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  1. - Top - End - #1
    Troll in the Playground
    Join Date
    Jan 2007

    Default [3.5] "Look, whatever you're thinking, do me a favor; don't let go."

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    "As a weapon, Lilarcor has its uses, but many a warrior has eventually given it away. Banter such as 'Ouch, that musta hurt!", "Oh yeah! Got him good!", and "Beware my bite for it might... might... might really hurt or something!" is a constant barrage on a warrior's psyche." ~Baldur's Gate 2

    The Syntrofos

    In the chaos of the young universe, the first Gods of Law sought to bring stability to the maelstrom, but even their greatest champions could not bring permanent destruction to the primordial creatures they warred with, for their stories were made to weave in upon themselves, creating tales that always ended, but always begun anew once concluded.

    First, the Lawgivers caused the Sun to rise, instating time upon the timeless expanse, bringing the first day and the first night, then scouring the titans with passing eons to erode them. But the titans proved immortal, the truth of their narratives indelible in the fledgling universe.

    Daunted, but not defeated, the Gods forged a thousand golden chains with which to bind their greatest enemy, a red beast whose stories of violence and madness had consumed Lawgivers without number in its insatiable lust for blood. Unthinkably, they bound the beast, dropping it into a cage whose bars would bend and whose walls were cracked, before sealing it in an infinite pit with many of its lesser kin. Through the cracks, the beast roared and lashed its fury at the Gods, as they had intended, and they collected its rage as fuel with which to, hopefully, inflict a monstrous finality on their opponents.

    Forged in the fires of the Sun, the Gods smelted violence and law together into a spear, and with it, they slew a titan. It was Dead, truly, not merely in a story, but in the reality that the Gods had made, and all the tapestry quaked in that moment.

    The ultimate fate of that unfortunate creature is its own tale, but the other story forged that day was that of the weapon, The Weapon, the first weapon - greatest of the Sun's panoply, molten gold imbued with the Lawgivers' essence, primal steel alloyed with the rage of a bound Titan, inundated with the narrative blood of the story it had slain. Together, a new concept was made enduring throughout all time, and all the Gods took up weapons as their king had, as all their creations would in the millennia to come.

    After the war, the Godspear was entombed with its owner, and known no freedom since. And yet, very occasionally, its presence is still felt. A craftsman, great or small, forges a new weapon and knows not that a strand of The First Weapon's story has tainted it, elevated it - not until it speaks.

    Hit Die: d10
    Skill Points: 6 + Intelligence Modifier
    Class Skills: Appraise, Bluff, Concentration, Decipher Script, Diplomacy, Escape Artist, Intimidate, Knowledge (Any), Listen, Perform, Sense Motive, Speak Language, Spellcraft, Spot
    Proficiencies: Syntrofos are not proficient with any weapons or armor, other than themselves. No matter what form they take, they are always proficient in their own use.

    Level BAB Fort Ref Will Special Mythos Excellencies
    1st +1 +2 +2 +2 Weapon's Mythos, Mythos Known, Exceptional Mythos, Weaponized Excellence, A Weapon Am I, A Will Of My Own, Protective Impulse +2 +1
    2nd +2 +3 +3 +3 +0 +1
    3rd +3 +3 +3 +3 +1 +0
    4th +4 +4 +4 +4 +0 +1
    5th +5 +4 +4 +4 +1 +0
    6th +6/+1 +5 +5 +5 +0 +1
    7th +7/+2 +5 +5 +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 +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 +1 +1
    14th +14/+9/+4 +9 +9 +9 +0 +1
    15th +15/+10/+5 +9 +9 +9 +1 +0
    16th +16/+11/+6/+1 +10 +10 +10 +0 +1
    17th +17/+12/+7/+2 +10 +10 +10 +1 +0
    18th +18/+13/+8/+3 +11 +11 +11 +0 +1
    19th +19/+14/+9/+4 +11 +11 +11 Exalted Mythos +1 +1
    20th +20/+15/+10/+5 +12 +12 +12 +1 +1

    Weapon's Mythos: A Syntrofos' power is expressed in terms of one or more "Mythos", the building blocks of the legend that they are, and the stories that they have told and will tell. While any given Mythos varies from the rest, they share some similar traits. They are always Extraordinary abilities, and when they reference a difficulty class for an imposed saving throw, that saving throw is always calculated as (10 + 1/2 class level + Intelligence modifier, 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 Syntrofos class. When a Mythos references "allies", it specifically does not refer to the Syntrofos 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. An Exceptional Syntrofos is a companion to local folk heroes, recognizably well-crafted and deadly, and the difficult challenges that their wielder overcomes with them likely leads to rumors of it being more than it appears. A Fantastic Syntrofos is almost certainly mistaken for a product of high magic, a sapient and puissant masterwork of some great wizard or another, a worthy weapon to any great hero of the age. Legendary Syntrofos are unique and peerless items that will be feared, coveted, and respected so much as any artifact, the subject of quests and courtships from all over the world. A Syntrofos with Exalted Mythos is clearly beyond even the craftsmanship of most immortals, baffling the smiths of the Upper and Lower Planes. Smithing deities and Gods of War may begin to see the Syntrofos as a worthy prize to claim and subjugate to their purposes, for few blades in all the multiverse are finer than they.

    Some Mythos, in addition to their initial stated effect, have Basic and Advanced manifestations. When a Syntrofos 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 Syntrofos 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 Syntrofos. 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).

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

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

    A Syntrofos also has the ability to learn more Mythos, above the ones automatically allotted to him by leveling up, by triumphing over lesser tools and working in tandem with their wielder. Whenever they destroy, or are used to destroy, a magical item, they gain Mythos Points equal to the gold piece value of the item destroyed. If they destroy, or are used to destroy, another Syntrofos, that Syntrofos loses all unspent Mythos Points they possess, which are transferred to the destroyer.

    Finally, money spent to make a Syntrofos more ornate, but not to improve its functionality in any way, is transferred to the Syntrofos as Mythos Points, at the rate of 1gp to 1mp. This could include embedded gems, fancy engravings, really impractical metallurgic flourishes, and things of that nature. This requires a reforging process, identical to the one described below for [Reforged] Mythos. During this process, the crafter can put a little bit of themselves into the craftsmanship in an intensely personal way, transferring some or all of their own built up Mythos Points to the Syntrofos, at their discretion.

    By spending 1,000 Mythos Points, and 250xp, a Syntrofos 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 Syntrofos may learn a Basic or Advanced manifestation of a Mythos they already know of that Tier.

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

    Weaponized Excellence: As denoted on their class table, a Syntrofos 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 Syntrofos 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.)

    A Weapon Am I: This class may only be taken by a 1st level character. They do not choose a race. Instead, they choose a weapon and a size. Physically, their form is that weapon, sized to be wielded properly by a character of the chosen size. By default, they are of Masterwork quality.

    A Syntrofos' type is 'Construct'. Unlike a normal Construct, they do not automatically gain Darkvision, Low-Light Vision, Immunity to Mind-Affecting Effects, or bonus hit points based on size. Even though they do not have eyes, ears, nerve-endings, or mouths, they may see, hear, feel, and speak as proficiently as a human, as if their entire body was a sensory organ. They can 'taste' with whatever the killing-end of their body is.

    They have no Strength, Dexterity, or Constitution scores (a score of "-"). When assigning ability scores or point-buy, continue as normal. Having three dump-stats is fine. Druids have five.

    Syntrofos normally have a base Hardness rating equivalent to a mundane example of the weapon they are. Syntrofos may substitute a Will save in place of a Fortitude save against effects that can target objects and require a Fortitude save. Syntrofos take a -10 penalty on Reflex saves (they can't move in any highly useful way, but luck could still theoretically be on their side), but if they're being wielded, they may have a consenting wielder make Reflex saves on their behalf. Their Armor Class is usually (10 + size modifier), but when wielded, they may add their wielder's Dexterity modifier to their Armor Class, as the wielder is presumably trying to keep their weapon from being harmed.

