, that they might exist, and be understood, and championed? The answer is beyond the scope of this tale. But, suffice it to say, it is an important thing to be understood. In that chaos before the Gods, before they cut their way through the universal abyss to establish the wheel upon which all the realms turn, there was still violence. There was still anger. Demons, far older and inscrutable than the Tanar'ri of our era, inflicted pain and terror on one another within a scale so grand that the later, godly, invention of linear time and space has made it impossible to comprehend. It was brutality without limit.

    So, when it is said that a Teramach is an avatar of rage itself, do not make the mistake of assuming it is an acolyte of some dark power; a war-priest of Erythnul or a disciple of Garyx. They are not champions of a cause, even, dedicated to the principles of fear and blood and violence. They are rage. In the beginning, it will only be a small part of them; a wound in this world where the savagery of old can leak forth. But, in time, it is the fate of these beings to lose themselves to the bleak heat of murder and destruction altogether. Or else be put down before that can happen.

    When the Gods arose on the first day, and their legions clashed with the infinite demonic horde, fighting to build each inch of order and stability to the maelstrom, the soldiers named the ubiquitous atrocity of that dreadful epoch and, through dilution and dialect and linguistic drift, from the ancient tongue into Celestial, Infernal, and other child-languages, down to the words of the first mortals, from the Dwarves of Moradin to the Elves of Corellon, the word came to describe any frightening, dangerous, loathsome creature. In Common, these are "Monsters". But "The Monster" from those ageless days is something else entirely.

    Making A Teramach
    Spoiler
    Show

    A Teramach is, by default, a melee combatant. However, unlike other classes designed to make strong melee characters, such as the Cleric or Druid, a Teramach specializes in violence to the point where it becomes, at higher levels especially, a sort of toolbox for them. Whereas a Druid might, after defeating a clan of kobolds with a powerful Wildshape, switch to clever spellcasting in order to bypass the mountain full of deadly traps between them and the Dragon within, fulfilling multiple roles, swapping between a square peg to fit a square hole to a triangle peg to fit a triangle hole, a Teramach forces his single role to fulfill all of his needs. He defeats the kobolds, sure, but he doesn't end his rampage just because something inconvenient lies between him and his prey. He climbs atop the mountain and crumbles it with his primordial rage, collapsing it upon the fool too cowardly to face him directly. He is a square peg, and if he doesn't fit, he will break the toy rather than compromise. Spellcasters force others to play by their rules. The Teramach tears everyone's rules apart and wields the tattered remains as an improvised bludgeoning weapon.

    Abilities: Strength is the Teramach's most valuable ability score, although Dexterity and Constitution are also very important. The mental ability scores supply some degree of value, particularly at the beginning of a character's career, but the Teramach can eventually accrue special abilities that render them largely obsolete. Does a hurricane concern itself with being out-smarted? Does an earthquake or a meteor?

    Races: No race has a particular propensity for creating Teramachs. Thankfully, they are quite rare occurrences, and whatever triggers that madness in a person is entirely unpredictable. A human watches their village burn to the ground. An orc is beaten to within an inch of his life. A hobgoblin finds their lover in the arms of another. Something snaps in them, and instead of just getting angry, they become something far worse. While it is theoretically possible for non-humanoid or monstrous humanoid creatures to become a Teramach, it isn't something that seems to happen "naturally". See some of the Teramach's higher level abilities for details on that.

    Alignment: Because prospective Teramachs gain their power suddenly, randomly, and without knowledge or consent, a newly-formed one may be of any alignment. But, while there are certainly those who succeed in using their newfound strength for the betterment of others and the upholding of peace and virtue, such righteousness is almost certainly doomed to an eventual death. The Monster is a force of indiscriminate hatred. The deeper one delves into it, the more they must cleave to its ways. Awesome power dangles just out of reach, and the only price you have to pay to grasp it is everything inside of you that isn't psychotic bloodlust. Still, there's nothing stopping someone from making the attempt, and the truly good are those that choose to be good even when it isn't easy.

    Starting Gold: 2d4 x 10 (As Druid)


    Hit Die: d12
    Skill Points: 4 + Intelligence Modifier
    Class Skills: Balance, Climb, Intimidate, Jump, Listen, Sense Motive, Spot, Survival, Swim, Tumble
    Proficiencies: Teramachs are not proficient with any weapons, armor, or shields.

    Level BAB Fort Ref Will Special Mythos Excellencies
    1st +1 +2 +2 +2 The Monster's Mythos, Monstrous Rage, Mythos Known, Exceptional Mythos, Excellence in Monstrosity, Scarred Flesh, Primitive Brutality I +2 +1
    2nd +2 +3 +3 +3 +0 +1
    3rd +3 +3 +3 +3 Primitive Brutality II +1 +0
    4th +4 +4 +4 +4 +0 +1
    5th +5 +4 +4 +4 Primitive Brutality III +1 +0
    6th +6/+1 +5 +5 +5 +0 +1
    7th +7/+2 +5 +5 +5 Fantastic 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 Primitive Brutality IV +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 +8 Legendary Mythos, Primitive Brutality V +1 +1
    14th +14/+9/+4 +9 +9 +9 +0 +1
    15th +15/+10/+5 +9 +9 +9 Primitive Brutality VI +1 +0
    16th +16/+11/+6/+1 +10 +10 +10 +0 +1
    17th +17/+12/+7/+2 +10 +10 +10 Primitive Brutality VII +1 +0
    18th +18/+13/+8/+3 +11 +11 +11 +0 +1
    19th +19/+14/+9/+4 +11 +11 +11 Exalted Mythos +1 +1
    20th +20/+15/+10/+5 +12 +12 +12 +1 +1

    The Monster's Mythos: A Teramach'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 + Strength 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 Teramach class. When a Mythos references "allies", it specifically does not refer to the Teramach 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 tell the tales of thugs, brutes, madmen, psychopaths, cannibals, and serial murderers. The men and women who are animals trapped in human bodies, incapable of living by the laws and ethics of a civilized society. Fantastic Mythos are the ideals of fairy tale monsters - demons, bogeymen, and dragons that terrorize and destroy, devouring knights and ill behaved children, or burning down villages and eating virgin hearts. Legendary Mythos are methods of calamity and ruin; the designs of pitspawned horrors that despoil what is pure, slaughter the armies of men, and burn the land such that life never returns. Exalted Mythos are for monsters beyond this petty world. They eat the sun, and cast the stars down upon the earth, and Hell follows behind them, for fear of their notice.

    Some Mythos, in addition to their initial stated effect, have Basic and Advanced manifestations. When a Teramach 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 a Teramach 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 Teramach. This choice may be changed at any point before receiving the chosen manifestation itself, but not after (choosing beforehand is just an easy way to mark it down on your character sheet so you don't forget that you'll be getting something later).

    Monstrous Rage: Some of the Teramach's abilities reference a concept known as a "Rage", or a "Rage Effect". Unless otherwise stated, a Rage Effect induces the following behavior for its duration:

    "The effected character may not show any manner of restraint in their attacks (for example, they may not voluntarily deal nonlethal damage if there is a suitable lethal method available, or purposefully pull their punches to deal less damage). They may not voluntarily perform movement that would take them farther away from all of their enemies (they may switch targets, but not forsake all of them). If a foe is dropped unconscious, and there are other dangers afoot, they may focus on those other dangers, but if there are no other enemies, dangers, or pressing concerns, they must attempt to kill fallen enemies. Any creature that strikes them (even if that creature is under some kind of outside influence) is considered an enemy (and cannot be considered an ally, obviously) for the duration of the Rage.

    A Raging character takes a -4 penalty on all skill checks (other than Balance, Climb, Intimidate, Jump, Listen, Sense Motive, Spot, Survival, Swim, and Tumble checks), and ranged attack rolls (except with thrown weapons), and cannot cast spells, manifest psionic powers, or utilize Truenaming or Shadow Magic (Binding, Incarnum, and Invocations are fine)."

    Mythos Known: A 1st level Teramach 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 Teramach class table.

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

    A Teramach also has the ability to learn more Mythos, above the ones automatically allotted to him by leveling up - by destroying part of his humanity to make room for more of the Monster. At any time, a Teramach may destroy one of his own possessions (something that has been in his possession for at least a week's time). The annihilation must be complete enough that the item could never be repaired. The destroyed item's value in gold pieces is recouped by the Teramach as an equal amount of Mythos Points.

    By spending 1,000 Mythos Points, and 250xp, he 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, a Teramach 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 Monster's mentality. A Teramach may only utilize this ability while more than half of his effective character level (ECL) is devoted to levels in the Teramach class.

    Excellence in Monstrosity: As denoted on their class table, a Teramach 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, a Teramach 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.)

    Scarred Flesh: It is not befitting a monster to wear the armor of men. As long as a Teramach is not wearing armor (including armor made light enough to no longer be considered armor for some purposes), they add their Strength modifier as a Natural Armor bonus to their Armor Class. This does not visually alter their appearance. Rather, they merely endure the wounds inflicted upon them, inhumanly continuing their rampage even as they are slashed to ribbons or, especially at higher levels, perhaps their skin, hardened by the countless scars of past battles, merely shrugs aside the blades and arrows of those that come to slay them.

    Primitive Brutality: It is not befitting a monster to wield the tools of men. A first level Teramach gains Improved Unarmed Strike as a bonus feat (and is proficient with his own unarmed attacks, if that needs to be said). Like a Monk, they may make unarmed attacks with any part of their body, even if their hands are otherwise occupied.

    At 3rd level, a Teramach also gains a curious kind of proficiency in improvised violence. They suffer no penalty for wielding improvised weapons, but only ones that they have acquired in the current encounter (or within the last minute or so, if one balks at the concept of a 'scene' or 'encounter'). After the encounter ends (or a few minutes have passed since all the action has died down), so does the Teramach's proficiency. Their skill is one of passion and adrenaline, inflicting harm without thought, wrenching loose iron bars and stone doors to break their prey in the heat of a single, horrific moment. After a man has been killed with his own dinner table, that table's purpose, and its charm, are gone. The Teramach cannot coax more enthusiasm into it, any more than an artist can simply disgorge inspiration on command.

    At 5th level, a Teramach adds a +1 enhancement bonus to attack and damage rolls made with his unarmed attacks and improvised weapons that his Primitive Brutality grants him proficiency with, and such weapons may bypass damage reduction as if they were magical. At 10th level, this bonus increases to +2, and they also bypass any damage reduction that may be bypassed by a special material (silver, cold iron, adamantine, etc). At 13th level, this bonus increases to +3, and they also bypass any damage reduction that may be bypassed by a particular alignment. At 15th level, this bonus increases to +4. At 17th level, this bonus increases to +5.
    Last edited by Xefas; 2015-11-20 at 05:10 PM.

  2. - Top - End - #2
    Troll in the Playground
    Join Date
    Jan 2007

    Default Re: [3.5 Base Class] "I want to live inside a castle built of your agony!"

    Exceptional Mythos

    Spoiler
    Show

    All-Consuming Rampage Release
    Prerequisite: -

    The Monster is angry. Very, very angry. It's angry that it exists. It's angry that others exist. It's angry at the sky above its head, and the ground beneath its feet. Nothing has ever been made that does not make it angry. How is it not justice to repay in kind so infuriating a world?

    As a swift action, you may go into a Rage, gaining a +4 bonus to your Strength and Dexterity. When you activate this ability, you may choose for the Rage to last 5 rounds, 1 minute, or 1 hour. This ability may not be activated again until its previous duration has elapsed.

    Advanced
    Friendship Is Fury: When you activate this Mythos, your madness extends outward to every living ally within 10ft, and their minds are assaulted with a choice. If they choose to gaze into that madness, they go into a Rage for the same duration as your All-Consuming Rampage Release, and gain a +4 bonus to their Strength and Dexterity during this time. If they flinch away, they are Shaken for 5 rounds and, during this time, you cannot consider them an ally and they cannot consider you one (although you are not necessarily enemies).

    Torn Muscle Ignorance: You gain Natural Heavyweight as a bonus feat (MotP). While you are in a Rage, you also gain the Powerful Build trait (Whenever you are subject to a size modifier for an opposed check, you are treated as one size larger if doing so is advantagous. You are also considered one size larger when determining whether a creature's special attacks based on size can affect you. You can use weapons designed for a creature one size larger than yourself without penalty.) and you are treated as being one size category larger than you are for the purposes of your unarmed attack damage (if you already houserule that Powerful Build increases unarmed attack damage, ignore this).

    Casting Stones At Sheep
    Prerequisite: -

    "I paid my taxes, so they built a wall to protect me." he said. "I obeyed the law, so its servants would defend me." he said. "I kneeled to a king, so that his armies would be my shield." he said. "I've done everything right." But the falling stone did not hear him. The wall could not keep his blood inside. The law could not take his pain away. And all the king's men could not put him back together.

    You gain Brutal Throw, Power Throw, and Throw Anything as bonus feats.

    Advanced
    Boulder-Hurling Jotunn Stance: While you are in a Rage, improvised weapons that you are proficient with gain a number of range increments equal to your Strength modifier when thrown.