    Some of the Weapon's Mythos have the [Reforged] tag, which somehow change the composition of the Syntrofos' body in a fundamental way. After purchasing such a Mythos, it does not take effect until the Syntrofos undergoes a reforging process, which requires a character with a number of ranks equal to the Syntrofos' class level in the Craft (thing) skill required to make the weapon that the Syntrofos is. This process takes as long as it would normally take that crafter to craft a masterwork example of the Syntrofos' weapon-body, taking into account whatever material they're made of. Failures on craft rolls never endanger the Syntrofos' life; they merely do not make progress. However, a Syntrofos is particularly vulnerable while being reforged, and anyone present may intentionally mutilate them, such as by spilling a crucible containing the molten metal of the Syntrofos' blade, killing them instantly.

    A Syntrofos cannot have their composition permanently altered, or be permanently enchanted as a magic item, except through the use of [Reforged] Mythos.

    A Syntrofos normally obeys the standard laws of crafted items; they can only be made of one special material at a time, they can only have one special crafting template, they have one augment crystal slot, etc. They cannot normally benefit from taking additional [Reforged] Mythos which would violate these rules (i.e. trying to shove Mythril into the body of an Adamantine Syntrofos during the reforging process is tantamount to mutilating them to death, as above). The one exception is if the crafter reforging them has an ability that specifically allows them to break the normal crafting rules, and do things such as craft a weapon of two materials. In this case, the crafter can allow a Syntrofos to benefit from additional [Reforged] Mythos, up to the limit of that crafter's ability to do so.

    A Syntrofos that takes an Exceptional [Reforged] Mythos as one of their starting, 1st level, Mythos, may skip the reforging process - instead, this represents that they were originally created that way, rather than being altered later.

    A Will Of My Own: A Syntrofos cannot move its body in the traditional sense, making most actions impossible, and preventing them from doing much on their own. To reflect this, while being wielded, they always act on the initiative count of their wielder.

    However, as a full-round action, a Syntrofos may subtly push itself to perform one of the following feats while being wielded.
    • Perform one attack with itself, adding its Charisma modifier as a bonus on attack and damage rolls. If it attempts to attack a target that the wielder does not wish to attack, the Syntrofos must make a Charisma check opposed by a Strength check from the wielder to do so. (This attack can be a Disarm, Feint, Sunder, or Trip, but not a Bull Rush, Grapple, or Overrun.)
    • Defend its wielder, making an attack roll and adding their Charisma modifier to it. Before the beginning of the Syntrofos' next turn, they may choose one attack targeting their wielder, after the attack roll is made but before the results are given, and oppose that roll with the attack roll they made earlier. If the Syntrofos' roll is higher, the attack is negated. This can function on ranged, touch, and ranged touch attacks just the same as melee attacks.
    • Make a Charisma check opposed by a Strength or Dexterity check (wielder's choice) to slip through the wielder's grip and land in the wielder's space, or any space within the wielder's Reach.


    In addition, while being carried but not wielded, the Syntrofos may make Escape Artist checks, opposed by whatever mechanism is holding them, to slip out of its carrier's possession. This can have small, mysterious effects, such as loosening the band binding the Syntrofos' sheathe to its wearer's belt, or slipping through chains as if the Syntrofos was just slightly smaller than it normally would be. Opposed Spot and Listen checks can notice the Syntrofos' falling out of the carrier's posssession, though they do not determine that the Syntrofos is intentionally doing anything to cause it.

    Protective Impulse: While being wielded, a Syntrofos may make subtle (or, occasionally, not so subtle) twists, tugs, and other minor adjustments to their wielder's combat form, allowing them to better protect an amateur warrior. They add their Charisma modifier as a competence bonus to their wielder's Armor Class against any attack the Syntrofos is aware of. However, the amount of effort a Syntrofos is able to exert in this way is minimal, and any amount of armor worn by the wielder will negate this bonus. In addition, if their wielder already has a class feature that allows them to add one of their ability modifiers as a bonus to their Armor Class (such as a Monk adding their Wisdom to their Armor Class, or a Teramach adding their Strength), this bonus does not stack with it; use whichever bonus is higher.

    (to-do list)
    Spoiler
    Show

    -Add Legendary Mythos for elevating Silver, Cold Iron, and Mithral
    -Add Exceptional Mythos for crafting templates (DMGII)
    -Add Fantastic (plus possible Legendary Mythos) for exerting mental control over one's wielder
    -More spell-using/spell-storing stuff?
    -Mythos for being more alive/organic
    -More Mythos in general, for variety
    -Variant rules for ranged weapons?
    -Two more manifestations for the Silver and Gold Exceptional Mythos
    -A Singing Sword Mythos
    Last edited by Xefas; 2015-03-27 at 10:09 PM.

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

    Default Re: [3.5] "Look, whatever you're thinking, do me a favor; don't let go."

    Exceptional Mythos
    Spoiler
    Show

    A Blade of Silver Starlight
    Prerequisite: -
    [Reforged]

    You take on the properties of Mithral. Your base Hardness becomes 15 if it is not already higher, and you weigh half as much as normal.

    Furthermore, you are better than normal Mithral weapons. Your wielder may choose to substitute their Dexterity modifier in place of their Strength modifier for the purposes of attack and damage rolls when using you as a melee weapon, and may consider you a Light weapon, in place of your normal weapon type, whenever it would be advantageous. You are also impossibly quick on the defensive; as long as your wielder is not flat-footed, they gain the benefits of the Mobility feat, and cannot be flanked, as you masterfully direct yourself to cover their blind-spots.

    Advanced
    Delicate Like Falling Stars: You do not take falling damage. While you are in someone's possession, they move with soft grace, gaining a +2 circumstance bonus on Move Silently checks, and asserting a -10 penalty on Survival checks to track them, as well as taking half damage from falling.

    Shooting Star Charge: When your wielder Charges with you, they may make a single turn during their Charge, up to 90 degrees. When you spend an action to attack with yourself, in the same round that your wielder has Charged and attacked with you, at the end of your turn. you may select a target within your Wielder's Reach that neither you nor your wielder has attacked in this round, and make an attack against them.

    Eyes To The Night Sky: You and your wielder have Low-Light Vision. As long as you can see the night sky, you are able to intuitively navigate by it better than any grizzled sea captain with a sextant, automatically succeeding on Survival checks to keep from getting lost, plot a course for sailing, or similar activities.

    A Reliquary For The Fire Of The Gods
    Prerequisite: -

    Within the core of your mythic essence, you create a vessel for the habitation of magic, the terrible flame forged by the Lawgivers and gifted to their creations.

    In a ritual requiring 8 hours of intimate contact, a spellcaster may invest you with the power of one of their cantrips, expending a use of the chosen cantrip at the culmination of the ritual. A copy of the spell's cosmic pattern is created in your vessel, and a tiny rune appears somewhere on your body to represent it. There is no limit to the number of times this ritual may be performed on you, other than the number of cantrips that exist. Spellcasting classes with no 0th level spells may substitute 1st level spells which appear as 0th level spells on the Cleric or Wizard spell list for the purposes of this ritual.

    Within your magic vessel, you have a pool of Magic Power with a maximum capacity equal to (1 + your Wisdom modifier). Using the action normally required to cast the spell, you may expend 1 Magic Power to cast one of the cantrips copied into you as a Supernatural ability. Every hour, you regenerate 1 Magic Power, up to your maximum.

    You also have room in your vessel for five motes of energy, one of each energy type (Fire, Cold, Electricity, Acid, and Sonic). You gain the mote corresponding to the proper energy type whenever you are used to slay, or are plunged into the carcass immediately after the slaying of, a creature themed around that energy of CR 6 or greater. There's no quick and easy set of rules to determine a creature's energy "theme", but suffice it to say that any creature whose most interesting and obvious trait is an offense or defense centered around a particular kind of energy qualifies, as do creatures whose associations with a kind of energy are so strong that they're named after them. (For example: A Fire Elemental for Fire, a Frost Giant for Cold, a Blue Dragon for Electricity, a Digester for Acid, and a Destrachan for Sonic.) Alternatively, a spellcaster may manually ignite one such mote by laying a hand on you and expending the energy of a 4th level (or higher) spell with the corresponding [energy descriptor].

    While you have at least 1 Magic Power remaining, cantrips you cast that have an energy descriptor, that you have acquired the corresponding energy mote for, do not cost Magic Power.

    Extension-Of-One's-Self Methodology
    Prerequisite: -

    You may train with a particular wielder, instructing them on the finer points of your use, and learning about their personal fighting style, until the two of you attain a higher level of synchonization than the standard swordsman with their sword. This requires (14 - the intelligence modifier of your wielder) hours, split up over however many sessions you choose.

    When wielded by someone you have trained with in this way, you are a Keen, Aptitude (ToB) weapon, as the magical properties, though you manifest them as Extraordinary qualities.

    In addition, as you are wielded in battle over a long period of time, you learn more about your usage than you could have through mere introspection. At 5th level, attacks made with you gain a +1 enhancement bonus to attack and damage rolls, which do not stack with the attack bonus you receive for being Masterwork. At 10th level, this increases to a +2 bonus. At 13th, 15th, and 17th level, this bonus increases again to 3, 4, and 5, respectively.

    Advanced
    Sword-and-Swordsman Knack: When you finish training with a new wielder via this Mythos, pick a feat that can be chosen as a Fighter Bonus Feat and that your wielder qualifies for. While they wield you, both of you have access to the chosen feat. You cannot choose the same feat for two different wielders. After gaining this manifestation, immediately choose feats for each wielder you have already completed your training with.

    It Is Called The Foe-Hammer
    Prerequisite: -

    You physically manifest your hatred for a particular variety of creature, through the focus of the killing implement that you are.

    You are a Bane weapon, as the magical property, though you manifest it as an Extraordinary ability. Choose a color; while you are aware of the presence of members of your designated foe type/race, you glow as brightly as a torch with that color. You cannot normally supress this light, such is the strength of your hatred.

    You are able to detect whether a designed foe is within 60ft of you or not with a sixth sense as natural as hearing or smell. After a designed foe spends one full round within 60ft of you, you are able to detect their approximate distance and direction from you. Effects that can foil extraordinary sixth-senses, such as the Darkstalker feat, can foil this ability.

    At 13th level, your Bane property is replaced with Dread (ELH) for the same foe.

    Advanced
    Dark Blood Approaches: Your foe-detection radius increases by 5ft, plus 5ft per class level.

    Simmering Bigotry Concealment: You can choose not to cast off light when you detect your designated foe. However, while you voluntarily conceal your light, you do not benefit from your corresponding Bane (or Dread) property, until you once again ignite the brilliance of your hate.

    Hammer-and-Hammerer Bloodlust: If you are being wielded or worn on the person of someone who truly hates the same creatures that are your designated foe, then they gain the benefits of the Favored Enemy ability, as the Ranger class feature, against the same classification of creature, so long as you remain in their possession.

    Magic Item Prana
    Prerequisite: 1 rank in the Spellcraft and Knowledge (Arcana) skills

    You gain Spell Resistance equal to your class level , using study of your lesser magic-item cousins to develop a technique by which you may bend small amounts of magic through your physical form, and harmlessly disperse it.

    More practically, your wielder may use you to more effectively parry magical strikes, adding your Intelligence modifier as a bonus to their Touch AC against magical effects.

    Finally, as a full-round action, you may attempt to identify the properties of a magical weapon that you are in contact with, reaching out and briefly connecting your itemnesses. If the caster level of the magic weapon is equal to or less than your ranks in the Spellcraft skill, you gain knowledge of the item as if you had successfully cast an Identify spell on it.

    You may use this ability to identify magic items that are not weapons, but you use your Spellcraft (ranks - 3) instead.

    Advanced
    Broadening The Pathways: The Spell Resistance granted by this Mythos becomes (your class level + 3).

    Extended Family Armory: You may identify all magic items as if they were weapons.

    Spell-Parrying Expertise: The bonus to Touch AC you grant your wielder with this Mythos increases by 2 against spells that you have successfully identified with the Spellcraft skill.

    Internalized Spellcasting Battery: [Reforged] You rearrange some of your nervous-system-equivalent to accommodate a Wand Chamber (Dungeonscape pg34) being installed in your body. You may activate the wand inside of you as if you were wielding it and as though you were a spellcaster with the appropriate spell on your spell list, but you and your wielder may not activate the same wand stored in your Wand Chamber in the same round.

    Metal To Stand Against Chaos
    Prerequisite: -
    [Reforged]

    You take on the properties of Cold Iron. Your base Hardness becomes 10 if it is not already higher.

    Furthermore, you are better than normal Cold Iron weapons. Attacks made with you overcome any Damage Reduction that requires Cold Iron and something else, even if you don't qualify for the 'something else' (such as a Balor's 'Cold Iron and Good'). You and your wielder gain a +4 bonus on saving throws against the spell-like abilities of creatures with racial Damage Reduction that requires Cold Iron to overcome, and neither of you automatically fail such saving throws on a 1.

    Advanced
    Its Fire Burned Cold Through The Demon's Flesh: Fire, Cold, Electricity, Acid, and Sonic damage that you or your wielder deal bypassess the Resistance or Immunity of creatures with racial Damage Reduction that requires Cold Iron to overcome.

    Its Edge Cut Down The Witch And The Heretic: You are a Magebane weapon (MIC), as the magic weapon property, although you manifest it as an Extraordinary ability.

    Its Steel Was As A Hot Brand Upon The Darkness: You are a Shattermantle weapon (MIC), as the magic weapon property, although you manifest it as an Extraordinary ability.

    Of Black Diamonds That Cut The World
    Prerequisite: -
    [Reforged]

    You take on the properties of Adamantine. Your base Hardness becomes 20 if it is not already higher, and you ignore any Hardness less than 20 when used to attack objects. You gain Improved Toughness as a bonus feat.

    Advanced
    The Invincible Are Cut: When you are used to attack a creature, you ignore any Damage Reduction they possess that cannot be bypassed by any means (DR x/-) or that can be bypassed by Bludgeoning, Piercing, or Slashing damage.

    Swings Great and Momentous: At the beginning of your wielder's turn, you may choose to put more impact behind yourself. You and your wielder take a -2 penalty to your Armor Classes until the beginning of your wielder's next turn, but any attacks made with you deal damage as if you were one size category larger.

    Eye of the Mountains: When you enter within 10ft of a trap, secret door, or other curious and intentional alteration made in an earthen material (such as a disguised pit dug into a dirt path, a false wall in a stone dungeon, or a castle's murder holes), the DM should make a Spot check for you, against the normal Search DC one would need to find it if actively searching. If this Spot check is successful, you've noticed it without even trying.

    Privacy-Inhibiting Attachment
    Prerequisite: The 'A Reliquary For The Fire Of The Gods' Mythos, in which case you have generated your own curse; alternatively, you may have had a curse bestowed on you by someone else that made you difficult for an owner to be rid of you, and now your nature has changed to perpetuate that curse even if the original curse is broken

    You are a cursed weapon! When a creature picks you up, you may attach yourself to them as a Supernatural effect. Now, until they die, they cannot get rid of you. If they throw you away, you simply reappear in their hand, or sheathed on their belt, or in their backpack or something. If they try to draw another weapon, they accidentally draw you instead, even if it would otherwise be physically impossible for them to. No one else can be considered your wielder, or to have you in their possession.

    As noted above, the death of your unwilling owner ends the curse, even if they are later resurrected. Your death also breaks the curse - however, your owner is completely incapable of harming you with their own actions. If they detonate a fireball next to you, you are unharmed, if they throw you down a cliff, you reappear in their hand unscathed, if they strike you with a hammer, it deals no damage, etc. The least grizzly option is for a Remove Curse spell to be cast on you. This requires the caster to succeed on a caster level check against a DC of (10 + your class level + your Charisma modifier), and if the check fails, your curse is immune to further attempts to break it for 24 hours.

    You cannot voluntarily break your own curse.

    At level 7, Remove Curse is no longer sufficient; nothing less than a Break Enchantment spell can separate you. At level 14, nothing short of a Wish or Miracle can unbind your curse.