    Lamb-Sniping Pitch: While you are in a Rage, you ignore the range penalty for throwing an improvised weapon you are proficient with, up to a number of range increments equal to your Strength modifier (this does not grant extra increments, or reduce the penalty outside of the given range).

    Dismembering Gorebeast Fury
    Prerequisite: -

    If it could, would the Monster kill quickly? Painlessly? A knife in the dark, a last gasp, and peace? Of course not. What if the prey merely lay on its back, and pretend? What if it suffered, but did not die? What if it were still alive, now, at this moment, walking around in its meat suit as if it deserved to breathe? The horror of such a notion sends the Monster into screams and convulsions, so it must be certain.

    You gain Improved Critical and Power Critical as bonus feats, which apply to your unarmed attacks and attacks made with improved weapons you are proficient with. When you kill a living enemy, you may choose to gruesomely dismember them as a free action, leaving their limbs and organs strewn about the space they previously occupied, and likely your own space, and spaces adjacent (in addition to being horrible, this may also complicate spells such as Revivfy and Raise Dead). If you are in a Rage, you do not get to choose; you must dismember valid enemies that you kill.

    Basic
    Break Down The Meat: The base critical threat range of your unarmed attacks and improvised weapons you proficiently wield is increased by 1.

    Flesh-Pulping Fists: The base critical multiplier of your unarmed attacks and improvised weapons you proficiently wield is increased by 1.

    Advanced
    Bone-Rattling Force: When you deal a critical hit with an unarmed attack or an improvised weapon you are proficient with, you also inflict 2 Ability Damage to an ability score of your choice. At 7th level, if you are in a Rage, this becomes Ability Drain. At 10th, 13th, 16th, and 19th level, the amount of Ability Drain dealt increases by 1 if you are in a Rage.

    Skin Parts Like Water: When you are in a Rage, the base critical threat range of your unarmed attacks and improvised weapons you proficiently wield is increased by 1.

    Fury Is Freedom
    Prerequisite: -

    The Monster cannot be controlled; not by others, and certainly not by itself.

    As an immediate action, while in a Rage, you may rid yourself of one ongoing hostile spell or spell-like ability currently effected you, or one of the following conditions: Confused, Cowering, Dazed, Fascinated, Frightened, Nauseated, Panicked, Paralyzed, Shaken, Stunned, or an external, hostile, alteration of your form (such as being turned to stone by an instantaneous-duration Flesh to Stone spell). You may activate this ability even if one of the stated conditions would prevent you from taking such an action (such as Dominate Person telling you not to, or Stunned preventing you from taking actions at all).

    Using this ability deals 1 point of damage to you, per effective spell level of the effect (or 1/2 your character level, if no effective spell level can be derived). This damage bypasses damage reduction. If this damage is still somehow mitigated or negated, this ability has no effect.

    God-Smashing Blow
    Prerequisite: -

    Once the Monster is in the throes of combat, his prey has only one hope to survive. If they are thrown to the ground, or knocked far enough away, perhaps he will forget about them in the pursuit of less fortunate victims.

    You gain Improved Trip as a bonus feat. At the end of your turn, you may choose one enemy that you successfully hit and dealt damage to during your turn. You may make a free Trip attempt against the chosen enemy, without requiring a touch attack to begin, and without them being able to react to counter-trip you if you fail. Enemies take a -2 penalty to the opposed roll to resist for every one of your attacks that hit them this turn beyond the first.

    If you successfully trip an enemy with this ability, you have the choice to forget about the humbled foe. In this case, they no longer count as an enemy for the purposes of the behavior your Rage effects induce upon you for the remainder of the encounter, or until they invoke your ire again in some way.

    Advanced
    God-Kicking Boot: You gain Improved Bull Rush as a bonus feat. Instead of gaining a free Trip attempt with your God-Smashing Blow, you may choose to instead gain a free Bull Rush attempt. Unlike a normal Bull Rush, you may send the target in any direction of your choosing. If you succeed with a wide enough margin to push the victim beyond 5 feet, you may do so without needing to follow them. Instead, you merely send them arcing through the air with a mighty blow. If this causes them to strike a solid barrier, they and the barrier both take 1d6 damage per 5 feet of forced movement that they were unable to take due to striking the barrier. If sent flying at a living creature, that creature has the opportunity to make a Reflex saving throw to avoid acting as a barrier, allowing the victim of your assault to continue their travel on a successful save. (This functions like the base God-Smashing Blow in all other ways.)

    Godplate-Piercing Strike: You gain Improved Sunder as a bonus feat. Instead of gaining a free Trip attempt with your God-Smashing Blow, you may choose to instead gain a free Sunder attempt against the armor (or robes, clothing, etc) worn by your chosen target.

    As a completely separate ability, which benefits all Sunders, regardless of whether they are part of a God-Smashing Blow - if you destroy a suit of armor with a successful Sunder, and then kill the wearer in the same encounter, the value of that armor is granted to you as Mythos Points.

    Psychotic Sapience-Brutalizing Devolution
    Prerequisite: -

    Complexity is pain and weakness and indecision. To become the Monster is to gain the certainty never afforded to men. That terrible creature long ago tore from itself all of that which was not rage and murder, and by subtraction it became perfect and complete in its atrocity.

    For every 2 points of Intelligence Burn you are currently suffering from, you gain a +1 insight bonus on Will saving throws. Your Intelligence can never be reduced below 1. Regardless of how low your Intelligence score ever becomes, you retain the ability to speak as well as you've ever been able to, in whatever languages you'd normally know. However, this doesn't guarantee that what you say will be meaningful. At around animal intelligence, it's likely to just be words randomly strung together that tangentially relate to the situation ("Kill, Maim, Burn! Kill, Maim, Burn!"), or simple direct phrases ("Hungry", "Tired", "Hate You") or, at best, instinctually remembered speech (for example, a character that often exclaims "Gods Below" when angry or surprised, might still instinctively shout it under similar conditions after being reduced to 1 Intelligence, but they won't ascribe linguistic significance to it any more than a wolf does to its growl). Of course, this provides other utilities, such as the ability to continue to activate command-word magical items, so long as you've done so while at higher-than-animal intelligence, or if it is taught to you.

    As a swift action, you may deal 1 Intelligence Burn to yourself in order to go into a Rage for 24 hours (the Burn is a cost; if it is negated, you do not go into a Rage).

    Advanced
    The Emperor's Demon Dog: While you are reduced to animal intelligence, a character with the Familiar, Animal Companion, or Special Mount class feature that is does not currently have a Familiar, Animal Companion, or Special Mount, may perform a ritual on you that requires 1 hour and 100 gold pieces in mystical ingredients, provided that you are willing. Afterward, you become something akin to a makeshift companion; they may not gain a new companion for their class feature without releasing you first, and you may not be a companion to multiple people at once.

    As a Familiar, you gain the "Share Spells" and "Empathic Link" abilities, as a normal Familiar would. You also gain the "Deliver Touch Spells" and "Scry On Familiar" abilities when your master is high enough level that their Familiar would normally.

    As an Animal Companion, you gain the "Share Spells" ability, as a normal Animal Companion would, and spells cast by your master that modify "natural weapons" may target your unarmed attacks as if they were natural weapons. In addition, when you are in a Rage, and your master is Wildshaped, you both deal +4 damage with melee attacks to targets that you both flank. You also gain the "Devotion" ability when your master is high enough level that their Animal Companion would normally.

    As a Special Mount, you gain the "Share Spells" and "Empathic Link" abilities, as a normal Special Mount would. You also gain the "Improved Speed" and "Command Creatures Of Its Kind" abilities when your master is high enough level that their Special Mount would normally.

    Finally, regardless of the kind of companion you are, the first time in an encounter that a Rage effect would compel you to consider your master an enemy, you may ignore it. The benefits of this portion of the Mythos recede if your Intelligence returns to above-animal levels, but returns once you devolve once more. (Similar companion-granting class features that were not listed may also have interactions with this Mythos, at the discretion of the group.)

    Vomit Forth Apocalyptica: While you are suffering from at least 1 point of Intelligence Damage, Drain, or Burn, you may use the demoralizing function of the Intimidate skill as a swift action. However, if you do so, it has no effect on creatures that cannot hear you, and creatures that do not understand the language you're speaking receive a +4 bonus on the roll to resist.

    Raging Behemoth Charge
    Prerequisite: -

    When the Monster isn't killing, it's thinking about killing. It's fantasizing about the surprised squeak of fleeing prey, and the foregone farce of the chase, and the final, inevitable release of life and limb. But nothing is a substitute for the real thing. In the throes of their terror, witnesses might even mistake the creature's rage for a moment of joy as it catapults itself into a new act of violence.

    You gain Improved Initiative as a bonus feat.

    In addition, whenever the initiative count reaches 4 points higher than your current initiative, you may choose to take your turn then (for instance, if you rolled a 12 for initiative, you could act as if you had rolled a 16). However, you may only do so if there is a valid means for you to Charge an enemy, and you must commit to a Charge. This does not actually raise your initiative count; on the following turn, you act on your prior initiative again, unless, of course, you choose to Charge again, and make use of this ability.

    Advanced
    Abrupt Lunge: You gain Fleet of Foot as a bonus feat (CW). In addition, you may Charge as a standard action. However, if you do so, you may only move up to your Speed, rather than double your Speed.

    Stone-Cracking Footfalls: You may ignore Difficult Terrain when you Charge. Furthermore, while in a Rage, you may choose to pound the ground flat when you Charge, completely removing viable Difficult Terrain that you move over. "Viable" examples might be uneven footing, debris, thick undergrowth, and so on. Obviously, you can't pound away waist-high water (unless you've got some other ability that would make that make sense, in which case, go for it!).

    Terrifying Thunderclap Blessing: Thunder is scary, but warns of the coming lightning. Smart folks give into the fear, and move aside to let the storm pass. Others stand on hilltops waving their umbrellas and shouting blasphemy. These are the same ones who choose to stand between the Monster and his meal. When you Charge while in a Rage, any enemies in a position to make an Attack of Opportunity against you during your Charge are instinctively aware that something bad will happen if they do. Anyone that still chooses to make an Attack of Opportunity against you, despite the warning, is subject to your choice of either a free-action Demoralize attempt (as per the Intimidate skill), or a free-action melee attack. Your attacks or demoralizing attempts are made before the attacker's attack roll.

    Retribution Will Follow
    Prerequisite: -

    None would call the Monster's prey 'fortunate', save that perhaps one could take solace in the fact that, once dead, they no longer must share a world with such a creature. Still, the greatest pity must be reserved for those victims stupid enough to actually fight back.

    When you suffer damage, you fly into a Rage for 5 rounds, gaining a +4 bonus to Strength and Dexterity for the duration. However, if a living enemy incited your Rage, it gets first priority over all other enemies, and you must attack them in preference to anything else if it is reasonable possible for you to do so (i.e. if your priority target has damage reduction that is nearly impossible for you to overcome, you may choose a different target to pursue - work with your DM and use your best judgment). If you have multiple 'first priorities' from having been struck multiple times, you may freely choose among them.

    Taking damage again while in this Rage does not create a new Rage effect, or stack additional bonuses. However, it does reset the duration back to 5 rounds, and (as stated above) add new priority targets.

    Advanced
    Hate Feeds The Meat: The Rage induced by this Mythos also applies a +4 bonus to Constitution. However, unlike normal Constitution gain, the hit points provided are Temporary Hit Points that stack with any other source of Temporary Hit Points, rather than real ones.

    Provoking The Hellborn: The Rage induced by this Mythos also applies Resistance 2 to Fire, Cold, Electricity, Acid, and Sonic damage. This increases to 5 at 7th level, 10 at 12th level, and 15 at 17th level.

    Resistance Is Futile: The Rage induced by this Mythos also applies damage reduction x/- for the duration. X equals 2 at 1st level, 4 at 4th level, 6 at 8th level, 8 at 12th level, 10 at 16th level, and 12 at 20th level.

    Wounded-Appurtenance Incitement: The Monster doesn't care for others, but a threat to itself is unforgivable. Of course, the Monster is not so simple a creature as any mortal, whose identity extends no farther than their own skin casing.

    The Rage induced by this Mythos will now activate whenever someone with whom you have a powerful bond with is harmed, or is threatened with harm, and you perceive it, in additional to the normal circumstances under which it may activate. A "powerful bond" can be a familiar, animal companion, special mount, a cohort gained from a Leadership or Wild Cohort feat, any ally that is a child or grandchild, or an ally with at least one level of Teramach whom you have fought and killed alongside in the past. An Undead creature can never have this bond, even if they would otherwise qualify. Other bonds can be considered strong enough, at the discretion of the group.

    Double the bonuses granted by this Mythos for the duration of any encounter in which a character that you had a powerful bond with dies.

    Sacrosanct Blood-Titan Idol Adoption
    Prerequisite: -

    When the Gods found the universal Abyss and its titans too great a challenge to conquer on their own, they forged their minions, the first Archons, Angels, Modrons, Guardinals and other sundry forces of stability, that they might march forth and tame the chaos. And, to these creatures, they gave the fires of creation, to unweave the maelstrom and build things of permanence. And what was the first true object ever made? An iron sword; a weapon to kill their demonic foes more effectively. That choice - to use this most wondrous force of law and creation to spread violence - was a gift to the Monster. It was an offering placed at the feet of his blood-soaked altar, and his acceptance of so earnest a tribute became this Mythos.

    When you gain proficiency with an improvised weapon via your Primitive Brutality class feature, if that weapon is also a manufactured weapon, you may use its base critical threat range, its range and number of range increments, any additional qualities of the weapon (such as using a Halberd to set against a charge, or trip without being counter-tripped), and any magical enchantments on the weapon (such as Flaming, or Bane).

    Basic
    Tribute-Accepting Reversal: You gain Improved Disarm as a bonus feat. Double the base damage of manufactured weapons that you have gained proficiency with via Sacrosanct Blood-Titan Idol Adoption, when used against the enemy that you disarmed the weapon from.

    Impromptu Quick-Time Inspiration: Choose one martial Strike-type maneuver of the Stone Dragon, Tiger Claw, and Diamond Mind disciplines. Each maneuver's level must be (class level / 2, rounded down) or less, but you may ignore other prerequisites. You may alter your choices after 8 hours of rest. Once per encounter, you may use one of your selected maneuvers, but only with a manufactured weapon that you have gained proficiency with via Sacrosanct Blood-Titan Idol Adoption. Bludgeoning weapons use the Stone Dragon maneuver, Slashing weapons use the Tiger Claw, and Piercing weapons use the Diamond Mind. If a weapon deals multiple kinds of damage, you may choose which applicable maneuver to use.

    Curse-Diluting Violence Sincerity: You ignore penalties to your attack, damage, armor class, speed, skill checks, ability checks, and ability scores from Cursed magic items. You always treat Cursed magic weapons that cannot be discarded as having been found during the current encounter for the purposes of Primitive Brutality. You may choose to completely ignore all statistics of Cursed magic armor that cannot be discarded, functioning as if you were not wearing it at all (except that your armor-slot for magical items is still occupied), and retaining your Scarred Flesh bonus. This choice lasts until you are ever eventually rid of the armor. Cursed magic items that alter your alignment do not alter your alignment, but cause you to be detected as the altered alignment by magic that discerns such things, for the same duration.

    World-Breaker Grip
    Prerequisite: -

    When the Monster looks at the world, all it sees are things to kill, and things to kill with. The two are certainly not mutually exclusive.

    You gain Improved Grapple as a bonus feat.

    As a swift action, while you are in a grapple, but not pinned, you may make a grapple check against your enemy. If you succeed on this check, you place a grappled opponent "In Your Grip", and are no longer grappling with them. You are free to move around and act as normal, dragging them along for the ride, in which they occupy the same space that you do. However, you must devote at least one hand at all times to maintaining your grip (you may have multiple enemies In Your Grip at a time if you're willing to devote as many hands). As a free action, you may relinquish your grip at any time, dumping the foe into a square within your Reach.

    While a victim is In Your Grip, they may take no actions other than to attempt to break free, which requires a standard action. They make a grapple check or Escape Artist check, opposed by your own grapple check and, if they succeed, they break free, falling in an adjacent space of their choice. If they fail, they remain In Your Grip.

    An enemy In Your Grip may be used as an improvised weapon, and you take no attack roll penalty for wielding a foe who would be considered too large for you to normally wield as a weapon. Whenever you succeed in striking something with this improvised weapon, half the damage dealt is also dealt to it. After it becomes a corpse, it may still be used as a weapon, but for each successful attack made with it, assume that enough mass is torn away that it is reduced one weight category for the purposes of determining an improvised weapon's statistics.
    Last edited by Xefas; 2013-12-07 at 09:51 PM.

  3. - Top - End - #3
    Troll in the Playground
    Join Date
    Jan 2007

    Default Re: [3.5 Base Class] "I want to live inside a castle built of your agony!"

    Fantastic Mythos

    Spoiler
    Show

    Hot-Blooded Lunatic Conflagration
    Prerequisite: -

    You gain Controlled Immolation as a bonus feat (UA).

    If you are holding a source of fire, or there is an unoccupied source of fire within your Reach (such as a brazier, torch, or just rampant wildfire), you may spend a free action once per round to swipe a limb through it and take 1 fire damage.

    While you are in a Rage, you gain Fire Resistance 10, which stacks with other sources of Fire Resistance granted by Mythos, and whenever you reduce or negate fire damage via a source of Fire Resistance or Immunity, you always Catch On Fire, the offending flames spreading to wreathe your entire body.

    While you benefit from Controlled Immolation in a Rage, you have a +2 circumstance bonus on Intimidate checks, your melee attacks deal an additional 1d6 fire damage, creatures you grapple with take 1d6 fire damage each round, and flammable thrown weapons that you throw automatically catch on fire and deal an additional 1d6 fire damage. Creatures dealt damage by this Mythos, or your Controlled Immolation feat, automatically risk Catching On Fire. The initial saving throw to avoid this fate is calculated as (DC 10 + 1/2 your class level + your Strength modifier), but subsequent saving throws remain at DC 15.

    Basic
    Plunder-Warding Inferno Shell: At your option, objects that you are wearing when you Catch On Fire, but not that you're holding or equip while on fire, share any Fire Resistance or Immunity you have from Mythos until you stop being on fire. Their temperature increases, but they are never allowed to take damage or combust.

    Burning Blood Perpetuity: When you Catch On Fire while in a Rage, the fire will not naturally extinguish until your Rage ends.

    Humanity-Reaving Psychosis Echo
    Prerequisite: The "Post Traumatic Brutality Roar" Mythos

    Those that witness the Monster and somehow survive are forever scarred by it, wracked with horror far longer and deeper than the moments or minutes the Monster would have spent dismembering them. Some become shut-ins, quivering under their beds like frightened rodents, scurrying out only to find sustenance before hiding once more from the Monster they know may come for them again. Others cannot bear the burden of their fragile life any longer, and commit suicide rather than face reality. The worst fate is for those that open their eyes to the abyss, and make themselves to stare into it, transforming their fear into something altogether unwholesome.

    With this Mythos, your Post-Traumatic Brutality Roar grants an option to Humanoids and Monstrous Humanoids that are inflicted with the permanent psychological trauma effect of that ability. They may, at any point, accept the horror inside themselves, and cast off the mental scarring entirely, no longer increasing their level of fear when you scare them. In exchange, they undergo a metamorphosis.

    If the character had the 'average array' or 'non-elite array' for their ability scores, they gain the 'elite array', and their array is shuffled around to favor physical abilities more than mental.

    If the character had NPC class levels, they may trade in a single level of an NPC class to gain one level of Teramach, and may also trade in additional levels in an NPC class for more levels of Teramach, at a ratio of "2 NPC levels to 1 Teramach level". A character with PC class levels but no NPC class levels may make a similar trade, but they may trade levels of a PC class for levels of Teramach at a "1 to 1" ratio. A character with racial hit dice, but no class levels of any kind, may lose 2 racial hit dice (or 1 if they only have 1), and replace it with a single level of Teramach. At this point, their skill points and feats may be shuffled around (taking into account that an alteration of their base Intelligence score will alter the number of skill points they have), favoring those that enhance the infliction of violence over those that do not.

    The character's alignment becomes Chaotic Evil, as they seek to inflict the very worst of every nightmarish thought that their tainted minds have ever considered, indiscriminately. They are little more than rabid monsters now, even if they wear the appearance of a man, and will actively seek out the more mentally altering of the Monster's Mythos, such as Psychotic Sapience-Brutalizing Devolution or Untamed Apocalypse Shintai. Perhaps worst of all, these creatures instinctively do not attack one another. If they find others like them, they become like nomadic pack predators, a roaring blight on the world without mercy or humanity. Those that rise to become the alphas of these murderous hordes will focus on fear-inducing Mythos, eventually attaining this one as quickly as possible, to create more beings like themselves.

    Basic
    Merciful Abyss-Gazing Nightmare Therapy: Characters with NPC class levels, or no class levels at all, with a character level lower than your own, no longer get a choice; not for long, anyway. The first time they lose consciousness (usually via sleep), they must cast off their humanity, becoming a Reaver with the maximum number of Teramach levels that they are permitted. After a minute or so of unconsciousness, the new monster awakens, silently, softly, and utterly insane.

    I Felt Like Destroying Something Beautiful: This Mythos now offers its psychosis to Outsiders, Dragons, Fey, and Giants that are "Usually" or "Always" some form of Good or Lawful. If they had the [Good] or [Lawful] subtypes, they do not lose any of their alignment subtypes, but also gain the [Chaotic] and [Evil] subtypes, and their home plane becomes the Abyss.

    As In The Beginning, Madness Once More: This Mythos now offers it psychosis to Outsiders, Dragons, Fey, and Giants that are "Usually" or "Always" some form of Evil or Chaotic. If they had the [Evil] or [Chaotic] subtype, but not the other, they gain the other subtype as well, and their home plane becomes the Abyss. The consequences of Abyssal Demon Lords united together in a shared madness the likes of which has not been seen since before the rise of the Obyriths is best left uncontemplated.

    I'M NOT DONE WITH YOU YET
    Prerequisite: Intimidate 10 ranks

    As a standard action, you may viciously beat a corpse that has been dead for no longer than 1 round per point of your Strength modifier, briefly resuscitating them back to the land of the living. They have 0 hit points and are conscious. In this state, they are incapable of taking actions of any kind, except free actions to speak, and resist all attempts to heal hit points of damage from them. They remain this way for about 2 minutes, before their natural death finally catches back up with them. During this time, if you are the one that killed them, you apply a bonus on Intimidate checks made against them equal to your Strength modifier, and heal one hit point for every threat you make to harm their still-living loved ones, to a maximum of (your class level) points of healing.

    If a character is used as an improvised weapon via the World-Breaker Grip Mythos while in this state of temporary life, they allow you to make a free-action Demoralize attempt against anyone successfully struck and dealt damage from them. (Note that, at 0 hit points, a single strike is likely to kill them again.)

    Once a character has been revived this way, they cannot be again until they have been truly brought back from the dead (such as by a Raise Dead spell). Once per life!

    Advanced
    I WILL MURDER YOUR DEATH: As a standard action, you may viciously maul a corpse that has been dead for less than 1 full round. The mauled corpse returns to life with 0 hit points, and conscious, and then takes 6 Strength, Dexterity, and Constitution Burn from the violent physical trauma. This loss of Constitution does not lower their current hit points (that would be dumb). For the next week, the revived character's natural healing rate is halved.

    TELL ME WHERE YOUR GOD IS: When you kill a living creature with a melee attack, you may choose to have them immediately stagger and stumble up to 1/2 their movement speed in a direction of your choice, before collapsing at their new location. Even though they are dead, their eyes remain open, their limbs spasm and contort, and they shriek and howl with inhuman horror, as their soul convulses on its way out of the mortal coil. This horror show lasts for 5 rounds. During this time, when you Demoralize with the Intimidate skill, it targets every enemy within 10 feet of the flailing corpse who is of the same creature Type or personally knew the deceased, and that can hear you, in addition to your standard target. If you have multiple flailing corpses deployed at once, your intimidation resonates through all of them.

    A character targeted by multiple Demoralizations via this ability, either by being in overlapping horror shows, or by being your initial target and within a corpse's radius, is only Demoralized once.

    Impudence-Rewarding Gesture
    Prerequisite: -

    When a creature, with a Strength score of one-half of your own or less, attempts a melee touch attack, opposed grapple check while they are pinned, unarmed attack, attack with a natural weapon, or attack with a light weapon (if the creature is one size category smaller than you, one-handed weapon also count; if the creature is two or more size categories smaller, then any melee attack counts) against you, you may perform a special counterattack as an immediate action. If they missed you, they avoid their fate with a Reflex save. If they hit you, they must instead rely on an opposed Strength check with you (this is always the case if the triggering action was an opposed grapple check). Failure allows you to grasp the offending limb and break it. The victim takes 6 Strength damage, 2 Dexterity damage, and 2 Constitution damage. Recovering this ability damage naturally takes ten times the normal amount of time. They drop any item held by the broken limb, and cannot use it until all of the related ability damage heals.

    Joyful Cessation of Restraint
    Prerequisite: -

    As a standard action, you may engage in a Full-Attack.

    Advanced
    Collapsing World Avalanche: When utilizing a Full Attack, as part of each attack made in the Full-Attack, before making the attack roll, you may drop one or more things that you're holding, and you may grab an unattended improvised weapon within your Reach. Each attack in your Full-Attack that uses a different improvised weapon from any previous attack you've made in the last 5 rounds is made at your full base attack bonus.

    Pouncing on Helpless Prey: When you Charge, you may make a Full-Attack in lieu of the normal attack made at the end of a Charge.