    In exchange, you are able to use your own curse as leverage to remove other curses from your cursed owner. You may attempt an opposed check (d20 + your class level + your Charisma modifier) vs a DC of (11 + the effect's caster level) as a free action to remove any curse or supernatural disease (such as Lycanthropy or Mummy Rot) from your owner. However, you may only make this attempt once per week per curse or disease - if you are unable to wrench the malediction from your host immediately, you must spend time working at it from a different angle.

    Basic
    Sword of +1 Frustrating Obstinance: While you have an owner cursed to wield you, you may enter a mode of unpleasant uselessness. For your wielder's purposes, during this mode, they gain no positive benefits from any of your Mythos, wielding you as if you were just a standard version of your weapon. In addition, when you gain this manifestation, choose an additional hindrance that is of similar power to a Bestow Curse spell - while in your useless mode, your wielder suffers from this hindrance as well. (Examples include automatically missing 50% of their attacks before even making the attack roll, being rendered completely deaf, or being afflicted with a constant and unearthly flatulence that inflicts a penalty to their Move Silently, Diplomacy, and Intimidate checks equal to your class level).

    You Must Be This Tall To Massacre: Maybe your curse backfired on you, or maybe you always wanted it this way - you have some kind of prerequisite to your use, which must be met by all of your wielders, cursed or no. If the requirement is not met by your current wielder, they gain no positive benefits from any of your Mythos, wielding you as if you were just a standard version of your weapon. This requirement can be something like race (only elves!), skill (only if you have Perform (Calliope)!), class (only paladins!), class feature (only those drunk on their own Rage or Frenzy need apply), or something even more esoteric (you must be a 11-foot-tall nihilistic shoe-enthusiast). Alternatively, you may have an actual action as your requirement, whether something your wielder must have experienced (must have killed an innocent person), something your wielder must accomplish with you (must kill an innocent person using me), or something that requires constant upkeep (must bathe me in the blood of the innocent once per day).

    Shining Pure In Blackest Night
    Prerequisite: -
    [Reforged]

    You take on the properties of Alchemical Silver. Your base Hardness becomes 8 if it is not already higher. Attacks made with you deal -1 damage.

    Furthermore, you are better than normal Silver weapons. Attacks made with you overcome any Damage Reduction that requires Silver and something else, even if you don't qualify for the 'something else' (such as a Pit Fiend's 'Silver and Good'). You and your wielder gain a +4 bonus on saving throws against the spell-like abilities of creatures with racial Damage Reduction that requires Silver to overcome, and neither of you automatically fail such saving throws on a 1.

    Advanced
    Disinfecting Argent Light: While you are in a character's possession, they are immune to contracting non-magical diseases and Lycanthropy. Characters with pre-existing diseases or Lycanthropy that acquire you are not immediately cured of the affliction. However, they take no further debilitations from their disease, and no longer suffer from involuntary transformations from Lycanthropy, until you leave their possession, in which case if the disease or Lycanthropy has not been removed, naturally or otherwise, their affliction picks up where it left off.

    Abomination-Culling Smite: You are a Sacred weapon (MIC), as the magic weapon property, though you manifest it as an Extraordinary quality.

    The Glorious King of Metals
    Prerequisite: -
    [Reforged]

    You take on the properties of Alchemical Gold (MoF pg179). Your base Hardness becomes 10 if it is not already higher. You weigh twice as much as normal. You are a "Heavy Weapon", meaning that you deal damage as if you were sized one category larger than you are when you are attacked with, but your wielder must have a Heavy Weapons proficiency to not suffer a non-proficiency penalty to their attack rolls with you.

    You gain a permanent +2 to your Charisma score, and are immune to rusting effects, magical or otherwise.

    Advanced
    The King Untarnished: You always appear gleaming and freshly polished, glimmering even when caked in the blood of your foes. You also gain Acid Resistance equal to your class level, and a +3 bonus on saving throws to resist acid-based effects.

    The Steel of Lost Souls
    Prerequisite: -
    [Reforged]

    You take on the properties of Thinaun (CW). When a creature dies while in contact with you, their soul is absorbed into a locked chamber within your body, rather than proceeding to whatever its fate would be. While sealed inside of you, the soul cannot be raised from the dead by any means, unless you are in the possession of the creature using the ability to resurrect them. In that case, should that creature use a spell with a costly material component for their ressurecting purposes (such as diamonds for Raise Dead), the cost is cut in half, due to the proximity of the soul.

    You only have space to contain one soul at a time. When another creature dies while in contact with you, you must choose to release your currently harbored soul and absorb the new one, or to let the new soul pass on unmolested.

    Advanced
    Soul-Burning Metabolism: While you have a soul sealed inside of you, you recover one hit point at the beginning of each round. You also naturally recover from one point of ability damage or drain every 24 hours.

    Life-Severing Malice Edge: Attacks made with you deal an additional 1d6 damage to living creatures, as your Thinaun-reinforced form strikes and cuts their very life-force.

    Bloodthirsty Burst Damage Technique: You become a Bloodfeeding weapon (MIC), as the magical weapon property, though you manifest it as an Extraordinary quality, gathering shards of life-energy through your soul-conductive Thinaun structure, then releasing them in a destructive wave.

    Weapon-and-Warrior Empathy
    Prerequisite: -

    You may communicate telepathically with your wielder, even if the two of you do not share a language.

    You may also attempt to establish a deeper connection with your wielder's mind. If they are not willing, they are permitted a Will saving throw to resist. If they succeed, you cannot attempt to establish this connection again for 24 hours. If they fail, or consent to the connection, they may attempt to later sever this connection with a Will save, but may only attempt once every 24 hours. Once a connection of this kind is established, it persists as long as the both of you are within (class level x 5)ft. You may only have this deep connection with one creature at a time, establishing a new connection severs the old one.

    First, while you are mentally connected to a creature, you know their surface thoughts (as if by a Detect Thoughts spell), but not vice-versa. Second, they may speak and understand any languages you know, and you may do the same for any languages that they know. Third, they are considered to be proficient with you and, with (14 - their intelligence modifier) hours of training, spaced out however you choose, you may permanently impart to them proficiency with whatever kind of weapon your are. Fourth, while attacking with you, they may use your Base Attack Bonus in place of their own. Fifth, you receive the effects of any Martial Stance that they are currently in, if any. And, finally, they gain a +2 bonus on saving throws against Mind-Affecting Effects, and you are intuitively aware if they are currently laboring under an ongoing Mind-Affecting Effect, though not what it is.
    Last edited by Xefas; 2015-05-24 at 01:02 PM.

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

    Default Re: [3.5] "Look, whatever you're thinking, do me a favor; don't let go."

    Fantastic Mythos
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    A Spirit of [Energy] Dwells Within
    Prerequisite: 'A Reliquary For The Fire Of The Gods' Mythos

    To acquire this Mythos, you must have a mote of energy obtained via the 'A Reliquary For The Fire Of The Gods' Mythos. When you take this Mythos, you must choose a type of energy for which you possess the corresponding mote.

    As a standard action, once per day, you may summon a Large Elemental corresponding to your chosen energy, which appears in an adjacent space. Fire summons a Fire Elemental, Cold summons an Ice Elemental (MotP), Electricity summons a Lightning Elemental (this functions identically to a Smoke Elemental, MotP, save that damage it deals is Electricity damage), Acid summons an Ooze Elemental (MotP), and Sonic summons a Sound Elemental (this functions identically to an Air Elemental, save that damage it deals is Sonic damage).

    The elemental exists for (class level + Wisdom modifier) rounds and follows your commands to the best of its abilities.

    When you summon the elemental, you may choose to temporarily transfer your mind into it. While possessing the elemental, replace its mental ability scores with your own, and add your own feats, skills, and spoken languages to its list. Use your base attack bonus in place of the elemental's. Otherwise, you act with the elemental's statistics, taking your first turn as the elemental on its new initiative. If the elemental dies, or when its duration expires, your mind returns to your normal body unharmed.

    While your mind is not in your weapon-body, your Mythos still function, and those that can be activated by your wielder can still be activated, although you cannot take actions to activate abilities yourself.

    At 9th level, summon a Huge Elemental instead. At 11th level, summon a Greater Elemental. At 13th level, summon an Elder Elemental. At 19th level, summon an Elemental Monolith (Fire and Air Monoliths can be found in Complete Arcane, while Ice, Ooze, and Smoke are in Dragon Magazine #347).

    Basic
    Carrying The Reliquary: When you possess your elemental, you take your 'A Reliquary For The Fire Of The Gods' Mythos with you, allowing you to cast cantrips from your elemental body. If you possess the 'Illustrious [Energy] Blade' Mythos, you may take that with you as well, removing the x-Burst weapon property from your weapon-body, and imparting it to your elemental's natural weapons, as well as allowing you to spend Magic Power to project that Mythos' line of elemental energy. However, during this time, your wielder cannot project that line of energy from your weapon-body.

    Stoking Spent Coals: You may spend 2 Magic Power to summon an elemental with this Mythos if you have already spent your daily use of the ability.

    Resilient Spiritual Construction: While you are possessing your elemental, use the better of its saving throw modifiers, or your own.

    Attenuating Sword-Emperor Exaction
    Prerequisite: -

    You gain the Improved Disarm and Improved Sunder feats as bonus feats.

    With the authority of the Ur-Weapon behind you, you force all lesser weapons to turn against their owners and kneel in supplication. All non-sentient weapons within [30ft + (10ft x Charisma modifier)] that are wielded by your enemies do not deal their base damage on a successful attack.

    (For example, an Orc with 18 Strength, wielding a +1 Flaming Greatsword, would normally deal 2d6+7+1d6fire damage. That's 2d6 base damage, 4 from strength, an additional 2 from strength for being a two-handed weapon, 1 from an enhancement bonus, and 1d6 from fire. Under the effects of this Mythos, their Greatsword does not deal its base 2d6 damage, leaving them with 7+1d6fire damage.)

    Furthermore, enemies in this area take a -4 penalty to the opposed roll to resist being disarmed.

    This Mythos (other than the bonus feats) only functions against manufactured weapons, and not improvised or natural weapons.

    Bloodshed With Greater Purpose
    Prerequisite: -

    Choose one alignment component.

    If you choose Good, then you become a conduit for celestial energy, gaining the Holy property, and radiating a continual Magic Circle Against Evil. If you choose Evil, then you become a conduit for fiendish energy, gaining the Unholy property, and radiating a continual Magic Circle Against Good. If you choose Chaos, then you become a conduit for dissonant energy, gaining the Anarchic property, and radiating a Magic Circle Against Law. If you choose Law, then you become a conduit for harmonious energy, gaining the Axiomatic property, and radiating a Magic Circle Against Chaos.

    These property are Extraordinary, but the Circles they emanate are Supernatural in nature.

    Furthermore, choose an ongoing situation in the world that is great enougth to at least be important on a national or continental scale, the resolution of which would further the cause of your chosen alignment component. While your wielder is directly taking action to resolve this situation in accordance with your chosen alignment, damage rolls they make with you are rolled twice, and they take the better result. When this situation is resolved, made impossible, or deteroriates in importance until it is no longer of the proper scale, you may choose a new purpose.

    At 13th level, you must choose situations that are at least of planetary impact and importance.

    The player of a Syntrofos need not choose an alignment component for this Mythos that the Syntrofos actually has. It is theoretically possible for a bloodthirsty jerkface sword to be destined with a noble purpose, or a hammer forged to bring order to the land to, through its own experiences, eventually develop a detached individualistic personality.

    Conducting Lightning And God-Flame
    Prerequisite: One of the 'Magic Item Prana' OR 'A Reliquary For The Fire Of The Gods' Mythos

    You attain great mastery over the inner workings of your body, and the channels through which magic might be flow. Whenever an augment crystal is socketed into you, it operates as if it were one step more powerful than it actually is (for example, a Least Crystal of Fire Assault would function as a Lesser Crystal of Fire Assault while inside of you). If you are socketed with a Greater Crystal, the residual magic allows you to bypass damage reduction as if you were magical, if you are not already, and if you already provide an enhancement bonus to attack and damage rolls made with you, this bonus is 1 greater than usual.

    Furthermore, choose a clerical Domain (or, if you're feeling up to it, you may create a thematically linked list of nine spells of your own devising, one of each level, though they must be as tightly joined in theme as a regular Domain would be).

    Three times per day, your wielder may sacrifice a prepared spell or daily spell use, to cast the same level spell on your Domain list. This new spell functions exactly as if they had cast it, including caster level, save DC, material and XP components required, and so on. They may even spontaneously apply Metamagic feats to these new spells, but they must still sacrifice a prepared spell or daily spell use of the new, appropriate level.

    (For example, if you chose the Protection Domain, a Sorcerer with the Extend Spell feat might sacrifice a 5th level daily spell slot to cast an Extended Spell Immunity through your domain list, whereas a Wizard with the Still and Silent Spell feats could sacrifice one of his prepared Summon Monster VIIIs to cast a Still Silent Antimagic Field.)

    Advanced
    Protective Synergy Practices: You have modified your eldritch pathways to accept Armor and Shield Augment Crystals into your augment crystal sockets. They function as normal, as if you were a suit of armor or a shield.

    Exciting New Customization Options: [Reforged] You have a second augment crystal socket.

    Reinforced Arcano-Capillaries: If you have the 'A Reliquary For The Fire Of The Gods' Mythos, and you have no more daily uses of this Mythos' spell-conversion ability, you may spend one Magic Power to allow your wielder to convert a spell anyway.

    Illustrious [Energy] Blade
    Prerequisite: 'A Reliquary For The Fire Of The Gods' Mythos

    To acquire this Mythos, you must have a mote of energy obtained via the 'A Reliquary For The Fire Of The Gods' Mythos. When you take this Mythos, you must choose a type of energy for which you possess the corresponding mote. This Mythos may be purchased a maximum of two times.

    You are a Flaming Burst (Illustrious Fire Blade), Icy Burst (Illustrious Cold Blade), Shocking Burst (Illustrious Electricity Blade), Acidic Burst (Illustrious Acid Blade), or Screaming Burst (Illustrious Sonic Blade) weapon, as the magic item property, depending on which variation of this Mythos you have chosen.

    As a full-round action, you may spend 1 Magic Power to make a normal melee attack with yourself, and project the attack as a line with dimensions up to 10ftx10ftx[30 + (wisdom modifier x 5)]ft, originating at yourself. All non-energy damage normally dealt by the attack is converted into the same energy type you have chosen for this Mythos (if you have taken this Mythos twice, choose between either).

    Your wielder may spend a full-round action to perform the same line-attack, costing the normal 1 Magic Power.

    Just as a spell that ignites a combustible material is magical, but the fire that spreads and grows outward from that ignition is mundane fire, so to do the effects of this Mythos originate from magic but are not, in themselves, magical.

    Incomparable Weapon-Works
    Prerequisite: -

    When you attack with yourself using your 'A Will Of My Own' class feature, you may make a full-attack instead of a single attack.

    Your wielder may spend a standard action to make a full-attack with you.

    Worthiness-Discerning Ego
    Prerequisite: The 'Weapon-and-Warrior Empathy' Mythos


  4. - Top - End - #4
    Troll in the Playground
    Join Date
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    Default Re: [3.5] "Look, whatever you're thinking, do me a favor; don't let go."

    Legendary Mythos
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    Of Faultless Crystals That Rend The World
    Prerequisite: The 'Of Black Diamonds That Cut The World' Mythos
    [Reforged]

    The Reforging process for this Mythos requires that you be recreated within the same Creche-Forges that birth Quaruts, the Inevitable defenders of the integrity of time and space, within the realm of Neumannus on the plane of Mechanus.

    You take on the properties of Adamant, a pure refinement of Adamantine used in antiquity by the souls of a Titan, The Maker. Your base Hardness becomes 35 if it was not already higher, and you bypass all Hardness and Damage Reduction, as well as dealing double damage against objects. Furthermore, you can cut constructs of pure force, such as that created by a Wall of Force spell. Against such things, you consider them to have 5 hit points per inch of thickness.

    Finally, you are immune to sonic damage, and ignore up to 5 points of Natural Armor when used to attack a creature.

    Shearing The Tapestry
    Prerequisite: -

    Your edge extends beyond the material, transcending common interpretations of how time and space is structured within the Great Wheel. You become a Ghost Touch weapon, as the magical weapon property, but you express it as an Extraordinary quality.