    Perpetual Rage Engine
    Prerequisite: -

    Every time you make a melee attack (whether you hit or not) against an enemy, you may go into a Rage that lasts until the end of your next turn. During this Rage, you gain a +1 bonus to your Strength. If you trigger this Rage again, it does not create a new Rage effect, but instead resets the duration of the Rage to last until the end of your next turn again, and increases the Strength bonus by 1. This bonus will continue to stack up to a maximum of your class level.

    If this Strength bonus hits its maximum, you also grow in size by one category for the duration, assuming you have space to do so. If you do not, your bulk expands to the maximum size it can, bursting any non-magical confinement with a Hardness less than your Strength score. If you are still unable to reach your maximum increased size, you simply stop growing until such time that you do have sufficient space.

    Advanced
    Debris-Hurling Whirlwind Rage: Ranged attacks made with thrown improvised weapons that you are proficient with also trigger the Rage induced by this Mythos, in addition to melee attacks. When the Strength bonus provided reaches its maximum, you may make a single additional attack at your highest base attack bonus whenever you use a Full-Attack composed entirely of throwing improvised weapons.

    Gamma Giant Expansion: Your size no longer increases as a result of the Strength bonus from Perpetual Rage Engine reaching its maximum. Instead, while in a Rage, your size increases by one category.

    Post-Traumatic Brutality Roar
    Prerequisite: Intimidate 10 ranks

    You gain Imperious Command as a bonus feat (DotU).

    While you are in a Rage, as a standard action, you may Demoralize with the Intimidate skill, but apply your Demoralization to all enemies that can hear you within 60 feet.

    Then, you may make a second Demoralization, and apply it against all enemies that can hear you within 60 feet that have previous seen you 'torment' a living creature with above-animal intelligence to death. In this case, to qualify as tormenting something, you must have dealt damage to it four or more times before its eventual death and, in the span of four consecutive hits, they must not have damaged you more than once. (At the discretion of the group or DM, any excessively one-sided, thouroughly gruesome and prolonged act of violence can qualify, but this is a rough guideline.)

    If you cause an enemy to become Panicked through use of this Mythos, they must make a Will save or be permanently psychologically traumatized. When you inflict fear on a character traumatized in this way, they act as if they were suffering from one level of fear higher than they are (Frightened instead of Shaken, Panicked instead of Frightened). If this would push them above Panicked, they instead Cower, curling into a fetal position, shrieking and sobbing in horror.

    Advanced
    Grotesque Phobophage Acclimation: While in a Rage, you may restrain yourself when attacking a creature under some variety of fear condition, dealing less damage than you might otherwise, or even dealing nonlethal damage. If you kill a creature, while in a Rage, while they are inflicted with fear, and you dealt them at least four separate sources of damage in the current encounter, you literally consume the terror released from them as their life gutters away and their soul moves on. This nutrition removes your need to eat, sleep, drink, or breathe for 24 hours afterward.

    Paroxysmal Demon-God Clangor: The area effected by this Mythos increases from a 60ft radius to a 100ft radius. In addition, you project a 30ft cone (+10ft per size category above Medium) of sound so loud that those within must make a Fortitude save or take 1d4 Sonic damage per two class levels.

    Roosting Hoard-Serpent Avarice
    Prerequisite: You must own some amount of land. This could be an estate you legally acquired, or a cave system that you found, slaughtered the inhabitants, and strung their disfigured corpses up on banners to mark your territory, or something of a similar nature. If your ownership were contested, it must be a place that you would fight for.

    You gain the ability to create a Monster Hoard. To do so, you must place some amount of your possessions (each of which you must have owned for at least a week to qualify as a 'possession' for these purposes) in a big pile somewhere within your territory (the total value must be at least 10,000gp, or else it ceases to be considered a Hoard). If you are intelligent enough to count, you must then painstakingly count every item within. If you aren't that smart, simply roosting upon the pile for a few hours, reveling in your own mindless greed, is sufficient.

    Once your Hoard is created, you have a perfect mental catalogue of everything within, down to every copper piece and shiny pebble, which you can recall at any time. In addition, when someone other than you tampers with your Hoard, no matter where you are in the Multiverse, you have a sudden, powerful feeling that something is terribly wrong. The feeling is strong enough to wake you from sleep. The anxiety caused by such an event grants you the following benefits when you are traveling directly from where you are back to your Hoard: When calculating uncontested overland movement, you move at double the speed of a Hustle, do not take nonlethal damage from Hustling, and do not need to eat, drink, or sleep as long as you continue to move towards the Hoard.

    After you return to a tampered Hoard (or the place where it was, if nothing is left), you become aware of a faint pain in the recesses of your mind. By concentrating on it as a standard action, you become instinctively aware of the cardinal direction that any hoard-thieves are in relation to your current position, as a sort of unusually pungent scent (or if they are on another Plane, and whether they are on an Inner, Outer, Demi, or Transitive Plane). This scent also relates whether a given thief is within 100ft, 100 miles, or farther than 100 miles away. If you ever enter within 30 feet of a hoard-thief, you automatically go into a Rage which lasts for as long as they are within your line-of-sight, plus 5 rounds.

    If there are magical items within your Hoard, their love for your avarice binds them to you. This can affect one piece of magical equipment per body slot (hands, feet, head, throat, etc), allowing you to benefit from them in all ways as if you were wearing them, regardless of your distance apart. This only applies to a particular item if your physical slot is not already occupied, in which case the item you are wearing takes priority. If an item you were using in this way is removed from your Hoard, you immediately lose the benefit. (Also, note that the magic required for the binding in this Mythos is provided by the items themselves, and this ability is not, itself, magical.)

    While you are asleep, you may choose to dream about your Hoard. This dream lasts for four hours and, if it is allowed to finish unhindered, you may change which magical items in your Hoard are mystically bound to you (swapping out, for instance, an Amulet of Health for an Amulet of Natural Armor).

    Finally, while you rest on top of your Hoard, your natural healing rate is doubled.

    Advanced
    Esurient Wyrmbreath Prana: You gain a special "Breath" slot for magical equipment, which may only be filled by items in your Hoard, and only by items that have a power that must be activated in some way (such as a scroll, wand, a sword that shoots fireballs with a command word, etc). While equipped in this way, you may activate the item as if you were holding it. Any visual display that originates from the user (such as the bead that becomes a fireball, or the origin point of a lightning bolt) is altered such that it issues forth from their mouth, resembling a breath weapon. If the chosen item would require a Use Magic Device check for you to activate, you are considered to have automatically succeeded on it with each use.

    Monster Eats Its Own Heart: As a full-round action, you may bring up the mental catalogue of your Hoard, and decide to discard any number of items therein, repaying their unquestioning love with dismissive contempt. The item, rusts, rots, shatters, or is otherwise rendered worthless out of sheer sorrow, and its value is instantly distributed to you as Mythos Points.

    Slumbering Atop A Golden Golgotha: While resting on your Hoard, you may naturally recover Ability Drain as if it were Ability Damage, you gain a +4 morale bonus on saving throws against disease, you automatically succeed on saving throws to prevent Negative Levels from permanently decreasing your character level, and you do not age.

    Screaming Meat Shield
    Prerequisite: The 'World-Breaker Grip' Mythos

    It is true that actions that do not directly contribute violence to others chafe against the Monster's ego, and his aptitude for them is likewise lessened. Unfortunately for those that presume to fight him, they will soon discover the brutal ingenuity with which he has learned to apply violence to every action and facet of his existence.

    As an immediate action, while you have a creature In Your Grip, you may interpose them between yourself and any attack aimed at you that has an attack roll. If the attack roll succeeds in hitting you, the attacker must make a Reflex save. If they fail, the attack instead hits the victim In Your Grip, sparing you entirely.

    Advanced
    Enemies-As-Plowshares Rampage: If you have a creature In Your Grip, when you spend a move action to move, you may grind your held prey (often face-first) on an adjacent solid surface, such as the ground or a wall. They take 1d6 damage per 10 feet that you move.

    Filicidal Parry Guffaw: When you successfully use Screaming Meat Shield to force an attacker to deal damage to one of their friends or loved ones, you may attempt to Demoralize them as a free action. If they killed their friend or loved one with the attack, they suffer a -4 penalty to resist.

    Transmute Armor To Coffin: As a standard action, you may deal damage to the armor of a creature held In Your Grip as if you had struck it with an unarmed attack, ignoring its Hardness. If the armor is metal, or of a similarly hard and inflexible material, and you succeed in reducing it to 0 hit points, it ceases to provide any protection, but it has not simply fallen off. Rather, you have twisted it into an excruciating husk that still clings to the unfortunate soul inside. Make a Strength check.

    While a creature is still encased in one of these twisted husks, they are restricted by the maximum dexterity bonus, armor check penalty, arcane spell failure, and speed reduction of the armor, without its masterwork quality, or any enhancements it would have had, as if they were still wearing it (and cannot wear a second suit of armor over it). They take the armor's armor check penalty to their attack rolls and other skill checks as if they were not proficient with its use. Furthermore, every time they take a standard or move action, they take 1 point of damage (a full-round action deals 2).

    Prying the armor off requires a Strength check with a DC equal to the Strength check you made when you first sundered the armor onto them. The armor can be cut off, by effectively sundering it a second time, overcoming its hardness, and dealing enough cumulative hit points of damage to equal what its maximum hit point total would be before it was twisted. However, so ensconced is the husk that any source of damage put forth to cut it off also likewise damages the creature it is attached to.

    If you kill a creature while it is wearing broken armor twisted onto them by your use of this ability, the gold piece value of that armor is gifted to you as Mythos Points.

    Solipsistic Reality-Rejecting Devolution
    Prerequisite: -

    For every 2 points of Wisdom Burn you are currently suffering from, you gain a +1 insight bonus on saving throws against effects that must be seen, heard, or understood to take effect (including all gaze attacks, illusions, and language-dependent effects). Your Wisdom can never be reduced below 1. Regardless of how low your Wisom score ever becomes, you do not take a penalty on Spot and Listen checks, except on checks to notice fine detail. For instance, if you have a Wisdom of 1, you would not take a penalty to notice that a ninja was sneaking up on you, but you would take the normal -5 penalty to notice that his clothes are "black", instead of "orange", or "chair", or "quadratic meat bicycle". Similarly, you would not take a penalty to hear that a conversation is happening, but you would take the penalty to discern what the conversation was about. Consequently, groups of Teramachs with this Mythos learn to scream as loudly as possible at one another, to reduce the Listen DC as far as they can, ensuring that what they say is what the other hears, rather than a casual comment about cabbage being interpreted as a 500 paragraph epic poem about bees.

    While you are in a Rage, and your Wisdom is 1, you are immune to mind-affecting effects, except those that directly compel you to inflict violence or fear on something other than yourself (or your possessions).

    As a swift action, you may deal 1 Wisdom Burn to yourself in order to go into a Rage for 24 hours (the Burn is a cost; if it is negated, you do not go into a Rage).

    Advanced
    I Can See Forever: You apply double your Wisdom penalty as a bonus on Spot and Listen checks that are already prevented from being penalized by this Mythos. In addition, if you are on the Prime Material Plane, you may swap between seeing the Prime, and gazing into the Ethereal Plane, as a free action. Without prior knowledge of the planes, you have no idea what you're seeing; as far as you know, you can simply "switch on" some fairly consistent hallucinations by concentrating for a moment.

    Senseless Violence Acceptance: Sometimes, the eyes and ears deceive, but anger is true. While in a Rage, if you have at least 1 point of Wisdom Damage, Drain, or Burn, you ignore the miss chance inflicted by Concealment or Total Concealment.

    Tireless Abomination Vitality
    Prerequisite: -

    Oh, what an idyllic notion, that one day the Monster might rest; that, one day, we might all awake to a world in which all people, everywhere, live in harmony and peace, and no Monsters snatch our children into the dark to be butchered, and no fattened lords step over the corpses of the starving homeless without batting an eye. It is certainly not this day. Today is for the sadists and the wolves, for insurmountable injustices and pointless calamities that can be struggled against but never defeated. Today is just one more day.

    While in a Rage, you gain Fast Healing 1, which stacks with all other sources of Fast Healing, and you ignore the penalties inflicted by Fatigue, and lessen the penalties inflicted by Exhaustion by 4.

    Basic
    Sleeping Off Broken Bones: You gain Faster Healing as a bonus feat (CW).

    Simmering Slaughter Preparation: The Fast Healing granted by this Mythos applies even when you are not in a Rage.

    Advanced
    ...I Got Better: You may now recover points of Ability Drain as if they were points of Ability Damage via natural healing.

    It Came From The Depths: You do not take damage due to being in a vacuum (like space!), or from excessive environmental pressure (such as from the deep ocean). Multiply the number of rounds you can hold your breath by 10. At 9th level, instead multiply this by 100. At 12th level, you no longer need to breathe at all.

    Nerveless Flesh Abundance: The Fast Healing granted by this feat improves by +1. At 10th, 13th, 16th, and 19th level, this improves by another +1.
    Last edited by Xefas; 2013-12-21 at 09:50 PM.