    Further, while being wielded, you may muster your strength to cleave through the spacial machinery of the Wheel as a standard action, producing a dimensional tear. When you produce the tear, you may choose for it to lead to any point on the same plane within (500ft + 100ft per point of your Wisdom modifier). You may envision a particular place, or merely set the direction and distance and hope. Being an inexact process, the actual place the tear leads to will have a margin of error equal to ([2d6 - your Wisdom modifier] x 10] feet.

    The tear lasts for one full round, and can fit any creature up to one size category larger than the size of creature you're built to be wielded by. Any creature that steps into the tear appears as the designated point (accounting for the margin of error) that the tear leads to. If the tear leads to a solid object, solid creature that appear there and shunted to the closest empty space, taking 1d6 damage per 100ft they needed to be shunted.

    Using this ability is taxing, and cannot be safely used again until you've had ten minutes to rest. Creating another tear before being able to rest inflicts 6 (+2 per additional time before resting) Wisdom Drain on you. Mitigating or preventing this Wisdom Drain also prevents you from properly mustering your mental strength, causing this ability to fail.

    Finally, you may spend a full-round action to wind up for an exceptionally powerful strike against space-time. A second full-round action completes the attack, splitting open the fabric of the Great Wheel to create a tear similar to the one above, save that it leads to a different Plane of Existence. This ability can be used to exit the Wheel into the Far Realm, but cannot be used from the Far Realm to enter back into the Wheel.

    This technique is even more taxing. Until you've had eight hours of rest, every tear you create to move through space inflicts Wisdom Drain as if you have not properly rested since the last time, and creating a new planar tear knocks you completely unconscious for 3d4 hours (although you still successfully create the tear).

    The Gatasattva's Wailing Flesh
    Prerequisite: 'The Steel of Lost Souls' Mythos
    [Reforged]

    The Reforging process for this Mythos requires that you be recreated on Pluton, the lowest layer of the Gray Wastes of Hades.

    You take on the properties of Soulsteel, a rare and horrific alloy pioneered by the unliving souls of the Corpse-Titan, Abomination. Your base Hardness becomes 20 if it is not already higher, and you completely bypass Hardness of 20 or less when used to attack an object. The soul-absorbing properties of your Thinaun are expanded - you may now absorb and contain an unlimited number of souls, and indeed cannot voluntarily release any. The only way for a soul to be removed from you is either for you to be destroyed, or for you to be in the possession of someone that uses an ability to bring a soul trapped in you back to life.

    Souls trapped inside of you are now aware of themselves, though unable to act, save for when you choose to converse with them. Their existence within you is always unpleasant, but you may choose to purposefully make it more so, tormenting any or all trapped souls at your discretion. After each month spent in this torment, the soul must make a Will save or be broken. A broken soul, returned to life, is inflicted with enough Intelligence, Wisdom, and Charisma Drain to reduce those scores to 1, rendering them deranged and mentally disabled without the aid of powerful restorative magic.

    As a swift action, while you are tormenting at least one trapped soul, you may cause disfigured shadows of faces to appear all across your surface, which begin wailing in abject terror and agony. Creatures within 60ft that can hear this screaming must make a Will save at the beginning of each turn or take 4 sonic damage and become Shaken (this escalates to higher levels of fear as normal) for 1 minute. Creatures adjacent to you take a -3 penalty to this saving throw.

    Silencing the screams (or, more accurately, preventing them from being heard outside your body) is a free action.

    The Supernal Emperor of Metals
    Prerequisite: 'The Glorious King of Metals' Mythos
    [Reforged]

    The Reforging process for this Mythos requires that you be recreated in the presence of intensely focused sunlight (such as through a giant lens) and involves the use of a naturally ocurring lava-flow.

    You take on the properties of a rare and ancient alloy developed by the Lawgivers themselves, called Orichalcum. Your base Hardness becomes 25 if it is not already higher. You weigh four times as much as a standard version of your weapon (this replaces the 2x from being made of Alchemical Gold). You deal damage as if you were one additional size category larger than you are (this stacks with the +1 size from being made of Alchemical Gold). You completely bypass Hardness of 25 or less. You are immune to fire and acid damage.

    Furthermore, while your surface is exposed to any light source bright enough to produce at least Shadowy Illumination, you shine with intense golden light equivalent to a Sunrod. When exposed to direct, natural sunlight, your luster is so brilliant that creatures within 30ft must keep their eyes shut (giving anything they target Total Concealment against them), or make a Fortitude save every round - failure results in permanent blindness. Bright, but non-harmful, light proceeds for 100ft beyond that, and shadowy illumination for another 200ft.

    You gain a permanent +2 to your Charisma score.

    Titanslaying Godspear Legacy
    Prerequisite: -

    You become a Vorpal weapon, as the magical property, though you manifest it as an Extraordinary quality. You may have this property even if you are a piecring or bludgeoning weapon, instead impaling or crushing an enemy's skull, rather than lopping it off.

    Furthermore, you are good at killing things. When you reduce a creature to -10 hit points, or to 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. Specific examples follow.

    Spoiler
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    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.

    And so on. If you kill something, you kill it. Extrapolate as necessary.



    Exalted Mythos
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    Chronoton-Cutting Blade
    Prerequisite: -

    You are a Speed weapon, as the magical weapon property, although you express it as an Extraordinary quality.

    You gain a pool of one standard, one move, and one swift action. During a round, you or your wielder may draw an action from this pool and use it. By combining a standard and a move action, you may create a full-round action. This pool recharges at the beginning of each round.

    Immortal Ore of Heaven
    Prerequisite: -
    [Reforged]

    You take on the properties of Aurorum (BoED). If you are slain, your physical body shatters into 3d4 shards of scintillating metal that fall into adjacent spaces. If these shards are brought together and fitted back into the proper alignment, they melt into one another to become whole again, reviving you with 1 hit point.

    Plot-Crushing MacGuffin Apotheosis
    Prerequisite: -

    You become suddenly and terribly aware of your true cosmic purpose, the very reason for your construction, a place in history that perhaps far outstrips the intentions of the one who crafted you. Or, possibly, you always knew, but only now has the power you required awakened within you, and the moment of truth is close at hand.

    As a player, choose the purpose of your Syntrofos, which might be as concordant or abhorrent to the character's desires as you wish. However, it must be something of great significance, with the capacity to utterly destroy the cosmic status quo. Perhaps you are the one who will cut the bars of the Monster's cage and free him from the Abyss to rampage across the multiverse. Perhaps you are the ordained end to the Lady of Pain, the one who will bring dissolution to the order of Sigil, and herald a new age of open planar warfare. Perhaps you are meant to sever the anchors tying Limbo to the Lower Planes, causing it to raise into the heavens and create a massive multiversal imbalance of freedom and hope throughout all living things as Chaos and Good dominate their opposition. Perhaps it is your fate to be cast into the Well of Souls and poison it with your Mythos, causing weapons all over the Great Wheel to suddenly become endowed with sapience, will, and power.

    Whatever your purpose, you acquire whatever ability is necessary for you to actually complete it. If you are destined to kill the Lady of Pain, then you must therefore project some kind of immunity to her auto-win abilities, and be able to pierce her plot-armor, for example. It doesn't mean that you'll have an easy time of it, it just means that you are able to do whatever it is that you must be able to do.

    On the other hand, when you gain this Mythos, some faction in the multiverse becomes aware of it. This faction must be something you have not significantly dealt with in the past, they must have power and resources enough to threaten you, at least general knowledge of who you are and what your purpose is, and they wish to do the opposite of whatever it is that you want to do with your purpose. (For example, if you want to kill the Lady of Pain, a faction will arise to stop you at any cost, if you are intentionally avoiding your purpose to kill the Lady of Pain, a faction will arise that will stop at nothing to acquire you and use you to kill the Lady of Pain).
    Last edited by Xefas; 2015-02-24 at 11:02 PM.

  5. - Top - End - #5
    Troll in the Playground
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    Default Re: [3.5] "Look, whatever you're thinking, do me a favor; don't let go."