  4. - Top - End - #4
    Troll in the Playground
    Join Date
    Jan 2007

    Default Re: [3.5 Base Class] "I want to live inside a castle built of your agony!"

    Legendary Mythos

    Spoiler
    Show

    Embody The Traveling Massacre
    Prerequisite: -

    Before you Charge, make an attack roll (with the bonus to attack rolls normally recieved on a Charge, and any other bonuses you normally recieve to charge attacks). If you make an attack at the end of the charge, this is the attack result you will use. If you may make multiple attacks at the end of a charge, this is the attack result for the first attack.

    You may attempt to charge through spaces occupied by other creatures. When you do so, creatures in your way may either attempt to avoid you if there is sufficient space for them to move aside, making a Reflex save to achieve that effect. If they fail, or do not attempt to move, apply the above attack roll to them, dealing damage as if you had struck them with an unarmed attack if you succeed. If this kills them, knocks them out, knocks them prone, or otherwise removes them from your path, your charge continues. If they still stand, your charge must end (if you may make multiple attacks at the end of a charge, you may make them now, with the prior attack counting as your first attack in the series).

    While in a Rage, if you have two free arms, all creatures that you pass adjacent to while charging also have the prior attack roll applied them, dealing damage as if you had struck them with an unarmed attack if you succeed. If you have only one free arm, you must choose either your right or left side, effecting only those adjacent on that side.

    At the end of a charge's movement, but before the end-of-charge attack is made, if you have killed at least ten people since the beginning of your charge, you may replace the attack at the end of your charge with a wave of mutilated viscera and mangled limbs - generously donated by the aforementioned victims. This is a 15ft cone (+5ft per 10 additional victims slain) that forces all within to make a Fortitude save or be flung backward (5ft + 5ft per 2 points by which they failed the save) and take your Strength modifier in damage. If they take damage from this, they must also make a Reflex save or be knocked prone.

    Hero-Sundering Hands
    Prerequisite: The 'World-Breaker Grip' Mythos

    Most prey the Monster encounters is of little challenge or significance. They are quickly slain, or possibly terrorized beforehand, if the Monster is feeling particularly cruel. But some foes are special. Sometimes, a Hero rises from the weak and helpless livestock stewing at the bottom of the food chain, and they will not be terrorized, and they will not crumple beneath any one hail of the Monster's blows, and they will try to hurt him. The Monster dreams of such adversaries, and wakes salivating.

    As a standard action, make an opposed grapple check with a creature held in your World-Breaker Grip (if you do not have another free hand at the time, you take a -8 penalty to this check). If you succeed, you tear off one of their limbs, and drop the rest of them in an adjacent space. This inflicts 20% of their maximum hit points in damage (round up to the nearest point), and they take an additional 1 point of damage at the beginning of their turn due to blood loss until they receive magical healing or a DC 20 Heal check (typically made as a standard action).

    In addition, obviously, they cannot use that limb. While missing one arm, actions that would benefit from two arms (such as climbing, balancing, or swimming) take a -8 penalty. Completing somatic components for spells is impossible. A missing leg prevents the use of that creature's land speed, although they may crawl 10ft as a full-round action (or 5ft, if missing both legs). A missing wing prevents the use of a natural flight speed. Tearing a creature's face off is possible, which renders them permanently blind and mute, and removes their sense of smell.

    These effects use a roughly humanoid shape as an example. Creatures with non-standard anatomy may require a consensus between player and GM to reach an appropriate effect (tearing a Mind Flayer's face off would remove their tentacle attacks, for instance, while a character holding a Minotaur would have the option to rip its horns off in addition to other limb choices).

    Finally, sentient creatures take a -2 morale penalty to their Armor Class against attacks made against them with their own severed body parts. If you have made such an attack against a creature within the last minute, Demoralize actions aimed at them may be used as a swift action.

    Impatient Slaughter Speed
    Prerequisite: The 'Nothing This Big Should Move This Fast' Excellency

    While performing voluntary movement, you have a chance to automatically destroy barriers to your progress. Barriers destroyed in this way do not hault your movement. Any solid inanimate object that you attempt to move through takes damage as if you had struck it with an unarmed attack that bypassed its Hardness. Effects that would slow your movement speed, or prevent you from moving forward, but are not solid objects (such as strong wind, a lot of water, a wall of force, or the Stone Vise maneuver) must make an opposed roll. You roll a d20, and add your class level and Strength modifier. The effect also rolls a d20, and adds its effective level (the caster/initiator/meldshaping/shadowcasting/etc level that produced it), if it has one, and the most applicable ability modifier (The Intelligence modifier of the Wizard who created the wall of force, for instance), if it has one. If you succeed, you progress unhindered. If you overcome an ongoing spell (or spell like ability, etc, etc) in this way, the spell's duration ends.

    Advanced
    Falling Sky Calamity: You add your Strength modifier as a perfection bonus on Jump checks, and divide the DC for High Jumps by 4. While you are in a Rage, when you make a Jump check to move as part of voluntary movement, you may move the distance of the jump determined by your check as part of the action you made the check with, even if this distance would exceed your Speed. At any point during a voluntary jump, if you have a free limb, you may choose to stop forward movement, and immediately begin to fall.

    Unstoppable Force Embodiment: At the end of your turn, if you voluntarily moved greater than, or equal to, your Speed, you gain a +5 bonus to your movement speed, and a +2 bonus to opposed checks made to resist being tripped, bullrushed, or overrun, and damage rolls with melee attacks, until the end of your next turn. If you qualify for this benefit multiple turns in a row, the bonuses continue to stack, up to a maximum of your class level, until you end a turn without qualifying, at which point they reset.

    Unforeseen Violence Infliction: After you break through a barrier using Impatient Slaughter Speed, creatures who did not have Line of Sight to you due to that barrier, but now have Line of Sight to you, are considered Flat-Footed against you until the end of your turn, and you deal an additional (1d6 per 3 class levels) damage to Flat-Footed creatures with your melee attacks during that time.

    Meaningless Force-of-Nature Devolution
    Prerequisite: -

    For every 2 points of Charisma Burn you are currently suffering from, you ignore one point of penalty that you are suffering from on any given roll, other than penalties accrued for non-proficiency in a piece of equipment. Your Charisma can never be reduced below 1. Regardless of how low your Charisma score ever becomes, you do not take a penalty on Intimidate checks.

    While you are in a Rage, and your Charisma is 1, you can 'feel' creatures that are alive or have intelligence scores that are within (ranks in Intimidate x 10 feet) simply by feeling the residual, automatic hate that they evoke in you just by existing. This feeling transcends physical barriers, as well as common sensory information (so, hidden, invisible, or silenced creatures are not spared). No check is required; you pinpoint them instantly, and know their general physical dimensions (though nothing specific, like color or tactile sensations).

    As a swift action, you may deal 1 Charisma Burn to yourself in order to go into a Rage for 24 hours (the Burn is a cost; if it is negated, you do not go into a Rage).

    Advanced
    Shrieking Heartbeat Agony: When you kill a living creature with a melee attack, you go into a Rage until the end of your current turn, and gain a morale bonus to your Strength equal to the number of living things in your hate-sense field for the duration.

    Thoughtless Murder Infliction: When a creature enters your hate-sense field, you may spend an immediate action to execute a Charge against them.

    Protagonism-Devouring Legend Singularity
    Prerequisite: -

    When the Monster roosts upon its throne of gore at the end of all things, having maimed and slaughtered everything that it may lay its grasp upon, it will not be alone. It will not be a sad and lonely creature, bereft of purpose. It will be a singular legend. A story of brutality that encompasses everyone that ever was, shattering those things that held them apart, and binding them together, in unity, as the prey of the Monster. A grotesque beauty that will never occur to it, as it gnashes its teeth, awaiting the birth of a new cosmos to torment.

    When you kill or destroy a creature while in a Rage, their individuality and essence is absorbed into your mythos, 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.

    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 you should be killed, all the essence that you have consumed is released back into the multiverse, giving back mind and potency to those souls, bodies, lives, and so on, that you have preyed upon.

    Advanced
    Death-is-Death 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 if they have Regeneration or a similar trait, or otherwise destroy a creature's form, they die. This only functions in a Rage. Specific examples follow.
    Spoiler
    Show

    Creature who reconstitute themselves after death, such as Liches, Ghosts, and Gods, do not reconstitute themselves; they just die.

    Creatures who cannot be killed, such as the Tarrasque, are killed anyway.

    Creatures whose life force return to their home plane after death, to become one with its planar energies, such as most Outsiders, do not achieve cosmic one-ness; they just die.

    Creatures who can survive past their normal threshold for death, such as by the effects of a Delay Death spell, do not survive past this threshold; they just die.

    When you kill a Summoned creature, its real self dies.

    When you kill a creature who is projected from somewhere else, such as by an Astral Projection spell, their real self dies.

    When you kill a creature whose death is interrupted by an effect that does not require an action to perform, such as a Vampire's automatic gaseous form, or a contingent spell, that effect does not activate; they just die.

    I'm sure you get the gist; killing things kills them. Extrapolate as necessary.


    Rampaging Through Paper Cities
    Prerequisite: The 'Improved Sunder' feat

    It is always easier to destroy than create. And there is the truth of the matter. Creation is weak. A mother can spend nine months bringing forth a new life, and it is a miracle, but it takes only a second for the Monster to drag its intrincately crafted entrails into the light how is this not a greater miracle still? All the empty fabrications of mankind are just as pointless as their children. Years to build a great castle. Decades to build a great city. Centuries to build a great empire. Millennia to build a civilized world. How impressed shall they be when the Monster tears it all down in days?

    As a full-round action, you may make a melee attack against an unattended inanimate object. You automatically deal a critical hit, and ignore a number of points of Hardness equal to your class level. Furthermore, all damage that you deal to an object that is part of a larger structure (such as a section of wall being part of the rest of the wall, which is in turn part of a building) is also dealt to all connected parts of that structure within (class level x 10) feet. In this way, you may destroy a ~150ft section of a castle wall with a single punch, or shatter the first floor of a mighty tower, toppling it in seconds.

    Advanced
    Gaia-Disfiguring Hate: When you use this Mythos to damage a large object, calculate the distance that the desctruction emanates out to as (Number of Rage Effects Currently Active)(class level x 10) instead of the normal formula.

    This World Is Made Of Cardboard: While in a Rage, you ignore a number of points of Hardness, and a number of points of Armor Class bonus granted to a target via Armor or Natural Armor bonuses, equal to your Strength modifier.

    Untamed Apocalypse Shintai
    Prerequisite: -

    You gain a permanent, amplified Rage that never expires or lessens. In addition to the behavioral restrictions of a normal Rage, you may not wield weapons or tools other than unarmed attacks or improvised weapons. You automatically fail checks made to build, repair, or create something physical (something incorporeal or ethereal is still impossible, but more ephemeral, conceptual things, like an idea, song, or plan are still fair game). Craft checks are always included. You may not voluntarily heal or alleviate the suffering of another living thing. You become sterile and/or infertile, and you perfectly negate all attempts to create life from you - even such magical effects as a "Simulacrum" spell, or a deity of fertility using your genetic material to create an immaculate child independently of you; these surrogate offspring rot away into dust before they can breathe their first breath. Finally, with the exception of the occasional single round of patching one's self up, or sleeping just long enough to maintain optimal functionality, or eating enough not to starve, if you are not actively engaged in harming sapient beings or defending yourself, you must be physically moving towards a place that you believe to be inhabited by sapient beings, with intent to harm them when you get there.

    An exception exists in creatures that the Monster recognizes as part of itself, rather than an external being. You are not compelled by Untamed Apocalypse Shintai to harm creatures that possess a Mythos from the Teramach class, though you are certainly free to do so if you wish, nor are you compelled to harm Familiars, Animal Companions, or Special Mounts belonging to yourself or to creatures with a Teramach Mythos.

    In exchange, you may now take a total number of Swift Actions per round equal to the number of Rage effects you currently suffer from (which may all be converted to Immediate Actions as normal). Furthermore, when you kill a living thing, you gain Regeneration X (X equal the number of Rage effects you currently suffer from) until the beginning of your next turn, which is not bypassed by any kind of damage.


    Exalted Mythos

    Spoiler
    Show

    Body Of Samsara's Supernal Monster
    Prerequisite: Meaningless Force-of-Nature Devolution

    As a full-round action, while you are in a Rage, your Charisma is 1, and you have no allies within the hate-sense field generated by Meaningless Force-of-Nature Devolution, you may transform into the Body of Samsara's Supernal Monster. You grow in size by one category, and your body internally produces a multitude of vital redundancies, rendering you immune to critical hits, poison, and disease. Furthermore, while in combat, when the initiative count reachs (your initiative - 10), you may take an additional standard action, outside of your own turn, and again on (your initiative - 20).

    At the end of any round in which there was an ally within your hate-sense, you must make a Will save. On a failure, you cannot take actions for one round, and revert to your form, losing the benefits of this Mythos until you reactivate it. For every previous time you've had to make this Will save during a single transformation, you take a cumulative -5 penalty on the next one.