    Excellencies
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    [Ability] Exaggerating Artifact
    Prerequisite: One Fantastic Mythos

    Choose one Ability Score. This Excellency may be purchased once for each Ability Score, granting the creature whose possession you are currently in 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.

    Handy-Dandy Omnitool
    Prerequisite: -

    Choose five skills. You are considered a Masterwork Tool for those skills, imparting a +2 circumstance bonus to your wielder when used in conjunction with those skills.

    You will, however, have to justify how you're being used. It doesn't have to be realistic, but it should at least make narrative sense. For example, a sword could grant a bonus for climbing when used to dig into stone and anchor its wielder - that doesn't really make a lot of sense, but the image of a surly barbarian stabbing his way up a mountainside is pretty cool. For more mental skills, providing insight and consultation to your wielder is generally enough.

    This Excellency may be purchased a total of two times.

    Leveraging Lots of Free Time for [Skill]
    Prerequisite: -

    As a disembodied mind inside of an inanimate object that doesn't require things like sleeping or eating, you have a tremendous amount of time to consider things.

    Choose one Syntrofos class skill. Whenever you're not doing anything, you are assumed to be secluding yourself into your own thought-space, continuously iterating on your ideas concerning your chosen skill, extrapolating new facts and strategies regarding it. Every day, you gain 1 rank in that skill, up to a maximum allowed by your level (when you gain a new level, you begin acquiring free ranks again until you reach the new maximum).

    Relic of Unsurpassed [Skill]
    Prerequisite: 10 ranks in the chosen Skill

    Choose one Syntrofos class skill in which you have at least ten ranks. You gain a competence bonus on checks with your chosen skill equal to (10 + class level).

    Singular Masterwork [Ability]
    Prerequisite: One Fantastic Mythos

    Choose one of Intelligence, Wisdom, or Charisma. 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.

    The Steel Of This Sword Is Soaked With The Violence Of Ten Thousand Battles
    Prerequisite: -

    You gain Toughness as a bonus feat.

    Choose one feat. You do not gain the feat chosen, but instead it is placed in a separately tracked pool of feats. While you are in someone's possession, they gain every feat in this pool that they qualify for.

    This Excellency may be taken multiple times.
    Last edited by Xefas; 2015-02-24 at 11:03 PM.

  6. - Top - End - #6
    Ogre in the Playground
     
    NecromancerGirl

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    Default Re: [3.5] "Look, whatever you're thinking, do me a favor; don't let go."

    OH MAH GAWD A NEW THING!!!! I wanted to be the first to comment since I'm so excited, I'll edit when I look at it!

    So... a class... for items? I'm extremely interested. Oh man, it's a class for BECOMING a weapon, that's freakin' cool, yo. A bit disapoint there is no Excalibur, but that's just me.
    Last edited by 7th son of sons; 2015-02-24 at 10:38 PM.

  7. - Top - End - #7
    Ogre in the Playground
     
    Kymme's Avatar

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    Default Re: [3.5] "Look, whatever you're thinking, do me a favor; don't let go."

    This is absolutely gorgeous. I assume you've not seen Durarara!, because Saika would be an absolutely perfect fit for something like this. I mean, a magical sword that can possesses the people it cuts? That's kinda sick.

    Also, there doesn't seem to be a mythos that lets you cut the tops off of distant hills, which is somewhat unfortunate. JK everything you make is awesome, I'm just trying to provide inspiration.

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    Default Re: [3.5] "Look, whatever you're thinking, do me a favor; don't let go."

    Quote Originally Posted by 7th son of sons View Post
    A bit disapoint there is no Excalibur, but that's just me.
    Quote Originally Posted by Kymme View Post
    I assume you've not seen Durarara!, because Saika would be an absolutely perfect fit for something like this.
    Its true, I haven't seen Durarara! or Fate/Stay Night. However, the banner isn't meant to be legendary and awesome weapons, just conventional weapons that speak and/or are alive. I dunno if the two you've mentioned qualify for that or not, I just felt I should state that plainly. If I was going to do most awesome/most iconically enduring weapons, it would look a lot different.

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    Default Re: [3.5] "Look, whatever you're thinking, do me a favor; don't let go."

    This looks so fun, I saw soul edge and immediately knew what this class was generally about
    Thought of the coolest thing to do (maybe) get my wielder to animate an undead then have him tell the undead to do as I say then have said undead wield me, I have now basically become a body driven only by the will of his weapon (I think this works, I hope)
    Also how does this work if your a ranged weapon do you make your own ammo or must it be provided?

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    Default Re: [3.5] "Look, whatever you're thinking, do me a favor; don't let go."

    I don't think any other brewer has gathered such an excited following. Just browsing and then suddenly "OH MY GOD A THREAD BY XEFAS."

    Thank you for the reading material

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    Default Re: [3.5] "Look, whatever you're thinking, do me a favor; don't let go."

    Quote Originally Posted by Xefas View Post
    However, the banner isn't meant to be legendary and awesome weapons, just conventional weapons that speak and/or are alive.
    But soul edge is all of those things you just said but then again so is soul calibur

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    Default Re: [3.5] "Look, whatever you're thinking, do me a favor; don't let go."

    Quote Originally Posted by Scaileanna View Post
    Thought of the coolest thing to do (maybe) get my wielder to animate an undead then have him tell the undead to do as I say then have said undead wield me, I have now basically become a body driven only by the will of his weapon (I think this works, I hope)
    This more or less works. Mindless undead are, well, mindless, and so I would assume you can't communicate with them telepathically. So, you'd need to yell every action out loud at them, which has unfortunate tactical implications. Plus, they don't do so well with complex orders, which might end up being disadvantageous.

    Still, the idea of a zombie wandering around with a giant golden sword constantly shouting orders at it in an exasperated cockney accent is kind of amazing.

    Uh, anyway, on my to-do list (bottom of first post) are some Mythos branching off of Weapon-and-Warrior Empathy that allow you to corrupt a wielder to your will and, eventually, hollow them out and take over their body. You can do something like creating Nightmare or Arthas, or you can opt for the cheap-disposable-villager option, and burn them out quickly.

    Also how does this work if your a ranged weapon do you make your own ammo or must it be provided?
    I'd like to make a ranged weapon variant at some point, but right now it really only works with melee weapons.

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    Default Re: [3.5] "Look, whatever you're thinking, do me a favor; don't let go."

    Quote Originally Posted by Xefas View Post

    Uh, anyway, on my to-do list (bottom of first post) are some Mythos branching off of Weapon-and-Warrior Empathy that allow you to corrupt a wielder to your will and, eventually, hollow them out and take over their body. You can do something like creating Nightmare or Arthas, or you can opt for the cheap-disposable-villager option
    This sounds really cool and maybe could use this for my zombie wielder plan unless undead like that wouldn't be a valid target for this mythos ability
    (Just found out from thingss I looked up you could talk telepathically with the undead depending on if they Are considered to know a language, since they can understand what you say I think they technically do)

    Just read the to do list and that organic thing sounds amazing maybe you could have something like Tryndamere's demon blade skin(League of Legends) where the sword fuses to it's wielder becoming their arm or like Sounga from the 3rd inuyasha movie and have tentacles burrow into your victim making nigh impossible to remove
    Last edited by Scaileanna; 2015-02-25 at 01:51 AM.

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    Default Re: [3.5] "Look, whatever you're thinking, do me a favor; don't let go."

    This would be the best cohort ever. I mean, a Legendary Weapon that does not suck? Totally worth the feat. And the gazillion followers

    Alternatively, take Leadership, and have your cohort wield you.

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    Default Re: [3.5] "Look, whatever you're thinking, do me a favor; don't let go."

    How would this class interact with gestalt?
    Could you make a single class wielder along with yourself as this class?

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    Default Re: [3.5] "Look, whatever you're thinking, do me a favor; don't let go."

    Quote Originally Posted by nikkoli View Post
    How would this class interact with gestalt?
    Not very well, since the Syntrofos can't really move itself, except for the very specific methods outlined in the 'A Will Of My Own' class feature. Technically, it should be able to cast spells with no somatic components (or that have been modified with the Still Spell feat), but I don't think there's a huge number of those.