    Land-Shaping Limitation Ignorance
    Prerequisite: -

    In the days of yore, when the Monster still raced, unfettered, through the chaotic landscapes of the primordial titans, he was called upon as the centerpiece for many of their stories, playing both the knight-eating ogre and the fury with which the tale's champion slew the beast. But only a portion of his narrative need go for such trifling matters. Other times, though, the ancient demiurges would labor over a plot so epic in scope that the Monster appeared in full, overturning mountains and rivers as the genocidal ballet led to one sundered world after the next.

    This is a taste of that power.

    As a free action, once per turn, you may gain a +200 bonus to your Strength score until the end of your turn. And, additionally, you may choose to distribute the force you are applying to a large, contiguous object, evenly enough that you can pick up and lift an entire castle without your hands just plunging through the walls, or an entire mountain without just raking through the dirt, or similar feats. However, wielding such power against small, moving targets is difficult; you take a -100 penalty on attack rolls for the duration.

    After using this ability, you must rest for 8 hours before it may be used again safely. To call upon it again inflicts 25 points of Strength Burn; if this Burn is somehow mitigated, negated, or is otherwise unable to be payed (for instance, if you don't have enough Strength left to do so), the ability does not activate.

    (Note: For reference, if my calculations are correct, your average Large-Sized Teramach with the Natural Heavyweight feat and 30+ Strength can lift any one of Earth's larger mountains with this Mythos. I hope someone will tell me if I'm wrong. I'm bad at math.)

    Manifold Flesh-Monster Armory
    Prerequisite: -

    Who can say what form the Monster has, if any? What one can be certain of is that, regardless of the number of deadly implements that its horrific body bristles with typhoons of razor-sharp teeth, claws that reap whole nations in their wake, titanic clusters of all-too-human fists that snap bones and pound flesh until it weeps its deepest blood it is only angry that it does not have more.

    You gain Multiweapon Fighting as a bonus feat. (1 + 1 per six class levels) additional limbs grow from your body. Their appearance - whether arm, tentacle, claw, or something more exotic, like a fleshy barbed scythe or a whirlwind of gristle and sharpened bone - is up to your discretion, and each one may deal your choice of either slashing, bludgeoning, or piercing damage. They are not considered natural weapons, but may be used to make unarmed attacks as if they were hands, via Multiweapon Fighting.

    You may remake the appearance and damage type of your extra limbs as a swift action. If you are in a Rage when you remake them, you may also make a melee attack as part of the same swift action, as your newly formed limbs whip around in the throes of their birth.

    Sun-Eating Gorge-Monster Gluttony
    Prerequisite: The 'Indiscriminate Filth-Quaffing Appetite' Excellency, and 'Rampaging Through Paper Cities' Mythos

    You may alter your use of 'Rampaging Through Paper Cities', augmenting it with your terrible hunger. When used in this way, the radius of destruction that emanates outward from your initial attack applies to all unattended inanimate objects in the radius, rather than just parts of the same structure (although parts of larger structures are still affected, of course).

    In this altered state, your attack does not represent a punch or a kick - it is the tremendous pressure of your hunger as your maw opens and sucks in all valid objects within the radius. Destroyed objects, or parts of objects, are funneled down into your bottomless gullet. Regardless of their nature, they do not harm you - even if you just ate, say, an entire armory full of halberds - and, regardless of each individual chunk's size, they bend and contort to fit into your mouth.

    If you manage to eat over 100lbs of objects with a single use of this ability, on the following round, you have the option of spending a standard action to disgorge a (30ft + 10ft per size category larger than medium + 10ft per Rage effect you are currently afflicted with) cone of shrapnel that deals 10d12 damage. The type of damage depends on what you ate (if you just ate a football field's worth of storm clouds, it might be half bludgeoning from water and half electricity from the electric charge - if you just ate a wooden building, the ground beneath it, and the weapons inside, it might deal 1/3 piercing from splintered wood, 1/3 slashing from sharp pieces of metal, and 1/3 bludgeoning from clods of condensed earth). Those caught in the cone may make a Reflex save for half damage.

    Finally, note that this Mythos is technically incomplete. In the war between the Gods and the chaos before time, the Monster vowed to eat the sun of the conquerors, and so it was written into his legend, but he was not able to succeed in doing so before his defeat and imprisonment. If you complete the legend, and actually eat the sun of the Prime Material Plane, this Mythos gains an Advanced Manifestation that other Teramachs may learn, but that you instantly acquire free of charge.

    Spoiler
    Show
    Advanced
    Unconquerable Swallowed-Sun Prana: Your stomach and eyes begin to emit a brilliant golden light, and tongues of shining flame issue from your mouth with every word that you speak. You are immune to blindness and fire damage. As a standard action, you may breathe forth the radiance of the sun in a line (5ft + 5ft per size category larger than medium) wide, and (60ft + 20ft per size category larger than medium + 20ft per Rage effect you are currently afflicted with) long. Those caught within take 8d12 fire damage, 8d12 typeless damage from the sheer pressure of the sun, and must make a Reflex save or be permanently blinded. A Fortitude save negates the pressure damage. Those not caught within the line directly, but are within 50ft of any part of the line, take 5d12 fire damage from sheer convection unless they make a Fortitude save.


    Within A Perfect World, I Would Be Dead
    Prerequisite: The 'Humanity-Reaving Psychosis Echo' Mythos

    But the world isn't perfect.

    A paladin dedicates his whole life to making the world a better place. He saves a town from a mob of marauding goblins. He gives away all of his earthly possessions to those in need. He travels the world, righting wrongs, upholding justice, and fighting tyranny. He believes in redemption, and promotes the ideals of compassion, and tolerance, and fellowship. In an ultimate act of selfless sacrifice, he gives his life to save his kingdom from a rampaging demon, becoming a symbol of heroism and righteousness that inspires others to follow in his footsteps. Because of him, countless thousands live in safety and happiness they could have, once, never hoped for, and countless thousands more owe him their life.

    And, in other kingdoms, more thousands suffer and die from the challenges of their lives, never knowing the kind hand of someone strong enough to save them. Across other worlds, millions languish under their sin, and pay for the sins of others. Outside, amidst the Planes, innumerable billions are condemned to eternities of strife and torment. Throughout time, infinitudes of living things have been born, suffered, and died arbitrarily and without justice or meaning. Where was their savior?

    The truth is that, no matter how many good men there are, no matter how resolute their virtue, and no matter how many glorious deeds they perform, there will always be senseless violence, and rage, and agony. Life is imperfect, and you are that imperfection. You are the murder of innocent children. You are the lash that flays the unjustly condemned. You are the hopelessness that drives brothers, sisters, husbands, wives, mothers, fathers, sons, daughters, friends, and lovers to choose death over living in a world with you in it.

    You will live forever.

    While in a Rage, you do not age. If you are slain while in a Rage, your soul lingers between worlds for 5d4 days. It can still be brought back to life with appropriate magic, but during this time it does not proceed to its afterlife.

    If you have a group of Reavers from Humanity-Reaving Psychosis Echo that you have bullied, menaced, or otherwise coerced into serving you, they immediately begin in-fighting, instinctively attacking each other with unprovoked brutality. (As a guideline, before your soul moves on, they'll have killed 2d3x10% of their collective number, rounded up to the nearest individual.)

    If, after this period of time, you have not been returned to life, your soul drifts apart, and feeds itself back into the world, returning all the anger and hate and pain that you are.

    At the same time, the in-fighting amongst your horde ends. A new alpha monster has arisen. Something truly awful and terrifying in their actions has drawn forth that residual bleakness you left behind, and consumed it. Rapidly, they start to physically change, their bodies contorting and warping out of control, as they begin gaining and losing ability points, feats, skills, Mythos, and so on, until they become, effectively, mechanically identical to you before your death, sans any temporary ailments and other effects.

    They retain all of their own personality and memories, but on top of those, large portions of your own are overlaid. The longer they spend in a Rage, the more your identities blur further and further, until one singular amalgamation is left.

    Aside from "name", "sex", "eye color", "hair color", "height", "weight" and similar, the only changes required for one's character sheet at this point are dependent on whether your legacy is reborn in a member of a different race than yourself. The recipient is more often than not the same race, if that race exists in the horde at all. But if another must be chosen, you need to make the relevant alterations; subtracting your racial traits, and inserting theirs (including racial hit dice and level adjustment, you poor bastard).
    Last edited by Xefas; 2015-07-10 at 11:52 PM.

  5. - Top - End - #5
    Troll in the Playground
    Join Date
    Jan 2007

    Default Re: [3.5 Base Class] "I want to live inside a castle built of your agony!"

    Excellencies

    Spoiler
    Show

    Casting Off Restraint
    Prerequisite: -

    In the heat of an irrational moment, it is easy for even a sound mind to wish harm on another, and enact that harm with their fists. They want the other person to feel pain, possibly as punishment for some sleight, or compensation for psychological baggage they have born from elsewhere. It takes another attitude entirely to switch from passivity directly to beating another sapient being to death with one's bare hands; not stopping until you've reduced all that they are, all that they could've been, to a pile of slowly cooling meat.

    You gain Power Attack as a bonus feat. Your unarmed attacks, and attacks made with light or one-handed improvised weapons that you are proficient with, are considered two-handed weapons for the purposes of this feat.

    Hands Like Bloodied Meat-Hooks
    Prerequisite: -

    Hands are a precious gift granted to mortal-kind. With them, they can build and wield tools with which to exercise their intellect and imagination, grasp and feel the world around them, manipulate tiny objects with finesse unheard of in the animal kingdom, and shape their surroundings to promote their ends; such as luxury, protection, or beauty.

    Hands aren't for monsters.

    Your unarmed attacks add 1.5x your Strength modifier to their melee damage, as if they were two-handed weapons, and they are considered two-handed weapons for the purposes of Disarm and Sunder actions.

    Due to an increase in mass and gripping power in your hands, you gain a +2 circumstance bonus on Climb checks.

    Heroes' Misfortune
    Prerequisite: -

    Why does it always seem like the hero is the one tripping on a clearly visible tree root in their mad dash to escape, or fumbling with a lock they've opened a thousand times before as death rushes imminently towards them? Meanwhile, the Monster bounds gleefully through life without a care in the world.

    Whenever you roll a skill check with a Teramach class skill, you roll two dice and take the higher result.

    Indiscriminate Filth-Quaffing Appetite
    Prerequisite: -

    You cannot be poisoned or afflicted by a disease from something that you ingest, and whenever you would be Nauseated, you are instead Sickened for the same duration. Indeed, any natural inclinations you would have about what is and isn't properly edible leaves your mind completely. Rotting, spore-spewing fungal roadkill is just as appetizing to you as a fresh salad or hunk of roasted beef (you still have old favorites of course; although, to the vexation of any traveling companions, you may discover new ones thanks to your enhanced diet).

    After you have subsisted on a diet of things that are normally inedible for your kind for a week or so, your body starts building up a resilience towards other foreign agents. You gain a +1 bonus on saving throws against all poison and disease. For every week you continue to dine on assorted foulness, this bonus increases by 1, until it reaches a maximum of +4. (This bonus does not decrease over time, just to be clear.)

    At 7th level, your diet expands to things that are not, nor were ever, alive. Stones, dirt, precious metals, furniture, glass - any solid matter that you can shove down your gullet and won't fight back can be used as sustenance, and each one has its own unique flavor that others of your kind just can't seem to understand.

    At 13th level, your body can metabolize just about anything. Fire? Light? Sound? The distilled sorrow of flayed mortal souls that pools inside the Maggot Pits of the Nine Hells of Perdition? The wandering memories floating amidst the River Styx? All legitimate sources of nutrition.

    Inhuman [Ability] Proliferation
    Prerequisite: One Fantastic Mythos

    Choose one of Strength, Dexterity, or Constitution. This Excellency may be purchased once for each Ability Score, granting a +2 enhancement bonus to the chosen ability.

    Once you have at least one Legendary Mythos known, this Excellency may be purchased a second time for each Ability Score. This second purchase increases the enhancement bonus by 4, to a total of +6.

    Mind-is-Meat Understanding
    Prerequisite: Intelligence <13

    What is the brain, but one more organ in the Monster's perfected machine of death? What are its thoughts, but spasms and twitches, lost in the endless sea of churning muscles, forever aching for flesh to rend and life to end? Attempting to harm what passes for its mind is just as hopeless as attempting to harm its body.

    You gain 'Steadfast Determination' as a bonus feat (PHBII).

    Nothing This Big Should Move This Fast
    Prerequisite: Strength 15

    Men have a habit of thinking in terms of balance. If one person dedicates their time to becoming stronger, and another person dedicates their time to becoming faster, and another person dedicates their time to becoming tougher, then each will have their own niche; they'll be good at one thing, and bad, relatively speaking, at the others.

    The world isn't fair, though, and it isn't balanced. No mouse will ever be as strong or as fast as a man, and no man will ever be as strong or as fast as the Monster.