    Other than that, you might have to get creative. For example, spell-like abilities, unless stated otherwise (such as for Warlock invocations) do not have verbal, somatic, or material components. A class like the Pathfinder Summoner can cast Summon Monster stuffs as a spell-like ability, as well as summon an Eidolon which could theoretically wield you. An Ozodrin grows limbs and tentacles that can move and act, which might give the Syntrofos some autonomy.

    Kellus' truenaming fix is good, and also only requires that you be able to speak.

    The magic item crafting and infusion rules are vague enough, I think, that you can do something like a hammer-shaped Syntrofos//Artificer who is wielded by a smith to craft magic items, and can use his Artificer Infusions on himself (and maybe other equipment if he's touching them?). I don't think its ever explicitly stated what magic item creation actually entails - having an attendant Aid Another by doing all the opposable-thumb-necessary work, while you supply the knowledge, instruction, and mojo might be kosher.

    Could you make a single class wielder along with yourself as this class?
    That's an interesting use of the gestalt rules I hadn't considered. I think it gives something of an advantage, as you'd be getting two sets of actions, one for the wielder, one for the Syntrofos, so this might be the kind of thing you'd need to run by a DM. They might, for example, require that your wielder be one of the weaker classes to make up for the fact that you're getting more actions than the rest of the party. I dunno, but it's interesting to consider.

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    Default Re: [3.5] "Look, whatever you're thinking, do me a favor; don't let go."

    So looking through everything and the last line of "Will of My Own" made me think of "the one ring" any intention for non weapon support?
    Last edited by Lanth Sor; 2015-02-28 at 02:33 PM.

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    Quote Originally Posted by Lanth Sor View Post
    So looking through everything and the last line of "Will of My Own" made me think of "the one ring" any intention for non weapon support?
    My original concept for the class included armor and other slots (like rings), but it proved problematic. I think a similar class for non-weapons could be done. Maybe someone else will make it?

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    Default Re: [3.5] "Look, whatever you're thinking, do me a favor; don't let go."

    What were the major problems with non-weapons?

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    Default Re: [3.5] "Look, whatever you're thinking, do me a favor; don't let go."

    Quote Originally Posted by Lanth Sor View Post
    What were the major problems with non-weapons?
    Most things had to have two sections, "For Weapons" and "For Everything That Isn't A Weapon", with a side-order of some Mythos that were "Weapons Only" and "Everything That Isn't A Weapon Only". It ended up being sort of two classes in one. There were a few other problems which I would talk about if I weren't about to walk out the door to go to work, but the two-classes-in-one-should-just-be-two-classes thing is the big one.

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    Default Re: [3.5] "Look, whatever you're thinking, do me a favor; don't let go."

    OHMAHGAWDNEWMYTHOSCLASS!

    i will read the hell out of this now.
    avatardonebymememememememememeeeeeeeeeee

    Julian, it's a hungry world
    They're gonna eat you alive son, yeah
    Oh Julian, when their fangs sink in
    I'll stitch you but then I gotta throw you back in


    Quote Originally Posted by INoKnowNames View Post
    .... what the **** is that?! That's not a spiked chain; that's some Klingon bullcrap! Who the hell drew that?! How are you supposed to use that without stabbing yourself?!

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    Default Re: [3.5] "Look, whatever you're thinking, do me a favor; don't let go."

    Now I want to play a Bellator/Thrallherd dual-wielding two of these guys...

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    Default Re: [3.5] "Look, whatever you're thinking, do me a favor; don't let go."

    Quote Originally Posted by Xefas View Post
    Most things had to have two sections, "For Weapons" and "For Everything That Isn't A Weapon", with a side-order of some Mythos that were "Weapons Only" and "Everything That Isn't A Weapon Only". It ended up being sort of two classes in one. There were a few other problems which I would talk about if I weren't about to walk out the door to go to work, but the two-classes-in-one-should-just-be-two-classes thing is the big one.
    Maybe Mythos Paragon feats are an order since a race can't be picked with this class? After all your Exalted Feats as they are really don't constitute it must be a weapon

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    Default Re: [3.5] "Look, whatever you're thinking, do me a favor; don't let go."

    The class also needs some general features. Maybe help boost your wielder in some small ways using your Wisdom modifier?

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    Default Re: [3.5] "Look, whatever you're thinking, do me a favor; don't let go."

    i'm kind of unclear on how wielders work. are we just supposed to create a separate character to carry the Syntrofos? is there a limit on what kind of wielders they can have? do you control the wielder, or does the DM/other players? how does the class deal with more or less powerful wielders and their personal abilities?
    Last edited by commander panda; 2015-03-01 at 01:31 PM.
    avatardonebymememememememememeeeeeeeeeee

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    They're gonna eat you alive son, yeah
    Oh Julian, when their fangs sink in
    I'll stitch you but then I gotta throw you back in


    Quote Originally Posted by INoKnowNames View Post
    .... what the **** is that?! That's not a spiked chain; that's some Klingon bullcrap! Who the hell drew that?! How are you supposed to use that without stabbing yourself?!

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    Default Re: [3.5] "Look, whatever you're thinking, do me a favor; don't let go."

    Quote Originally Posted by Amnoriath View Post
    The class also needs some general features. Maybe help boost your wielder in some small ways using your Wisdom modifier?
    I haven't found anything else I felt needed to be a universal class feature for all Syntrofos. And if that's the case, that's fine.

    Quote Originally Posted by commander panda View Post
    i'm kind of unclear on how wielders work. are we just supposed to create a separate character to carry the Syntrofos? is there a limit on what kind of wielders they can have? do you control the wielder, or does the DM/other players? how does the class deal with more or less powerful wielders and their personal abilities?
    You're just the weapon. You need to find someone to wield you. If one of the other PCs doesn't want a weapon orders of magnitude more powerful than anything else they're liable to get at any given level, then start shouting at random peasants until one picks you up, tell him that he's part of an ancient prophecy and that the Gods have sent you to help him save mankind and shag fancy elves, and hope he's in the mood for adventure.

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    Default Re: [3.5] "Look, whatever you're thinking, do me a favor; don't let go."

    I really like this. Is there any chance of an ability that lets them take a humanish form, in the vein of Soul Eater? It would likely have to be a form with really crappy combat stats, but still.
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    Default Re: [3.5] "Look, whatever you're thinking, do me a favor; don't let go."

    So if you have multiple reforged mythos only one material can be used but what about the manifestions do only the active reforged mythos manifestions work or do all of them
    Work,
    Ex. I have the admantium and thinuan mythos and the manifestions to ignore damage reduction and heal for holding a soul respectively do both of these remain active or only the one tied to my material type
    Last edited by Scaileanna; 2015-03-01 at 10:57 PM.

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    Default Re: [3.5] "Look, whatever you're thinking, do me a favor; don't let go."

    Quote Originally Posted by Milo v3 View Post
    I really like this. Is there any chance of an ability that lets them take a humanish form, in the vein of Soul Eater? It would likely have to be a form with really crappy combat stats, but still.
    The closest thing I can think of is that I want a few Mythos with more blanket customizability, like picking any valid weapon property, or gaining an assortment of any spells of a particular level. As a construct, as far as I know, things like Alter Self could turn you into a Warforged or similar, and Polymorph could turn you into a variety of things.

    Rubilax and Shark Faced Ninja Guy are kinda begging for a Mythos that involves fusing bodies with your host. That's... kinda similar?

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    Default Re: [3.5] "Look, whatever you're thinking, do me a favor; don't let go."

    Quote Originally Posted by Scaileanna View Post
    So if you have multiple reforged mythos only one material can be used but what about the manifestions do only the active reforged mythos manifestions work or do all of them
    Work,
    Ex. I have the admantium and thinuan mythos and the manifestions to ignore damage reduction and heal for holding a soul respectively do both of these remain active or only the way tied to my material type
    You can only benefit from the Reforged Mythos that actually applies to the material that your body is made out of, and that includes the manifestations. So, if you're made out of Adamantine, you don't get anything associated with the Thinaun Mythos.

    Unless you have a Bellator in the party, and he forges you out of both materials.
    Last edited by Xefas; 2015-03-01 at 10:58 PM.

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