    You add your Strength score, rounded to the nearest increment of 5, as an enhancement bonus to any land, swim, or climb speeds you possess.

    This Excellency may be purchased multiple times. However, each purchase after the first requires an additional 2 points of Strength as a prerequisite, above the prerequisite of the last purchase, and increases the prior enhancement bonus by 10, instead of the normal effect.

    Obstreperous Shell-Cracking Mien
    Prerequisite: One Fantastic Mythos

    The Monster is convenient to no one. It is always stronger and faster than one might expect. No plan is perfect enough to contain it, no wall too great for it to shatter, no safety so absolute as to bring hope.

    While in a Rage, whenever one of your rolls would be opposed by a perfect effect (Such as rolling fire damage against a creature immune to fire, or attempting to grapple a character under the effects of Freedom of Movement - an effect with no direct way of circumvention. So, fire resistance would not apply in the former case, since it can be circumvented by dealing more damage.), you may make an opposed roll against it. Roll a d20 and add your class level and Strength modifier. The opposition rolls a d20, and adds a relevant level modifier (such as caster level for a spell or the properties of a magic item, meldshaping level for the effects of a Soulmeld, class level if it is the direct effect of a class feature, etc) and a relevant ability modifier (such as Intelligence for a Wizard's spell, Constitution for a Soulmeld, or Charisma for a Paladin's immunity to fear; use your best judgment). If you succeed, your roll transpires as if the offending perfect effect did not exist, and any ongoing effects of your roll are similarly unhindered (so, a grappled character with Freedom of Movement would not suddenly become ungrappled later, nor would they be immune to being pinned or constricted in the same grapple, although letting go of them, and then attempting to grapple them a second time, would require another opposed roll).

    Pouncing Beast Ascension
    Prerequisite: -

    You gain "Leap of the Heavens" as a bonus feat (PHBII). In addition, you may add your Dexterity modifier to your Jump checks, in addition to the normal ability modifier you would receive.

    Primal [Skill] Perfection
    Prerequisite: 10 ranks in the chosen skill

    Long before mankind was learning even the basics of linguistics, spellcrafting, or metalworking, animals had already mastered how to climb, how to jump, how to roar; how to interact with their world. The Gods had a similar relationship in their early days, but they were born into a world without men or animals. It was the Monster who climbed through the primordial maelstrom, leapt across worlds, and times, and ideas, and sent them scattering when the thirst for their blood escaped his lips as a horrified scream of hate and indignation.

    Choose a Teramach class skill. You gain a competence bonus on all checks made with the chosen skill equal to your class level. This bonus is doubled if you are in a Rage, or tripled in the case of "Primal Jump Perfection".

    Reflexive Murder-Twitch
    Prerequisite: -

    You may apply your Dexterity modifier in place of your Wisdom modifier for the purposes of determining the ability bonus for your Spot and Listen skills, but only for sensing living things, as your muscles begin to hunger for blood even without your mind's input. When you apply your Dexterity modifier in this way, you do not take a penalty on Listen checks for being asleep. A character with this Excellency will soon find it maddening to sleep around other living things, as the slightest sound they make rouses him, every fiber in his body telling him to kill.

    Stalking Under a Dead Sun
    Prerequisite: -

    It would be ludicrous for the Monster's rampage to end, simply because night has fallen, or his prey has scurried underground. There is no safety or surcease of suffering for anyone.

    You gain enhanced eyesight that allows you to see in mundane darkness as well as you can see in the light. A moonless night and high noon are all but indistinguishable to you.

    If you require sleep, you have trouble adjusting to the complete lack of a day/night cycle, as far as your perception is concerned. For about a week after acquiring this Mythos, you take a -1 penalty on all d20 rolls unless you dedicate at least 12 hours a day to attempting to sleep.

    Your internal sense of time never quite recovers.

    Unassailable Juggernaut Rancor
    Prerequisite: -

    You gain Improved Natural Armor as a bonus feat. While you are in a Rage, all Natural Armor bonuses that you benefit from also apply to your Touch Armor Class.

    Unthinking [Skill] Comprehension
    Prerequisite: -

    Choose a Teramach class skill. If you already had ranks in the chosen skill, they are refunded as you break yourself of your old learning, replacing practice and knowledge with instinct and reflex. These refunded points may be spent as normal the next time you level up.

    You immediately gain four skill ranks in the chosen skill. Every day after you gain this Excellency, you add one more rank to the chosen skill, until you reach the maximum number of ranks you may have in that skill. This continues as your capacity for new skill ranks increases, always ensuring you have the maximum mastery available.

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

    Wordless Terror Demonstration
    Prerequisite: -

    "You're scared.", "You're going to die.", "I'm going to kill you."

    Mortals have invented so many clumsy tools to communicate that which the Monster relates in every movement and gesture.

    When you apply an Intimidate check against a target that has previously witnessed you kill a living thing or destroy an object, with a melee attack, you may substitute your Strength modifier in place of your Charisma modifier for the purposes of determining your ability bonus to that check.
    Last edited by Xefas; 2014-03-14 at 07:58 PM.

  6. - Top - End - #6
    Dwarf in the Playground
     
    Allnightmask's Avatar

    Join Date
    Oct 2012

    biggrin Re: [3.5 Base Class] "I want to live inside a castle built of your agony!"

    Greatly enjoyed this class, I couldn't find the Primal Jump Perfection mentioned in Primal skill perfection. That was about it in curiosities. I miss the launching aspect your last god smashing blow had but this version would still be fun to play. I like that you can play up the improvised weapons aspect more, and I'M NOT DONE WITH YOU YET is just spectacular.

  7. - Top - End - #7
    Troll in the Playground
    Join Date
    Jan 2007

    Default Re: [3.5 Base Class] "I want to live inside a castle built of your agony!"

    Quote Originally Posted by Allnightmask View Post
    Greatly enjoyed this class, I couldn't find the Primal Jump Perfection mentioned in Primal skill perfection. That was about it in curiosities. I miss the launching aspect your last god smashing blow had but this version would still be fun to play. I like that you can play up the improvised weapons aspect more, and I'M NOT DONE WITH YOU YET is just spectacular.
    Primal Jump Perfection refers to taking Primal [Skill] Perfection for the Jump skill. Sorry if that's confusing.

    The God-Kicking Boot form of God-Smashing Blow is meant to replace its launching aspect. Theoretically. I'm not sure how well it'll do its job in practice, but I think it'll be good.

    I'm hoping to do a treatment of the Teramach much like I did with the Sun Hero and the Invincible Sword Princess. In the extremely near future (this week?). Although, we're planning on something potentially longer term this time, and I've got a method down that I think will make transcribing the sessions into journals a lot less tedious and time-consuming, so less chance of it petering out for that reason. (And, if it does last a while, and there is interest, I hope to find a way to get some audience participation. The plan is to play through the first 2 books of Kingmaker.)

    Aaaand, finally, a new Exalted Mythos up (Manifold Flesh-Monster Armory).

  8. - Top - End - #8
    Barbarian in the Playground
     
    Flumph

    Join Date
    Dec 2011
    Gender
    Male

    Default Re: [3.5 Base Class] "I want to live inside a castle built of your agony!"

    This certainly looks interesting, I don't have the time to go through everything right now, but I'm looking forward to when I can. Well done!
    Dumbledore is dead but had a horcrux so might still be alive to it being fake and him dead but not stopping her from using the having a horcrux on you letting you live from a killing curse.
    Quote Originally Posted by The Glyphstone View Post
    Epileptic monkeys. Boxing gloves. Typewriters. That is all.

  9. - Top - End - #9
    Ogre in the Playground
     
    LordChaos13's Avatar

    Join Date
    Apr 2013

    Default Re: [3.5 Base Class] "I want to live inside a castle built of your agony!"

    Heh. I can totally imagine the Hulk batting Ironman through a wall, then realizing what he had done bounding up and punching him back to life yelling "GET BACK HERE METAL MAN! OR HULK SMASH PORSHE!!!"

    Great class, I really want to play as one, likely lvl15+ spending a bunch of XP on getting most of the excellencies (not Untamed Apocalypse though)
    Speaking of Untamed, you should add a note that if you take it they become an NPC, playing that character ceases to be fun
    Due to mental stuff in my head I find it hard to understand normal human behaviour.
    If I do something wrong PM me what is wrong. And do not be subtle, I need a kick in the pants sometimes to realize Im a jerk.

  10. - Top - End - #10
    Troll in the Playground
    Join Date
    Jan 2007

    Default Re: [3.5 Base Class] "I want to live inside a castle built of your agony!"

    Quote Originally Posted by DeusMortuusEst View Post
    Well done!
    Thanks.

    Quote Originally Posted by LordChaos13 View Post
    Great class, I really want to play as one, likely lvl15+ spending a bunch of XP on getting most of the excellencies (not Untamed Apocalypse though)
    Speaking of Untamed, you should add a note that if you take it they become an NPC, playing that character ceases to be fun
    Well, someone might think it's fun. It's definitely a niche option, but I think the option should still be left to the player and the group.

    As for Excellencies - I just added two more ('Hands Like Bloodied Meat-Hooks' and 'Indiscriminate Filth-Quaffing Appetite'). I'm considering whether or not the former and 'Casting Off Restraint' shouldn't just be combined into one.
    Last edited by Xefas; 2013-06-10 at 05:49 AM.

  11. - Top - End - #11
    Bugbear in the Playground
     
    Primal Fury's Avatar

    Join Date
    Jan 2008
    Location
    In the heart of the beast
    Gender
    Male

    Default Re: [3.5 Base Class] "I want to live inside a castle built of your agony!"

    "Infernal Monster: The Class" Very nice, very nice.

    I do have a question about the examples you've provided though... Broly, the beast, Juggernaut, and even Brock Samson are perfect fits, but what about the others (the Hulk and Bane specifically)? Are you saying that they are more "cultured" and "intelligent" monsters?
    My Homebrew



  12. - Top - End - #12
    Orc in the Playground
    Join Date
    Dec 2011
    Location
    Maryland

    Default Re: [3.5 Base Class] "I want to live inside a castle built of your agony!"

    this is a wonderful class, and when I run a game for some friends of mine, i plan on building a monster as one of these. although i don't know how much of this class they can take, as a party of 2 4th and 2 5th level characters.

  13. - Top - End - #13
    Troll in the Playground
    Join Date
    Jan 2007

    Default Re: [3.5 Base Class] "I want to live inside a castle built of your agony!"

    Quote Originally Posted by Primal Fury View Post
    I do have a question about the examples you've provided though... Broly, the beast, Juggernaut, and even Brock Samson are perfect fits, but what about the others (the Hulk and Bane specifically)? Are you saying that they are more "cultured" and "intelligent" monsters?
    Well, Krieg speaks for himself. (And also showcases a PC with some Devolution Mythos.)

    Of course, Asura does too. (Although I'm sure you're more familiar with him, others might not be.)

    Bane is more inspiration than perhaps a direct example (the new Hero-Breaking Horror isn't up yet, but Dismembering Gorebeast Fury can still provide for your Batman-maiming needs in a pinch). A more accurate way to represent him would probably be with the Pathfinder Alchemist class, augmented by some sort of highly mutagen-focused archetype. (As an aside, if someone wants to write the low-level-entry Alchemist/Teramach prestige class that only goes apocalyptic when its coked up on Venom, that would be awesome.)

    The Hulk seems like a pretty straight rendition of the Monster. Bruce Banner mucks it up a bit, but I don't see an issue with the Hulk .

    But, yeah, that's true. I may need to write a low-level Bruce Banner Shintai. I have some ideas for that.

    Other characters I considered for the introductory image were: Kharn the Betrayer, General Eiling (one of my favorite Justice League villains, although I've heard he was different in the comics), Kratos, Doomsday, and Unit01 (all I have to say is "Twin-Souled Berserker Fuselage Extrusion, Prerequisite: Construct with the Living subtype, Huge size".)

    edit: Also, Akuma from Street Fighter and Portal's Anger Core.

    Quote Originally Posted by zetsu1919 View Post
    this is a wonderful class, and when I run a game for some friends of mine, i plan on building a monster as one of these. although i don't know how much of this class they can take, as a party of 2 4th and 2 5th level characters.
    Well, if it works out, come back and tell us all about the bloodbath!
    Last edited by Xefas; 2013-06-10 at 10:36 PM.

  14. - Top - End - #14
    Ogre in the Playground
    Join Date
    Nov 2011
    Location
    Missouri, USA
    Gender
    Male

    Default Re: [3.5 Base Class] "I want to live inside a castle built of your agony!"

    This is the most beautiful piece of homebrew I've ever seen. I just love me some violent rage characters. Would you say that Guts from Berserk qualifies as one of these?

  15. - Top - End - #15
    Bugbear in the Playground
     
    Primal Fury's Avatar

    Join Date
    Jan 2008
    Location
    In the heart of the beast
    Gender
    Male

    Default Re: [3.5 Base Class] "I want to live inside a castle built of your agony!"

    Do you plan on adding a "True" capstone? Or are Exalted Mythos enough?
    My Homebrew



  16. - Top - End - #16
    Orc in the Playground
    Join Date
    Dec 2011
    Location
    Maryland

    Default Re: [3.5 Base Class] "I want to live inside a castle built of your agony!"

    I just spent the last hour reading all I this class in great detail, and it is glorious, I am going to be building an entire story arch I the game based off of one of these with the ability to create more of them with it's fear abilities. I will tell you how the adveture tomorrow goes

  17. - Top - End - #17
    Dwarf in the Playground
     
    Mighty_Chicken's Avatar

    Join Date
    Dec 2004
    Location
    Brazil
    Gender
    Male

    Default Re: [3.5 Base Class] "I want to live inside a castle built of your agony!"

    Hahaha, wow. This thread just made my day.

    I feel so much like playing, DMing for and/or throwing against the PCs a monster like this! Also it would work so nicely in an E6 campaign.

    I wholeheartedly envy your ability to write flavor.

    May I ask the boring question? Power-wise, where do you think the class is? Obviously stronger than all the core melees, but stronger than the ToB guys, maybe? Suppose I want to include this class in my game without making Fighter players repent of going to my place. What hindrance could I impose to the class without killing its badassery?
    Last edited by Mighty_Chicken; 2013-06-11 at 03:13 PM.
    bock!

  18. - Top - End - #18
    Troll in the Playground
    Join Date
    Jan 2007

    Default Re: [3.5 Base Class] "I want to live inside a castle built of your agony!"

    Quote Originally Posted by General Patton View Post
    This is the most beautiful piece of homebrew I've ever seen. I just love me some violent rage characters. Would you say that Guts from Berserk qualifies as one of these?
    I'm not entirely sure. On the one hand, I've only actually seen the anime, and he wasn't particularly 'mindless fury'-y in that. On the other hand, I've heard that he falls in with demons and magic rage armor in the manga, so maybe it would apply there. I don't actually know.

    Quote Originally Posted by Primal Fury View Post
    Do you plan on adding a "True" capstone? Or are Exalted Mythos enough?
    Exalted Mythos are meant to be the capstone, in the same way that 9th level spells are the capstone for casters. And, speaking of, I just added another Exalted Mythos - "Sun-Eating Gorge-Monster Gluttony"!

    Quote Originally Posted by Mighty_Chicken View Post
    May I ask the boring question? Power-wise, where do you think the class is? Obviously stronger than all the core melees, but stronger than the ToB guys, maybe? Suppose I want to include this class in my game without making Fighter players repent of going to my place. What hindrance could I impose to the class without killing its badassery?
    I can't know for sure until I playtest, but I'm hoping it stands up to tier 2 classes at least. The idea is to be able to run one in a party of well played full casters and still be useful and impressive. Not necessarily "I'ma chaos shufflin' mah elf feats to get all the metamagic and then looping Gate spells to get infinite epic minions"-played full casters. But well played.

    To cut the Teramach down to Warblade level, I suggest removing the ability to buy new Mythos and Excellencies. And... maybe push back when you receive each level of Mythos. Fantastic unlock at 9th level, Legendary at 15th, and they never get Exalted Mythos. The Warblade is really only good at stabbing things, so the Teramach needs to get his good non-stabbing things much later. In fact, unless the Warblade engages in some creative multiclassing, you may have to remove all of the Teramach's Intimidate and Utility stuff. Warblade is still built on the "melee can't have nice things" WotC paradigm.

    To cut it down to Fighter? All of the above, plus remove the current Mythos and Excellency progression from the class table, and have them only gain 1 Mythos at 2nd, 6th, 10th, 14th, 18th, and 20th level, and then 1 Excellency at 4th, 8th, 12th, 16th, and 20th level. Even then, I feel like it might still be too strong unless the Fighter is engaging in the aforementioned creative multiclassing.
    Last edited by Xefas; 2013-06-11 at 05:52 PM.

  19. - Top - End - #19
    Bugbear in the Playground
     
    Primal Fury's Avatar

    Join Date
    Jan 2008
    Location
    In the heart of the beast
    Gender
    Male

    Default Re: [3.5 Base Class] "I want to live inside a castle built of your agony!"

    Quote Originally Posted by Xefas View Post
    (As an aside, if someone wants to write the low-level-entry Alchemist/Teramach prestige class that only goes apocalyptic when its coked up on Venom, that would be awesome.)
    Actually, I wouldn't mind giving this a shot. It's been forever since I've made some d20 homebrew, and this sounds like fun.

    My first thought is that it should require the Bruce Banner shintai you mentioned.

    Oh! There is of course the question of Epic Levels, and what this class gains from them, if anything.
    Last edited by Primal Fury; 2013-06-11 at 10:16 PM.
    My Homebrew



  20. - Top - End - #20
    Troll in the Playground
     
    Amechra's Avatar

    Join Date
    Dec 2010
    Location
    Where I live.

    Default Re: [3.5 Base Class] "I want to live inside a castle built of your agony!"

    I don't know where you would stick this, but...

    Casting Off Eight Restraints:
    Spoiler
    Show

    Prerequisites: -

    The Monster's rage may not be turned aside; however, it may be focused to other pursuits.

    Upon gaining this mythos, your Monstrous Rage is modified in the following manner.

    You may always move towards food and drink; in addition, for the duration of the Rage, you are compelled to consume as much food and drink as possible, and you find it impossible to be completely sated.


    Also, there should be some Advanced options for Retribution Will Follow that allow you to fly into a rage due to other stimuli.

    Someone lies to you? Rage.
    Someone won't give you their belongings? Rage.
    Someone thinks you get angry too often? Rage.
    Last edited by Amechra; 2013-06-11 at 10:35 PM.
    Quote Originally Posted by segtrfyhtfgj View Post
    door is a fake exterior wall
    I do Let's Plays now. Current Game: Rolan's Curse

  21. - Top - End - #21
    Troll in the Playground
    Join Date
    Jan 2007

    Default Re: [3.5 Base Class] "I want to live inside a castle built of your agony!"

    Alright, cross-linking my Teramach campaign journal / playtest, for obvious relevance.

    Quote Originally Posted by Primal Fury View Post
    Actually, I wouldn't mind giving this a shot. It's been forever since I've made some d20 homebrew, and this sounds like fun.

    My first thought is that it should require the Bruce Banner shintai you mentioned.

    Oh! There is of course the question of Epic Levels, and what this class gains from them, if anything.
    Epic level stuff isn't really a priority at the moment, for the same reason that it might be a little while before that Shintai is written. I'm in the process of transcribing the first chapter of the aforementioned campaign journal. Which is going to be totally awesome, I think.

    If you don't feel like waiting - my idea was to confine most/all of the Teramach's class features and Mythos to only being accessible while in a Rage, and in exchange, add more skills to their class skill list. Maybe add more skill points. Maybe do an ability score transference thing, so they can have low Strength and high Intelligence outside of a Rage, then the opposite inside a Rage. Maybe fluff it as a Mythos that was born of the Monster's imprisonment; an abomination to all that it represents, thrust upon it forcibly by the Gods who defeated it.

    Quote Originally Posted by Amechra View Post
    I don't know where you would stick this, but...

    Casting Off Eight Restraints:
    Spoiler
    Show

    Prerequisites: -

    The Monster's rage may not be turned aside; however, it may be focused to other pursuits.

    Upon gaining this mythos, your Monstrous Rage is modified in the following manner.

    You may always move towards food and drink; in addition, for the duration of the Rage, you are compelled to consume as much food and drink as possible, and you find it impossible to be completely sated.

    Also, there should be some Advanced options for Retribution Will Follow that allow you to fly into a rage due to other stimuli.

    Someone lies to you? Rage.
    Someone won't give you their belongings? Rage.
    Someone thinks you get angry too often? Rage.
    There's definitely room for something like that. But, see above. It'll probably be a day or two before I can write more Mythos.

  22. - Top - End - #22
    Bugbear in the Playground
    Join Date
    Apr 2008

    Default Re: [3.5 Base Class] "I want to live inside a castle built of your agony!"

    ...Dammit, Xefas! Stop making awesome stuff I can't use!

  23. - Top - End - #23
    Bugbear in the Playground
     
    Primal Fury's Avatar

    Join Date
    Jan 2008
    Location
    In the heart of the beast
    Gender
    Male

    Default Re: [3.5 Base Class] "I want to live inside a castle built of your agony!"

    Quote Originally Posted by Xefas View Post
    If you don't feel like waiting - my idea was to confine most/all of the Teramach's class features and Mythos to only being accessible while in a Rage, and in exchange, add more skills to their class skill list. Maybe add more skill points. Maybe do an ability score transference thing, so they can have low Strength and high Intelligence outside of a Rage, then the opposite inside a Rage. Maybe fluff it as a Mythos that was born of the Monster's imprisonment; an abomination to all that it represents, thrust upon it forcibly by the Gods who defeated it.
    I like this... Now that I think about it... the way you've described it sounds more like an alternate class feature than a Mythos.
    My Homebrew



  24. - Top - End - #24
    Bugbear in the Playground
     
    inuyasha's Avatar

    Join Date
    Feb 2011
    Location
    gehenna
    Gender
    Male

    Default Re: [3.5 Base Class] "I want to live inside a castle built of your agony!"

    can someone spoiler dat image :p its really big...I like the class though
    Come post a magic item to show that not all unique items are immensely powerful tools of the gods!
    Jester of The Rudisplorkers Guild!!

    My cool avatar by Kymme
    My homebrew

    Quote Originally Posted by Xuldarinar View Post
    ..What have I done..? What have you done? That poor lantern archon..

    trophies
    The photo got removed, but I'm a silver trophy winner of Pathfinder Grab Bag XII: of Dungeons and Dragons

  25. - Top - End - #25
    Bugbear in the Playground
     
    Primal Fury's Avatar

    Join Date
    Jan 2008
    Location
    In the heart of the beast
    Gender
    Male

    Default Re: [3.5 Base Class] "I want to live inside a castle built of your agony!"

    Quote Originally Posted by inuyasha View Post
    can someone spoiler dat image :p its really big...I like the class though
    Spoiler
    Show
    NEVAR!!! YOU CANNOT CONTAIN THE BEAST!!!
    Last edited by Primal Fury; 2013-06-12 at 06:32 PM.
    My Homebrew



  26. - Top - End - #26
    Bugbear in the Playground
     
    inuyasha's Avatar

    Join Date
    Feb 2011
    Location
    gehenna
    Gender
    Male

    Default Re: [3.5 Base Class] "I want to live inside a castle built of your agony!"

    Quote Originally Posted by Primal Fury View Post
    Spoiler
    Show
    NEVAR!!! YOU CANNOT CONTAIN THE BEAST!!!
    I see how it is
    Come post a magic item to show that not all unique items are immensely powerful tools of the gods!
    Jester of The Rudisplorkers Guild!!

    My cool avatar by Kymme
    My homebrew

    Quote Originally Posted by Xuldarinar View Post
    ..What have I done..? What have you done? That poor lantern archon..

    trophies
    The photo got removed, but I'm a silver trophy winner of Pathfinder Grab Bag XII: of Dungeons and Dragons

  27. - Top - End - #27
    Orc in the Playground
    Join Date
    Dec 2011
    Location
    Maryland

    Default Re: [3.5 Base Class] "I want to live inside a castle built of your agony!"

    well, i said i was gonna run D&D today with this class, but situations changed so some people couldn't show up, so i'll have to wait to run this adventure until later.

  28. - Top - End - #28
    Bugbear in the Playground
     
    Primal Fury's Avatar

    Join Date
    Jan 2008
    Location
    In the heart of the beast
    Gender
    Male

    Default Re: [3.5 Base Class] "I want to live inside a castle built of your agony!"

    I like the way this is turning out in my head. This seems like a niche class, so I'll just go all out in that direction. Ragechemist (Alchemist) + Bruce Banner Shintai Teramach (needs a better name). I was thinking of adding some interaction with the Master Chymist... but that seems a bit redundant.

    The more I think about it, the more I like the idea of an Alchemist who's taken too much serum, and unintentionally tapped into the primal anger of The Monster.
    Last edited by Primal Fury; 2013-06-12 at 11:15 PM.
    My Homebrew



  29. - Top - End - #29
    Ogre in the Playground
    Join Date
    Nov 2011
    Location
    Missouri, USA
    Gender
    Male

    Default Re: [3.5 Base Class] "I want to live inside a castle built of your agony!"

    I can't quite visualize what happens when you combine Dismembering Gorebeast Fury and TELL ME WHERE YOUR GOD IS. All I know is that it has to be awesome.

  30. - Top - End - #30
    Troll in the Playground
    Join Date
    Jan 2007

    Default Re: [3.5 Base Class] "I want to live inside a castle built of your agony!"

    I've added fluff to ~5 Excellencies, and a new Exalted Mythos; "Within A Perfect World, I Would Be Dead".

    I'm not completely sold on the name, but I couldn't very well call it "The Monster Plays Exalted, Trolololol", as appropriate as that might be.
    Last edited by Xefas; 2013-06-21 at 06:33 AM.

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •