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  1. - Top - End - #1
    Titan in the Playground
     
    DracoDei's Avatar

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    May 2007
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    Near Atlanta,GA USA
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    Post [P.E.A.C.H.] Phileotheysia, The Mythic Sacrifice/Bodyguard/Martyr [Mythos]

    Index:
    1.) Index and Fluff snippets
    2.) Skills, HD, Class Table, Features, etc
    3.) Spoiler: Exceptional Mythoi A to "Carry the Burden" (Only one mythos at this time, since both it and the next one up take up a LOT of character count.)
    4.) Exceptional Mythoi "Defensive Strike" to "Multiplied Gifts"
    5.) Exceptional Mythoi "Polite Chirurgeon-Refusing Vitality" to Z
    6.) Fantastic Mythoi
    7.) Room for expansion for Fantastic Mythoi
    8.) Legendary Mythoi
    9.) Room for expansion for Legendary Mythoi
    10.) Exalted Mythoi
    11.) Excellencies A to "Faithful Steed Bond"
    12.) Excellencies "Humble Performer of Many Simple Tasks" to Z
    13.) Reserved for Discussion of future development (includes alpha drafts of Mythoi and Excellencies)
    14.) Reserved for "How To"
    15.) Reserved for Example Characters
    16.) Reserved for expansion for Example Characters
    17.) Changelog
    18-20.) Reserved for unpredicted expansion (20 posts is a nice round number!)

    Fluff Snippets
    ((Banner(s) go here when they are ready))

    Idea on Titan:
    A lot of static class features, such as Hands of the Healer, are due to a taint/benevolent parasite of Healing that merged with the Titan of Sacrifice?

    Sacrifice’s story is hard to figure out because it is so humble. <- Excuse for any flaws in Titan-story, in addition to just being good flavor in general?

    Stage = Womb? (the ultimate in care and protection, the idea that it could limit growth came later in the psuedo-timeline and was never he/its intention?)

    Sacrifice’s perfect world is one in which the Titan’s willingly surround the Great Wheel, no longer in pain, but voluntarily protecting the same lives… and Sacrifice is the only one who would agree with mortals that the lives of notions mean anything. Naturally it would want this to be a seamless transition.


    The closest thing I have to a Titan:
    Once there was a woman, who loved her children very much. A mighty man came against her house to slay them all. She took up a fireplace poker to defend them.

    "Would you seek to stand against me, a veteran of a thousand battles? Stand aside, and the deaths of you and those you cherish will be swift. Elsewise will their suffering be all you behold for a very long life. You can not strike me down."

    "I can not strike you down, but neither shall you harm these."

    He struck her, and yet she stood.

    He swung his sword at her youngest child and she parried with a perfection such as he had never seen.

    He called upon his allies, and they cut through the walls. One struck her husband's head from his neck. She cried out "NO!" and time itself shrank back in obedience to her demand. His head leapt back onto his neck, and he breathed again. Great wounds appeared on her own neck and her body was coated in blood from neck to foot, with not a single inch not stained purest crimson.

    But still she stood.

    The battle raged for three days and three nights.

    And still she stood.

    The horde sheathed their weapons in frustration and disgust, and left, not a one of them injured by her hand, although they were grievously exhausted.

    "Please, let us take you to a doctor." her husband begged.

    "Nay my beloved, while you live, and those who hate you live, I shall never die, for I shall never fail to protect those I Love." she replied, then fell down, fast asleep.

    Three days later the commander of the horde heard of this and sent a subtle man, good with knives and toxins to that house.

    The woman awoke from her sleep, which was nigh unto death, and the skin of her children hardened so it was like diamond.

    He donned a mask of potent magic, and filled the air with great clouds of a powder, the smallest grain of which was sufficient to lay low a mighty bull elephant, but all she held dear breathed it as if it were the freshest and purest of air.

    She herself vomited blood and other things.

    Still she stood.

    Then, with the danger past, she laid down and slept once more, thirty days and nights for the first attack, and seven days and nights for the second.

    Then she rose up and cared for her family as she had always done.


    Quote Originally Posted by Lanth Sor's work on a Titan View Post
    Still WIP just posting because work ended.
    Spoiler: The Martyr
    Show
    The Martyr

    As the radiant expulsion of energies simultaneously removed a group form existence it left one behind to tell the tale, the Martyr. The Martyr was born to the universe the last remnant of the Guardians greatness. But tales would garner and lead to greater fables until a Titan was born. Calling to its heel sacrifice for the good of others. As the woes of the Titans grew the Martyr learned new ways to give. Wounds that bleed taken unto it's own. Fatigue that would weaken wiped away.


    Standing in the fields of war the Martyr tended to the Titan, Unity. Transposition of notions, healing the vast cavities in Unity's form. The sun bore spear and light, looking down on his foe he balked at the Martyr's weak form. Though crowded with ideals none carried great strength. Though guided by stories of heroism, none bore arms. Though bathed in the radiant light of the Sun, the Martyr minded not, and tended to his charge. Curious but unconcerned with things that could be stamped out by lesser Law Bringer

    Quotes:
    Whatever grace is given me, let it pass to him." -Galadriel(?)

    "Greater love hath no man than this, that a man lay down his life for his friends." John 15:13, King James Bible.

    Pay it Forward” - Unknown

    "Hello, my name is Mother Nightingale, this is my hospital. If you come to visit, or to receive treatment or instruction, then welcome indeed. If you come here to offer violence to any, then I will refer you to the list I have posted by the door of those I have added to the patient list in the past." - Original

    ((Add Nightmare Whisper and Doctor Strange to picture or as separate pictures.))

    Filk: (might not have the right number of syllables per line in a LOT of cases)
    Oh, oh, oh, oh

    It’s never cold right here in your shadow
    For love is the sunlight on my face
    I am content to let you shine, it just my way
    I’ll be right behind

    So you are the one with all the glory
    But we are both equal in strength
    A beautiful face on the road no matter how long
    Your beautiful smile and I feel no pain

    Did you ever know that you’re my hero
    And everything I could never be
    You will fly higher than an eagle
    For I am the wind beneath your wings

    I might appear to go unnoticed
    But I’ve got it all here in my heart
    Because you know the, yes, you know the truth, of course
    You know it
    I care for nothing other than you

    Did you ever know that you’re my hero
    And everything I could never be
    You will fly higher than an eagle
    For I am the wind beneath your wings

    Did you ever know that you’re my hero
    And everything I could never be
    You will fly higher than an eagle
    For I am the wind beneath your wings
    ‘Cause I am the wind beneath your wings

    Oh, the wind beneath your wings
    You, you, you, you will alway have wind beneath your wings
    fly, fly, fly away, you will fly so high
    Oh, you, you, you’ll have wind beneath your wings
    Oh, you, you, you, you’ll have wind beneath your wings

    Fly, fly, so high against the sky
    So high you will touch the sky
    For you, for you
    (Thank God for you, the wind beneath my wings)

    Oh, you, you, you’ll have wind beneath your wings
    Last edited by DracoDei; 2021-04-09 at 06:04 PM.
    [Public Service Announcement]P.E.A.C.H stands for Please Examine And Critique Honestly[/Public Service Announcement]
    Currently Running: Equestria Begins (A High Tactics campaign)
    Extended Signature
    My Homebrew is meant to be used, but, if you do, PLEASE tell me how it goes.

  2. - Top - End - #2
    Titan in the Playground
     
    DracoDei's Avatar

    Join Date
    May 2007
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    Near Atlanta,GA USA
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    Default Skills, HD, Class Table, Features, etc

    Starting Age: As per Sorcerer.
    Starting Wealth: 6d4x5 GP
    Hit Die: d12
    Skill Points: 6 + Intelligence Modifier + 1 for each [Skillful Protector] tag you have from Excellencies and/or Mythoi (Quadrupled at 1st level except in Pathfinder)
    Class Skills: Concentration(Con), Craft(Int), Diplomacy(Cha), Heal(Wis), Knowledge[Religion] (Int), Profession(Wis), Psicraft (Int), Sense Motive(Wis), Speak Language(N/A), Spellcraft(Int), Tumble(Dex), and Use Rope(Dex)

    Additional class skills are added by several excellencies. This includes (but is not necessarily limited to):
    Full use of the following(some may also be available from different excellencies for partial use/access): Balance, Bluff, Climb, Decipher Script, Disguise, Escape Artist, Forgery, Gather Information, Handle Animal, Hide, Intimidate, Jump, Knowledge[Dungeoneering], Knowledge[Geography], Knowledge[Local], Knowledge[Nature], Knowledge[Nobility and Royalty], Listen, Move Silently, Perform (via an Exceptional Mythos), Ride, Sleight of Hand Spot, Swim, and Survival

    And partial use of these: Disable Device, Knowledge[Arcana], Knowledge[History], Knowledge[The Planes], and Search.

    Level BAB Fort Ref Will Special Mythos Excellencies
    1st +0 +2 +2 +2 Aura, Divine Protection, Hands of the Healer, Healing Item Use, Swift Protection, Mythos Known, The Mythos of Sacrifice, Exceptional Mythos, Excellence in Sacrifice, Sacrifice, Whatever Needs Doing +2 +1
    2nd +1 +3 +3 +3 +0 +1
    3rd +1 +3 +3 +3 Hands of the Healer(Blindness, Deafness, and Corpse Preservation) +1 +0
    4th +2 +4 +4 +4 Hands of the Healer(Poison and Disease) +0 +1
    5th +2 +4 +4 +4 Divine Protection(Charisma Bonus +1), Gift of Soul +1 +0
    6th +3 +5 +5 +5 Hands of the Healer(Negative Levels, Level Drain, and Ability Score Drain) +0 +1
    7th +3 +5 +5 +5 Fantastic Mythos, Gift of Life (Last Breath) +1 +1
    8th +4 +6 +6 +6 +0 +1
    9th +4 +6 +6 +6 Gift of Life(Raise Dead and Revivify) +1 +0
    10th +5 +7 +7 +7 Divine Protection(Charisma Bonus +2) +0 +1
    11th +5 +7 +7 +7 Hands of the Healer[Time Limit on Level Drain Increases] +1 +0
    12th +6/+1 +8 +8 +8 +0 +1
    13th +6/+1 +8 +8 +8 Legendary Mythos, Gift of Life(Resurrection), Hands of the Healer[Take 10 on all uses] +1 +1
    14th +7/+2 +9 +9 +9 +0 +1
    15th +7/+2 +9 +9 +9 Divine Protection(Charisma Bonus +3) +1 +0
    16th +8/+3 +10 +10 +10 +0 +1
    17th +8/+3 +10 +10 +10 Gift of Life(True Resurrection) +1 +0
    18th +9/+4 +11 +11 +11 +0 +1
    19th +9/+4 +11 +11 +11 Exalted Mythos +1 +1
    20th +10/+5 +12 +12 +12 Divine Protection(Charisma Bonus +4) +1 +1

    Weapon and Armor Proficiency
    You are proficient with one type of simple melee weapon OR with one type of melee weapon that naturally deals subdual damage(such as a whip or sap, or one-handed/two-handed versions of a sap) OR with nets. You are also proficient with Bolas, but ONLY when making trip attacks with them rather than attempting to deal damage.

    If you pick "unarmed strike", then you gain the Improved Unarmed Strike feat for free.

    If you pick nets, then, for purpose of threatened areas for attacks of opportunity you treat nets as a melee weapon with reach. Thus you can strike opponents 10 feet away with it. In addition, unlike most other weapons with reach, it can be used against an adjacent foe. You do not provoke attacks of opportunity when making an attack of opportunity of their own with a net. You use the better of your strength and dexterity modifiers when calculating to-hit with such attacks.

    You are proficient with light armor but not with shields.

    Too much protection, especially protection that slows the ability to reach those in need of your aid stifles the spirit of Sacrifice. All uses of mythos that do not inherently involve a skill check and require a swift, move, standard, or full-round action suffer from arcane spell failure if you are wearing medium or heavy armor or using a shield . A multi-class Phileotheysia still incurs the normal arcane spell failure chance for arcane spells received from levels in other classes.

    The Mythos of Sacrifice: A Phileotheysia'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 in the rare cases when reference a difficulty class for an imposed saving throw, that saving throw is always calculated as (10 + 1/2 class level + Charisma 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 Phileotheysia class. When a Mythos references "allies", it specifically does not refer to the Phileotheysia using it. When a Mythos or Excellency 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.
    *Although they have certain similarities to arcane spells and warlock invocations such as often provoking AoOs (although not being subject to disruption from damage while “casting”) and suffer from arcane spell failure for armor heavier than light.

    If a mythos or excellency requires an action to use and grants a bonus or ability to an ally or if it alters the type of a bonus to yourself it provokes attacks of opportunity and requires the usual concentration checks for a "spell" with no components, except for when being damaged. HOWEVER, it is still NOT subject to being disrupted by damage from said attacks of opportunity (nor from ongoing damage). Such abilities may be used on the defensive at the usual DC(s).

    Every Mythos has a Tier. The Tier of a Mythos ranges from 1 to 4, typically referred to as Exceptional, Fantastic, Legendary, and Exalted.

    Some Mythos, in addition to their initial stated effect, have Basic and Advanced manifestations. When a Phileotheysia 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 Phileotheysia 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 Phileotheysia. 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 Phileotheysia 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 Phileotheysia class table.

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


    A Phileotheysia also has the ability to learn more Mythos, above the ones automatically allotted to him by leveling up - by destroying part of his selfhood and personal possessions to make room for more selflessness. At any time, a phileotheysia may donate one of his own possessions (something that has been in his possession for at least a week's time) to a cause he approves of, but has no personal involvement in or means of materially benefiting from the success of. Alternately, at the GM's discretion, the object may simply be destroyed (most common for devout worshipers, or when destroying objects with no use that the phileotheysia would approve of them, such as a Good phileotheysia who takes an unholy weapon from a fallen enemy), in any case the annihilation must be complete enough that the item could never be repaired. The donated or destroyed item's value in gold pieces is recouped by the Phileotheysia as an equal amount of Mythos Points.

    At the GMs discretion services/labor of a "non-adventuring" sort may also be donated to similar causes at their fair market value.

    Spoiler: Important Considerations Regarding the Natures of Humility and Stories.
    Show

    Anthols gain mythos points by expending economic value to better match up with the story they embody. However, in the case of a Phileotheysia it is especially important that the GM and/or player consider the following question: If a mythos is a story, then who is the audience?

    If the answer is: The Universe, The Players Plus GM, The Titans, or even The Gods, then it may be desirable to allow, or even require a Phileotheysia's activities to gain mythos points to be performed reasonably anonymously, in keeping with the theme of humility with most or all Phileotheysia have to their Stories.

    If it is the general public, or even a specific demographic of non-trivial size then a conflict may arise, and it MAY be decided that these activities MUST be publicized to the same degree as any other anthol's.

    One seed of an idea for a compromise between these two options may be that the deeds must be attempted in such a way that they will accrue their fame in a way that will not benefit this Phileotheysia. One such options might be using an alias (or more than one?) that is ONLY used for these purposes, and thus inspires others without accruing any benefit to the Phileotheysia. Another would be for the Phileotheysia to instruct his compatriots to tell of his deeds only after his permanent death, or keep a diary to be published in such cases.

    Regardless of the case, only "due diligence" is required, not actual success. For instance if a diary was kept, its destruction or discovery (or even publication against the Phileotheysia's wishes) would not cause any penalty to the Phileotheysia*, but would require them to recreate the diary over their free time, and/or take appropriate measures (in keeping with their alignment) to discourage the further spread of the information when this was discovered.
    *If the GM wants to not need to make judgement calls about "due diligence" then this could result in the temporary loss of the mythos points in question, including those already invested in mythoi, manifestations, and excellencies (which would be rendered temporarily inactive). It is recommended that the GM not be picky about which of these things were gained through mythos points rather than leveling up etc. As long as the resulting build is legal with the remaining number of mythos points expended then it should be close enough.

    Assuming a new identity, travelling beyond the reach of the stories, and/or an Atonement spell without XP cost from a caster whose god or concept is in accordance with the Phileotheysia's cause(s) would all be reasonable conditions that could be imposed to recover these expenditures.


    In addition, if the phileotheysia dies selflessly protecting their comrades or cause* and is returned to intelligent animation (most usually life) by a means that cause them to end up with a lower XP total than when they died, the lost XPs are instead retained as a separate pool that may only be used for purchasing mythos, manifestations, and excellencies of the phileotheysia class. Points from this pool may also be converted into mythos points at any time at a ratio of 1 XP to 5 mythos points, although the reverse is NOT possible.

    *Most “standard” adventuring deaths will qualify, even getting killed by a trap that someone else set off by accident since the default assumption was that the Phileotheysia wouldn’t even have been around unless it was for the purposes described.

    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 Phileotheysia may learn a Basic or Advanced manifestation of a Mythos they already know of that Tier.

    Learning Mythos, manifestations, or excellencies above the standard amount requires astounding, nearly single-minded devotion to a mentality of self-sacrifice. A Phileotheysia may only utilize this ability while more than half of his effective character level (ECL) is devoted to levels in the Phileotheysia class.

    Excellence in Sacrifice: As denoted on their class table, a Phileotheysia 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 Phileotheysia may learn more Excellencies above their allotted amount (provided at least half their ECL comes from levels of Phileotheysia). 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.)

    Aura(Ex): You have a particularly powerful aura corresponding to their chosen alignment(s) (see the detect evil spell for details). For example if you are chaotic good you have powerful auras of good and chaos, while if you are neutral good you have only a powerful aura of good and if you are lawful neutral you only have a powerful aura of law. These auras otherwise function like a cleric's aura.

    Divine Protection(Su):You add your Charisma bonus (if any) to your AC as a deflection bonus. In addition, you increase this bonus by 1 at the 5th level of Phileotheysia. This bonus increases by a further 1 for every five Phileotheysia levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). If you do not have a charisma bonus, the level-based bonus still applies. If you have levels in any other class then the total AC bonus after combining these two sources is capped at your Phileotheysia class level.

    At 12th level the you may take a full round action to change the/all* AC bonus(es) from this ability to (an) insight bonus(es). All bonuses* granted by this ability must be of the same type at any given point in time.

    At 18th level a third option is gained. If you are Good aligned you can change it to a sacred bonus. If you are Evil you can change it to a profane bonus. If you are neither Good nor Evil you may pick which you will be able to change it to, but, like a neutral cleric choosing whether to channel positive or negative energy the path can not be altered after the fact for the rest of the character's existence. HOWEVER this choice ONLY applies when you are neither Good nor Evil. When Good or Evil, your actual alignment determines the type of bonus provided by this option. In any case this change of bonus type lasts until the you spends another full-round action to switch it again. Changing from any one of the three types to another is still a full-round action and all bonuses* from this ability must still be of the same type.


    *See the Gift of Protection Exceptional Mythos for details on why this sentence is necessary.

    Swift Protection(Ex): When acting during a surprise round you may take a swift action instead of a standard or move action. This swift action may only be used for Phileotheysia mythos and excellencies.

    Hands of the Healer(Ex):
    http://ladymondegreen.com/batya/healercry.html
    Spoiler
    Show

    Titan of Sacrifice: “Oh, whoa is me! Giving now means I have less to give later! I must risk the future to help in the present!”
    Titan of Healing: “Oh, whoa is me! An ounce of prevention is worth a pound of cure!”
    Both: “We should fuse into one being, it would much better for both of us!”


    You may always take 10 on heal checks to stabilize another character, treat bleeding wounds, provide long-term care, or treat foot wounds of the sort resulting from caltrops, spike growth, spike stones, and similar spells and effects regardless of stress or distractions. A number of times per day equal to your Phileotheysia level they may instead take 20 on such a check, without increasing the amount of time required, and still regardless of stress or distractions.

    In addition, to spare others the burden of caring for you, you have learned to provide long-term care for yourself and gain full benefit from this despite the level of activity required to do so provided it is only yourself that you are providing this care. This also applies to the later applications of this class ability that require bed rest (the others you can use on yourself, but the level of activity is irrelevant to the benefits you gain from doing so).

    Nota Bene: Despite referring to treating a variety of conditions as if they were diseases, all uses of this ability require only one successful roll to have the listed effect, not two in a row.

    At Phileotheysia level 2 you may provide long-term care or disease treatment for a number of additional patients equal to half of his grace-gift level. Using this ability causes the eight hours per day required to use those uses of the skill to count as strenuous activity rather than light activity.

    At Phileotheysia level 3 your healing abilities transcend the limits of mundane medicine. They may treat most blindness or deafness, or any magical effects reducing one of the patient's(or more than one patient if master of the healing-ward is used) ability scores as diseases for the purposes of the heal skill. In any of the above three cases this requires 24 hours of bedrest for the patient(s), and you must treat them for the first 8 hours of this time. Roll at the end of the 24 hours, and retries (with another 24 hours of bedrest starting with 8 hours of treatment) are allowed, and only one success required to cure the condition. For blindness or deafness the DC is a flat 22. However, this ability does not restore ears or eyes that have been lost, but it repairs them if they are damaged or magically impaired by means that do not remove them. For a magical penalty to one ability score (effects reducing more than one ability score must have each ability score be treated separately) the DC is equal to that of the effect that caused the penalty in the first place, or 10+1/2 inflictor's hit-dice(or caster level as appropriate) + constitution(or casting ability) modifier if no save was initially allowed. The patient rolls no saving throw, your heal check is always substituted. You MAY take 10 on all checks described in this paragraph.

    At this level you may also spend 1 hour tending to a corpse. At the end of this time they roll a heal check. If the result is higher than 20 then they cause the corpse to be affected by Gentle Repose with a caster level equal to their own or the amount by which the check beat DC 20 whichever is lower. Note that the normal minimum caster level to cast this spell does not apply. If the check result is exactly 20 then decay is suspended for 12 hours. If the result is 16 to 20 then there is no effect. If the result is 15 or lower then they actually accelerate the decay of the corpse by 1 day, reducing the window of opportunity for revivification magic. They may take 10 (but not 20) on this check, and may also fail it intentionally (although burning the corpse and scattering the ashes is generally more efficient).

    At Phileotheysia level 4 you may take 10 on heal checks made to treat poison and disease regardless of stress or distractions. This does not apply to things you can only treat because of this class feature (but see 13th level ability).

    At Phileotheysia level 6 you may treat negative levels, level drain, and ability score drain as if they were diseases save that the time required is generally much longer (see below), and only one successful check is required to have some effect. Each level drained or point of ability drain is considered a separate disease and requires a SEPARATE treatment period. in contrast to this, treating all negative levels on a given character counts as treating a single patient for a single disease. More than one patient may be treated at one time freely mixing and matching between the options described in this paragraph, but in this case the treatment is considered to be strenuous activity (rather than light activity) for you. In no case may this ability work against something that Greater Restoration could not. Examples include the negative level imposed on a Good-aligned person wielding an Unholy weapon or the constitution penalty imposed by the The Sun Shall Not Burn Thee, Nor the North Wind Freeze Thee, Nor the Flood Drown Thee mythos on another Phileotheysia (doubly true for treating yourself). As with most uses of this class ability, only one success is needed to have an effect.

    To dispel negative levels, the patient(s) must take 8 hours of total bedrest while you tend to them. If this time is completed before the time for the secondary fortitude saves to remove the negative levels comes around, then when those secondary saves are rolled (or immediately if secondary saves are not relevant), then you make a heal check paired with each fortitude save. If the heal check is higher than the matching fortitude save then it is used in place of that fortitude save. This may not be retried for any given negative level (so spending two 8 hour sessions before the 24 hour limit on the re-reroll is up does NOT allow two heal checks with each fortitude save).

    If restoring ability drain then you must select the ability score you will be restoring drain to, then the patient (or patients if you are willing to have this count as strenuous activity for yourself), must take complete bed rest for at least 24 hours continuously, and you must devote your full attention to them for at least 8 hours of that time. At the end of this period make a heal check against DC 25. If this check is successful a single point of drain to that ability score is converted to ability damage plus one additional point for each 5 points you beat the DC by.

    If attempting to restore a drained level then it functions as per removing a point of ability score drain, with the caveats that success removes the drained level completely, more than one level may not be restored at once regardless of the check result, and that the process must be completed before a number of days equal to the grace-gift's class level have passed from when the drained level in question was inflicted. Note that this process may be repeated multiple times in that time-period if initial attempts fail, and/or if more than one negative level was inflicted. A character who has a level restored in this way has exactly the minimum number of experience points necessary to restore him or her to his or her previous level. This ability can not restore levels or Constitution points lost due to death.

    At Phileotheysia level 11 the time limit for removing drained levels increases to one week per grace-gift level.

    At Phileotheysia level 13 you may take 10 on all heal checks made as part of this ability.


    Healing Item Use(Ex):
    Just as Sacrifice’s mergence with Healing allows you to treat things on your own, it also allows you to call forth the power of physical vessels for magics that set things right with a person or persons.

    You may use certain clerical spells from scrolls, wands, staves, etc. as if you were a cleric of equal level to your phileotheysia level plus any actual levels of cleric OR favored soul you have. You may substitute your charisma score for your wisdom score for this purpose. The spell must target one or more individuals (including individuals in a given area), must allow a Fortitude or Will Save, and must have the [Harmless] descriptor. It must also either be instantaneous or be one of the specified in the list found below. Any saving throw against such a spell that is not voluntarily failed is automatically successful and the spell has no effect on such individuals, even if it would normally have some effect even on a successful save.

    The following non-instantaneous spells are allowed, however their duration changes to Concentration, capped at the duration of the original spell:
    Any spell with Vigor or Vigorous in the name that grants fast healing.
    Neutralize Poison
    Regeneration

    Sacrifice:
    The [Sacrifice] tag means that some part of that mythos or excellency requires taking harm or giving up a bonus. These losses usually bypass all resistances, immunities, saving throws, spell resistance, etc etc. The major exceptions to this are for reductions (usually burn) to an ability score that the specific character does not have. If no other specific penalty is provided in the text of the specific mythos, excellency, or class feature (and it usually will be) then apply ability score reduction to charisma instead.

    Whatever Needs Doing:
    Increase the skill-base of this class by 1 point for each [Skillful Protector] tag. Thus if you had the Singing Songs to Gladden the Heart Mythos and the Quiet Mother Betrays Not Her Brood excellency, you would get 8+Int Mod skill points per Phileotheysia level, quadrupled for first level unless playing Pathfinder. This increase is retroactive, and recalculated based on your current intelligence score from all permanent effects* each time you take another mythos or excellency with this tag.
    *So the bonuses from a Headband of Intellect and a Tome of Clear Thought would count, but that from Foxes Cunning would not.
    You must always have at least as many skill ranks invested in skills granted by things with this tag as they grant you.

    Gift of Soul(Su):
    You may assist with the creation of any magic item, regardless of pre-requisites. The limits on activity levels, working time, etc apply to you as normal. The other worker(s) must be able to meet all pre-requisites (except XP available, which doesn't matter either way) to allow this to work. The only benefit of this is that you may contribute XPs towards the XP cost of the item. Most importantly this means that you may not actually work towards the completion of the item. Any magic item creation process that does not have a sufficient amount of total XPs contributed to it fails as if it was abandoned before it was complete.
    You may also provide part or all of the XP component of any spell cast by an ally that you are touching for the entire casting time. This donation may not be coerced in any way.

    Gift of Life (Su):
    All uses of this ability require half the material components but have the same casting times as the spells they duplicate. In all cases if the you do not have a constitution score you must substitute an equal amount of burn to strength AND half that amount of burn to charisma. If you also do not have a strength score, then that requirement is waived but you still take the charisma burn.

    At 7th level you may take 2 points of constitution burn to duplicate the effects of Last Breath. The version of this spell on pages 167-8 of Complete Divine is preferable, however if you don't have that book or find the level loss burdensome to use on the fly* then the version on page 130 of Spell Compendium may be substituted.
    • If using the Compete Divine version apply the constitution burn AFTER the hit-point damage, and this constitution loss can not reduce the Phileotheysia below 1 hitpoint. No such protection exists for the preceding hitpoint damage. Also note that this version has no material component.
    • If using the Spell Compendium option the material component for a Phileotheysia is 250 gp of diamonds, rather than 500 gp worth of rare oils and uguents. Note that there appears to be a typo that omits the material component notation from the "Components" line of the spell header in that version.


    *One idea would be to say that the level loss doesn't take effect until a later time. One minute would get you out of the fight in most cases, with progressively longer times allowing more breathing room. If mechanical rigor is not required, a GM could even use "until the end of the session" or "until the end of the adventure".

    At 9th level you may take 4 points of constitution burn to duplicate the effects of either Raise Dead or Revivify (Spell Compendium p. 176). They can mix and match as they choose, but must take the burn, provide material components, etc for each individual effect.

    At 13th level you may take 6 points of constitution burn to duplicate the effects of Resurrection.

    At 17th level of Phileotheysia you take 8 points of constitution burn to duplicate the effects of True Resurrection.
    Last edited by DracoDei; 2019-02-05 at 12:12 AM.
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    Default Exceptional Mythoi A to "Carry the Burden"

    Yes, there is only ONE Mythos in this post at the time I'm writing this. It has some very large tables in it (in a sub-spoiler) to help out with some non-trivial math (not HARD, just non-trivial), and the NEXT mythos is huge due to having a great many manifestations, many of which are multiple paragraphs.
    Spoiler: Exceptional Mythoi A to "Carry the Burden"
    Show

    Carry the Burden [Sacrifice]
    Prerequisite: -
    As a swift action you may take the weight of gravity in the stead of one of your allies within a number of feet equal to your Phileotheysia level times your charisma modifier times five. Initially this can have any one of the following effects:
    1. A Feather Fall effect that lasts though any number of landings (but only 1 round).
    2. The target character is only considered lightly encumbered by weight. Note that this can allow the target to carry more than they normally could, including if their strength score has been reduced. This has no effect on non-weight-based encumbering effects of such as from armor.
    3. Cause a character wearing medium or heavy armor to only count as wearing light armor for purposes of movement speed, class features, running multipliers, etc. This also reduces the total arcane spell failure chances from armor+shield by 10%, increases the maximum dexterity limit of the medium or heavy armor by 1, and halves the armor check penalty. None of this has any effect on weight-based encumbrance.
    4. As #3 above, but instead causing a character wearing light armor and/or a buckler, or light or heavy shield to count as wearing none of those things for purposes of movement, class features, etc, and completely negating arcane spell failure chances and armor check penalties for said armor and shield.

    When used in the above ways this ability qualifies as a 1st level divine spell.

    In all cases (including those options gained at later levels), for the duration of this effect the Phileotheysia's load is increased by the weight of the target and all the target's load. If the weight taken ever causes the Phileotheysia's current load maximum encumbrance they fall prone and are considered pinned. Despite this they are still able to cast their Phileotheysia spells, despite them having somatic components, and without the need for a concentration check due to this pinning. In addition, if the Phileotheysia's total encumbrance is at least twice their maximum encumbrance they take damage as per the following table. (For people who prefer math to tables: 1d8 for each Maximum load value or fraction there-of that the load exceeds twice their maximum load). Note that (unless targeted separately, as provided below) mounts, wizards with familiars on their shoulders, orc barbarians carrying unconscious halfling rogues, etc may be granted flight, but that the carried creature counts as part of the carrying creature's load, and receives no separate effect.
    Spoiler
    Show

    Encumbrance Damage per round
    Max to (2xMax)-1 None
    2xMax to (3xMax)-1 1d8
    3xMax to (4xMax)-1 2d8
    4xMax to (5xMax)-1 3d8
    5xMax to (6xMax)-1 4d8
    6xMax to (7xMax)-1 5d8
    7xMax to (8xMax)-1 6d8
    8xMax to (9xMax)-1 7d8
    9xMax to (10xMax)-1 8d8
    10xMax to (11xMax)-1 9d8
    11xMax to (12xMax)-1 10d8
    12xMax to (13xMax)-1 11d8
    13xMax to (14xMax)-1 12d8
    14xMax to (15xMax)-1 13d8
    15xMax to (16xMax)-1 14d8
    16xMax to (17xMax)-1 15d8
    17xMax to (18xMax)-1 16d8
    18xMax to (19xMax)-1 17d8
    19xMax to (20xMax)-1 18d8
    20xMax to (21xMax)-1 19d8
    Etc. Etc.




    At 3rd level a 5th option is gained that is a lot like a levitate spell. Specifically, it is as follows:

    Carry the Burden, Lesser
    Transmutation
    Level: Phileotheysia 2 (Divine)
    Components: V, S
    Casting Time: 1 swift action
    Range: Caster-level x (Charisma SCORE-10 [Min 1]) x 2.5 feet
    Target: One willing creature (No weight limit, but remember about the transfer)
    Duration: 1 round (D)
    Saving Throw: No
    Spell Resistance: No

    This ability allows another creature to move itself up and down as it wishes. The target can mentally direct itself to move up or down as much as 20 feet each round; doing so is a move action. This effect does not allow the recipient to move horizontally in and of itself, but they could clamber along the face of a cliff, for example, or push against a ceiling to move laterally (generally at half its base land speed).

    A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has a -1 penalty on attack rolls, the second -2, and so on, to a maximum penalty of -5. A full round spent stabilizing allows the creature to begin again at -1.



    At 5th level this can instead function as a Fly spell with the following changes:
    • The casting time is a swift action.
    • The duration of the effect is one round, or until the target exits the range (including by force or voluntary movement of the you or the target).
    • The target falls at normal speed if the effect ends rather than slowly. This means they may (and in fact are quite likely to) take damage. NOTE HOWEVER that if the you continue to renew the effect every round, and do not delay your initiative, then the effect is considered continuous as long as the target remains in range.
    • The range is the aforementioned amount, not touch.
    • It requires no focus or divine focus, and the somatic component is waived if the you are only renewing it on targets you used it on the previous round.

    The weight transfer works as before.


    Range
    See THIS Google Spreadsheet (if you need more than this sheet gives you are playing an absolutely insane Epic level game and a bit more math will be a drop in the bucket), or open the following spoilers for tables that include the most likely stuff. Note that the charts below probably have some transcription errors lurking in them (I caught several as I was working, which means I probably missed at least one). If in doubt use the formula or the spreadsheet.

    Spoiler: Charisma Scores of 1 to 30 for Levels 1 to 20
    Show
    Lvl
    Charisma Score
    ~ <12 12 13 14 15 16 17 18 19
    20
    21
    22
    23
    24
    25
    26
    27
    28
    29
    30
    1
    None
    5
    5
    10
    10
    15
    15
    20
    20
    25
    25
    30
    30
    35
    35
    40
    40
    45
    45
    50
    2
    5
    10
    15
    20
    25
    30
    35
    40
    45
    50
    55
    60
    65
    70
    75
    80
    85
    90
    95
    100
    3
    5
    15
    20
    30
    35
    45
    50
    60
    65
    75
    80
    90
    95
    105
    110
    120
    125
    135
    140
    150
    4
    10
    20
    30
    40
    50
    60
    70
    80
    90
    100
    110
    120
    130
    140
    150
    160
    170
    180
    190
    200
    5
    10
    25
    35
    50
    60
    75
    85
    100
    110
    125
    135
    150
    160
    175
    185
    200
    210
    225
    235
    250
    6
    15
    30
    45
    60
    75
    90
    105
    120
    135
    150
    165
    180
    195
    210
    225
    240
    255
    270
    285
    300
    7
    15
    35
    50
    70
    85
    105
    120
    140
    155
    175
    190
    210
    225
    245
    260
    280
    295
    315
    330
    350
    8
    20
    40
    60
    80
    100
    120
    140
    160
    180
    200
    220
    240
    260
    280
    300
    320
    340
    360
    380
    400
    9
    20
    45
    65
    90
    110
    135
    155
    180
    200
    225
    245
    270
    290
    315
    335
    360
    380
    405
    425
    450
    10
    25
    50
    75
    100
    125
    150
    175
    200
    225
    250
    275
    300
    325
    350
    375
    400
    425
    450
    475
    500
    11
    25
    55
    80
    110
    135
    165
    190
    220
    245
    275
    300
    330
    355
    385
    410
    440
    465
    495
    520
    550
    12
    30
    60
    90
    120
    150
    180
    210
    240
    270
    300
    330
    360
    390
    420
    450
    480
    510
    540
    570
    600
    13
    30
    65
    95
    130
    160
    195
    225
    260
    290
    325
    355
    390
    420
    455
    485
    520
    550
    585
    615
    650
    14
    35
    70
    105
    140
    175
    210
    245
    280
    315
    350
    385
    420
    455
    490
    525
    560
    595
    630
    665
    700
    15
    35
    75
    110
    150
    185
    225
    260
    300
    335
    375
    410
    450
    485
    525
    560
    600
    635
    675
    710
    750
    16
    40
    80
    120
    160
    200
    240
    280
    320
    360
    400
    440
    480
    520
    560
    600
    640
    680
    720
    760
    800
    17
    40
    85
    125
    170
    210
    255
    295
    340
    380
    425
    465
    510
    550
    595
    635
    680
    720
    765
    805
    850
    18
    45
    90
    135
    180
    225
    270
    315
    360
    405
    450
    495
    540
    585
    630
    675
    720
    765
    820
    855
    900
    19
    45
    95
    140
    190
    235
    285
    330
    380
    425
    475
    520
    570
    615
    665
    710
    760
    805
    855
    900
    950
    20
    50
    100
    150
    200
    250
    300
    350
    400
    450
    550
    550
    600
    650
    700
    750
    800
    850
    900
    950
    1,000

    Spoiler: Charisma Scores of 31 to 45 for levels 1 to 30
    Show
    Lvl
    Charisma Score
    ~
    31
    32
    33
    34
    35
    36
    37
    38
    39
    40
    41
    42
    43
    44
    45
    1
    50
    55
    55
    60
    60
    65
    65
    70
    70
    75
    75
    80
    80
    85
    85
    2
    105
    110
    115
    120
    125
    130
    135
    140
    145
    150
    155
    160
    165
    170
    175
    3
    155
    165
    170
    180
    185
    190
    200
    210
    215
    225
    230
    240
    245
    255
    260
    4
    210
    220
    230
    240
    250
    260
    270
    280
    290
    300
    310
    320
    330
    340
    350
    5
    260
    275
    285
    300
    310
    325
    335
    350
    360
    375
    385
    400
    410
    425
    435
    6
    315
    330
    345
    360
    375
    390
    405
    420
    435
    450
    465
    480
    495
    515
    525
    7
    365
    385
    400
    420
    435
    455
    470
    490
    505
    525
    540
    560
    575
    595
    610
    8
    420
    440
    460
    480
    500
    520
    540
    560
    580
    600
    620
    640
    660
    680
    700
    9
    470
    495
    515
    540
    560
    585
    605
    630
    650
    675
    695
    720
    740
    765
    785
    10
    525
    550
    575
    600
    625
    650
    675
    700
    725
    750
    775
    800
    825
    850
    875
    11
    575
    605
    630
    660
    685
    715
    740
    770
    795
    825
    850
    880
    905
    935
    960
    12
    630
    660
    690
    720
    750
    780
    810
    840
    870
    900
    930
    960
    990
    1,020
    1,050
    13
    680
    715
    745
    780
    810
    845
    875
    910
    940
    975
    1,005
    1,040
    1,070
    1,105
    1,135
    14
    735
    770
    805
    840
    875
    910
    945
    980
    1,015
    1,050
    1,085
    1,120
    1,155
    1,190
    1,225
    15
    785
    825
    860
    900
    935
    975
    1,010
    1,050
    1,085
    1,125
    1,160
    1,200
    1,235
    1,275
    1,310
    16
    840
    880
    920
    960
    1,000
    1,040
    1,080
    1,120
    1,160
    1,200
    1,240
    1,280
    1,320
    1,360
    1,400
    17
    890
    935
    975
    1,020
    1,060
    1,105
    1,145
    1,190
    1,230
    1,275
    1,315
    1,360
    1,400
    1,445
    1,485
    18
    945
    990
    1,035
    1,080
    1,125
    1,170
    1,215
    1,260
    1,305
    1,350
    1,395
    1,440
    1,485
    1,530
    1,575
    19
    995
    1,045
    1,090
    1,140
    1,185
    1,235
    1,280
    1,330
    1,375
    1,425
    1,470
    1,520
    1,565
    1,615
    1,660
    20
    1,050
    1,100
    1,150
    1,200
    1,250
    1,300
    1,350
    1,400
    1,450
    1,500
    1,550
    1,600
    1,650
    1,700
    1,750
    21
    1,100
    1,155
    1,205
    1,260
    1,310
    1,365
    1,415
    1,470
    1,520
    1,575
    1,625
    1,680
    1,730
    1,785
    1,835
    22
    1,155
    1,210
    1,265
    1,320
    1,375
    1,430
    1,485
    1,540
    1,595
    1,650
    1,705
    1,760
    1,815
    1,870
    1,925
    23
    1,205
    1,265
    1,320
    1,380
    1,435
    1,495
    1,550
    1,610
    1,665
    1,725
    1,780
    1,840
    1,895
    1,955
    2,010
    24
    1,260
    1,320
    1,380
    1,440
    1,500
    1,560
    1,620
    1,680
    1,740
    1,800
    1,860
    1,920
    1,980
    2,040
    2,100
    25
    1,365
    1,430
    1,495
    1,560
    1,625
    1,690
    1,755
    1,820
    1,885
    1,950
    2,015
    2,080
    2,145
    2,210
    2,275
    26
    1,365
    1,430
    1,495
    1,560
    1,625
    1,690
    1,755
    1,820
    1,885
    1,950
    2,015
    2,080
    2,145
    2,210
    2,275
    27
    1,415
    1,485
    1,550
    1,620
    1,685
    1,755
    1,820
    1,890
    1,955
    2,025
    2,090
    2,160
    2,225
    2,295
    2,360
    28
    1,470
    1,540
    1,610
    1,680
    1,750
    1,820
    1,890
    1,960
    2,030
    2,100
    2,170
    2,240
    2,310
    2,380
    2,450
    29
    1,520
    1,595
    1,665
    1,740
    1,810
    1,885
    1,955
    2,030
    2,100
    2,175
    2,245
    2,320
    2,390
    2,465
    2,535
    30
    1,575
    1,595
    1,665
    1,740
    1,810
    1,885
    1,955
    2,030
    2,100
    2,175
    2,245
    2,320
    2,390
    2,465
    2,535

    Spoiler: Charisma Scores of 20 to 30 for levels 21 to 30
    Show

    Lvl
    Charisma Score
    ~
    20
    21
    22
    23
    24
    25
    26
    27
    28
    29
    30
    21
    525
    575
    630
    680
    735
    785
    840
    890
    945
    995
    1,050
    22
    550
    605
    660
    715
    770
    825
    880
    935
    990
    1,045
    1,100
    23
    575
    630
    690
    745
    805
    860
    920
    975
    1,035
    1,090
    1,150
    24
    600
    660
    720
    780
    840
    900
    960
    1,020
    1,080
    1,140
    1,200
    25
    625
    685
    750
    810
    875
    935
    1,000
    1,060
    1,125
    1.185
    1,250
    26
    650
    715
    780
    845
    910
    975
    1,040
    1,105
    1,170
    1,235
    1,300
    27
    675
    740
    810
    875
    945
    1,010
    1,080
    1,145
    1,215
    1,289
    1,350
    28
    700
    770
    840
    910
    980
    1,050
    1,120
    1,190
    1,260
    1,330
    1,400
    29
    725
    795
    870
    940
    1,015
    1,085
    1,160
    1,230
    1,305
    1,375
    1,450
    30
    750
    825
    900
    975
    1,050
    1,125
    1,200
    1,275
    1,350
    1,425
    1,500


    Basic
    Burden Bearer
    They aren’t heavy, they are your brothers in arms.
    Halve the amount of weight transferred to you when you use this Mythos. This manifestation can be purchased multiple times. Its effects stack in the standard “a doubled doubling is a tripling” fashion.

    Loving Them Means Letting Them Go
    The range of this mythos is doubled. This manifestation can be purchased multiple times. Its effects stack in the standard “a doubled doubling is a tripling” fashion.

    Flying Through Stormy Skies
    You do not require line of sight to renew the effects of this mythos on pre-existing targets. Adding new targets can be done in conjunction with this, but you must have line of effect and line of sight to the new targets being added.

    Advanced
    I am the Wind Beneath Their Wings
    All speeds granted by this mythos are doubled. This includes the (still safe) falling speed from Feather Fall effects.

    Flight maneuverability granted by this mythos increases by one step. This can go beyond Perfect, thus providing a buffer against effects that decrease maneuverability.

    This advanced manifestation may be taken multiple times. Its effects stack in the standard “a doubled doubling is a tripling” fashion.

    Treasured Flock Takes to Flight Leaving None Behind
    When you use this mythos, you may select an additional ally to target. The weight transfer is cumulative. This manifestation may be selected more than once. If you have it two times then you may select up to four allies, if three times then up to eight allies, four times for sixteen allies, and so on in a mathematical doubling series.

    Flying Through the Labyrinth of the Eye Tyrant
    Prerequisite: Flying Through Stormy Skies
    For any target that you do not need line of sight to due to Flying Through Stormy Skies, you now no longer require line of effect, provided you are on the same plane as them.
    Last edited by DracoDei; 2021-04-10 at 04:09 AM. Reason: Working on table for range of "Carry the Burden"

  4. - Top - End - #4
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    Default Exceptional Mythoi "Defensive Strike" to "Multiplied Gifts"

    Spoiler: Exceptional Mythoi "Defensive Strike" to "Multiplied Gifts"
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    Defensive Strike
    Prerequisite: -
    You gain proficiency with unarmed strikes and improved unarmed strike as a bonus feat. Pro Tip: That doesn’t mean you should use unarmed strikes if you can help it.

    If you already have improved unarmed strike you instead gain proficiency in a single simple or martial melee weapon you could have selected as your weapon proficiency at the first level of Phileotheysia.

    If you make no offensive actions* EXCEPT for AoOs that qualify for this ability during your previous turn (if any) you add your class level to the damage you inflict on attacks of opportunity which are provoked by:
    1. Movement that would not take the target of the attack of opportunity further away from all of your allies. Your own familiars, psi-crystals, animal companions etc never count as allies for this purpose, and a mount the you are is riding only counts it does not fall into the above set of categories (familiars etc) and has an intelligence score of 3 or higher, OR if you have the Faithful Steed-Bond Excellency. Note that if an enemy is carrying an ally, has one swallowed whole, is using a grapple to move an ally, etc then any movement they perform does not take them further from that ally.
    2. Attacks (including but not limited to spell-casting) targeted at your allies.


    *In this case "offensive actions" does NOT only include direct action such as striking with a weapon, casting a spell targeting a foe or whose area or effect includes a foe but also indirect action, including, but not limited to: summoning monsters and having them attack, cutting the ropes holding a rope are on the bridge, remotely triggering traps, opening a portcullis to release attack dogs, and so forth.

    Spoiler: Old version of next paragraph
    Show
    When making a defensive strike, your BAB from Phileotheysia levels increases to full. You may take feats that require this higher total BAB (including BAB from race, templates, class, etc) but if so they only provide their benefits when your BAB is high enough to meet the requirements for that specific use. Thus a 6th level Phileotheysia wielding a longspear could declare power attack during their turn (see below) for -6 to hit and +12 to damage, and the to-hit penalty would apply as normal, but the damage bonus would only apply when making Defensive Strikes (or when another mythos or excellency increases BAB).


    When making a defensive strike, your BAB from this class is equal to your class level. You may use your defensive strike's BAB to meet feat prerequisites, but any attack which the BAB does not meet the feats requirement does not benefit from the feat. IE a level 1 philothisia has a BAB of +0 and takes defensive strike can gain weapon focus. As their normal BAB is +0 non defensive strikes would not receive the +1, at 2nd level all the philiothia's attacks would gain the +1 as their base attack bonus is +1.

    None of the bonuses from this ability stack with any bonuses granted by the weapon wielded. For instance, if the weapon causes energy damage due to an enhancement on it (rather than a feat or class ability) then the Phileotheysia would have to pick whether to apply the bonus energy damage or the damage from this class ability. However, different effects (such as being cold iron, versus being Lawful-aligned and/or adamintine) do stack between the two.

    In addition, if you have not attacked during the last round, you may declare power attack, combat expertese, etc at any time other than when you are being attacked. This is a free action.

    If your Phileotheysia level is at least 3 then your Defensive strikes count as magical for the purposes of damage reduction, ability to strike incorporeal creatures, regeneration, etc etc.

    If you have or later obtain at least one Fantastic Phileotheysia mythos then you gain an additional basic manifestation of this mythos.

    Ditto for Legendary Phileotheysia mythos, except that you may instead select an advanced OR basic manifestation of this mythos. This is in addition to the basic manifestation you probably got for having a Fantastic Phileotheysia mythos.

    And again for Exalted Phileotheysia mythos, except that here you may pick either an advanced manifestation OR two basic manifestations.

    In any of these three cases, if you already have every basic and advanced manifestation of this mythos you instead receive equivalent manifestations distributed at your option among your other exceptional Phileotheysia mythos. In the case of gaining your first Exalted Phileotheysia mythos, if you have no remaining advanced manifestation of this mythos to select, and a single basic manifestation, then you gain that basic manifestation plus one basic manifestation for any other exceptional Phileotheysia mythos.

    In any case, if you already have all manifestations for all exceptional Phileotheysia mythos that you could take with these bonus manifestations then you gain no benefit.

    Basic:
    Defensive Trip
    When making a defensive strike you may make it as a trip attempt instead of a normal melee attack for hitpoint damage. For this purpose you are considered to have the Improved Trip feat. You do not gain a bonus melee attack in such cases.

    Far-Reaching Protective Links
    Prerequisite: Phileotheysia Level 2
    You gain proficiency with spiked chain and Weapon Focus[Spiked Chain], but both only apply for the purposes of making defensive strikes, and qualifying for prestige classes, other feats, skill tricks, etc.

    Fiend, Fey, and the Form-Fluxed Denying Stroke
    Your Defensive Strikes count as being made with a cold iron and alchemical silver weapon for the purposes of DR, regeneration, etc.

    You may replace one or both of these materials with others of approximately equal value* that are SPECIFICALLY mentioned in the damage reduction of creatures that exist in your campaign world**. For example in an Ebberon campaign featuring variant vampires who have DR 10/wood and piercing instead of their normal DR and vulnerability to being staked through the heart you might be allowed to have your defensive strikes count as wood and byeshk.
    *So NOT adamintine for instance.
    **So NOT Flame-touched iron (which causes the weapon to count as Good for the purposes of damage reduction) for example.

    You may take this manifestation more than once. Each time select two new materials to add to those your defensive strikes count as.

    Mob-Halting Readiness
    You gain the Combat Reflexes feat, and may substitute your charisma score for your dexterity score whenever it is higher for the purposes of how many AoOs you may make per round.

    Threat-Halting Strike
    You gain the Stand Still feat as a bonus feat.

    If you have at least 4 ranks (1 PF) in spellcraft OR psicraft then spellcasters and manifesters* you threaten may not cast spells that target one or more of your allies defensively, (they automatically fail their concentration checks to do so), but they are aware that they cannot cast/manifest such spells defensively while being threatened by you. This includes harmful spells/powers that target an area (such as Wail of the Banshee, Fireball, or Web) occupied by one or more of your allies. Remember you do not count as your own ally for the purposes of any Phileotheysia class feature, mythos, or excellency (unless specifically stated otherwise).
    *Note that you still effect manifesters even if you have no ranks in psicraft, and still effect casters even if you have no ranks in spellcraft as long as you meet the requirement for the other skill.

    Throw that Brings Low
    For the purposes of making trip attacks with bolas on a threat to one of your allies who is closer to that ally than you are you treat your BAB from Phileotheysia as full and make the attack as if you had the following feats: Far-Shot, Improved Trip(you do not gain a bonus melee attack when using bolas in this way), and Point-Blank Shot.

    If you have at least 5 levels of Phileotheysia then treat the bolas as if they were Ghost Touch weapons when making such trip attacks.

    Advanced:
    Divine-Right Denying Stroke
    Prerequisite: Phileotheysia level 3 OR Fiend, Fey, and the Form-Fluxed Denying Stroke
    The various sorts of outsiders have authority to bring harm to those who oppose them. You do not recognize this authority.
    Your Defensive Strikes gain the alignment descriptors for all alignment extremes you possess. Thus a Lawful Good Phileotheysia would treat all such attacks as being made with a [Lawful] and [Good] weapon.

    Flogging The Incorrigible
    Prerequisite:
    Both of the following:
    • Horde-Halting Efficient Footwork(Advanced Manifestation of this same Mythos) OR able to attack both adjacent targets and those at least 10’ away. This could be via the Far-Reaching Protective Links basic manifestation of this mythos, the A Body Slightly More In Keeping With The Size Of My Heart (Fantastic Mythos), natively Larger or bigger size, or even a per-day magic item or ally capable of enlarging you to Large size.
    • The ability to make at least two AoOs in a single round. (Combat Reflexes via the Mob-Halting Readiness basic manifestation is the most common way, but the Rapid Counter Iron Heart counter or even Bracers of Opportunity from Magic Item Compendium could qualify.).

    If you make a Defensive Strike provoked by movement, and then the same target moves at least 15’ more within your threatened area* in a way that (considered in isolation from their previous movement) would qualify for a Defensive Strike, they provoke another AoO from you. This can happen multiple times in a row if their movement within your threatened area is a long enough path.

    *If you have Horde-Halting Efficient Footwork then count BOTH your current threatened area AND your threatened area after the resulting 5’ step when calculating threatened areas for this purpose.

    Ghost-Denying Stroke
    Prerequisite: Fiend, Fey, and the Form-Fluxed Denying Stroke OR Your defensive strikes count as magical due to your Phileotheysia level
    Your Defensive Strikes gain the Ghost Touch Property.

    For Nets, lassos, mancatchers, kua-toa pincer staves, etc that maintain a hold (so NOT weapons such as bolas that are assumed to fall off after even a successful attack) this effect extends until the weapon is no longer in contact with the target.

    Heavy-Handed Path-Denial
    Your Phileotheysia level based bonus to damage when using defensive strikes increases to x1.5 of your Phileotheysia levels..

    If you have one Fantastic Phileotheysia Mythos then it instead increases to x2.

    Horde-Halting Efficient Footwork
    Prerequisite: Mob-Halting Readiness
    For the purposes of the Total Defense action, you count as having 5 ranks (2 PF) in the tumble (Acrobatics PF) skill. You may take a special version of the total defense as a full-round action. If you do so your ability to make attacks of opportunity is not negated, and you gain +2 to hit with such attacks. The DC of tumble checks to avoid provoking an AoO from you is increased by 5 or 3/4 of your Phileotheysia level, whichever is greater.

    If you do not take a 5 foot step on your turn while using total defense as a full-round action, then once per round you may take a 5 foot step as an immediate action, before an action that would provoke an attack of opportunity from your new position, but not your old one is resolved. You must then make the attack of opportunity in question. If the provoking action is movement, the provoking character may negate the attack immediately after you move by stopping short in such a way that he is within your threatened area at the end of the move, but would not have provoked an AoO if you had started his turn in the square you now occupy.

    Moving in this way does not break a Dwarven Defender's defensive stance, nor Stone Dragon Stances, nor a Deepstone Sentinel's Mountain Fortress stance, nor any other similar stance or ability.

    If you have at least one Legendary Phileotheysia Mythos then the requirement to have not taken a 5’ step on your turn is waived and you may may move a total distance up to your speed in 5' steps each round (as measured from the end of one your turns to the start of the next), but only as provided by this mythos and only as long as you have AoO's remaining. This means that you may only take a single 5' step each time someone moves in such a way as to activate this mythos. This still down not break a Dwarven Defender's defensive stance, nor Stone Dragon Stances, etc., etc. no matter how many 5' steps are taken. This movement counts against your movement for your next turn (thus if you only move 5' you may count it as a 5' step on that turn, but do not have to).

    Loyalty-Driven Precision
    You add your charisma bonus to your to-hit rolls and gain the Blind-Fight feat when making any attack enhanced by Defensive Strike. Both of these benefits last only for the duration of the strike.
    Pro Tip: This manifestation is a pre-requisite for the Exalted Mythos Protection That Scorns Protections, so if you think the campaign will make it to level 19 (or is starting there or higher) you may want to read ahead and decide about if you are likely to want that and plan your build out accordingly. Remember you can purchase Phileotheysia manifestations (and mythos for that matter) with mythos points provided at least half your class levels are in Phileotheysia.

    Sacrificial Defense [Sacrifice]
    Prerequisite: Heavy-Handed Path-Denial(Advanced Manifestation of this same Mythos)
    When making a Defensive Strike, before rolling for damage, you may elect to increase the damage it deals by +2d6, but at the cost of 1d6 lethal damage to yourself (this damage to yourself can not be converted to subdual damage, even by regeneration). This is similar to, and does not stack with the actual Vicious property.

    For each additional tier of mythos past Exceptional that you actually have a Phileotheysia mythos at you may increase the damage dealt with your attack by another +2d6, at the cost of an additional +1d6 damage to yourself. Thus if you had a Phileotheysia mythos at every tier, you could deal up to +8d6 additional damage at the cost of 4d6 damage to yourself per hit (or less if you decided to increase your damage by less). If you decided to avoid Fantastic Mythos while still taking at least one Legendary and one Exalted Philetheysia mythos you would only be able to go up to +6d6/3d6.

    Acquiring this manifestation causes this mythos to count as having the [Sacrifice] tag.



    GET OFF OF THEM!!!
    Prerequisite: Defensive Strike (Exceptional Mythos)
    Attempting to overwhelm your teammates with numbers is... unwise.
    At its most basic level you may use a full-round action to make a single melee attack on each enemy that is within your threatened area that has at least one ally (NOT COUNTING YOURSELF) within its threatened area and has made a melee attack against at least one of your allies (AGAIN, NOT COUNTING YOURSELF) since your last turn (or the start of combat if it is your first turn). These attacks gain all the benefits of Defensive Strike (and mythos that build on it), except that the total damage bonuses from such mythos are halved.

    When you use the GET OFF OF THEM!!! mythos, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.

    If you have at least one Fantastic Phileotheysia you instead may make these attacks as a standard action.

    If your Phileotheysia level is at least 11, you have at least one Fantastic Phileotheysia Mythos and you are actually using a full round action to use this ability, then you make two such attacks on each such enemy.

    If your Phileotheysia level is at least 16 and you have at least one Legendary Phileotheysia Mythos then you may make two such attacks on each such enemy as a standard action.

    Remember, you can not use this mythos on your first turn in any combat in which you use the Swift to Protect excellency.



    Gift of Aegis [Sacrifice]
    Prerequisite: -
    As a standard action, target one ally within Close range (25 ft. + 5 ft./2 levels) that you have line of sight and effect to. The subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by you. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If the subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with you because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between the subject and you, but damage already split is not reassigned to the subject.

    If you and the subject of this effect move out of range of each other, or after 1 round, the effect ends.

    If you have at least one legendary Phileotheysia Mythos, then you may choose to use this mythos as a swift action rather than a standard action. This does not allow you to have more than one target at once (but see Fireball Eating Technique below).

    Basic:
    Bulwark Aegis
    The subject takes only ⅓ damage rather than ½. You still take the amount prevented.

    Much as you would wish otherwise, sometimes you must reduce the intensity of your sacrifices… dying would impede your ability to continue to protect, at least temporarily. You may mediate on the harsh realities of this truth for one hour to forgo the alteration of the damage proportion provided by this manifestation. By meditating on the nature of sacrifice for one hour you may resume the benefits of this manifestation.

    Durable Shield
    You gain Improved Toughness as a bonus feat. Whenever your Phileotheysia level is 5 or lower you gain either the Toughness OR Diehard feat. You may swap between the two by meditating on your body’s role as a living (or at least animate) shield for 1 hour. If your Phileotheysia level is at least 6 then you simply gain all three of these feats as bonus feats.

    Far-Reaching Protecting Arms
    The range of this mythos increases to 50ft + 5ft/level.

    Preserving the Linchpin Upon Which the Bridge With The Innocent Villagers Crossing Depends
    You may target objects as well as creatures with this mythos. As usual with hitpoints, count each 10’ linear distance of a building/wall as a separate structure for such purposes.

    Advanced:
    Adamant Shield
    Prerequisite: Durable Shield, Phileotheysia Level 2
    For purposes of calculating hitpoints, whenever your charisma score is at least 11, add your charisma score to your constitution score and then subtract 10. Use this result as your constitution score for those purposes*. This amount may vary as your charisma and constitution scores increase or decrease, just like hitpoints from only constitution.
    *This is mathematically equivalent to adding you charisma bonus to your constitution modifier except that fractional modifiers apply. Thus if both scores are odd numbers then you usually end up with 1 more hitpoint per hit-die then you would otherwise have.

    You may take this Advanced Manifestation multiple times, to a limit of one quarter your Phileotheysia level (minimum 1). However the cost in Mythos Points and XPs doubles each time*. In the case of both of these doublings, a doubled doubling is a quadrupling, a doubled quadrupling octopals the original quantity, etc. rather than the normal rule about a doubled doubling being a tripling.
    Each time after the first increase your effective constitution score for the purposes of hitpoints by (charisma score -10). There still can never be a penalty due to low charisma since unless your charisma is at least 11 this manifestation has no effect.
    *This means that if your free pick for level-up is this manifestation then the first time you purchase it with Mythos Points and XPs will cost twice the usual amount, and the second time you do so it will cost quadruple, etc. You may not take this manifestation as a free pick if you already have it.

    Fireball-Eating Technique
    You may affect up to your charisma bonus (minimum TWO) targets at once with this ability. Within this limit, you may add as many targets as you like with a single standard (or possibly swift) action.
    Pro Tip: This manifestation is a pre-requisite if you want to take the Exalted Mythos Band of Blood-Brothers, so you might want to think ahead and decide if you are probably going to want that Mythos, then make your plans accordingly. Remember you can purchase Phileotheysia manifestations (and mythos for that matter) with mythos points provided at least half your class levels are in Phileotheysia.


    Harm-Ignoring Shielding-Link
    Prerequisite: Bulwark Aegis

    When using this mythos you only take an amount of damage equal to half the amount prevented. This is approximately ⅓ of the total damage dealt, or ¼ if you have turned off the benefit of Bulwark Aegis.

    Vigilant Shielding Soul-Motion:
    If you do not have your maximum number of targets affected by this ability at a moment, you may add a single target to those effected by using an immediate action.



    Gift of Martial Skill
    Prerequisitse:
    -Any Phileotheysia mythos or excellency capable of sometimes improving the class’s BAB to full, at least for somepurpose.
    -BAB +1
    By touching an ally as part of a Swift+Standard action you may reduce your B.A.B. . including Epic Attack Bonuses, to +0 for 1 round. This grants an equal increase to the target’s BAB for the same period, however, for this purpose count only half of your Epic Attack Bonus. If this would increase the targets BAB above +20 then the excess becomes Epic Attack Bonus. Note that these are not mere to-hit bonuses/penalties, but full-on actual B.A.B., impacting such things as iterative attacks, Power Attack, and so forth.




    Gift of Protection [Sacrifice]
    Prerequisite: -
    You may transfer some or all of the AC bonus from Divine Protection (the total of your charisma bonus and the level-based increase) to any single ally within 10 feet as a swift action. This transfer lasts until you fail to renew it on your turn as a swift action or are out of range of the target. No more than one instance of this transferal may be in effect at any one time. This usage of this ability counts as the ability to cast Shield of Faith for purposes of qualifying for prestige classes, feats, etc.

    At 5th level the range of the single-target version of this ability increases to 20'.

    At level 8 the you may instead have this benefit apply to all allies within a 15 foot spread of yourself. In such a case the amount of the bonus given to the allies is 2 points less than that sacrificed (minimum 0). This usage of this ability counts as the ability to cast Legion's Shield of Faith for purposes of qualifying for prestige classes, feats, etc.

    At 14th level the range of the single-target version of this ability increases to 30'.



    Gift of Resistance [Sacrifice]
    Prerequisite: -
    You may, as a swift action, take a penalty to all of your saves up to the the smallest of your three base save bonuses for one round. You then select one type of save. Whenever within a 10 foot emanation from of you all allies gain a bonus to the selected type of save for that same round equal to the amount of the penalty taken by the Phileotheysia. Allies further than 10 feet away, but within a 30 foot emanation when making a saving throw of that type gain half this bonus. This transferal is equivalent to a spell with level equal to half the amount of the close-range bonus available (minimum 1, and regardless of if any allies are in range to receive the bonus). This counts as the ability to cast Resistance as both an arcane and divine spell for purposes of qualifying for prestige classes, feats, etc.

    At higher Phileotheysia levels this ability upgrades as follows:
    At 4th level you need only select two types of save for the penalties to apply to, but one of them must be the save type that the bonus applies to.

    At 7th level you only take the penalty to the save that the bonus applies to.

    At 9th level you may use this ability two or three times per each activating action. Each sub-activation applies to a different save, and you may select a different value for the penalty(and related bonuses) for each.

    At 20th level the you take only half the penalty/penalties (this has no effect on the progression of the bonuses they may provide relative to your base saves).

    Advanced
    Divine Grace
    You gain a bonus equal to your Charisma bonus (if any) on all saving throws. This does not stack with similar class abilities from the paladin, blackguard, crusader, etc.

    Extended Aura
    By eliminating either then 10’ or 30’ range bracket, you may double the range of the other. If you choose to eliminate the 10’ range bracket, the half strength effect loses its minimum range. Each time you activate this mythos, choose one of these three modes to apply for its 1 round duration.

    To The Last Drop
    Prerequisite: Divine Grace (Not NECESSARILY the Advanced Manifestation, but it could be)
    You gain a +1 separate bonus to each of the three types of saving throws and may transfer both these bonus and the three bonuses from divine grace as if they were part of your base saves.



    Gift of Time [Sacrifice]
    Prerequisite: -
    In a fight or other crisis, split seconds can matter. You can sacrifice your own ability to act in order to enhance that of your allies, literally warping time itself.

    You may grant an additional moment to act to a single ally within 10 feet (however the target and you do not need to REMAIN within this range of each other after this effect is cast...). You may expend a move action to grant an ally within 10 feet a 20 foot bonus to their base speed for all forms of movement they have for one round. This may not increase any base speed to more than double its starting amount, and a given ally may only benefit from one movement rate increase from a Phileotheysia per turn. As with any effect that increases your speed, this spell affects their jumping distance (see the Jump skill).

    At Phileotheysia level 5 level if you instead take no other actions on your turn you may grant the target ally an additional move action on their next turn. This action may be taken in any order with other actions but may neither interrupt nor be interrupted by other actions by that character. Neither the move action nor the extra attack(see below) may be combined the additional actions or attacks from with Haste, True Haste, weapons of Speed, etc., in such a case the target must choose which single effect to benefit from in that way at the beginning of their turn. Numerical benefits to armor class etc still apply from one such effect, even if the additional action(s)/attack for this ability is selected. This usage of this ability counts as the ability to cast Haste as a divine spell for purposes of qualifying for prestige classes, feats, etc.

    If you have at least one Fantastic Phileotheysia Mythos then at their option, instead of taking this additional move action if they make a full attack the beneficiary of this mythos may instead make an additional attack at their highest BAB (c.f. Haste).


    Advanced
    Reach of Chronos
    The range of this ability doubles. This manifestation may be taken more than once, to a limit of a number of times equal to one quarter your level (minimum 1). However the cost in Mythos Points and XPs doubles each time*. In the case of both these doublings, a doubled doubling is a quadrupling, a doubled quadrupling octopals the original quantity, etc.
    *This means that if your free pick for level-up is this manifestation then the first time you purchase it with Mythos Points and XPs will cost twice the usual amount, and the second time you do so it will cost quadruple, etc.

    Sleight of Time Proficiency
    The the speed increase granted by the move-action use of this Mythos improves to +30’ or +50% of the target’s speed apart from this ability, whichever is greater, and also grants a bonus equal to half your Phileotheysia level to the target’s Balance, Climb, Jump, and Tumble checks, provided they happen entirely within the range of this ability.

    Also, the non-move-action-cost versions of this mythos now only require a full-round action to use. Some later mythoi in this chain disallow this reduction in combination with themselves.



    Grant Mystic Strength
    Prerequisite: Knowledge[Religion] 4 Ranks (1 PF)
    You have a measure of the power of your less self-sacrificial peers.
    Benefits: You may bolster and dispel turning of undead and deathless as a cleric of your level. This makes no distinction regarding alignment. Thus a good-aligned Phileotheysia could bolster a ghost as they seek to stop the cleric of Hextor who slew the fellow before he can lay waste to the home town that the now-ghost was on his way to warn when he was killed, and an evil Phileotheysia infiltrating an adventuring party in hopes of slowly corrupting them over the course of years could dispel the turning of the Deathless sorcerer among their number. It can even affect both Deathless and Undead at the same time with a single use. You may even combine Bolstering and Dispelling into a single application, depending on what each target needs.

    These "turning" attempts may power feats, class abilities, prestige classes, etc just as if they were turning/rebuking uses of the creature type they apply to, with the exception that all costs in daily uses (such as for divine metamagic) are doubled. This restriction does not apply to phileotheysia class features, including mythos, their manifestations, and excellencies.

    This mythos does not grant the ability to turn*, destroy, rebuke*, or command any creature.
    *If this doesn’t make sense to you, it is a nomenclature problem… this is, in fact a turning/rebuking ability, it just doesn’t allow the inflicting of the “turned” or “rebuked” statuses by default, only some of the alternate uses/effects of that ability.

    In all other regards this functions just as if they were turning/rebuking uses of the creature type they apply to. This includes, but is not limited to, benefiting from feats (such as Extra Turning), and qualifying for feats, prestige classes, and skill tricks.

    Advanced
    Grant Massive Mystic Might
    For purposes of Bolstering and Dispelling your effective Phileotheysia class level increases by 1(2?). You may take this manifestation more than once, but the cost doubles mathematically* each time. The level increases stack.
    *2, 4, 8, 16, rather than 2, 3, 4 as “doublings” usually stack in D&D.

    Even if you have the Turn Away Harm advanced manifestation of this mythos, this manifestation does not affect your ability to Turn.

    Grant Strength to All
    You can protect a broader range of allies.
    The bolster and dispel turning functions of this mythos may now be used on any type of creature. You may even mix creature types in a single bolstering or dispel turning attempt, and this applies regardless of the specific nature of the turning/rebuking you are opposed by. This means, for instance, that if a creature has both the [Fire] and Undead types that it can be bolstered against both of those sorts of turning/rebuking with a single expenditure of this ability. Naturally, this is most useful for Plants, Elementals, and Outsiders, but if you ever encounter a creature capable of turning/destroying Humanoid[Human], and need to counter that ability, you will be ready...

    Long-Lasting Strength
    Bolstering from this mythos lasts a number of minutes equal to your charisma modifier (minimum 1).

    Turn Away Harm
    You can cause some threats to stand back.
    Your daily uses of Grant Mystic Strength may also be used to turn, but never destroy, rebuke*, or command, undead and/or deathless as a cleric of your alignment who worships whoever/whatever it is that you worship. Unlike normal clerical turning, any attack on the affected creatures breaks it for that creature, as well as if you or one of your allies approaches to within 10’ of a given turned creature. In addition, this turning never results in cowering.
    *See previous footnote on nomenclature problems.

    Very Long-Lasting Strength
    Prerequisite: Long-Lasting Strength (Advanced Manifestation of this mythos)
    Bolstering from this mythos lasts a number of minutes equal to your charisma score.



    Humble Power
    Prerequisite: Two other Phileotheysia Mythos (but see Special below)
    You gain an additional Phileotheysia Excellency.

    Special: This Mythos may never be purchased with mythos points+XPs, it may only be gained via leveling up in the Phileotheysia class. You may take this mythos (and thus its advanced manifestation) multiple times. Each time you do the number of mythos OTHER than instances of this one that you must have as a pre-requisite increases by two.

    Advanced:
    Humble Dedication
    You gain another Phileotheysia Excellency.

    Special: This manifestation may not be purchased with mythos points, or acquired in any other way than taking this mythos (but it can be taken multiple times if you take this mythos multiple times and then gain a level of Philetheysia).


    Hydra-Baiting Broken-Wing-Feigning Mother-Bird Technique [Sacrifice]
    Prerequisite: Bluff 2 Ranks (1 PF)
    Most predators, intelligent or not, prefer to go after the weakest prey, but few can take advantage of many openings in quick succession. In your weakness are your allies sheltered.
    As a free action you may provoke attacks of opportunity. In addition to all the usual times you could perform a free action, you may perform this action at any time when you could perform a readied action, counting any event that occurs as the trigger for this action without having to decide in advance.

    You may select which enemies to provoke from each time you use this mythos. For instance, if threatened by two swordsmen, one of whom also threatens a mage who is your ally, and the other of whom does not, you may elect to provoke an attack only from the one that threatens both of you.

    You gain a +2 bonus to AC against attacks of opportunity provoked by this excellency.

    When you provoke attacks of opportunity for any reason, anyone wishing to make such an attack must decide if they are going to do so against that particular provoking action before any of the attacks of opportunity are resolved.

    A number of times per round equal to your charisma bonus (minimum 1), as a free action, when using this mythos and after all opponents who wish to make their AoOs have declared so, but before they are resolved, you may force all opponents who could have made such AoOs*, but did not, to make a will save or make those AoOs after all. They gain +3 on this save for each time they have succeeded on it against you within the last round.
    *Obviously this includes AoOs from such things as Combat Reflexes. Less obviously this includes extra AoOs allowed by such things as magic items and readied maneuvers.

    In addition any AoOs declared against you, willingly or not, and regardless of if triggered by this mythos, MUST be resolved upon your being (corporeal or not) if physically possible.

    Example: Mercy the Warforged Phileotheysia is surrounded by eight bugbears. Mercy decides to provoke in hopes of protecting several badly wounded arcanist allies who are just outside the ring of bugbears. All of eight bugbears must then decide if they will make an attack of opportunity. All but two decide to do so. Mercy decides to try to force these two to attack it. One of them fails his save. Thus seven AoOs must be directed at Mercy. The first one destroys Mercy, but the other seven must still attack Mercy’s remains with their AoOs.

    Nota Bene 1: If you also have the Ever-Silent Unseen Guardian Spirit excellency, then you gain a bonus to that excellency that is great enough to cause its name to be appended to become Ever-Silent Unseen Guardian Spirit Becomes Gaze-Drawing Banshee To Distract the Foe Duality. See that excellency for details.

    Nota Bene 2: This mythos does NOT make Bluff a class skill and does NOT have the [Skillful Protector] tag.



    Exceptional (Legendary? Fantastic?) Mythos
    Multiplied Gifts
    Prerequisite: Any two Phileotheysia mythos that have swift action uses.

    You may exchange a full-round action for a swift action, however this extra swift action may only be used to activate Phileotheysia mythos. You may not use a swift action to activate a given mythos more than once per turn.

    If you have at least one fantastic Phileotheysia mythos then the above use requires only a standard action.

    If you have at least two exceptional, one fantastic, AND one Legendary Phileotheysia mythos, each of which have swift action uses then you may exchange a move action for a swift action with the same restrictions as above. This allows up to three such mythos to be used per turn (baring any other sources of swift actions). You may count any given mythos as being of a lesser degree than it is for purposes of meeting the requirement in the first sentence of this paragraph. For example, if you had three fantastic mythos and one legendary mythos, all with swift action uses, that would qualify.
    Last edited by DracoDei; 2021-04-09 at 05:32 PM.

  5. - Top - End - #5
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    Default Exceptional Mythoi "Polite Chirurgeon-Refusing Vitality" to Z

    Spoiler: Exceptional Mythoi "Polite Chirurgeon-Refusing Vitality" to Z
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    Polite Chirurgeon-Refusing Vitality [Sacrifice]
    Prerequisite: Gift of Aegis (with "Durable Shield" basic manifestation)[/i] (Exceptional Mythos) and Touch of the Phileotheysia (Excellency)
    Any effort made towards treating your injuries is effort not spent treating those you treasure. This is unacceptable, so your soul sends forth healing energy to revitalize you.
    You gain Fast Healing. You may activate or de-activate this ability as a standard or swift ability and the intensity and daily duration you have available to you varies with your level according to the following table.
    Lvl hp/rnd Rounds/Day
    1-2 1 Charisma Modifier
    3-4 1 Charisma Score
    5-6 1 Charisma Score x2
    7-9 2 Charisma Score x2
    10-11 2 Charisma Score x3
    12-13 2 Unlimited
    13-14 3 Unlimited
    15-16 5 Unlimited
    17-18 10 Unlimited
    19-20 15 Unlimited
    21-23 20 Unlimited
    24-26 25 Unlimited
    27-28 30 Unlimited
    30+ Equal to Phileotheysia level Unlimited
    Advanced:
    Vitality Flows Outward Like a River
    As a full-round plus swift action that provokes attacks of opportunity, you may grant the amount of fast healing listed in the table above to all allies in a 10 foot spread for one round. This does not count against your per-day limit, and can be used even when that limit is exhausted. However you take the amount of the fast healing (NOT multiplied by the number of targets) in damage every round you use this ability.



    Sharing Venom With My Friends Like It Was Fine Beer At The Local Tavern After Our Hard Day’s Labors [Sacrifice]
    Prerequisite: Gift of Aegis (Exceptional Mythos)
    You share any reduction of ability scores with the target(s) of your Gift of Aegis with the same numerical rules as if it were hitpoint damage. This includes penalties, damage, drain, burn, etc. In the case of Feeblemind and other effects that reduce the target to a specific number* treat this as exactly as much penalty/damage/drain/whatever as would be necessary to do that if this mythos were not affecting the situation. This even allows you to split the constitution loss for a 1 hit-die creature being brought back to life (you specifically CAN target a corpse with Gift of Aegis for that purpose). Even manifestations of Gift of Aegis that change how the split happens apply. For example, if you have Harm-Ignoring Shielding Link with Bulwark Aegis active then the reduction would be split approximately into thirds, with the extra point(s) going first to your ally, then yourself.
    *The fact that normally an ability score can not be reduced to less than zero specifically does NOT count for this. For example, if someone with an dexterity of 6 takes 8 points of dexterity damage then you each take 4 points.

    If you have at least one Fantastic Phileotheysia or higher tier mythos then this also works with negative levels. In such a case, recalculate the number of negative levels each of you gets every time you split negative levels with a given ally in given encounter. Count only negative levels acquired while the ally inb question was under this protection.
    Example:
    Timothy the Phileotheysia, Bob the Barbarian, and Fred the Fighter are engaged in combat with a large number of wights.
    On the first round Timothy uses Gift of Aegis on Bob, and Bob and Fred both end up getting hit for 1 negative level each. Since 1 divided by 2 rounds down to 0 Bob takes no negative levels, but Timothy takes 1. Fred takes a single negative level.
    The next round starts with Fred surrounded. Timothy uses Gift of Aegis on Fred. Fred is hit for 3 negative levels this round. The negative level on Fred from the last round is not considered in dividing these 3 since Timothy was not using that mythos on him when they were taken. Timothy takes 2 more negative levels, and Fred takes 1 more, leaving them both at 2 negative levels.
    The third round sees Timothy switching back to protect Bob again, and Bob getting hit for 5 negative levels. Since one of the negative levels that Timothy currently has was inflicted via this mythos while protecting Bob in the first round both Timothy and Bob now have 3 negative levels.

    Advanced:
    Thirst for Bitter Herbs
    When rounding fractional points of harm (including hitpoints and negative levels), you have a higher priority than the original target. Thus you always take an equal or greater amount of harm than the original target, rather than an equal or less amount. This is not optional if you have this manifestation.

    Equitable Distribution Tabulation Memory Methodology
    Recalculate hitpoint damage and ability score reduction by the same rules, and under the same circumstances, as negative level distribution would be recalculated. Count each type of reduction to each ability score as being separate pools to be recalculated*. Similarly types of hitpoint damage that must be tracked separately (normal vs subdual vs vile) are separate pools, but slashing damage is normally in the same pool as cold damage*. But, for example, you or the target gain some especial effect for having taken cold damage in a given round, then that would mean that cold damage would be in a separate pool from slashing damage.
    *For instance a penalty to Intelligence from Feeblemind is lumped into the same pool for recalculation as the penalty from Touch of Idiocy but that is a separate pool from the both intelligence damage from Id Moss and the charisma penalty from that same Feeblemind.
    ** Remember that this damage bypasses your own damage reduction, resistances, immunities, etc and that the original target’s defenses have already been applied.


    Singing Songs to Gladden the Heart[Skillful Protector]
    Prerequisites: (See Below).
    Perform becomes a Phileotheysia class skill, if you do not have at least 3 ranks (1 PF) in perform you must immediately spend Phileotheysia skill points to raise your ranks to at least 3 (1 PF). If you can not do this, you may not take this mythos.

    You gain the Bardic Music class feature, but only granting the following sub-abilities (at appropriate levels and skill minima): Countersong, Inspire Courage, and Inspire Competence. The bonus from Inspire Courage may not rise above +2 unless you also have the Fantastic sequel to this mythos Singing Songs to Invigorate the Body and Soul.

    For the purposes of the above bardic music sub-abilities* your Phileotheysia level stacks with any other classes that grant it to determine your effective bard level. If you do not have any other such classes then simply use your Phileotheysia class level.
    *And NO OTHERS, except those granted by Singing Songs to Invigorate the Body and Soul if you have that.


    Take My Eyes, That You Might See. Take My Ears, That You Might Hear. [Sacrifice]
    Prerequisite: -

    The phileotheysia may grant greater vision to another at the cost of his own. This ability requires a swift action, and causes the phileotheysia to go blind and lose all abilities that grant the equivalent or near-equivalent of vision such as Blind-sight, Blind-sense, Tremor-sense, etc for as long as the improved vision is granted. This does not affect the Scent special quality except as it is used to locate the specific square(s) that a creature or object is in or the Blind-fight feat. This ability grants one ally within 30' one of the following:
    1. The sight natural to their species regardless of magic upon them (so Blindness/Deafness but not Darkness) or physical impairment to their body (up to and including being born blind or having had their eyes cut out).
    2. Low-Light Vision(as per the spell, except as otherwise noted).
    3. Mathematically doubles (so a doubled doubling is NOT a tripling) the effectiveness of pre-existing low-light vision vision. Thus an ally who can normally see twice as far as a human in low-light conditions could now see four times further than a human.
    4. Increase the range of pre-existing darkvision by 30 feet.
    5. Pre-existing darkvision improves within a range equal to ⅓ its total range. Within this shorter range it is unaffected by magical darkness. If used in combination with (4) above via the Circle of Vision advanced manifestation, then apply the +30 feet before the division.


    As a separate swift action, or in combination with the above as the same swift action, you may render yourself deaf to grant the natural hearing of their species to your target regardless of bodily or magical impairments, including the ability to hear normally in the area of a Silence spell.

    This ability lasts 1 round, and may be extended by 1 round with a swift action (note that this does not require you to have any idea where the target is, although the ability fails, returning the your sight if there is no target within range or if line of effect does not exist to at least one target at that time). When used in this way this ability is the equivalent of a 1st level divine spell.

    Basic and advanced manifestations usually allow other ways of using this ability. In all cases the durations and penalties involved in its use remain the same.

    Basic:
    Veil-Piercing Eye-Opening
    May instead grant the effects of a See Invisibility spell for the duration.

    Murk-Piercing Dwarven Eyes
    May instead grant 60' Darkvision.

    Far-Reaching Gift of Eyes
    The range that you can grant vision-related abilities increases by 30' to a total of 60'.

    Advanced:
    Circle of Vision
    If your Phileotheysia level is 9 or less you may target twice each time you use only the normal and/or basic versions of this ability. These may be the same target if you wish, such as if you wanted to grant a human low-light vision, and then double the effectiveness of that vision, or grant both Darkvision and Low-Light Vision.

    If your Phileotheysia level is between 10 and 16 you may instead so target up to three times.

    If your Phileotheysia level is between 12 and 18 you may target two times even if one or both are advanced manifestations.

    If your Phileotheysia level is 17 or greater you may target up to four times when using only normal and/or basic manifestations of this ability.

    If your Phileotheysia level is 18 or greater you may target up to three times even when some or all of them are advanced manifestations.

    Sense-Protecting Foe Finder
    You may target a number of allies within twice range that this ability would otherwise have. They gain no immediate benefits, but any attempt to bodily or magically impede one or more of their senses automatically fail. Thus a blinding strike by a rogue would glance off of them like a wooden knife employed by a small child against an adamantine wall, and an alchemical grenade made from the essence of peppers and onions would not impair their vision but a smoke-stick or Fog Cloud could work against them.

    Any attempt to blind that fails due to this ability allows the targets of said blinding attempt to unerringly see the source of that attempt regardless of distance or mundane or magical cover, concealment, hide in plain sight, invisibility, etc etc for a number of rounds equal to your charisma modifier since the last such attempt was made by that individual, or until you fail to renew this effect on your turn.

    Similarly, any attempt to deafen that fails due to this ability allows the targets of the deafening attempt to perfectly hear the target within that same duration limit. Move Silently checks opposed by listen checks are still allowed, but success only means that the listener is only able to discern the general direction to the would-be deafener and clearly hear every sound they make, rather than determine the exact square they lie in.

    The same goes for the sense of smell for allies with the scent special quality.

    Keen-Eared Gift
    When you sacrifice your hearing by means of this gift, the targets also gain a bonus to Listen checks equal to half your Phileotheysia Level. If you have at least one Legendary Phileotheysia mythos, then they also gain hearing based Blindsense with a range of 5’. If you instead have at least one Exalted Phileotheysia mythos AND EITHER at least 3 Basic Manifestions of this Mythos, OR at least 2 different advanced manifestations of it then the target(s) instead gain Blindsense with a range of 15’ and Blindsight with a range of 5’.

    Seeing Magic
    Prerequisite: Phileotheysia level 9.
    May instead grant the effects of a Arcane Sight spell for the duration.

    If your Phileotheysia level is at least 15 this instead grants the effects of Arcane Sight, Greater for the duration.

    See the Truth!
    Prerquisite: Phileotheysia level 9.
    You may instead grant the effects of a True Seeing spell for the duration.

    Sight of the Wing Dragon
    The breath of the agile wing dragons is technically harmless, being merely a fog that obscures sight. The fact that they themselves can see through it just fine, and their fighting style is akin to that of a rogue, rather than a warblade renders this a very technical truth.
    The target of this manifestation can see through any type of gas, liquid, or particulate matter as if it were clear. This includes magical fogs and effects. (none of which stops them from seeing things they can see through with perfect clarity, but they can also see through it, and if that doesn't make sense, just keep repeating "It's MagicMythos!" to yourself until it does). Note that if the predominant material limits the quality of vision, but the substance(s) suspended in it do not. Thus they could see through mud, provided it was over half water by volume, as well as they could see through water, but could not see through lava just because it had impurities in it.






    The Sun Shall Not Burn Thee, Nor the North Wind Freeze Thee, Nor the Flood Drown Thee [Sacrifice]
    Prerequisite: -
    You may cast Endure Elements with a permanent duration on others at will, but at the cost of a 2 point penalty to constitution. These penalties stack with themselves and all other penalties. These penalties remain for 1 hour after you dismiss the particular casting (which may be done regardless of distance or intervening barriers, even across planes). Anything that removes one or more of the penalties negates that/those casting(s) of the spell.

    If you are at least 4th level you may sustain a number of willing creatures equal to your charisma modifier (minimum 1) within a range of your charisma modifier times 15 feet (minimum 30 feet) without the need to breath. You may add and/or remove creatures once per round during your turn as a swift action plus a standard action.

    The description of each target must be unique, but can be vague. Thus if you saw a hole in the middle of a frozen pond and specified "The creature underneath the ice making that thumping noise." then that would work if the creature was a single drowning individual (and technically would work if it were a dire carp chasing a school of minnows that were all trying to flee along the lower surface of the ice), but if there were two such individuals the ability would fail. If you instead specified that you were targeting "First the closest creature to me that is making those thumping noises under the ice, then the second closest creature to me that is making those thumping noises under the ice, then the third closest, and so on." then you could potentially reset the suffocation periods of a number of drowning persons equal to your charisma modifier as if they had been able to breath clean and fresh air for that round.

    You take a penalty to constitution for each creature you so sustain dependent on its size relative to you, and level of activity. In effect, any creature that makes a (or more than one, see Gift of Time) standard or full round action re-inflicts its penalty on you at that time. If a creature would have had to make a fortitude save on its turn if you did not intervene with this effect, add the DC of that save minus 10 (minimum 1) to the penalty it applies to you that round. If you CAN and ARE engaging in respiration (have lungs that are useful for oxygenating your blood-stream, rather than just talking or blowing out candles etc , are in a medium you can and are breathing, etc), but don't HAVE to (perhaps due to a Iridescent Spindle Ioun Stone), then you halve the total constitution penalty from this ability.
    Size category relative to you Penalty(Low Activity) Penalty(High Activity)
    1 smaller -1 -2
    Same -2 -4
    1 larger -4 -8
    2 larger -8 -16
    3 larger -16 -32
    4 larger -32 -64
    5 or more larger -64 -128
    If you do not have a constitution score then the penalties instead apply to both Strength AND Charisma. If your score in any ability penalized by this mythos is reduced to 0 for any reason while you are using it you die/are destroyed. In such a case the effect still happens that round, your dying breath having great power to save others.

    This ability is the equivalent of a 3rd level divine spell and has no somatic components(thus spell-failure for armor and shields do not apply to it).

    Unlike most magical effects, this can penetrate all barriers except force effects that target an area, rather than an individual. Thus Wall of Force, or the solid version of Forcecage stop it, but Mage Armor, Shield, and Bigby's Interposing Hand don't. You must clearly identify each creature you wish to target with this ability.

    Advanced
    Heavy Breather
    Requirement: Phileotheysia level 4
    Halve the total penalties from the breath-granting aspect of this ability. This manifestation may be gained multiple times. This stacks as ½, ¼, ⅛, 1/16, etc .

    Nomadic Tribe Protecting Technique
    You gain a +4 bonus to saves against any environmental condition of heat or cold that Endure Elements would provide a mechanical benefit against. You now may effect 3 targets per point of constitution penalty you take from the Endure Elements usage of this mythos rather than requiring two points of penalty to effect a single target. You may take this manifestation a second time, in which case the saving throw bonus increases to +6 and you may effect 10+Charisma Modifier targets per point of constitution penalty.




    Weapon-Denying Technique
    Prerequisite: -
    You gain Improved Disarm and Improved Sunder as bonus feats. When performing either of those actions your BAB for levels of Phileotheysia increases to full, and you may count one weapon as being one class heavier, except if you are using a two-handed weapon or completely unarmed, in which case your unarmed strike counts as being a two-handed weapon (this potential two class increase does not apply to natural weapons such as claws, bites, slams, etc). Light weapons count as one-handed, one-handed weapons count as two-handed, but two-handed weapons gain no additional bonus.

    You do not count as taking offensive action or using an non-Phileotheysia ability when using Disarm and Sunder actions.

    Advanced
    Blade-Arcing Blow
    When you disarm a manufactured weapon you may release one hand from a two-handed weapon, or drop an object (even the weapon you used to make the disarm) to catch the disarmed weapon even if you do not otherwise have a hand free. Alternatively you may send the disarmed weapon flying through the air in a straight horizontal line a number of squares (as per squares of movement) equal to the higher of your strength or charisma modifiers.

    Blade-Shattering Blow
    You add your Phileotheysia level to your damage on all sunder attacks. When attempting to sunder a weapon that you have observed injuring one of your allies within the a number of days equal to your Phileotheysia level this bonus is doubled.

    Brigand-Band Foiling Flurry
    Prerequisite: Any other Advanced Manifestation of Weapon-Denying Technique.
    You may make sunder and disarm attempts as if they were attacks, rather than standard actions. This means you could, for instance, attempt two disarms when two-weapon fighting (at the usual to-hit penalties) or use your iterative attack bonuses. Remember, for these purposes, Phileotheysia counts as a full-BAB class and thus may get more iterative attacks than their class table would indicate. When doing so you may freely mix sunders and disarms. Note that usually this requires a full-round action, although certain abilities may alter this.

    Claw-Blunting Strike
    You may attempt both disarms and sunders on natural weapons, although the effects are slightly different. If a creature has only one natural weapon it is considered two-handed for this purpose, if it has more than one then primary attacks are considered one handed, and secondary attacks are considered light.

    If you successfully “disarm” a natural weapon, that specific natural weapon is at -2 to hit. So, for instance, the right side claw attack of a tiger is separate from the left side claw attack. This penalty is doubled to -4 if, at the time of the “disarm” you have observed that creature physically attacking one of your allies within the a number of days equal to your Phileotheysia level. In either case this penalty lasts a number of minutes equal to your Phileotheysia level

    If you successfully “sunder” a natural weapon then for a number of minutes equal to your Phileotheysia level hitpoint damage with that specific weapon (see previous paragraph) is reduced to half, or by the amount of damage you rolled on the sunder, whichever results in more more hitpoint damage. If, at the time of the “sunder”, you have observed that creature physically attacking one of your allies within the a number of days equal to your Phileotheysia level then whichever results in less hit-point damage is used instead (to a minimum of 0 damage). Even if the hitpoint damage is reduced to zero, secondary effects such as poison, stunning, and level drain can still occur.
    ((Too strong, at least in the case of having seen them physically attack? Make this based on half your damage or something? I want to keep it working with Blade Shattering Blow, but that may not be possible. Counter-argument: It is an opposed attack roll with size modifiers for both weapon (2H/1H/Light) and combatant size to succeed, and I've now explicitly said it only counters HITPOINT damage. Also, it goes by individual weapon and requires them to have made a physical attack, meaning the Phileotheysia is losing tempo.))

    Opportunistic Weapon Negating Technique
    To break a weapon the first step is to make contact with that weapon. To disarm someone of a weapon your first step is... usually to make contact with that weapon. Why be too picky?
    When using this technique you may elect to have a random 50/50 chance of resolving an individual attempt as a disarm vs a sunder attempt on the selected weapon. If you accept this randomization then you gain a +3 on the opposed check for whichever combat maneuver you end up performing. This provides no bonus on follow-up checks to avoid being disarmed yourself or the like.

    Unrepentant Aggressor Punishing Strike
    Prerequisite: Defensive Strike (Exceptional Mythos)
    AoOs provoked by attempts to retrieve weapons that you have disarmed since the last time they were touched qualify as Defensive Strikes and may, at your option, be resolved as disarms or sunders against the weapon in question. You may still choose to resolve them as attacks on the person trying to pick up the weapon in question.





    Wherever You Go, I Shall Not Fail To Follow
    Prerequisite: Omega-Wolf Keeps the Pace (Excellency) OR Leaping Goat Slows Not the Flock, Swift Minnow Remains with School (Excellency)
    Delicate doves deserve dedicated defense, but to cage a bird to protect it from the claws of the stalking cat would be but substituting metaphysical and psychological injury for physical harm. For this reason you walk with those who walk, gallop with those who gallop, dive with those who dive, and soar with those who soar. For similar reasons you do not tax the spells of the mage so that you may never be a burden to a travelling group, nor force them to split into two, only one of which you can be present with at any one time.
    If you met certain Phileotheysia level requirements you can copy movement modes from any and all allies for as long as you remain adjacent to them (in combat, if you act on the same initiative as a given ally, and both start and end that initiative count adjacent that is generally enough). Unless you have at least double the minimum level then your speed is half of theirs however. With the various flight options you must pick which one of the ones available from the table you are using each round although you may still target multiple allies to keep your options open.

    Lvl
    Movement Type(s)
    1st
    Land Speed, Climb, and Swim.
    3rd
    Burrow
    5th
    Fly (your maneuverability is reduced by two steps, minimum Clumsy)
    9th
    Fly (your maneuverability is reduced by one step, minimum Clumsy)
    13th
    Fly (your maneuverability is the same as ally’s)

    Do not include any bonuses or abilities that you are granting to the target through your Phileotheysia Mythos when determining your movement modes, speeds, and maneuverability. Thus speed increases granted to an ally via Gift of Time or flight from Carry the Burden may not be copied, but if you also had levels of wizard and used those to cast Fly on an ally you could use that to grant yourself flight.

    In addition, for any [Teleportation] effect used by an ally that can target more than one person, you do not count against the maximum number of targets, provided your Phileotheysia level is at least equal to the minimum caster/manifester/whatever level necessary to use that effect. This also applies to Etherealness, Shadow Walk, and other similar effects. ((This should explicitly apply or NOT apply to Wind Walk, with the differences between that and the other spells explained so that it can be extended to other spells… haven’t decided which yet… ask peers?))

    Using any aspect of this mythos is a free action that you can use any time you could use an immediate action.

    Advanced
    Not so slowly do I follow...
    Your speed for movement modes you don’t qualify for full speed on is increased to three quarters rather than one half.

    Upon reaching 26 levels of Phileotheysia you may exchange this Advanced Manifestation for a different Advanced Manifestation of this Mythos.

    Let us run hand in hand!
    Prerequisite: Not so slowly do I follow... (Advanced Manifestation of this same Mythos)
    There is no speed reduction for any movement mode you qualify to copy.

    Upon reaching 26 levels of Phileotheysia you may exchange this Advanced Manifestation for a different Advanced Manifestation of this Mythos.

    I’ll be around… trust me, I’m not going far
    While you still must be adjacent to an ally to start copying one or more movement modes, you may there-after range up to 30 feet away from them.

    You may take this advanced manifestation more than once. Each time after the first the range increases by 30 more feet.

    I’ll be right back!
    Prerequisite: I’ll be around… trust me, I’m not going far
    You only need to renew the duration of this effect every other round, rather than every round, provided you remain within the range.

    You may take this advanced manifestation more than once, each time after the first the duration you retain a given movement mode after the last time you renewed it increases by one round.
    Last edited by DracoDei; 2021-04-10 at 04:29 AM.

  6. - Top - End - #6
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    Default Fantastic Mythoi

    Spoiler: Fantastic Mythoi
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    A Body Slightly More In Keeping With The Size Of My Heart [Sacrifice]
    Prerequisite:
    Any 2 of the following:
    1. Defensive Strike (Exceptional Mythos)
    2. Carry the Burden (Exceptional Mythos)
    3. The Sun Shall Not Burn Thee, Nor the North Wind Freeze Thee, Nor the Flood Drown Thee (Exceptional Mythos) able to grant breath (as of this writing, you automatically have this sub-ability by the time you get access to Fantastic Mythos if you have this mythos).


    As a free action you may take a point of burn* to your choice of constitution or charisma to increase your size by one step. This affects all your equipment as well. It does not stack with itself**, but can stack with other effects, even ones that do not normally stack with other effects such as Enlarge Person. This does not allow such effects to stack with each-other if they would not otherwise, only with the effects of this mythos.
    *Yes, this is a pre-existing thing. It is ability damage that nothing but natural healing with the passage of time can cure.
    **But see the Almost As Large As My Heart advanced manifestation of this mythos, which provides an exception to this, and Kaiju Protecting Capability mythos which builds on that.

    The increase from this mythos effects does not affect your natural armor or constitution, but DOES affect your strength and dexterity as outlined in the monster manual, in addition to your space, reach, carrying capacity multiplier, AC/Attack modifier, etc. A table (combined from at least TWO tables in the SRD) is provided below summarizing most of these effects...

    ---------- ---------- --- --- ----------- ------------ New Reach New Carrying Capacity Multiplier
    Old Size1 New Size Str Dex AC/Attack New Space Tall Long Biped Quadruped
    Fine Diminutive Same
    -2
    -4
    1 ft.
    0 ft.
    0 ft.
    ×¼
    ×½
    Diminutive Tiny
    +2
    -2
    -2
    2½ ft.
    0 ft.
    0 ft.
    ×½
    ×¾
    Tiny Small
    +4
    -2
    -1
    5 ft.
    5 ft.
    5 ft.
    ×¾
    ×1
    Small Medium
    +4
    -2
    -1
    5 ft.
    5 ft.
    5 ft.
    ×1
    ×1½
    Medium Large
    +8
    -2
    -1
    10 ft.
    10 ft.
    5 ft.
    ×2
    ×3
    Large Huge
    +8
    -2
    -1
    15 ft.
    15 ft.
    10 ft.
    ×4
    ×6
    Huge Gargantuan
    +8
    Same
    -2
    20 ft.
    20 ft.
    15 ft.
    ×8
    ×12
    Gargantuan Colossal
    +8
    Same
    -4
    30 ft.
    30 ft.
    20 ft.
    ×16
    ×24
    1Repeat the adjustment if you move up more than one size. Remember, the new carrying capacity modifier replaces the old, rather than being cumulative with it.

    For convenience, the carrying capacity table is reproduced with slight formatting edits in the spoiler below.
    Spoiler
    Show

    Strength Score Light Load Medium Load Heavy Load
    1 <= 3 lb. 4-6 lb. 7-10 lb.
    2 <= 6 lb. 7-13 lb. 14-20 lb.
    3 <= 10 lb 11-20 lb. 21-30 lb.
    4 <= 13 lb. 14-26 lb. 27-40 lb.
    5 <= 16 lb. 17-33 lb. 34-50 lb.
    6 <= 20 lb. 21-40 lb. 41-60 lb.
    7 <= 23 lb. 24-46 lb. 47-70 lb.
    8 <= 26 lb. 27-53 lb. 54-80 lb.
    9 <= 30 lb. 31-60 lb. 61-90 lb.
    10 <= 33 lb. 34-66 lb. 67-100 lb.
    11 <= 38 lb. 39-76 lb. 77-115 lb.
    12 <= 43 lb. 44-86 lb. 87-130 lb.
    13 <= 50 lb. 51-100 lb. 101-150 lb.
    14 <= 58 lb. 59-116 lb. 117-175 lb.
    15 <= 66 lb. 67-133 lb. 134-200 lb.
    16 <= 76 lb. 77-153 lb. 154-230 lb.
    17 <= 86 lb. 87-173 lb. 174-260 lb.
    18 <= 100 lb. 101-200 lb. 201-300 lb.
    19 <= 116 lb. 117-233 lb. 234-350 lb.
    20 <= 133 lb. 134-266 lb. 267-400 lb.
    21 <= 153 lb. 154-306 lb. 307-460 lb.
    22 <= 173 lb. 174-346 lb. 347-520 lb.
    23 <= 200 lb. 201-400 lb. 401-600 lb.
    24 <= 233 lb. 234-466 lb. 467-700 lb.
    25 <= 266 lb. 267-533 lb. 534-800 lb.
    26 <= 306 lb. 307-613 lb. 14-920 lb.
    27 <= 346 lb. 347-693 lb. 694-1,040 lb.
    28 <= 400 lb. 401-800 lb. 801-1,200 lb
    29 <= 466 lb. 467-933 lb. 934-1,400 lb.
    +10 ×4 ×4 ×4
    For Strength scores not shown explicitly on this table, find the Strength score between 20 and 29 that has the same number in the "ones" digit as your Strength score does and multiply the numbers in that for by 4 for every ten points your strength is above the score for that row.


    Each time the burn is paid this one instance of this effect becomes available for a number of MINUTES equal to 3 plus either your Constitution Modifier or Charisma Modifier, whichever is higher. If this gives zero or less then it is 4 ROUNDS instead. During this/these period(s) any instance of this effect that was not paid for within the last round may be negated or resumed once per round as a free action. (In other words you can shrink back down for bit if it suits your purposes, without needing to take more burn when you grow again although the timers are still running on all instances).

    Advanced:
    Almost As Large As My Heart
    If you know at least one Legendary Mythos then this size increase may stack with itself for up to two size categories. This is in addition to any other size-altering effects it might stack with.

    If you know at least one Exalted Mythos and one Legendary Mythos then this is instead three size categories.

    Holding the Narrow Bridge Against the Horde
    This technique was what Horatio used at Urbs.
    The duration of each instance of this mythos is increased to twice your charisma or constitution SCORE (whichever is higher) in MINUTES, and is extended beyond that as long as you do not move more than 10’ from where you were at the moment that duration ended. Being moved by an enemy does not count against this, nor does moving back towards or into the original area after being so moved. This can either be by the most direct route, or by a route you propose and the GM approves as being an expedient one from the perspective of your character to return to that location (for example you might be allowed to detour around giant pits and such, or take a winding game-trail through a briar patch).




    ?Fantastic? Mythos
    Archmage-Bottlenecking Defense
    Prerequisites: Dimensional Defense (Fantastic Mythos), Defensive Strike with the Ghost-Denying Stroke Advanced Manifestation, (Note that this advanced manifestation has its own prerequisite)
    Teleportation that starts and ends at points that each meet one or more of the following three conditions is now considered movement along a straight line from its point of origin to its point of arrival for purposes of your ability to make Defensive Strikes.
    1. Share a plane with you currently, at least part of the time (so when Blinking you qualify as being on the Ethereal Plane plus one other.)
    2. Due to Co-Existent Planar Interception are on planes that are included in your threatened area. Note that you do not need to threaten the point of arrival or departure, merely the same plane as whichever one is being considered.
    3. Any location that you specifically threaten. Explanation: Making an AoO through a Gate or across the boundary where two coterminous planes intersect is something that might come up on rare occasions. In cases where this is the only reason the point lies within your threatened area use the location of the dimensional interface when determining the geometry, otherwise use the rules of whatever geometry allows you to threaten that point.


    At the end of each provocation the provoker may choose to end their teleportation at the spot you made the Defensive Strike at. If you occupy either the source or the destination plane they appear on your plane. Failing that they appear on the same plane as their choice of ally whom they were moving towards via the teleportation.

    If you also have the Stand Still feat (perhaps from Threat-Halting Strike), then you can elect before rolling a given defensive strike that a hit will not deal damage, but will instead ends their teleportation effect depositing them on the plane you occupy at the equivalent point to where the Defensive Strike occurred if the reflex save is failed. Note that this does NOT restrict the actions they may take after that, unlike the normal use of Stand Still.




    Dimensional Defense
    Prerequisite: Defensive Strike with the Ghost-Denying Stroke Advanced Manifestation, (Note that this advanced manifestation has its own prerequisite)
    You can seriously impede even the most elusive of foes. In fact, even teleportation can not protect aggressors.

    When you hit an incorporeal creature with a defensive strike, it must make a will save or lose the incorporeal quality for 1d3 rounds. Spell resistance also applies against this effect. If it is currently at least partially within a solid object it is shunted out to the nearest open space that can fully contain it, taking 1d6 damage per 5 feet so traveled.

    An opponent who uses a [teleportation] spell or effect to arrive within your threatened area provokes an attack of opportunity from you if this brings them closer to at least one of your allies OR puts an ally within their reach plus 5’. This attack of opportunity gains all the benefits of Defensive Strike and mythos that have it as a pre-requisite (and their manifestations) EXCEPT to-hit and damage bonuses(But see Advanced Manifestations). If they are arriving within {their own reach plus 5'} of an ally this attack of opportunity gains even the to-hit and damage bonuses.

    Advanced
    Demon and Devil Destruction
    Prerequisite: Phileotheysia level 9
    The to-hit and damage bonuses apply to all AoOs granted by this Mythos, rather than being dependant on the target's proximity to an ally.

    Conjurer-Countering Cut
    Creatures appearing via a [Summoning] or [Calling] effect qualify as if they were using a [Teleportation] effect.



    Gnat-Scorning Defense-Gift[Sacrifice]
    Prerequisite: Gift of Protection(Exceptional Mythos) able to grant at least +4 AC OR Gift of Resistance(Exceptional Mythos) able to grant at least +4 to at least one type of saving throw.
    A natural 20 on an attack roll is not automatically a hit on an ally you are currently granting at least +4 AC with Gift of Protection, regardless of if this protection is overlapped by a greater AC bonus of the same type.

    Similarly, a natural 1 on a saving throw roll is not automatically a failure for an ally on you are currently granting at least +4 to that saving throw with Gift of Resistance, regardless of if this protection is overlapped by a greater bonus of the same type.




    Juggernaut Defying Strike
    Prerequisite: Defensive Strike (Exceptional Mythos)
    Any defensive strike you make acts as if made with an adamantine weapon. The multiplier on your level-based damage for damage-dealing defensive strikes increases by 1. Thus if you normally use your Phileotheysia level you now use twice your Phileotheysia level, and if you would otherwise use twice your Phileotheysia level you now use three times your Phileotheysia level, etc.

    Advanced:
    Tarrasque-Defying Stroke
    Your defensive strikes act as if made with an Epic weapon for the purposes of DR, regeneration, etc.

    Transcendent Multiplicity of Aegis-Power
    You gain an additional Basic and Advanced Manifestation of Defensive Strike. You must meet the prerequisites as normal, but, as usual with such things, you may use the basic manifestation you select to qualify for the advanced manifestation. ?You may take this manifestation more than once.? This manifestation may not be purchased with Mythos Points.



    Matchless Loyalty
    Prerequisite: -
    You automatically break completely free of any mind-affecting effect the instant before it would otherwise cause you to cause harm to any creature you considered an ally at the moment you initially succumbed to said effect. Among other things this can reverse the effects of Mind Rape.

    Advanced
    Body-Snatcher Defiance
    This mythos now undoes the Magic Jar and similar spells and effects whenever your body is about to undertake the sort of actions that are described above. If you are undead, deathless, or the like, then you fall fully dead if you undertake such actions under the influence of someone controlling you by virtue of having created you or used a method of control specific to such states (e.g. Command Undead or Rebuke/Command Undead). In such a case you do not count as ever having been undead etc in the first place for purposes of Raise Dead and similar spells and effects.

    Face-Stealer Unmasking Perfect Identity-Verification
    All attempts for another to disguise themselves as you automatically fail. This applies to both mundane and magical disguises, and even attempts to pass off voice, writing and other forms of communication as coming from you when this is not actually the case.



    My Heart, Your Sword[Sacrifice]
    Prerequisites:
    • Alignment not True Neutral
    • Knowledge [The Planes] 2 ranks (1 PF) (but see below)
    • Knowledge [The Planes] 14 ranks (11 PF) OR Knowledge [Religion] 14 ranks (11 PF)
    • If you have the Defensive Strike Exceptional Mythos then you must also have the Divine-Right Denying Stroke advanced manifestation of that mythos. (Nota Bene: Defensive Strike (and Divine-Right Denying Stroke) are NOT conditional for the (Fantastic) sequel to this mythos and must be met in all cases!)

    As a swift action you may generate a 30’ emanation from yourself that grants the attacks of all allies the alignment descriptors you have against all enemies you have line of sight to at the time of the attack. This effect lasts 1 round.

    For the duration of this effect your own attacks lose all alignment descriptors from all sources and you lose all immunities (again, regardless of source) to abilities that would alter your alignments or loyalties* and take -10 to will saves against against such effects and to all Sense Motive checks.
    *So, for example Charm Monster counts but Confusion does not.

    This specifically does NOT impede the operation of the Matchless Loyalty fantastic mythos.

    If Knowledge [The Planes] was not already a Phileotheysia class skill with full rank caps for a class skill, it becomes both of these things. This does not grant any ranks in that skill.

    If you later gain the Defensive Strike Exceptional Mythos then Divine-Right Denying Stroke must be the first advanced manifestation of that mythos that you acquire.

    Advanced
    Army of Righteousness/Justice/Conquest/Liberation (Apply all that go with your alignment… thus if you are Chaotic Good this would be Army of Righteousness and Liberation )
    The range of this mythos increases to 60’.

    Residual Dedication
    Your penalties to saves and checks from this mythos are halved. When making a save against an effect that you would be immune to were it not for the effects of this manifestation, you gain +10 to that save (net +5).

    The Best Defense Is A Good Offense AND A Good Defense
    All allies benefiting from this mythos also gain the effects of Protection from Chaos if you are Lawful, Protection from Evil if you are Good, Protection from Evil if you are Good, and/or Protection from Law if you are Chaotic. In addition, for each alignment-components that is directly opposed to one of your own that an attacker combined with the effect the attacker is using has your allies gain DR 3/-. Count each alignment axis only once, but this effect can stack to 6/- if there is opposition on both axis.

    Examples (All assume a Lawful Good Phileotheysia):
    • An ally attacked by a Chaotic Neutral foe using an [Evil] spell would reduce the hitpoint damage dealt by that spell by 6.
    • If the above attacker was Chaotic Evil or Chaotic Good it would make no difference because their would still be Chaos and Evil involved in the attack, and each alignment only gets counted once.
    • An ally attacked by a Neutral Evil foe using an Anarchic weapon would also gain DR 6/- against that attack.
    • An ally attacked by a Chaotic Good foe with a spell or weapon that did not have [Evil] descriptor would gain DR 3/-.







    Shield of the Soul [Sacrifice]
    Prerequisite:
    1.) One other Fantastic Phileotheysia Mythos OR Gift of Resistance(Exceptional Mythos)AND
    2.) Spellcraft 10 Ranks (7 PF) OR Psicraft 10 Ranks (7 PF)

    If you have at least 10 ranks (7 PF) in Spellcraft you gain Spell Resistance. Similarly, if you have at least 10 ranks (7 PF) in Psicraft you gain Power Resistance.

    In both cases the amount is equal to your Phileotheysia level + 5.

    As a swift action you may transfer all resistances that you have from this mythos for one round, with a +5 additional bonus to each, to an ally within 10 feet. This transferal is equivalent to a divine spell of 5th level if it provides spell resistance and a 5th level (Discipline?) psionic power if it provides power resistance. (but is still extraordinary rather than spell-like). If, when so transferred, the bearer of this spell resistance has spell resistance from another source that is equal to or greater than that granted by this ability, that applies against any given thing, then that other spell-resistance (against that specific effect) is instead increased by your charisma modifier (Maximum 4, Minimum 1).

    If your Phileotheysia level is at least 16th level, as a move or standard action this instead benefits all allies within a 10 foot emanation centered on yourself. All allies further away than 10 feet, but within a 30 foot emanation of you instead receive the spell resistance with neither the +5 bonus nor the ability to have it apply as a bonus to another source of spell-resistance. When used in this way the transferal equivalent spell/power level increases to 8th.

    If you have at least one Exalted Phileotheysia mythos you may improve your spell resistance and/or power resistance to Phileotheysia level +10 as a full-round action that provokes attacks of opportunity. This increase lasts until you take another full round action that provokes attacks of opportunity to switch one or both of them back to the lower level (which can be useful for generating synergy with other sources of spell resistance when giving away this spell resistance). Note that this is usually the ONLY way these two values will ever differ from each other for any given individual. Between individuals the 10'/30' split can cause differences.

    Singing Songs to Invigorate Body and Soul
    Prerequisites: Singing Songs to Gladden the Heart (Exceptional Mythos), Perform 12 ranks (9 PF)

    You gain further sub-abilities of the Bardic Music class feature, granting the following abilities (at appropriate levels and skill minima): Inspire Greatness, Song of Freedom, Inspire Heroics. The bonus from Inspire Courage now no longer has a fixed cap, only the one determined by your effective bard level.

    For the purposes of the above bardic music abilities your Phileotheysia level stacks with any other classes that grant it to determine your effective bard level. If you do not have any other such classes then simply use your Phileotheysia class level.


    ”Take Me Instead”[Sacrifice]
    Prerequisite: Three Other Mythos with the [Sacrifice] tag.
    As a full-round plus swift action you may touch a person (more specifically their body or remains of their body) and transfer one negative condition from them to yourself. The GM has the final say on what counts as “negative”, and it must be harmful to both the person and yourself. All hitpoint damage (including its subtypes such as nonlethal and vile) count as a single condition for this purpose. Death is generally considered harmful, regardless of how happy the afterlives in question and is transferable with this Mythos. In such a case it qualifies as a True Resurrection effect, and if no part of their body sufficient for a Ressurection to operate on still exists in at least one place (so if the dust from a disintegrate is scattered, that qualifies as “not in one place”) then you need only place yourself so at least one part of your body overlaps with the volume in space their body occupied at the moment of death.

    Last edited by DracoDei; 2019-02-05 at 12:54 AM.

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    Default Room for expansion for Fantastic Mythoi

    (See previous note about "Twice Constricted, Three Times Shy"... even if I didn't phrase it like that.)
    Last edited by DracoDei; 2017-06-27 at 12:57 PM.

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    Default Legendary Mythoi

    Spoiler: Legendary Mythoi
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    Canny Chronos-Bartering Technique[Sacrifice]
    Prerequisite: Gift of Time
    When using the non-move-action activation version of Gift of Time the phileotheysia may instead chose to grant an additional swift or standard action (or they may grant an additional move action, as before). Regardless, the target may choose to trade in the extra action for an additional attack when full-attacking, just as before with the same restrictions on stacking.

    At 18th level the Phileotheysia may grant a move action AND a standard action when using the non-move-action activation version of Gift of Time. These may be granted to a single target, or to two separate targets. Especially note that these may be combined into a Full-Round action by the target if both are given to the same target.

    Regardless of how many actions are granted, this requires either all your actions for the round, or a full-round action depending on if you have the Sleight of Time Proficiency advanced manifestation of Gift of Time.



    Defying the Hated Enemy[Sacrifice]
    Prerequisites:
    • Alignment not True Neutral
    • Knowledge [The Planes] 16 ranks (13 PF)
    • Knowledge [Religion] 16 ranks (13 PF)
    • The Divine-Right Denying Stroke advanced manifestation of the Defensive Strike Exceptional Mythos. (Nota Bene: Unlike its pre-requisite, this requirement is not conditional and must be met in all cases!)
    • My Heart, Your Sword(Fantastic Mythos)

    The save bonuses and armor class bonuses provided by My Heart, Your Sword (Fantastic Mythos) are doubled to +4 and allies affected by it gain Spell Resistance 25 against spells/powers cast by attackers or spell opposed to you on the ethical axis. They also gain an equivalent separate spell/power resistance against spells opposed to you on the moral axis, which must be checked against for each spell it applies to seperately with success against both resistances being required to penetrate.

    Advanced
    Driving Back the Invaders from Beyond
    Pre-Requisite: The Best Defense Is A Good Offense AND A Good Defense (Advanced Manifestation of My Heart, Your Sword Fantastic Mythos)

    Your allies targeted by My Heart, Your Sword gain the following abilities:
    On making a successful melee touch attack against an creature from another plane whose alignment is opposed to the Phileotheysia’s on at least one axis, they can choose to drive that creature back to its home plane. The creature can negate the effects with a successful Will save (spell resistance applies).

    With a touch you can automatically dispel any one enchantment spell cast by a creature whose alignment is opposed to the Phileotheysia’s on at least one axis or any one spell with similar alignment. Exception: Spells that can’t be dispelled by Dispel Magic also can’t be dispelled by this effect. Saving throws and spell resistance do not apply to this effect.

    Any successful use of either of these two abilities causes the ally making the attack to immediately lose all benefits from this mythos and become incapable of being benefitted by it for 2 rounds.
    (Compare Dispel Evil.)

    Rebuff the Far Realms ((Author's note to self: Consider changing this to match the way Shield of the Soul works.))
    Prerequesite: Psicraft 16 Ranks (13 PF)
    Whenever this mythos grants spell resistance, it also grants an equal amount of psionic resistance.



    Holding the Battlefield [Sacrifice]
    Prerequisite: Phileotheysia Level 16, Spellcraft 19 Ranks (16 PF) , Shield of the Soul (Fantastic Mythos, see that mythos itself for its further prerequisites)

    What use to defend the bodies of your comrades if the very air around them can be replaced with barriers that impede them from rallying together to defend themselves?! This shall not stand!

    As a Swift action you may transfer the spell resistance granted by Shield of the Soul to everything and everyone within 30’ that is not yourself, an non-corpse object you are carrying*, or an enemy. This spell resistance gains a +5 bonus when so transferred.

    There are several further exceptions to the normal rules for spell resistance:

    This applies against supernatural abilities. If no clear way of determining the effective caster level for such abilities exists, use the class levels or hit-dice of the class or race that grants that ability.

    It does not apply to spells, abilities, etc. by your allies or you.

    It applies only to spells that grant their caster meaningful information (including all divinations), or materially affect the object or creature in question. See end of following paragraph for one example of a case where this spell resistance does not apply.

    It applies even to spells that do not normally allow spell resistance, but in such cases ONLY affects the part of the spell that is within that radius. For instance a Wall of Stone would appear with the part that would lay within the area of this mythos excised out of it, and Twinned Acid Orb could have one one of its orbs vanish without effect upon upon striking an ally within the radius of this effect (assuming the caster failed the SR roll), while the other, which might or might not enter this radius, but whose target is outside it would strike its target without impediment. Both orbs would wink out upon entering the radius except that they are not materially affecting the air in any meaningful way, unlike the aforementioned Wall of Stone which replaces said air more than just by flying through it leaving turbulence in its wake. This also means that a Fireball could damage a particular ally regardless of what else made its saving throw (except for a barrier that would block the Fireball if it had been destroyed). In other words, no, the air doesn’t provide total cover just because the air made its spell-resistance roll to not be fractionally heated as the flames passed through it.

    Note that if a spell has an area defined spatially, but effectively targets your enemies, then this mythos does nothing to stop that. For one example of this see http://www.d20srd.org/srd/spells/invisibilitySphere.htm”]Invisibility Sphere.

    *Jerky, and leather don’t count, a dead familiar does. I’m sure you can work out the distinction from there...





    Mighty-Souled Invulnerability[Sacrifice]
    Prerequisite: -
    For purposes of harmful effects that reference hitdice, you gain an additional number of 'virtual' hitdice equal to your charisma modifier. These hitdice do not provide hitpoints, BAB, skill-points, base save advancement, caster levels, class levels, or any other benefit other than resistance to effects based on hitdice.

    As a swift action you may forgo the above benefits to distribute a number of virtual hit-dice equal up to charisma score among any number of allies within Close range (25 ft. + 5 ft./2 levels) that you have line of effect to. Line of sight is not required, but if you do not have line of sight you must specify the allies by identity and/or position without reference to their current circumstances. Thus "all dwarves who have dedicated themselves to the destruction of Margoth the Lich-King" would be acceptable, as would "all allies to my north", but "all allies with less than half their hitpoints remaining" would not.

    Advanced:
    Phalanx-Protecting Palisade
    The range of this ability increases to 50 ft. + 5 ft./level, and you gain the option to grant your charisma score divided by four virtual levels to up to three times your charisma score allies within range, rather than simply dividing your charisma score among them.

    Vampire-Spurning Fluidity
    These extra virtual hit-dice count can be affected by negative levels and level loss. They can be treated just like any other negative level or level loss. When transferring benefits to allies using this ability, your effective charisma score is reduced by twice the number of negative levels plus level loss that you are suffering to your own virtual hit-dice.

    If you fail to continue transferring the benefits of this ability each round to a creature with virtual levels who is suffering negative levels or level loss to these virtual levels, then the negative effects of all such conditions transfer to their actual hitdice except if they were gained a number of minutes ago equal to the caster level (or, failing that, hit-dice) of the inflicting creature minus your Phileotheysia class level (minimum 1 minute), in which case they simply vanish without further effect.




    Misfortune-Refusing Resistance-Granting Methodology
    Prerequisite: Gnat-Scorning Defense Gift, AND Gift of Resistance able to grant at least +8 to at least one type of saving throw.
    When you would otherwise grant an ally at least +8 to a given type of saving throw with Gift of Resistance, regardless of if this protection is overlapped by a greater bonus of the same type, you may, at the time the bonus is initially granted, reduce the amount of the bonus by 4 for that specific ally to allow them to take 10 on that type of saving throw for as long as the bonus lasts.
    If you grant a bonus to more than one type of save, then you decide separately for each type of save, (in addition to separately for each ally).
    All these decisions are made at the time you use Gift of Resistance, even for allies that at that moment would not be receiving at least a +8 bonus, but who might before the start of your next turn.



    Protector’s Reward
    Prerequisite: Defensive Strike (Exceptional Mythos)
    The reward for taking enduring pain in the place of your allies is the chance to continue to do so.
    If you do not have the Mob-Halting Readiness basic manifestation of Defensive Strike you gain it. If already have it, you instead gain any other basic manifestation of that mythos.
    Spoiler: Mob-Halting Readiness’s effect reproduced for convenience
    Show
    You gain the Combat Reflexes feat, and may substitute your charisma score for your dexterity score whenever it is higher for the purposes of how many AoOs you may make per round.


    Whenever you hit with a Defensive Strike you regain a number of hitpoints equal to ⅓ the damage actually inflicted (after DR etc). This can not raise your hitpoints above their normal maximum.

    In addition you gain an additional option whenever you hit with a defensive strike based on your moral alignment:
    Good:
    Mercy’s Reward
    If a given defensive strike inherently (rather than due to DR or whatever) can’t inflict damage, you roll damage anyway if you did not* and regain ⅓ that amount. Damage in excess of what would be needed to kill/destroy your target is not counted.
    *See the Stand Still feat from the psionics section of the SRD for one possible explanation for why an AoO that is incapable of inflicting damage would still have damage rolled.

    Morally Neutral (AKA neither Good nor Evil):
    Bridge-holding Resilience
    You may instead of healing add the amount of damage you deal with any given defensive strike** to a separate Defensive Resilience pool. You gain DR X/- equal to one fifth of the damage in this pool. This stacks with all other DR. The pool resets to zero at the END of each your turns.
    **BEFORE DR etc, but NOT with Stand Still, defensive trip, etc).

    Evil:
    Crescendoing Ire
    You may forgo any given instance of healing from a defensive strike to gain a stacking bonus to damage on defensives strikes equal to ⅓ of your Phileotheysia level (NOT damage dealt) rounded up until the start of your next turn. The defensive strikes that trigger this ability need not be able to actually heal you (such as if you are at full hitpoints), but must have dealt at least 1 point of damage.



    Unceasing Rapid-Rescue Shintai
    Prerequisite: -
    Every moment that you are idle is a moment when someone or something you care about is in jeopardy. Your soul refuses the necessity of travel, meaningless socialization, and the basic activities necessary to sustain life. You simply are wherever you are most needed.

    Whenever you are not engaged in some activity that materially advances the protection of a cause or one or more persons that you value strongly you are simultaneously restored as if by a Greater Restoration spell followed by a Heal spell and transported as per a Wish to wherever the GM decides that the most desperate need of your aid may be. Noting that any situation extreme enough you can not contribute to it materially obviously requires the aid of someone other than yourself. Thus, you might find yourself appearing near a wyrm gold dragon fighting his archnemisis, a Red Dragon who is a great wyrm, but not if the battle was happening below the surface of a lake of lava where you would almost certainly burn to death before you could even locate the combatants by sound and touch, let alone figure out what was going on.

    Note also that this is not always a matter of violent situations. You might equally easily find yourself in the middle of a city wracked with plague, or just outside the council-chambers where the course of a nation is being debated (thus to probably attempt to talk your way in and join the debate).

    You no longer require food, water, or sleep, and are immune to fatigue, exhaustion, and subdual damage that results from cold, heat, or continued exertion. You become amphibious, able to breathe water and air equally easily. The lower of your swim and land speeds increases to be equal to the higher of the two, including gaining an additional mode if you lack it. See the PHB and/or MM for the effects of having a swim speed.

    If you do not have a fly speed you gain a fly speed of 30’ with Poor maneuverability.

    You also gain the ability to speak a number of additional languages equal to your charisma score or your number of ranks (ranks+3 PF) in diplomacy, whichever is less.

    You grown ever stronger, tested in the crucible of adversity. You no longer need to train to gain levels or to purchase mythos, excellencies, and/or manifestations, even if that is the norm for the campaign.

    Basic
    Airless Rescue Flexibility
    You no longer need to breath.

    Household Welcomeness Stature Adjustment
    Whenever you teleport via this Shintai your size (before all adjustments from other sources other than race and templates) is whatever it would otherwise be, one size larger, or one size smaller, whichever will make it most easy for you to navigate your new location. If multiple sizes are equally capable (such as in a wide open plain) you may select between them. This adjustment stacks with all other effects, including ones that state they don’t stack with anything.

    Example: A human with this manifestation would always arrive as small, medium, or large. If they also had Reduce Person as a permanent effect, they would instead arrive as Tiny, Small, or Medium.


    Advanced
    ”But Now I Must Go”
    Ironically enough, this manifestation delays your departure.
    You may delay your departure by a number of rounds up to one half your charisma bonus (provided you have a charisma bonus), allowing you to wrap things up more neatly. GMs should feel free to change destinations as a result of this delay as conditions across the multiverse change in this time-period.

    Resilient Regeneration Necessity
    Whenever you are teleported by this Mythos, you also gain the benefits of a Regeneration spell, and always count as being on ground sacred to your deity for the purposes of your ability to recover from injuries, curses, etc.

    Single-Minded Resolution of Purpose
    You gain the effect of a Mind Blank spell, and add twice your Phileotheysia level to all Sense Motive checks that would alter aims, or misdirect your overall actions towards those aims. Thus this bonus would not apply against feinting in combat, but would apply against an attempt for an infiltrator of a resistance movement you have joined for the moment to convince you that he is sincere in his support for the cause.

    As long as there is <your cause, or opposite of your cause>...
    Whenever you are slain, your body and all your equipment vanish within 1d3 rounds. 2d6 weeks later, you appear, returned to life as if by a Resurrection spell. The location is as per usual for the transportation effect of this mythos.

    If you have at least one Exalted Mythos (regardless of if it is a Phileotheysia Mythos) then this effect instead duplicates True Resurrection.

    Last edited by DracoDei; 2021-03-24 at 01:53 AM.

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    Default Room for expansion for Legendary Mythoi

    (More being careful...)
    Last edited by DracoDei; 2017-06-27 at 12:56 PM.

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    Default Exalted Mythoi

    Spoiler: Exalted Mythoi
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    Band of Blood-Brother’s[Sacrifice]
    Prerequisite: Heal 22 Ranks (19 PF) AND Gift of Aegis(Exceptional Mythos) WITH Fireball-Eating Technique (Advanced Manifestation)

    Whenever one of the targets* of Gift of Aegis takes hitpoint damage, the damage is divided as evenly as possible between yourself and all the animate** targets. This is as opposed to just between yourself and the person originally damaged. Remaining points of damage are assigned, point by point, in the following order until no more remain: first 1 to the original target, then 1 to you (or 2, see next sentence), and then randomly distributed to DIFFERENT remaining targets. If you have the Bulwark Aegis Advanced manifestation of Gift of Aegis active then both the 2nd and 3rd extra point of damage goes to you, although the Harm-Ignoring Shielding-Link advanced manifestation of Gift of Aegis will prevent the 3rd in this case.
    *So not yourself.
    ** IE you can't use Preserving the Linchpin Upon Which the Bridge With The Innocent Villagers Crossing Depends to move damage to objects, only from them.

    IN ADDITION, whenever a target of Gift of Aegis would be reduced below 1 hitpoint, they instead take only enough damage to drop them to 1, with the damage prevented in this way being transferred to you.

    The limitations of the [Sacrifice] tag apply to ALL persons receiving harm as a result of this mythos. For instance, a vampire could take level drain (see below) from this and it would affect him/her as if they were a living creature.

    Advanced
    Passing Venom Around Like A Common Wine Bottle
    Prerequisite: Sharing Venom With My Friends Like It Was Fine Beer At The Local Tavern After Our Hard Day’s Labors (Exceptional Mythos)
    This mythos applies to all the things that Sharing Venom With My Friends Like It Was Fine Beer At The Local Tavern After Our Hard Day’s Labors as well as hitpoint damage. If you have Reluctant Acceptance of Help to Bear Mortal Wounds (See Below) then the pool of number of times you may redirect harm away from yourself is a single shared pool that must be used regardless of what is being redirected, rather than two separate pools.

    Reluctant Acceptance of Help to Bear Mortal Wounds
    The results of whenever a target of Gift of Aegis being reduced below 1 hitpoint change. The original target still only takes enough damage to reduce them 1 hitpoint, but the remainder is divided among yourself and all remaining targets (evenly unless you have Bulwark Aegis). If this would reduce any of you (including yourself) to below 1 hitpoint then repeat this process with a steadily shrinking pool of persons until no-one would be reduced below 1 hitpoint, or all persons taking damage are reduced to 1 hitpoint. In this last case the remaining damage is applied to you.

    Also, a number of times per day equal to one-third your charisma modifier, when you would otherwise be reduced below 1* hitpoint you may redirect damage inflicted directly to yourself among yourself and all targets of Gift of Aegis (basically as if you were a target of this effect, rather than only its originator). You still take two shares of damage if you have Bulwark Aegis active, and half that damage still vanishes if you have Harm-Ignoring Shielding-Link.
    *If you have the Diehard feat you MUST replace 1 with -9. This applies ONLY to hitpoint damage, not to things covered under Passing Venom Around Like A Common Wine Bottle.





    Chronos-Despoiling Time-Theft[Sacrifice]
    Prerequisite: Canny Chronos-Bartering Technique(Legendary Mythos) AND Gift of Time(Exceptional Mythos)
    By spending all your actions for a given round (except free actions and AoOs) you may grant up to five(four? six???) actions to allies within range of Gift of Time. This sacrifice may NOT be reduced by the Sleight of Time Proficiency manifestation of Gift of Time. The actions granted may be any combination of swift, standard, and move actions as you desire divided among your allies, but no one ally may be given more than one of each of those three types of action. As usual, a target may combine a move action and a standard action to perform a full-round action. Unlike with its predecessor Mythoi these actions may NOT be traded in for additional attacks (so some additional forethought is required as to what sorts of actions to give each ally), although they can be used to make attacks in the normal ways.

    You may not use this ability if you have used an immediate action since the end of your PREVIOUS turn.


    ?Exalted? Mythos
    Co-Existent Planar Interception ((Combine with Archmage-Bottlenecking Defense?))
    Prerequisites:
    All of the following:
    • Dimensional Defense (Fantastic Mythos)
    • Defensive Strike with the Ghost Denying Stroke Advanced Manifestation, (Note that this advanced manifestation has its own prerequisite)
    • Dutiful Watchman Alertness (Excellency)
    • Eagle-Eyed Gargoyle-Sentry Technique (Excellency)
    • Spot 20 ranks (17 PF)


    For the purposes of Defensive Strikes your threatened area now extends to all coexistent planes.You can see into such planes, but only your threatened area.

    See Archmage Bottlenecking Defense for synergy between these two mythoi.


    Divine Protection Perfection [Sacrifice]
    Prerequisite:
    Divine Protection Class feature able to grant Sacred or Profane bonus.
    Gift of Protection (Extraordinary Mythos)

    The bonuses from your divine protection class feature may now be untyped, or any other sort of armor class bonus that exists in your campaign's setting. The exception is you can't change it to Sacred if you are Evil, Profane if you are Good, and other such things that have requirements outside of being in a certain base class or whatever to be able to generate normally. Dodge, Haste, Luck, and Insight are all fair game for instance.



    ?Exalted? Mythos
    Endless Gifts
    Prerequisites:
    At least two exceptional, one fantastic, AND one Legendary Phileotheysia mythos, each of which have swift action uses (if you have a sequel that improves a lower-ranked mythos then BOTH count for these purposes).
    Multiplied Gifts (Exceptional Mythos)
    The exchange rate granted by Multiplied Gifts now improves to paying a move action to gain 2 swift actions and/or a standard action to gain 3 swift actions. You may still only use these swift actions to activate Phileotheysia Mythos. HOWEVER, you may now activate a given mythos more than once, provided no targets are shared between all activations of a given mythos* and all, or all but one of the activations are using you could not multi-target with.
    *In the case of area effects this means they can't overlap and if they later do then both activations end at that instant. However individual targets can freely occupy areas that are also targeted, but only the individual targeting effects them.



    Fate-Scorning Impervious-Resistance Granting Methodology
    Prerequisite: Misfortune-Refusing Resistance-Granting Methodology, Gnat-Scorning Defense Gift, AND Gift of Resistance able to grant at least +12 to at least one type of saving throw.

    Whenever you grant a bonus with Gift of Resistance that applies to a given saving throw, even as small as +1(and even if it is overridden by a larger bonus of the same type), then that saving throw automatically succeeds if a roll of 10 would succeed on it. If it would not, then it is rolled normally.

    If you have Gift of Protection then whenever you grant a bonus to AC with that mythos, even as small as +1(and even if it is overridden by a larger bonus of the same type), then any attack roll that would fail on a roll of 11 automatically fails. If it would succeed on such a roll, then it is rolled normally.



    ?Exalted? Mythos
    Kaiju-Protecting Capability
    Prerequisite: A Body Slightly More In Keeping With The Size Of My Heart (Fantastic Mythos) with Almost As Large As My Heart Advanced Manifestation.
    A Body Slightly More In Keeping With The Size Of My Heart can now expand you up six size classes instead of three and this can go beyond Colossal to the size of the largest ally you have LoS to provided there is also at least one credible threat to that ally who you also have LoS to. If this condition does not apply you are capped at Colossal(still), or +6 size categories, whichever is smaller.



    Exalted Mythos ((Legendary?))
    Protection That Scorns Protections
    Prerequisite: Defensive Strike (Exceptional Mythos) with the Loyalty-Driven Precision Advanced Manifestation.
    Your Defensive Strikes are now touch attacks.

    For the purpose of Defensive Strikes the reroll granted by Blind-Fight* now applies to all miss chances, rather than just those granted by concealment. This includes, for instance, those from the Blink spell despite Blind-Fight specifically mentioning that it doesn’t apply against that spell.
    *Which, as of the typing of this footnote, Loyalty-Driven Precision grants for that purpose.




    Timely-Warning Oracle’s Words
    Prerequisite: Dutiful Watchman Alertness (Excellency), Spot 22 Ranks (19 PF), Listen 22 Ranks (19 PF)
    You can create an effect equivalent to foresight at-will, on others only. You may only have a number of such effects in place at one time equal to ⅓ your charisma modifier rounded down (minimum 1). You may dismiss a single instance of this effect as a full-round action that provokes attacks of opportunity.


    Advanced
    Hundred-Eyed Shepherd Watchfulness
    The number targets you may effect at one time with this mythos increases to your charisma modifier, minimum 3.

    Intimate Understanding Scripted* Warning
    Prerequisite: Diplomacy 22 ranks (19 PF), Sense Motive 22 ranks (19 PF)
    *As in, the psychological meaning of the word “script”. Nothing to do with computers.
    Your dedication to your comrades gives you such insight into their minds that you can cause them to perform a complex sequence of dodges or other timely actions with a single word.
    As long as you are capable of communication with the subject (a free action), the subjects of this Mythos are treated as if they were the casters of the effect with regards to its benefits. Specifically this grants them:
    They are never surprised or flat-footed. In addition, the effect gives them a general idea of what action they might take to best protect themselves and gives them a +2 insight bonus to AC and Reflex saves. This insight bonus is lost whenever a given individual would lose a Dexterity bonus to AC.

    Unstoppable Warning Shout
    You are mentally linked to all beneficiaries of this Mythos and can communicate with them telepathically through the bond regardless of language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another). Note that this specifically does not allow the targets of this mythos to communicate with eachother, only from you to themselves, and from themselves to you.

    Last edited by DracoDei; 2019-03-03 at 08:10 AM.

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    Default Excellencies A to "Faithful Steed Bond"... or would be if alphabetization were done

    Spoiler: Excellencies A to "Faithful Steed Bond"... or would be if alphabetization was done.
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    An Ounce of Prevention
    Prerequisite: Heal 4 ranks (1 PF)
    You may use Purify Food and Drink as an extraordinary ability at will. You may similarly use Prestidigitation, but only to clean things and beings, however such cleaning fully disinfects the target object, or exterior of a creature (including the full surfaces of cuts or puncture wounds that haven’t scabbed over yet).

    You gain a bonus equal to half your Phileotheysia on heal checks to perform preventive medicine. Clarification: None of the uses of the heal skill listed in the DMG qualify. This bonus also applies to disease prevention even outside of the heal skill, for instance Architecture and Engineering to design a more efficient sewer system, analyzing the location of a city to determine if malaria is likely to be a problem based on its relative position to a swamp, or even a diplomacy check to convince insular villagers to come to the travelling clinic, rather than sticking to the healers of their own clan.

    Of course, such active powers are not always sufficient to go where your are needed, since you can’t be much help if you have to pause for a few seconds before touching every new object, let alone if you can’t even breath the air near those who need your help. Therefore your body hardens itself against certain threats. You gain a +4 bonus against ingested/contact poisons/diseases and against inhaled diseases.
    *This save bonus does not apply against nominally contact poisons and diseases delivered via injury except if they are either by accident or from mundane diseases that induce aggression, such as rabies.


    Inevitability-Denying Treatment Technique
    Prerequisite: Heal 10 Ranks (7 PF)
    Old age is simply one more disease. It can be prevented. It can be cured.
    You may spend one hour treating someone (including yourself). The GM should secretly roll a DC 25 heal check, you may not take 10 or 20 on this check. If it is successful, then for the next week the person ceases to age in all harmful ways*. You may perform this as often as you like but prior successes or failures within the past week for any given moment in time always override newer one. Thus if you failed a check, then succeeded three days later, then for the next four days the person would continue to age, then cease aging for the next three days.
    *For instance, this does not delay gaining the bonuses to mental ability scores that most races get for aging, nor even a true dragon gaining the myriad benefits of their age categories.

    If the check succeeds versus DC 35 then for that week the person instead ages in reverse in all beneficial respects to a minimum of their physical peek. This never decreases statistics (nor delays the gaining of improved statistics, such as the mental ability score bonuses for most creature's aging, or the many and varied bonuses for true dragons) or causes a loss of XPs, but can restore losses that were due to aging.




    Danger Analyzing Fortification Technique
    Prerequisite: An Ounce of Prevention (Excellency), Heal 5 ranks (2 PF), Access to Fantastic Phileotheysia Mythoi.

    Knowing your enemy is key to protecting against a repeated problem.

    You may take 10 on heal checks to diagnose poisons and diseases based on their effects.

    You may voluntarily forgo any immunities to poison and disease and fail your saving throw against a poison or disease you that you are exposed to via one of its vectors. If you do this then it immediately affects you. Thus you take the secondary damage of a poison if that poison lacks primary damage, or a disease’s incubation period is reduced to nothing, and you take its ill effects. If you do so then you automatically identify it.

    In addition, by examining at least two separate wounds from a particular type of natural weapon of a given species of a given size class for one minute, or such wounds from a specific manufactured weapon wielded by a specific individual, you may grant yourself and all you spend 10 minutes explaining the matter to damage reduction against that specific category of threats (a specific type of natural weapon of a particular species of a particular size class, or a specific manufactured weapon wielded by a specific person). If both wounds are on yourself, and you have not recovered any ill effects of the type inflicted by those attacks when performing this explanation, then the damage reduction is equal to your current level. Otherwise, it is half this amount. Against such threats treat this as DR X/-. This protection lasts a number of days equal to twice your Phileotheysia level before small alterations in technique and/or physical structure render your incredibly specific advice moot.



    Dangerous Personage Detecting Alertness
    Prerequisites:
    -May not be True Neutral.
    -Bonuses from ranks, wisdom BONUS (if any), and feats to Sense Motive totalling to at least +7 (still +7 in PF, but the +3 for it being is a class skill counts towards this).

    Knowing who to trust can be vital in telling those who would harm your allies from those who would aid them. You have developed a literal sixth sense about such matters.

    You automatically detect the presence or absence of animate creatures with any alignment component opposed* to at least one of your own within up to 5’×Charisma Bonus. If you do not have a charisma bonus of at least +1 then this effect instead has a range of touch. You may elect to treat your charisma as being lower than it actually is for purposes of this excellency. Changing your effective charisma (including back to your full charisma) requires a full-round action and may only be done once per round.
    Pro Tip: This reduction allows filtering out “noise” by narrowing scope.
    *Reminder: Good and Evil oppose eachother, as do Law and Chaos. Neutrality on a given axis is opposed to and by nothing.

    This ability does not require line of sight and covers a full sphere, regardless of where you are looking, but does not have the Detect <Alignment> family of spell’s ability to penetrate barriers, unless you also have Friend Finding Field. Other critical divergences are that it never carries the risk of being stunned, but does not allow determining the strength of the auras, detect lingering auras, nor work on inanimate things (such as an Unholy Longsword+1, or a Hallow spell) unless you also have Threat-Level Assessing Clarity of Vision (see that Excellency for details).

    This effect may be fooled by anything that could fool the matching Detect {Alignment} spell(s).

    This effect gains various bonuses based on your Phileotheysia level, some of which only occur when you concentrate on it as a swift, move, or standard action.

    At Phileotheysia levels 1 to 3 such concentration allows you to determine the number of such creatures with each alignment you can detect within range. Thus a Lawful Good Phileotheysia standing in the middle of a crowd might be able to determine that there were 5 evil and 3 chaotic individuals within as a single action, but would not be able to discern the degree to which the two groups might or might not overlap.

    At Phileotheysia levels 4 and above all benefits of the above paragraph are now continuous rather than requiring concentration, and concentrating determines the location of each of the auras in question as if concentrating for 3 rounds on the matching Detect {Alignment} spell(s).

    This excellency counts as any detect Detect {Alignment} spells it relates to as divine spells and also as spell-like abilities for purposes of pre-requisites, feats, etc. For instance, if you are Good then you could use this to qualify for a prestige class that required the ability to cast 1st level divine spells, one that required the ability to cast Detect Evil as an SLA (probably designed for paladins), and it could be enhanced by a hypothetical feat that increases the range of Detect Evil ten-fold.


    Friend Finding Field
    Prerequisites:
    -May not be True Neutral.
    -Bonuses from ranks, wisdom BONUS (if any), and feats to Sense Motive totalling to at least +7 (still +7 in PF, but the +3 for it being a class skill counts towards this).
    -Dangerous Personage Detecting Alertness (Excellency)

    This excellency improves its prerequisite excellency, allowing detection of alignment components you possess in addition to the opposed alignments you could already detect. If you also have Threat-Level Assessing Clarity of Vision then that is also enhanced.

    You may swap between detecting all alignment components you yourself have, or none of them* as a move, standard, or swift action, and there is no limit on how often you may make this swap as long as you have actions to spend.
    *Meaning you only detect opposed alignments.

    In addition all detection abilities from this pair/trio of excellencies can now penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

    As before, this excellency counts as the matching Detect {Alignment} spells for many purposes. See the final paragraph of Dangerous Personage Detecting Alertness for details.




    Helpful Servant Unfailing Reliability
    Prerequisite: -
    When making a skill check or to-hit roll to Aid Another you may always take 10, regardless of stress or distractions. This does not allow you to use "trained only" skills that you do not have skill ranks in.

    At 6th level the bonus on attack roll applies to all attacks by the selected ally on the selected enemy for the next round. or the bonus to AC applies to all attacks by the selected enemy on the selected ally for a similar period. The bonus on skill checks increases to +3 if you accept a +3 to the DC of his aid-another check (regardless of if you take 10 on it).

    At 10th level you gain several bonuses to Aid Another:
    The bonus to skill checks may be increased to +4 if you accept a +6 to the DC of your aid-another check (regardless of if you take 10 on it).
    All AC and to-hit bonuses from Aid-Another by you increase to +3.
    When using the aid another combat action you may select one of the following options:
    You may apply the bonus to all ranged attacks made by a single ally on the selected opponent. The ally does not need to be engaged in melee combat with the selected enemy, but the opponent must still be one you could make a melee attack on.
    You may apply the basic TYPES of bonuses (AC or melee to-hit as the case may be) to an unlimited number of allies who meet the PHB requirements for being the recipient of the benefits of the aid another combat action.

    At 15th level the bonus from the aid another combat action increases to +4 and the bonus from the aid another use of skills increases by +1 regardless of whether you use any of the other ways that this ability allows him to increase the bonus granted. This means that when going against a DC 10 skill check you provides a +3 bonus, a successful DC 13 check yields a +4 bonus, and a successful DC 16 skill check grants a +5 bonus to the person being aided.
    In addition, once per day, you may take 20 on one or the other sort of aid another check without increasing the time required.

    At 20th level the bonus from the from the aid another combat action increases to +4 and the bonus from the aid another use of skills increases by a total of +2 regardless of whether you use any of the other ways that this ability allows him to increase the bonus granted. This means that when going against a DC 10 skill check the Phileotheysia provides a +4 bonus, a successful DC 13 check yields a +5 bonus, and a successful DC 16 skill check grants a +6 bonus to the person being aided.

    You may take 20 on any combination of 3 aid-another checks per day, instead of merely once per day, mixing freely between the combat action and the skill-use option. This still does not increase the amount of time required.




    ’I Must Survive To Be Reunited With My Cherished Ones’ Resolution (Some people call this Mother Bear Returns To Her Cubs Technique)
    Prerequisite: -
    Whenever you have neither line of effect nor line of sight to any ally capable of taking actions and no reasonable method you (meaning the character) would know to reestablish both of these within two rounds your BAB for Phileotheysia levels increases to Full, you add your charisma bonus (if any) to your attack rolls, and all of your attacks count as magical. In circumstances where line of sight and/or line of effect, or the status of allies is uncertain from the player’s perspective the GM should resolve your attacks in secret so this excellency does not reveal information too easily.

    When and if your Phileotheysia level exceeds 10, select an alignment you have. When this Excellency activates, your attacks also gain that alignment. Alternatively you may select Ghost Touch. This choice is made at level-up and may not be altered, unless your alignment changes to make your previous choice no longer valid. In such a case you make a second selection that only comes into play whenever you do not qualify for your previous one. Similarly, if your second choice becomes invalid, your attacks count as Ghost Touch until one of your previous selections becomes valid again.

    When and if your Phileotheysia level exceeds 15 your attacks count as being made with an adamantine weapon whenever this Excellency is active.

    Similarly at level 20 your attacks gain another alignment trait, Ghost Touch, or, if you alignment is true neutral then your attacks all gain +10 to damage. The previous rules about choices being rendered invalid via alignment change apply here as well, however the damage bonus may not be selected if there is any other valid choice.




    Improved Swift to Protect
    Prerequisites: -
    Before initiative is rolled you may declare you are using this ability. If you do so, you gain a bonus to your initiative equal to your Phileotheysia level, but during your first turn in that combat you may only take movement actions(including casting spells that move you, activating magic items to teleport, etc.), draw one or more weapons, and/or use the abilities of this class (including Defensive Strikes, for instance if a held action provokes one) or Phileotheysia mythos and excellencies OTHER than GET OFF OF THEM!!!




    Dutiful Watchman Alertness[Skillful Protector]
    Prerequisite: -
    You add Spot and Listen to the Phileotheysia skill list, gain Alertness as a bonus feat, and gain a +2 bonus on saves versus sleep and fascination. You may substitute your charisma bonus for your wisdom bonus when making Spot and Listen checks. ???If you would otherwise sleep naturally, you now trance as if you were an elf.??? ((and/or)) ???Low-Light Vision???

    You also add Forgery to the Phileotheysia skill list, but unless you also have Ever-Silent Unseen Guardian Spirit {Becomes Gaze-Drawing Banshee To Distract the Foe Duality} (Excellency, and regardless of if it is appended), Sheepdog in Wolf’s Clothing Mastery (Excellency), or Demonstration of the True Path Subtlety(Exceptional Mythos) then ranks in this skill from Phileotheysia skill points do not count for any purpose except when attempting to discover a forgery. This does include whether or not you count as trained in the skill.

    Regardless you may take 10 on Forgery skill checks to detect forgeries even when stressed or distracted.

    Pro Tip: As of this writing this Excellency is a Pre-Requisite for two different Exalted Mythoi.



    Excellency
    Quiet Mother Betrays Not Her Brood[Skillful Protector]
    Perhaps those you protect rely on stealth to protect them from certain dangers. Perhaps you just find it advantageous to swoop in from an unexpected direction when providing your aid. Perhaps those you protect do not even especially desire your protection, or, like fools and some small children, would take even greater risks if they knew they were under your benevolent gaze, In any case, you have decided that remaining undetected and free to act is vital to your role as a protector.
    Prerequisite: -
    You add Escape Artist, Hide and Move Silently to the Phileotheysia skill list, and gain Stealthy as a bonus feat.

    If your Phileotheysia levels is (or later becomes) at least 3 then you also gain Darkstalker as a bonus feat.







    Eagle-Eyed Gargoyle-Sentry Technique
    Prerequisite: Dutiful Watchman Alertness

    You no longer need to sleep, but you still must rest to recover spells in some classes (such as wizard). You may take 10 on Spot and Listen Checks. You may use Extended See Invisibility as an extraordinary ability at the cost of one point of damage to any mental ability score. If you instead take a point of ability burn* to each of your mental ability scores then this effect persists as long as the burns do.

    If you do not move from the square(s) you occupy for 1 full round, you gain Blindsense 10’, and Darkvision 60’ (If you already have Darkvision its range doubles). These two benefits last until you move from your location.

    *Yes, this is a pre-existing thing. It is ability score reduction that nothing but natural healing with the passage of time can cure. Check the Psionics areas of the SRD.

    Pro-Tip: As of this writing this Excellency is a Pre-Requisite for an Exalted Mythoi.



    Ever-Silent Unseen Guardian Spirit {Becomes Gaze-Drawing Banshee To Distract the Foe Duality} (The phrasing in curly brackets is only appended to the name if you have the Hydra-Baiting Broken-Wing-Feigning Mother-Bird Technique Mythos)
    Prerequisite: Quiet Mother Betrays Not the Her Brood
    Your stealth has become sure. You are highly unlikely to be the one who betrays your band with an errant sound or incautious movement that draws the eye. Also, when hiding places or spells of concealment are at a premium, you may leave them for your allies, drawing the strength of your convictions around you like a concealing cloak.

    {If Appended:
    Of course, when a distraction is needed, you can transform that cloak into the brightly feathered garments of an exotic circus performer.}


    You may take 10 on Hide and Move Silently checks regardless of stress or distraction. As long as you are within 10’ of an ally who is using cover or concealment to hide, you are considered to have concealment for the purposes of hide checks. If your phileotheysia level is at least 5 then invisible allies count as using concealment to hide for this purpose. If your phileotheysia level is at least 9 then when under the effects of hide checks under the provisions of the previous sentence you also may elect to also be under the effects of an Invisibility spell with caster level equal to your phileotheysia level, an effective spell level from 2 to half your phileotheysia level rounded up as selected by you when the specific instance of the effect begins, and a duration continuing for as long as you continue to be hiding and within 10’ of such an ally, or until broken as per the restrictions of that spell. If broken/dispelled/etc making another hide check can renew the Invisibility effect.

    If you also have (regardless of the order you acquired them in) Hydra-Baiting Broken-Wing-Feigning Mother-Bird Technique then you may roll a hide and/or move silently check as a single move action and multiply the check result(s) by NEGATIVE one while also automatically cancelling any invisibility effects on yourself ONLY (if that same effect has other targets they remain invisible even if one person breaking the effect would normally break it for everyone). This requires a sense motive check equal to DOUBLE the original (positive) value of the hide check to discern as an intentional attempt to draw attention to yourself, otherwise usually seeming as outrageous misfortune for you or great skill on the part of those detecting you. This effect is regardless of your phileotheysia level or the locations and actions of your allies. You do not need cover or concealment when attempting a hide check in this manner. The effect lasts until you decide to discontinue it to a maximum of a number of rounds equal to your charisma score or Phileotheysia level, whichever is less. After this you would need to spend another move action to renew it.



    Life and Soul Devaluing Courage
    Prerequisite: -
    You value nothing about yourself except as they may serve others, so why should the possibility of these things being damaged or lost alarm you when fretting only slows your actions on behalf of others?
    You are immune to fear (magical or otherwise) for yourself. Fear for those you care about functions against you normally. Note that spells that do not specify (or explicitly allow the caster to specify) the rationalization for the fear that they create never qualify as causing fear for another person. This ability tends to make torturing you pointless, as, unless you make a conscious and reasoned decision to do otherwise, you will not even give the torturer the satisfaction of crying out.





    Mother-Wolf Hears Her Cub’s Cry, Mother-Hen Gathers Her Chicks [Sacrifice]
    Prerequisite: Phileotheysia Level 3, Heal 7 ranks (4 PF)
    You may cast Status at will, but may only have a number of such effects equal to your charisma bonus (minimum 1) in place at any one time. This effect is dismissable on each target individually as a full-round action (they do not have to be present for you to dismiss the effect).

    You may use the Heal skill to diagnosis creatures under this effect as if they were present with you in an area with whatever level of lighting you find optimal (but unable to communicate with each other).

    As a move, standard, or swift action, you may expend 1 hitpoint to automatically stabilize any creature under this effect,

    You also gain a continual Deathwatch effect on yourself that does NOT have the [Evil] tag but which only functions on those who both you consider an ally and consider you an ally. You may spend 2 skill points to remove both these restrictions regarding who considers who allies, somewhat like purchasing a skill trick but continous in effect, rather than once per encounter.

    If your Phileotheysia level is at least 5 then you may use Helping Hand as often as every 10/Charisma Score hours (when it matters round to the nearest round, not hour or minute although such precision will often not be necessary)*. The hand looks exactly like your own, and your name and personal symbol appear on both the palm and back of the hand, enabling the recipients to be more sure it is actually you casting the effect. Circle Dance (if you own Spell Compendium (p. 46)) may replace an individual casting of Helping Hand but it fails if both you and the target do not have Helpful attitudes towards each other. You do not know why the spell fails in any case. This casting still resets the “cool down” period on casting either of these two spells.
    *
    Spoiler: Chart of cool-down times
    Show

    Score Time Score Time Score Time Score Time
    0 N/A 10 1 hour 20 30 min 30 20 min
    1 10 hours 11 54m 5 rnds 21 28m 6rnds 31 19m 4rnds
    2 5 hours 12 50 min 22 27m 3rnds 32 18m 8rnds
    3 3h 20m 13 46m 2rnds 23 26m 1rnd 33 18m 2rnds
    4 2h 30m 14 42m 9rnds 24 25 min 34 17m 6rnds
    5 2 hours 15 40 min 25 24 min 35 17m 1rnds
    6 1h 40m 16 37m 5rnds 26 23m 1rnd 36 16m 4rnds
    7 1h 25m 7 rnds 17 35m 3rnds 27 22m 2 rnds 37 16m 2rnds
    8 1h 15m 18 33m 3rnds 28 21m 4rnds 38 15m 8rnds
    9 1h 6m 7rnds 19 31m 6rnds 29 20m 7rnds 39 15m 4rnds


    If your Phileotheysia level is at least 9 then the number of targets you may effect with Status at once increases to your charisma score.




    Touch of the Phileotheysia
    Prerequisite: Heal 4 ranks (1 PF)
    You prefer to prevent harm, but sometimes one has to be willing to deal with it after it happens.
    You may heal wounds (your own or those of others) by touch. Each day you can heal a total number of hit points of damage equal to your Phileotheysia level × (Charisma SCORE-10, min 1) × 2. You may choose to divide your healing among multiple recipients, and you don’t have to use it all at once, however this ability may not be used on any creature that lacks both an intelligence and a constitution score, and only a number of points of healing equal to half your Phileotheysia level (minimum 1) may be healed per use of this ability. Using touch of the Phileotheysia is a full-round extraordinary ability with somatic components that provokes attacks of opportunity and is subject to the same concentration checks as many other Phileotheysia abilities.
    Note that this ability CANNOT be used to harm undead (or anything else), and heals undead (and characters with the tomb tainted soul feat, etc) perfectly well. It also is fully effective for healing any construct that has either an intelligence or constitution score (or both).
    This ability counts as both Lay on Hands and Wholeness of Body for the purposes of meeting feat and prestige class prerequisites, feat effects, skill tricks, etc.

    At Phileotheysia level 7 the amount of per-day healing this excellency can provide is doubled to Phileotheysia level × (Charisma SCORE-10, min 1) × 4.

    At Phileotheysia level 13 there is no longer any per day limit on the healing this excellency can provide.



    Mercy or Cruel Mercy?
    Prerequisites: Any Phileotheysia mythos or excellency capable of sometimes improving BAB from the Phileotheysia to full.
    Whether seeking to preserve enemies so they may become friends, capturing law-breakers so that all may see justice performed at a proper trial, or so your foes can be tortured for information or amusement, you may elect to allow those you strike to live.
    You no longer take any penalty for striking for non-lethal damage with a weapon that usually deals lethal damage.



    Vampire-Redeeming Mercy / Even Beyond Death There Is No Escape From My Cruelty
    Prerequisites: Mercy or Cruel Mercy? (Excellency) AND Any Phileotheysia mythos or excellency capable of sometimes improving the class’s BAB to full
    You may now deal subdual damage to creatures normally immune to it, but which have intelligence scores, including but not limited to some constructs, deathless, and undead.

    In addition, whenever you deal damage to a creature with regeneration that would be capable of bypassing that regeneration if it weren’t for the fact that you have chosen to deal nonlethal damage you may elect to make that damage not subject to being healed by regeneration.




    Leaping Goat Slows Not the Flock, Swift Minnow Remains with School [Skillful Protector]
    Prerequisite: -
    A protector who can not go where-ever those he protects goes is no protector at all! You have learned to keep up, and even take the lead in situations where having someone else go first can reduce the danger.
    You add Balance, Climb, Jump, and Swim to the Phileotheysia skill list. You gain Acrobatic, Agile, and Athletic as bonus feats.





    Sheepdog in Wolf’s Clothing Mastery[Skillful Protector]
    Prerequisite: -
    You add Bluff, Disguise, Escape Artist, Forgery, and Sleight of Hand to the Phileotheysia class skill list and gain Negotiator and Deceitful as bonus feats. When creating forgeries and when concealing objects on/in yourself, your allies, or unattended objects and locations you may substitute your charisma bonus for the usual ability score modifier to the appropriate skills. Note that this CAN include such things as hide checks (or even move silently checks for noisy objects such as bells or chains) despite those not being skills granted by this Excellency.




    Danger-removing Gnome-Skilled Orcish Trap-Detector[Skillful Protector]
    Prerequisite: -
    You add Disable Device and Search to the Phileotheysia class skill list, HOWEVER ranks in those skills from Phileotheysia class levels only apply to locating and disarming traps (including for determining if you count as trained in those skills). You gain Trap Sense as a rogue of your Phileotheysia level plus your levels in all other classes that grant that class feature. Finally, you gain the Trapfinding class feature as a rogue, however you are incapable of bypassing traps without disarming them unless you also have either Sheepdog in Wolf’s Clothing Mastery OR Quiet Mother Betrays Not Her Brood, OR have the Trapfinding class feature from another class.




    Merciful Sheepdog Shares a Squirrel with Wolf Technique[Skillful Protector]
    Prerequisite: Sheepdog in Wolf’s Clothing Mastery
    You know which way the wind is blowing in social matters, and if you choose, may warn enemies off for their own protection, for often an enemy is simply a friend in the greatest need of help.

    You add Decipher Script, Gather Information, Intimidate, Knowledge[Local], and Knowledge[Nobility and Royalty] to the Phileotheysia class skill list. Your deep care for (some of) those around you and the resulting social focus of your personality allows you to absorb information about those around you like a sponge: you may substitute your charisma bonus for your intelligence bonus when making checks with any skill mentioned in the description of this excellency.

    In addition, each skill point from Phileotheysia CAN* gain you 1 skill rank rather than ½ when spent on any of the following knowledge skills: Arcana*, Dungeoneering*, Geography, History, Nature, and The Planes*. They still do not count as class skills for purposes of skill rank maxima. You may freely choose which option to take when using an individual skill point to increase ranks.

    *Your ability to apply your knowledge of the specific skills marked with an asterisk is prone to being limited by your social focus. Ranks in these skills that have been, due to the effects of this excellency, purchased at the above discount (in other words at the rate for class skills) do not count for rolls except for purposes of knowledge about intelligent (Int 3+) creatures. This includes determining if you count as trained in the skill. The GM should use his judgement on a case by case basis in deciding when ranks bought at a discount in the marked skills qualify towards meeting pre-requisites such as for feats, prestige classes, etc based on which parts of the knowledge skill in question the fluff implies makes that a requirement. In Pathfinder, you instead do not get the +3 bonus on rolls that don't meet those criteria, although your ranks still count normally.

    Lastly, you gain a +2 bonus on knowledge[Religion] checks regarding intelligent undead who are capable of communication (usually speech), and may make such checks untrained in such cases regardless of the DC.




    ’Skillful Nomad Burdens Not The Tribe’ Lifestyle[Skillful Protector]
    (Also sometimes called “Friendship with All Living Things Mindset”)
    Prerequisite: -

    You add Handle Animal, Knowledge[Geography], Ride, and Survival plus EITHER Knowledge[Nature] OR Knowledge[Dungeoneering] to the Phileotheysia class skill list and gain the Self-Sufficient feat.

    You may spend two skill points (somewhat like purchasing a skill trick) whenever you could normally spend skill points to add the other of Nature/Dungeoneering to the Philotheysia skill list.

    At phileotheysia level 10 Knowledge[The Planes] is also considered a Phileotheysia class skill.

    You also gain the druid’s Animal Empathy class feature based on your phileotheysia level and stacking with all other classes that grant that class feature.

    Your desire to protect a companion who often you must guide into harm’s way so you may protect others grants you the Mounted Combat feat, although you can not use it for prerequisites unless you acquire it separately from some other source that allows it to be used for prerequisites (including the basic feat progression granted for a given character level). You gain +5 on all Concentration checks caused by a moving mount.




    Most Proximate Companion Protecting Dedication
    Prerequisites:
    • Skillful Nomad Burdens Not The Tribe Lifestyle OR Mounted Combat feat.
    • Ride 4 ranks (1 PF)


    If Ride was not previously a Phileotheysia class skill it becomes one.

    You gain Animal Affinity and Skill Focus[Ride] as bonus feats.

    You can and must now roll Ride once against each attack on your mount, rather than only once per round. Do this before you discover if the attack would otherwise hit your mount.

    You may take 10 on all ride checks regardless of stress or distractions.

    If you meditate for at least 1 minute while you and your mount perform no other actions, you may take 20 on a single ride check made on the round you end your meditation.




    Faithful Steed Bond
    Prerequisites:
    • Most Proximate Companion Protecting Dedication
    • Skillful Nomad Burdens Not The Tribe Lifestyle OR Mounted Combat feat.
    • Ride 5 ranks (2 PF)


    Select one mount you have had for at least a month. That mount loses the ability to make attacks while you are conscious and either of you is within the other’s reach, but you may dismiss and resummon it as if it were a paladin’s mount (but with no limit on duration or per-day frequency). It returns if killed like a paladin’s (after a year and a day for 3.X, different for PF).

    If your non-zero levels in any class that grants a special mount or fiendish servant (for example: blackguard) exceed the level of that other class where you would gain a special mount, then you may choose to treat the mount you selected for this feat as if it were that special mount (if you do so you lose access to the separate special mount from that class).

    If you have no such levels, but do have at least 5 levels of phileotheysia then you may treat your phileotheysia levels as paladin levels if good. If you are Evil then this also applies, but the special mount is instead technically a fiendish servant. Despite this, you use the chart for the paladin’s mount, except with “Speak with Phileotheysia” (cf Speak with Blackgaurd) AND Blood Bond replacing “Command Animals of its Kind”. Morally neutral phileotheysia may choose either the Good or Evil version of this ability.

    Any feats or class features that would normally grant a different type of mount (for instance a paladin taking a feat that grants a dragon as a special mount at a penalty to effective class level for the special mount class feature) instead transforms the mount into its new form. This taking of a new form usually takes a week or two with appropriate thematics (such as a horse suddenly developing silk glands and somehow managing to climb the tallest oak for a hundred miles around to spin a cocoon that glows with the light of the sun and moon before emerging a week later as a dragonel). Despite this, it is considered an instantaneous effect for purposes of over-riding or reversing it (probably much like Reincarnation but without the randomness or level loss). In more fast-paced campaigns, the GM may allow much quicker transformations.

    All choices related to this excellency become permanent at the point you individually choose them. The sole exceptions to this are that a Phileotheysia who has a paladin’s mount and becomes Evil, or has a fiendish servant and becomes Good converts their mount’s status to the one that befits their new alignment for as long as they retain that alignment. If they later lose the alignment in question then their mount reverts to its previous status from before they gained that alignment. This transformation to the mount can happen as often as the above conditions in this paragraph apply.

    Your bonus on Concentration checks caused by a moving mount increases to +10.

    As a final bonus, damage to the mount designated by this excellency from a forced march or being spurred is subdual rather than lethal, provided you remain within 10’ of it for at least 95% of the time of the period of time for which that specific instance of damage was incurred.
    Last edited by DracoDei; 2020-06-04 at 03:13 AM.

  12. - Top - End - #12
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    Default Excellencies "Humble Performer of" to Z... or would be if alphabetization were done

    Spoiler: Excellencies "Humble Performer of Many Simple Tasks" to Z... or would be if alphabetization were done
    Show

    Humble Performer of Many Simple Tasks [Skillful Protector]x2
    Prerequisites:
    - All your skill ranks must fall within the reduced maxima that this excellency imposes.
    - May not be combined with the Dabbler trait.

    Select two skills that can be used untrained. You add these to the Phileotheysia list of class skills. Alternatively you may gain Jack of All Trades (Complete Adventurer p.110) as a bonus feat.

    Regardless of which you choose you also only require 3 ranks (PF 2, if PF even has synergy?) in a skill to gain a synergy bonus from it, rather than 5, provided you have at least 1 rank (PF: still 1) in the skill that the synergy bonus is granted TO.

    Drawback
    Your skill point maximum for class skills is 2+(3/4 level). Your skill point maximum for cross-class skills is (level+4)/3. This applies to all sources of skill points, not just Phileotheysia class levels.

    In Pathfinder your skill bonus for class skills drops to +1 for things that are only class skills because of the Phileotheysia class skill list (including any additions you have to that list), for other classes the bonus is +2.




    Humble Provider Brings Home Bread, Strong Father Chases Wolf from Door[Skillful Protector]
    Prerequisites: 4 ranks (PF 1) in Craft, Profession, OR Survival.
    When you are working for the benefit of those you care about, every labor is a labor of love.
    You add Appraise to the Phileotheysia skill list.

    You may take 20 on all checks, regardless of which skill is being used, to analyze any given location for its suitability for long-term habitation without increasing the time required.

    In order to gain any of the other benefits of this mythos you must forgo all bonuses from masterwork tools, competences bonuses, and aid-another bonuses in excess of one half your Phileotheysia level (minimum +2) on a given check. Decide this in each case before rolling the check(s) including any aid-another rolls.

    You may substitute your charisma modifier for the usual ability score modifier on Appraise, Craft, and Profession.

    You may take 10 on craft and profession checks to make items with a DC low enough that a roll of 6 would not fail. If the DC is low enough that even a natural 1 would not fail, then you may take 20 on that check without increasing the time required (and thus usually sharply decreasing the time required). Both of these can apply to checks to earn money, provided items or services with a low enough DC are reasonably marketable in your current area.

    Regardless of DC, if you have at least 4 ranks (PF 1) in Profession[Farmer] you may take 20 on any checks with that skill related to crops you have been regularly involved in the tending of since they were planted (or at least six full months for fruit trees and such that are unlikely to grow to give a decent crop in a single year). You may also take 20 on that skill as applied to killing-for-resource applications (meat, leather, etc) of animals you have raised from birth, and to any egg, milk, wool etc from animals you have tended to for at least six months that one generally doesn’t kill to get the specific resource in question. Neither of the applications in this paragraph increase the time required.

    If Survival is a Phileotheysia class skill for you* then you may use your charisma modifier in place of your wisdom modifier for that skill, and may take 10 on survival rolls to do any of the following: get along in the wild(foraging for food and water), gain/grant bonuses to saves against severe weather, keep from getting lost or avoid natural hazards, and predict the weather. You are also are treated as having the Track feat for the purposes of following game animals, tracking your allies, and/or following any creature that has attacked one of your allies within a number of days equal to your Phileotheysia level or less and may take 10 on all such checks.
    *Naturally this includes if it later becomes such.


    Omega-Wolf Keeps the Pace[Sacrifice]
    Prerequisites: -
    You gain the Endurance and Dash feats. The speed bonus from Dash applies to all of your racial movement speeds, rather than just ground speed.

    When you and/or your allies make constitution checks for a forced march, you yourself use the highest die-roll of any ally (including mounts and other animals) who remains within 20’ of you for the entire period the specific roll is for if it is higher than your own. If any such ally rolls lower than your actual roll then they use your actual roll, but you take 1d6 points of subdual damage whenever this causes an ally to succeed on such a roll where they otherwise would have failed. If you are immune to subdual damage you instead take lethal damage. This damage does not cause you to become fatigued, although if you failed your own check you would still become fatigued as usual (but see below).

    Example: You and four allies have all been forced marching for an hour. You roll an 11, and your allies roll a 5, an 8, a 12 and a 15, then you would treat your roll to avoid subdual damage as if it were a 15 and your allies who rolled a 5 and an 8 are both treated as having rolled an 11. If the the character who got a 5 has a total modifier to their check such that they can make it, but only with your help, and the person who rolled an 8 would have made it even without your aid, then you would take 1d6 non-lethal damage (unless you are immune to subdual damage in which case it is lethal damage).

    Whenever you take subdual damage from a forced march that would fatigue you, you may instead take 1d6 lethal damage (in addition to the nonlethal damage for failing the check) to prevent the fatigue. The restrictions of the [Sacrifice] tag do not apply to such subdual damage, although they do to the lethal damage.

    You also gain the Woodland Stride feature of the druid (copied with a few edits for clarity below):
    You may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect you.


    Let’s Get You Out of Here!
    Prerequisites: -
    You gain the Fling Ally feat. This does not grant any of the benefits of that feat’s prerequisites for any purpose other than throwing allies. When making such throws you are considered to have the Point Blank Shot, Precise Shot, Improved Precise Shot, and Far Shot feats and your Phileotheysia levels provide BAB as if it was a full-bab class.

    If the GM rules that you are throwing your ally away from danger then all ranges of this feat are tripled, the size (but not ability to lift) requirement is waived, and it requires only a single standard action to both pick up and throw an ally.



    Threat-Level Assessing Clarity of Vision
    Prerequisites:
    -May not be True Neutral.
    -Bonuses from ranks, wisdom BONUS (if any), and feats to Sense Motive totalling to at least +10 (PF: Include the bonus for being a class skill in this).
    -Dangerous Personage Detecting Alertness (Excellency)
    -Phileotheysia level 4

    If you spend an additional move, standard, or swift action on the same round you concentrate on Dangerous Personage Detecting Alertness* to further refine your awareness then you may detect lingering auras, and detect the strength of auras. Regardless of if you are so concentrating, you also know as much about auras that meet BOTH of the following conditions as you do about auras in general (which alignment(s) it is, plus presence or absence, number of, and/or location of as the case may be):
    -Overwhelming (see matching Detect {alignment} spells).
    -Hit-Dice or level of the aura’s source is at least twice your character level

    *This includes the improvements from Friend Finding Field if you have that excellency.

    In addition, as a full-round action, you may add or remove the detection of spells and magic items from Dangerous Personage Detecting Alertness and all excellency and mythos that have that excellency as a prerequisite. This detection functions as per the matching Detect <alignment> spell(s) and is an all-or-nothing thing at any given time. Thus a CG Philetheysia could detect either BOTH Lawful AND Evil spells and magic items, or neither, but could not elect to detect Lawful spells and magic items, but not Evil ones.



    Expert Distraction
    Prerequisites:Helpful Servant Unfailing Reliability
    Sometimes the best way to rescue someone is to give them a chance to rescue themselves. Offense may not be your particular skill-set, but it does have a few things to recommend it, else it wouldn’t be so popular.
    You gain Improved Feint as a bonus feat.

    When feinting in combat you may substitute 3+Phileotheysia level (PF: technically the 3 points are from it counting as a class skill in this case, rather than from the ranks themselves) for your ranks in the bluff skill. However, if you do so, and, at your option, even if you don’t, on a success the target of your feint counts is denied their dexterity bonus against the next attack of a single ally you select at the time of the feint, rather than against yourself. This attack must be made on or before your next turn to gain this benefit.

    If your Phileotheysia level is at least 6 then, regardless of if you use the skill rank substitution you may select a number of enemies that you could make a feint against, PLUS a number of allies totalling to ⅓ your charisma score or less. You may select a given ally more than once, but each time you do counts separately against the limit. Make a single feint attempt against all selected enemies in your reach (they roll their sense motive attempts separately). Each enemy you succeed against becomes flat-footed against each ally you selected for a number of attacks within one round equal to the number of times you selected that ally. This benefit only applies on attacks made on or before your next turn. You may only use version of this ability this ability once per round, and it is a move or standard action that provokes attacks of opportunity. You may not otherwise feint on the same round you use this ability.



    Distract the Implacable Hunter
    Prerequisites: Expert Distraction and Helpful Servant Unfailing Reliability
    When making a feint that would cause the target to lose their dexterity bonus against one or more allies, rather than yourself, you do not take any penalty for creature types and may do so against even mindless creatures.
    (Normally you take a -4 when trying to bluff a non-humanoid, or -8 for a creature of 1 or 2 intelligence, and it is impossible against mindless creatures.)



    Track Erasing Tracks
    Prerequisite: Quiet Mother Betrays Not the Her Brood (Excellency)
    Much like a moderately skilled druid you leave no trail ?in natural surroundings? and cannot be tracked. You may choose to leave a trail if so desired. ?This functions in any sort of surroundings, not just natural ones.?

    In addition, when walking behind someone you may choose to step (or swim, or fly, or whatever) where they do, and draw their footprints (and all other signs of their passing) into the same void as your own vanish into.While using this ability you must choose either Survival or Hide. The GM then rolls the selected skill secretly, then divides by 3 for survival or 4 for hide and adds that to the DC to track. Any tracking attempts that fall between the two DCs (usually) succeed but they do not find any indication that the person is in the group. If this removes all persons from the group then you all can not be tracked. You may take a -3 penalty to your check for each additional individual you wish to conceal in this way, provided you are all going single-file with yourself at the back.


    Mastery of Blessings[Skillful Protector]
    Prerequisites: Spellcraft 4 ranks (You can purchase this Excellency in the MIDDLE of assigning your skill points for a level.)
    You add Use Magic Device to the Phileotheysia skill list. However this ONLY allows any Phileotheysia skill points spent on that skill to count towards activating clerical magic items, and only when this will result in targeting, and the only targets will be your allies (not you, not enemies, allies). It does not allow any other use of Use Magic Device to benefit from such ranks (including being allowed to attempt the roll in the first place), however other Phileotheysia mythos may allow such ranks to apply to other rolls as well.



    Unyielding Speed to Rescue
    Prerequisites:
    One Fantastic Mythos
    AND
    Unyielding Strength of the Heart
    AND at least one of the following
    • Unyielding Strength of Sinew(Excellency)
    • Unyielding Strength of Life(Excellency)
    • Hide and Move Silently are Phileotheysia class Skills for you AND 10 ranks (PF 7) in both those skills AND Stealthy (Feat)
    • Tumble 10 Ranks (PF: Acrobatics 7 ranks) AND Any Feat that gives a bonus to Tumble (Such as Acrobatic or Skill Focus [Tumble]\
    • Defensive Strike (Exceptional Mythos) AND Weapon Finesse (Feat)
    • Weapon-Denying Technique (Exceptional Mythos) AND Weapon Finesse (Feat)
    • Gift of Protection (Exceptional Mythos) AND Tumble 5 ranks (PF: Acrobatics 2 ranks) AND EITHER (or both) Dodge [Feat] OR Stance of Clarity (Diamond Mind, 1st level Stance)


    As per Unyielding Strength of the Heart but applies to Dexterity instead of Charisma. You may not have this Excellency more times than you have Unyielding Strength of the Heart NOR more than ONE PLUS your pick of EITHER Unyielding Strength of Sinew OR Unyielding Strength of Life. You may choose which one you pick each time you are purchasing another instance of this excellency.





    Unyielding Strength of the Heart
    Prerequisites: One Fantastic Mythos

    You gain a +2 enhancement bonus to your charisma.

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

    At Phileotheysia levels 21, and every 10 levels after that the number of times you may purchase this excellency increases by one. Each such odd numbered purchase increases the bonus by +2 while each such even numbered purchase increases it by +4..



    Unyielding Strength of Life
    Prerequisites:
    One Fantastic Mythos
    AND at least one of the following:
    • Unyielding Strength of the Heart (Excellency)
    • Gift of Aegis (Exceptional Mythos)
    • The Sun Shall Not Burn Thee, Nor the North Wind Freeze Thee, Nor the Flood Drown Thee (Exceptional Mythos)
    • Gift of Protection (Exceptional Mythos) AND any other Mythos with that mythos as a (possible) prerequisite.
    • Concentration 10 Ranks (PF 7) AND EITHER (or both) Skill Focus[Concentration] OR Combat Casting


    As per Unyielding Strength of the Heart but applies to Constitution instead of Charisma. You may not have this Excellency more than ONE PLUS the number of times than you have Unyielding Strength of the Heart .




    Unyielding Strength of Sinew
    Prerequisites:
    One Fantastic Mythos
    AND at least one of the following:
    • Unyielding Strength of the Heart (Excellency)
    • Carry the Burden (Exceptional Mythos)
    • Defensive Strike (Exceptional Mythos)
    • Weapon-Denying Technique (Exceptional Mythos)


    As per Unyielding Strength of the Heart but applies to Strength instead of Charisma. You may not have this Excellency more than ONE PLUS the number of times than you have Unyielding Strength of the Heart .


    Unyielding Strength of Understanding [Skillful Protector] (Tag applies ONCE, even if you take this excellency multiple times)
    Prerequisites:
    One Fantastic Mythos
    AND
    Unyielding Strength of the Heart (Excellency)
    AND at least one of the following:
    • Unyielding Speed to Rescue (Excellency)
    • Unyielding Strength of Life (Excellency)
    • Unyielding Strength of Sinew (Excellency)
    • Unyielding Strength of Wisdom (Excellency)

    AND at least one of the following:
    • A total of 40 ranks in Intelligence based skills* that are Phileotheysia class skills for you. (PF: Count the +3 bonuses being a class skill for toward this requirement)
      *Being allowed to substitute say, Charisma, for some or all of these skills does not matter, only the default ability associated with each skill matters.
    • 5 Excellencies + Mythos that have the [Skillful Protector] tag. If a given item has this tag more than once it still counts ONLY ONCE towards meeting this requirement.


    As per Unyielding Strength of the Heart but applies to Intelligence instead of Charisma. You may not have this Excellency more times than you have Unyielding Strength of the Heart nor more than your pick of one of the other four excellencies listed in the third clause of the prerequisites for this feat.


    Unyielding Strength of Wisdom
    Prerequisites:
    One Fantastic Mythos
    AND at least one of the following:
    • Unyielding Strength of the Heart (Excellency)
    • Life and Soul Devaluing Courage (Excellency) AND Iron Will (Feat)
    • Dangerous Personage Detecting Alertness(Excellency) AND Sense Motive 10 Ranks (PF 7)
    • 10 Ranks (7 PF) in each of the following Skills: Heal, Profession[Any One], and Sense Motive
    • Spot and Listen are Phileotheysia class skills for you AND 10 ranks (PF 7) in each of those two skills AND Alertness (Feat)
    • Gift of Resistance (Exceptional Mythos) AND Iron Will (Feat)
    • Matchless Loyalty (Fantastic Mythos) AND Iron Will (Feat)


    As per Unyielding Strength of the Heart but applies to Wisdom instead of Charisma. You may not have this Excellency more than ONE PLUS the number of times than you have Unyielding Strength of the Heart .



    ’Mouse Squeaks, But Draws Not The Ire Nor Attention of The Cat’ Conversational Methodology
    Prerequisites: A total of at least 5 ranks (PF 2) between Diplomacy and Gather Information.
    May not be combined with the Inoffensive trait.

    When making a diplomacy check you reduce all DCs 10 points for the purposes of if you make the situation worse than (or the same as) it was before. Similarly, upon making a Gather Information check, you are 10 points more likely (applied as a reduction to your DCs or a penalty to the rolls of others as necessary) to avoid being thought of as suspicious, or attracting attention. When using the Aid Another action with Diplomacy or Gather Information, you CAN choose before the basic and any aiding rolls are made (not just your own aid another roll) to bestow this benefit instead of providing a numerical bonus, provided you succeed on your own check.

    Nota Bene: Unlike the Inoffensive trait, this Excellency imposes no penalty.


    Water from Blood, and Food from Spirit Sacrificed [Sacrifice]
    Prerequisite: An Ounce of Prevention, Heal 4 ranks (PF 1)
    You may cast Create Water at the cost of two hitpoints of damage. You may cast Create Food and Drink at the cost of one point of damage to your choice (each time) of one ability score. If you have at least one Fantastic Phileotheysia Mythos, you may also cast Heroes Feast at the cost of 400 mythos points OR 80 XPs.
    Last edited by DracoDei; 2020-11-20 at 03:49 PM.

  13. - Top - End - #13
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    d20 Reserved for Mechanical disc., incl. mechanically incomplete Mythoi & Excellencies

    Spoiler: Concerns
    Show
    Excellencies with [Skillful Protector] tag are strictly better than other Anthols' skill-maxing Excellencies, however since they are adding skills to the list, this becomes basically required to avoid skill-point starvation. I could have the first [Skillful Protector] tag not grant any additional skill points, or have them add to intelligence SCORE or something if this turns out to be a problem, but I think that it should work out fine.

    For several Mythoi I am not certain of tiers. I have marked these, either by putting question marks around the Tier, or with (()) comments.

    Co-Existant Planar Interception.
    • Dutiful Watchman Alertness (Excellency)
    • Eagle-Eyed Gargoyle-Sentry Technique (Excellency)
    • Spot 20 ranks


    I might want to reduce the spot ranks to 16 and lower the Tier to Legendary on this since adding more requirements should help compensate.


    Co-Existent Planar Interception should probably allow Unstoppable Warning Shout to extend into Co-Existent planes.



    Spoiler: Seeds of ideas
    Show

    Exceptional Mythos
    Two Grave-Digging Preparatory Penance to Deliver (Retribution/Judgement/Deterrence)* [Sacrifice]
    *Which word or words goes here depends on the individual phileotheysia's philosophy, especially alignment.
    Prerequisite: -
    As a swift action you may take an amount of damage up to three times your phileotheysia level. Select a number of targets within 20' up to your charisma modifier (minimum 1). The first time any of these targets takes hitpoint damage from an attacker before the start of your next turn the attacker is dealt physical damage equal to 1/2 the amount of damage you inflicted on yourself. This ends the effect. This damage is subject to damage reduction and hardness, but not spell resistance, and counts as neither bludgeoning, slashing, nor piercing for its ability to penetrate damage reduction. Against swarms it counts as an area of effect attack.
    Basic
    Fair Warning ((Check to make sure this interacts properly with the Excellencies in question.))
    This mythos's damage to enemies triggers immediately before the attack is resolved, rather than afterward. If the target is subject to subdual damage (or you have the Vampire Redeeming Mercy/Even Beyond Death There is No Escape From My Cruelty excellency) and you are Good then this is automatically subdual damage. If you are Neutral you must choose a default for whether or not this will be true when activating this mythos. If you observe the attack in question you may override this default. If you are Evil then the option for subdual damage is available only if you have the Mercy or Cruel Mercy Excellency. ((Moolicious/Defiantnight says it would be best if all alignments got the option to do either. Feels that Mythos usually should not vary in mechanical power by alignment. More importantly: Consider the implications of having alignment define the Story that the character is telling.))

    Digging Many Graves


    Advanced
    Curse the Offender
    Prerequisite: Phileotheysia level 5.
    When this mythos deals damage ((put in language about defaults and observation from "Fair Warning"? Maybe the same for choosing the specific curse in question?)) you may elect to treat the amount of hit-point damage as if you were any multiple of 5 levels lower than your actual phileotheysia level (this can reduce your level and damage to zero, but you may not take a multiple that would reduce it further than that for either ((clarify about this assuming max damage applied)) ). For each such multiple forgone the offender must make a will save. If they fail any of these saves they are subject to Bestow Curse as if a spell (NOT a supernatural ability!). You may remove such curses with a touch.
    If your Phileotheysia level is at least 13 you may instead forgo multiples of 13 to do the same thing with Bestow Curse Greater (Spell Compendium p. 27)


    Exalted Mythos
    Making Heaven a Place on Earth
    Prerequisites: ((Not really sure about any of these))
    • ((For Darkvision/Low-light Vision)) Take My Eyes, That You Might See, Take My Ears that you Might Hear (Exceptional Mythos)
    • ((For endurance/immunity to fatigue/exhaustion)) Omega-Wolf Keeps the Pace (Excellency)
    • ((For Agelessness)) Inevitability-Denying Treatment Technique (Excellency)
    • ((On general principles of it being the "I help you" skill)) Heal, (("Get-Along" skills)) Diplomacy, and Sense Motive 22 Ranks
    • ((To understand all creatures, Maybe require more for Nature due to the natural world being large and less able to speak for itself, and perhaps Local, because Humanoids are dominant forces in most campaigns... maybe Religion too, maybe fewer for Dungeoneering because Oozes are mindless and Aberrations are rare, and the ones that get along well with everybody even rarer. Also The Planes and Religion might be discounted by the idea that this is supposed to be ON EARTH, although that might be a false restriction?)) Arcana, Dungeoneering, ?Geography? ((Covers "people" which might include cultures)), Local, Nature, Religion, and The Planes 2 ranks each.



    Effects:
    Two Auras centered on you. One more mechanically useful, the other world-changing.
    World-changer:
    Radius of charisma SCORE miles.
    Permanency in your current location with a radius equal to the amount of CONSTITUTION burn you take. This is limited to your current constitution-1 AND your charisma (so whichever of those two values is lower sets the radius, again in miles.
    (Means of removal?)
    Endure Elements
    No need to eat or drink. Animals instinct adjusted accordingly.
    Fertility levels balanced for new conditions (Phileotheysia can consciously select, including granting conscious control with "waiting period" to intelligent creatures, but the "default setting" won't cause any population explosions or crashes...)
    ?Sleep possible but optional.?
    Endurance feat.
    Bad aspects of aging reduced by 95%. No effect on positive aspects. (Only if you have Inevitability-Denying Treatment Technique? Or make that a prerequisite?)
    Darkvision 5'
    Low-Light vision (no effect if pre-existent)
    +10 on saves vs natural diseases and poisons and natural 1 not an automatic failure.
    ((Note that with less need for candles, technically NO need for cooking or fires to stay warm (although keeping liquids from freezing might still have some need) the need for fire is greatly decreased, which prevents a lot of grief (cooking accidents, towns aflame, etc).
    Needs some way of having it discriminate by alignment and/or race, especially for LE Phileotheysia (Kobolds!), even if just as a basic manifestation (Advanced would be okay for something better, even if the lower level is core, rather than a basic manifestation).))

    Mechanically Useful (assume these only apply to allies/non-enemies unless otherwise stated):
    Charisma Score x5' radius? ((Want to keep that leash short...))
    See In Darkness?
    Tongues? ((Unification of Language/understanding words helps with understanding between people))
    Immunity to Poison and Disease
    Immunity to Negative levels (double check no boiler plate needed to allow these sorts of effects to buff undead)
    Immune to Ability Damage?
    Ability Drain becomes ability damage (naturally NOT subject to above Immunity)?
    Immunity to Fatigue and Exhaustion
    Auto-Success with anything the Endurance feat would help with?
    Regeneration 1 overcome by opposing alignments. Require BOTH alignments on damage if Phileotheysia is at one of the corners?
    If you have Mercy or Cruel Mercy? and/or Vampire Redeeming Mercy/Even Beyond Death There Is No Escape from My Cruelty then even enemies get the benefits of those?(Make effect on enemies as a whole switchable?).


    .

    .

    Guardian-Colossus Pulls Ten Plows
    Manifestation or PERHAPS sequel mythos for A Body More in Keeping with the Size of My Heart.
    ((
    If sequel have it also grant a +4 or greater bonus to strength (or size bonus to strength doubled and penalty to strength halved?) for load/lift/draft purposes. Strongly consider either excluding Light and medium load limits from this increase, OR have this increase be surpressed when using Carry the Burden?

    Requires or otherwise interacts with Humble Provider Brings Home Bread, Strong Father Chases Wolf from Door?
    ))
    If A Body More in Keeping with the Size of My Heart is activated as a minute-long action for each size increase then time spent out of combat does not count against the duration of that ability NOR against the time required to heal the burn(s). You may end all instances of the size increase as a full-round+swift action to start the process of healing the burn(s)
    .

    .

    Manifestation skill-trick-like thing for Carry the Burden that makes you really good at crawling around, reducing your reach to only the squares you occupy (and not even that if your normal reach is 0), but allowing 1/2 speed movement, and count as quadruped for carrying capacity. Maybe with worth a basic manifestation if it also allows 1/4 speed tumble (even if load is medium or even heavy? Or make the total modifier for tumbling while crawling 1/3?), perhaps at a penalty? Have to have 40' speed form it to matter, but most will get that from an item eventually. Should only apply to land, and maybe burrow NOT swim, fly, nor climb. Reference humility/getting back to basics of moving like an infant?


    Fog-Piercing: As long as you have LoE to an ally you are treated as having LoS to that ally as well for purposes of targetting with Phileotheysia abilities. You know which abilities (and variation of abilities) each ally is within range of, but beyond that this Mythos provides not information on their location(s).

    Make XP to GP/MP conversion ratio for "Came Back Strong" pool 10 because it is between 5 and 25 and is especially easy to multiply by?


    Dwarven Phileotheysia with "Armored Protector" are called "Bastions"?

    Excellency that allows you to use items and Phileotheysia class abilities that can heal to full effect regardless of the nature of the (intelligent?) target. Thus could use a Wand of Inflict Light Wounds on a Warforged and it would not only heal them, but would ignore the usual halving of the healing. If this still limits it to intelligent targets then make a sequel excellency entitled "Friend to Bugs/Shoring Up the Enslaved Defenders of Those I Ascribe Value To" * that removes that restriction. This should also include the functionality of something that allows repairing objects as if they were living creatures, but perhaps only if you have Preserving the Linchpin Upon Which the Bridge With The Innocent Villagers Crossing Depends manifestation of Gift of Aegis. Or maybe that should be a bonus if you have that Manifestation just for having the basic Mythos? In campaigns without Warforged or Int - minions (including due to a change in party composition), having to take two Excellencies to get that would be not worth it. Skill "trick" one way or another? include rules for emulating Mending and Make Whole by expending a certain number of HPs worth of healing from whatever source, but only for items lacking hitpoints. In order to keep this relevant at higher levels have a Phileotheysia Level dependant ability to repair magic items. Maybe not a static one, but say 2+Level Required To Create (item level?).

    *Include the TVTropes link when creating this Excellency.


    [Sacrifice] Mythos, or even just an Excellency to allow transferring racial bonuses, such as a Dwarf's Dodge bonus against Giants and/or To-Hit against Goblinoids,
    a Halfling's general save bonus, an elf's immunity to Sleep, a Gnome's bonus vs Illusions (but probably NOT their racial spells or caster level bonus). Balance the relative merits of various races as Phileotheysia and/or the relative values of various abilities by making the things that can be transferred at once, the range, and/or number of targets vary. This should probably be done on a race-by-race basis, with GMs then given some guidelines for races not listed, in addition to being told to use the existing races as guidelines. Only STATIC things should be transferable (so Humans get nothing by taking this mythos... or maybe allow them to grant a single rank in a skill they have maxed and which can be used untrained, but this can't break the target's ranks maxima, including for cross-class)?


    Immediate Action option for A Body More in Keeping with the Size of My Heart? That way you aren't taking the Burn for nothing.


    Advanced Manifestation for Dimensional Defense so you can use Anticipate Teleportation (Perhaps upgrading to Delay Teleportation when you get higher level Mythos) within your threatened area. Check spell levels and ranges (and if it follows you around or you have to cast it on a fixed area) before deciding.get "


    Need to figure out a way to and Craft[Trail Cook] & [Tailor] (for fixing up clothing after combat or just normal wear and tear from travel), maybe give 1/3 ranks in those for ranks in Survival? Tag Skill Focii onto "Humble Provider Brings Home Bread, Strong Father Chases Wolf From Door"?


    Excellency that only functions as long as at least one fifth your levels are in Phileotheysia (in case of high epic play... but then again by that point you will be using True Resurrection, so it won't matter), requires Phileotheysia 8th (The level one before the party can cast Raise Dead, so the level you might end up at after losing a level and/or when you can afford an NPC to cast it, plus you don't get an excellency at level 9), and allows you to spend "Revivification Pool" XPs for Gift of Soul. Allow it to be retrained at level 17 (or 16? 15?) when True Resurrection comes into play? Maybe it also allows spending MP+XPs to innovate new Mythoi/Excellencies as a One Minute, Full Round+Swift, or even free action, but double the cost? Maybe the action gets smaller the more tiers you are ahead of the thing you are purchasing (or minimum class level you can acquire it since Excellencies can have high requirements and even the tiers can cover a lot of ground.)


    Spoiler: Selected Partially Finished Mythoi and excellencies
    Show

    Exceptional Mythos/i

    Words of Battle Wisdom [Skillful Defender]
    ((Lanthsor: This looks balanced for an Exceptional Mythoi. Suggests having some way of increasing the duration (level and Int. Mod based, Tiers accesses, pure class levels, etc), but I don't think that is wise, although it isn't quite as big a deal as for a [Sacrifice] Mythos so MAYBE.))
    Prerequisite: -
    You add the following Knowledge skills to the Phileotheysia class list: Arcana, Dungeoneering, Local, Nature, and The Planes.
    ((Nerf SOME of these to only include monsters and terrain hazards?))
    As a standard action you may attempt to recall information specific to one or more type of foe. This ability is usable at-will. Select a bonus type allowed by your Phileotheysia level for each race of foe. For each race roll the appropriate knowledge check then consult the following chart for the resulting bonus you grant yourself and all allies you are able to communicate with against all enemies of that race that, at the time of the specific attack/casting/event you are within 30 feet of and have line of sight to ((Tidy this up!)) until the start of your next turn. Note that you may have trouble taking advantage of some of these bonuses yourself due to the Standard Action activation of this ability.
    Your Phileotheysia level must be at least 5 to select AC bonuses, 8 to select To-Hit bonuses, 11 to select damage bonuses, and 14 to select the DCs of you and your allies abilities. Saving throw bonuses may be granted at any level.
    Check Result Save, AC, To-Hit, or DC Damage Bonus
    <15
    0
    0
    15-24
    +1
    +1d6
    25-34
    +2
    +2d6
    35+
    +3
    +3d6


    For convenience here is a listing of the Knowledge types that go with each creature type and vice versa.

    ((Lanthsor: Get rid of this first listing. There are few enough creature types it won't slow down play to look through a short listing. I will almost certainly do this, but I am leaving this here for the moment in case I change my mind.))
    Aberration - Dungeoneering
    Animal - Nature
    Construct - Arcana
    Dragon - Arcana
    Elemental - The Planes
    Fey - Nature
    Giant - Nature
    Humanoid - Local
    Monstrous Humanoid - Nature
    Ooze - Dungeoneering
    Outsider - The Planes
    Plant - Nature
    Undead - Religion

    Arcana - Constructs, Dragons, and Magical Beasts
    Dungeoneering - Aberrations and Oozes
    Local - Humanoids
    Nature - Animals, Fey, Giants, Monstrous Humanoids, and Plants
    Religion - Undead
    The Planes - Outsiders and Elementals

    ((Base on Archivist's Dark Knowledge (Heroes of Horror p.83-4) , with 1 round duration and Standard action. Need LoS to enemy and you must be able to communicate with each ally to effect them... make this up with lower DCs? Also, don't forget that this includes Religion, it is just that Phileotheysia already have that on their class list. Note that Dark Knowledge ONLY applies Aberrations, Elementals, Magical Beasts, Elementals, magical beasts, outsiders, and undead.))
    ((Note that Archivists have a feat that adds Giants and Fae, and another for Dragons and Constructs to what they can use Dark Knowledge on. This might be useful in valuing the fact that this covers everything... if it turns out to be a big deal I could have them pick a number of knowledge skills or maybe even creature types when they first get the mythos, and then have a manifestation to add the rest. Although I would need to make sure there are OTHER manifestations to take if I do this.))

    Goal-Directed Acquisition of Martial Skill ((Are fighter bonus feats actually bad enough that this should be 1 or 2 excellencies? A repeatable Excellency that gives 2 or 3 feats?))
    Prerequisite: [Defensive Strike (Exceptional Mythos)
    You have a measure of the power of your more offensive peers.
    When making Defensive Strikes (including GET OFF OF THEM!!!) you gain the following feats relative to your Phileotheysia level. These are cumulative. You may use them as prerequisites for Feats and Skill tricks, but if you do not meet those prerequisites from another source then you do not gain any benefit from those feats except when making such attacks.
    1 Power Attack (You may declare power attack during your turn for this purpose. The penalty applies as normal, but the bonus only applies to Defensive Strikes etc.). When making Defensive Strikes etc with light weapons you make gain +1 to damage for each -2 to-hit you take as a penalty. Unarmed Strikes however are at a 1-to-1 ratio. ((Move most of this first item into a paragraph, and then make the rest "Things you gain if you have sufficient Phileotheysia levels?"))
    2 Simple Weapon Proficiency
    3 Weapon Focus OR Weapon Finesse (pick with each attack)
    4 Weapon Specialization (You DO NOT necessarily have to have Weapon Focus with the weapon in question.)
    5 Both Weapon Focus AND Weapon Finesse
    6 Martial Weapon Proficiency
    8 Greater Weapon Focus OR Improved Critical (pick with each attack)
    10 Greater Weapon Focus AND Improved Critical
    12 Greater Weapon Specialization
    14 Exotic Weapon Proficiency
    Mix in "Double Strike" and other things that were suggested in the AoO build thread I posted in the RP section? Would this involve differentiating between having the weapon-specific feats once vs twice? Actually, if that applies then they could have just taken Double Strike the usual way and gotten double Weapon Focus etc, but I'm not sure that that is a bug, rather than a feature.


    Legendary Mythos/i
    Undying Protector
    Prerequisite: Gift of Aegis (with Durable Shield) advanced manifestation, Polite Chirurgeon-Refusing Vitality, and vulnerability to subdual damage
    If your fast healing from Polite Chirurgeon-Refusing Vitality is active you may reduce its amount to zero for a number of rounds per day equal to your charisma score to gain regeneration 1. You may split this duration up between multiple times per day, halting or resuming it as a swift or standard action. This regeneration is overcome by any alignment aspect you do not share. Thus a Chaotic Good Phileotheysia would take normal damage from lawful and/or evil weapons, while a Neutral Good ??? would take normal damage from lawful, chaotic, and/or evil types of damage. Track lethal damage that was turned into subdual damage by this mythos separately from other subdual damage.

    If the duration of this ability ends, all subdual damage from this mythos is exchanged for an equal amount of lethal damage that may not be prevented or re-directed.

    Exalted Mythos/i

    (None at the moment)



    Excellencies

    Agile Savior Rush
    Prerequisite: - ((This is good enough it should MAYBE have prerequisites. Remember, the [Skillful Protector] Excellency that makes Climb, Jump, and Balance into class skills does NOT create Charisma substitution, since I wanted to front-load it since those skills become less useful once you get an item of Flight.))

    Physical Obstacles serve as little barrier to your progress when those you cherish are threatened.

    On any turn your intended movement brings you closer to at least one ally, or would end with you on a direct line between an ally and a credible threat to that ally, you may substitute your charisma score for any other ability score for any skill check, ability check, or saving throw against an effect that would slow or halt your movement (noting that killing you doesn't count as "slowing your progress", so this would not help against death effects delivered by AoOs or reflex saves for half damage made while moving through an obstacle).

    If you have at least 11 levels of Phileotheysia then you also gain spell-resistance against effects that block your progress equal to 15+Phileotheysia level. This effect applies to any non-instantaneous effect regardless of if it normally allows a saving throw, and negates its ability to impede your progress if successful. Thus you could run through a Wall of Force if the caster did not succeed against your spell resistance. Once rolled, this effect succeeds or fails against that particular obstacle for one full round as per that particular roll.





    Reminder to myself: PMed Lanth Sor and Bdrone, but forget to request read-receipts. Don't spam them!

    Jesus might work for image collection, but only if it is something that encapsulates the humility and DAY TO DAY, NORMAL suffering of the incarnation. Manger? Washing disciples' feet?

    Spoiler: Notes from Discord Voice chat with Lanthsor
    Show

    [Later Conversation]Suggests moving "Protection that Scorns Protections" to a lower Tier.[/Later Conversation]

    [Sacrifice] Mythos that grants Sanctuary.

    Knowledge skills to know their allies better (sorta the inverse of Knowledge Devotion), and maybe even Knowledge Devotion itself.

    Only spoiler things that are long enough that they require scrolling to read the whole thing.

    Look at and consider Anakatos's version of the Paladin's code of conduct: Fetters of Virtue. My version might be called "Qualms". (I think I disagree with this.)

    Look at Agios PERIOD.

    There is a Paladin spell to swap places with an ally to take a specific hit.

    "Constant Bodyguard" feat is what a bunch of the Agios is inspired by. Called Valorous Defender.

    Spoiler: Valorous Defender
    Show

    Valorous Defender
    At level 1 the Agios gains the constant guardian feat and the dutiful guardian feat. After your change places as a result of the dutiful guardian feat you gain mythos points equal to the damage from the initiating attack(before damage mitigation abilities). Any reference in this class to a charge refers to someone targeted by Constant Guardian.

    Starting at the 3rd level any defensive bonus the agios gains he may choose to lose and grant it to his charge. Defensive bonuses include: Any Agios class feature that does not specify otherwise, Shield Bonus, Feats, and effects you actively use to defend with: such as combat expertise or martial maneuver that negates an attack.

    Starting at the 5th level Constant Guardian and Dutiful Guardian's ranges increase to your move speed.

    Starting at the 7th level the agios grants his charge his charisma bonus as a deflection bonus to their AC.

    Starting at the 10th level the agios may have a number of creatures targeted by Constant Guardian equal to his charisma modifier.


    Roll Advanced manifestation of Polite Chirurgeon-Refusing Vitality into the main body of the Mythos. He also suggests putting the per-day limits on the [Sacrifice] part rather than on the self-healing.

    "Is being a martyr as meaningful if you don't have any other choice?" <-Comment on lack of offense.

    Excellencies are usually supposed to be cleverly named, but it is the Mythoi that are NORMALLY supposed to be SPECTACULARLY named... he actually LOVES this factor about the way I wrote the class.

    Thinks that as "Teleportation is from point A to point B, with no in between." that the anti-teleportation mythos that builds on Defensive strike should be more of a "redirect teleportation within X radius that moves towards an ally to a point adjacent to you". <-Worth Considering...



    Spoiler: Copy of Discord TEXT chat with PRIMAL FURY
    Show
    [Timid]Did you see my question about Dark Knowledge in the Mythos Class chat?[/Timid]
    Primal Fury - Today at 3:06 PM
    Yeah. I actually made a very similar mythos a long time ago
    I was actually trying to find mine for reference, but I've no clue where it is
    How were you planning on having it work?
    DracoDei - Today at 3:08 PM
    Well, I made mine At-Will, Standard Action, 1 round duration, and I moved the Save and AC boosters to the first things you get.(edited)
    Covers all creature types.
    And, of course, adds the necessary knowledge skills to the Phileotheysia class list.
    Exceptional Mythos.
    No range limit on distance to ally, as long as you can communicate with them, but I'm actually thinking of shortening the distance limit to the enemy to 30'.
    Phileotheysia abilities generally have very short ranges, that way you have to stay in the thick of things like a true martyr, rather than hanging back while debuffing yourself.
    Primal Fury - Today at 3:11 PM
    That what class?
    DracoDei - Today at 3:11 PM
    This particular ability doesn't debuff you though (except if you count the high action cost).
    Phileotheysia.
    A bit of a mish-mash of related concepts, but at the most core is the idea that you get a bunch of "brick wall" defenses (boring, in and of itself), and then give them away to the party while running around like a one-armed paper-hanger to be where you are needed most at any given moment.
    d12, all good saves, 6+Int. Mod.,
    Primal Fury - Today at 3:14 PM
    So like a... support tank?
    DracoDei - Today at 3:14 PM
    BAB is nominally Poor, but there are a lot of Mythoi that increase that to Full for specific purposes (AoOs, Disarm/Sunder)
    Support yes.
    Tank... I THINK that term applies.
    Primal Fury - Today at 3:14 PM
    Why a Poor BAB though?
    DracoDei - Today at 3:16 PM
    Because they are about defense more than offense, and to the extent they are about offense it is either the afforementioned "defensive offense" or boosting OTHER'S offense.(edited)
    See also "Like a Lamb to the Slaughter".
    Coming up with examples of character for the class is hampered by the fact that most characters only embody it for a certain period of time... usually only a single scene (in which they die...).
    Primal Fury - Today at 3:18 PM
    But what if they need to take something down alone?
    DracoDei - Today at 3:18 PM
    But Dr. Strange's confrontation with Dormomu (sp) in the recent movie would be one example, and Madoka another.
    As for if the GM forces a party split...
    There is an Excellency for that (Copy-Paste incoming) :
    ’I Must Survive To Be Reunited With My Cherished Ones’ Resolution (Some people call this Mother Bear Returns To Her Cubs Technique)
    <SNIP>
    To further drive the point home: I filked the lyrics to "The Wind Beneath My Wings" with the roles of the singer and person being talked to reversed as one of my ways of trying to evoke the mood of this class.
    Obviously not a class for your usual sort of player...
    Primal Fury - Today at 3:30 PM
    A suggestion?
    DracoDei - Today at 3:30 PM
    Yes?
    Primal Fury - Today at 3:31 PM
    First though.... how would their other mythos function in that situation?
    DracoDei - Today at 3:33 PM
    Well, about some of them WOULD be useless without any allies to target, but a lot of them add defenses, at least if you take the right manifestations.
    But yes, a Phileotheysia by themselves is both in trouble and less interesting to play, except as a change of pace from the rest of the adventure/campaign.
    "Add defenses" includes: Divine Grace, SR, More hp, etc.
    Primal Fury - Today at 3:36 PM
    Brick wall...
    Do you have a Mythos that provides a... Thorns effect?
    DracoDei - Today at 3:37 PM
    Nope. That would be discouraging attack on yourself compared to your allies, which is what this class definitely ISN'T about as far as its FEEL (mechanically that may or may not be true).
    Putting Thorns on your ALLIES would be a plausible thing, and I have this that is in that thematic direction already:
    Primal Fury - Today at 3:39 PM
    So then what would they be doing in combat on a round to round basis?
    DracoDei - Today at 3:40 PM
    GET OFF OF THEM!!!
    <SNIP>
    Primal Fury - Today at 3:44 PM
    Why is the damage halved? Or maybe a better question would be... What else can their Defensive Strikes do?
    DracoDei - Today at 3:45 PM
    Well, the full text of them is SEVERAL walls of text. But at their most basic...
    Damage (large amounts, but doesn't stack with any damage on the weapon itself, so they are less likely to be without a weapon and don't have the bad fluff of a supposedly defensive character hauling around the same quality of weapon as an Uber-Charger or whatever).
    But most of the functionality I SUSPECT you are referring to is in the Excellencies.
    That includes: Trip instead of try to deal damage.
    Primal Fury - Today at 3:49 PM
    Then grant an adjacent ally an AoO?
    DracoDei - Today at 3:49 PM
    Nope, no attack. Just halting them and putting them prone is good enough.
    Stand Still (replace damage with a reflex save with DC equal the damage forgone to cause them to end their movement for the round (or just that action?) where it hit them).
    More likely to work than Tripping, but doesn't put them Prone.
    Primal Fury - Today at 3:51 PM
    Why? That seems like it would offer a lot of utility.
    DracoDei - Today at 3:51 PM
    Take a 5' step in the middle of enemy movement to cause them to stop or provoke.
    Maybe as an follow-up manifestation? (Omega -Wolf H hamstrings Deer So Alpha's May Feast... Triggers extra attack for ALL threatening allies). Or a bonus if you beat the opposed check by enough?
    The basic purpose isn't to DPR, except as a deterant, it is to keep the enemy meleeists away from the squishier members of the party.
    Of course, D&D enemies and tactics being what they are, you can easily end up with decent DPR anyway if you don't go for Trip/Stand Still.
    Mage-Slayer, Cha. Mod. added to to-hit, various things for bypassing specific sorts of DR.
    And that is just manifestations of the Exceptional Mythos.
    At higher tiers you can see and make AoOs into Coexistant Planes (Ethereal Marauders and such get "DENIED!"), treat teleportation as straight-line movement for determining if it provokes (incidentally meaning that in such cases you can make attacks into solid objects I think?).
    Oh, and then their is the mythos that lets you take ability Burn to temporarily increase your size.
    Getting back to the Exceptional Mythos: Spiked Chain Proficiency and Weapon Focus are a Basic Manifestation.
    I have a bit of something to boost Tumble DCs, but I should probably add something more along those lines.
    DracoDei - Today at 4:00 PM
    On a more general level I should classify that they aren't really supposed to be Pacifists necessarily (although you can play them that way), merely people who have specialized in Defense and leave the Offense to their comrades. Of course, they DO have some things that can boost their comrades' offense...(edited)
    Back to Defensive Strike
    Due to the large number of manifestations and the fact that many of them are niche, I give additional manifestations when you take your first mythoi of the succeeding tiers, regardless of if those mythoi are part of the Defensive Strike tree.
    BRB
    Back
    Primal Fury - Today at 4:16 PM
    Why not make Defensive Strike a class ability, then have a bunch of mythos that make it better?
    DracoDei - Today at 4:17 PM
    Because it isn't QUITE as core to the concept as "nerf yourself to buff your allies" and I wanted to give the players the option to go in different directions.
    Including the more "Vow of Peace" direction as far as the character's personal outlook.
    BTW that feat is probably broken cheese in combination with Phileotheysia...
    Anyway, a lot of the static class features are actually towards patching the party up (all the way up to True Res) because while "Defense" can take many forms that overlap somewhat* patching up what gets through has to be able to cover most everything by default (and I am not looking forward to trying to plug up all the holes in THAT).
    *For example taking 1/2 of someone's damage for the round overlaps partially with both boosting their saves and increasing their AC.
    I assume that you hate 4E as much as I do, but one thing someone told me is that Phileotheysia doesn't fall into the "Defender" role so much as it does the "Leader" role. That might help free up your thinking.
    I believe I mentioned they don't have much at all in the way of "Taunt" or very direct "You hit my ally and I hit you".
    GET OFF OF THEM!!! is a delayed version of the second, and they have a mythos that allows them to draw out AoOs with will saves if the target wishes to NOT take one or more AoOs. The name of this other mythos is Hydra-Baiting Broken-Wing-Feigning Mother-Bird Technique.
    Primal Fury - Today at 4:37 PM
    Where's the Wow factor?
    DracoDei - Today at 4:38 PM
    As in "Wow! That is amazing!"?
    Well, the detractors of the class would say it is deliberately avoided in almost every case.
    I say that the feeling of accomplishment of dancing just beyond the range of harm and/or tanking the hits you do take while out-gambiting your foes to block just the attack they will use next is a very rewarding experience.
    To an outside observer it should usually look like you aren't doing anything at all.
    Humility.
    Humility is "Power Under Control". Doesn't mean weak.
    There is plenty of thought to playing the class, and if there ISN'T effectiveness then I just need to change some numbers.
    Or, in the case of Defensive Strike roll more of the Manifestations into the core of the mythos and/or combine them with eachother.
    Primal Fury - Today at 4:48 PM
    Doesn't there kind of NEED to be an overt Wow Factor though?
    I mean
    A teramach is fully capable of throwing someone into orbit at a certain point.
    So...
    DracoDei - Today at 4:51 PM
    I... don't suppose you are familiar with the fanfic "Its a Dangerous Business Walking out your Door". It is a PonyFic.
    Meh...
    I can explain it easily enough.
    The "Final Boss" is a snake the size of GUAM.
    As in the Island Nation of Guam.
    Along their journey our heroes learn new skills.
    One of them learns to draw on the strength of the earth to make themselves "Stand Firm".
    That is actually the name of the technique... "Stand Firm".
    So this snake strikes at her.
    Now it is too big to actually have a hope of hitting her with the tip of a tooth, let alone the whole bite.
    She stops it cold.
    I think her hair stops rippling in the wind she is so immovable.
    The ground around her ripples like water.
    The hit registers on the Rhitcher Scale.
    She. Does. Not. Move.
    TVTropes gave it a Crowning Moment of Awesome.
    That is the ideal of what a high level Phileotheysia should be able to make the party.
    Stories don't have to be bombastic to be Awesome.
    Although that moment certainly is.
    Or, again, Madoka, or Dr Strange vs Dormamu(sp).
    Would it help if I explained either of those scenes to you?
    Teramachs are loud.
    Phileotheysia are quiet.
    Both are awesome.
    DracoDei - Today at 5:00 PM
    Defensive Strike is one of their more flamboyant abilities, but I can give some good examples of that in literature that are exciting to read: Horatio at Urbs, and Gandalf's "You Shall Not Pass!".
    A brick wall is boring because it doesn't make decisions, and it doesn't think.
    Primal Fury - Today at 5:02 PM
    I know those two, but there's more to them than that.
    DracoDei - Today at 5:02 PM
    It isn't boring because it stops hits.
    Phileotheysia require THOUGHT on the player's part to make the party resilient.
    "Those Two" = Madoka/Dr. Strange or Horatio/Gandalf?
    Primal Fury - Today at 5:04 PM
    And Gandalf too.
    DracoDei - Today at 5:07 PM
    I would argue that Madoka's character was summed up in that one decision that spread her across time and space. I can't RECALL anything she did that actually made a DIFFERENCE beside that.
    And Horatio I can't recall anything other than that one act that his story is built around.
    Dr. Strange and Gandalf I will grant you.
    See also, my earlier point about characters not tending to embody this class for very long at a time.(edited)
    Primal Fury - Today at 5:10 PM
    I'd argue that Madoka had the potential to do much more; she just never took that first step.
    DracoDei - Today at 5:10 PM
    More? She did more than any other character in the series.
    Granted Homura's time-looping was probably critical to powering Madoka up to where what she did was possible.
    And okay, Kyubey (if he is a single individual across all of time and space) arguable did more in that Madoka only undid his "harvest", but his "planting of seeds" still remained in that he still empowered the girls.
    I guess it would be better to say that Madoka's entire character lead up to that one Wish.
    Primal Fury - Today at 5:16 PM
    What do they do on the high end?
    What you're describing sounds fine for low level feats, but where do they go from there?
    DracoDei - Today at 5:18 PM
    Chronos-Despoiling Time-Theft[Sacrifice]
    Prerequisite: Canny Chronos-Bartering Technique(Legendary Mythos) AND Gift of Time(Exceptional Mythos)
    By spending all your actions for a given round (except free actions and AoOs) you may grant up to five(four? six???) actions to allies within range of Gift of Time. This sacrifice may NOT be reduced by the Sleight of Time Proficiency manifestation of Gift of Time. The actions granted may be any combination of swift, standard, and move actions as you desire divided among your allies, but no one ally may be given more than one of each of those three types of action. As usual, a target may combine a move action and a standard action to perform a full-round action. Unlike with its predecessor Mythoi these actions may NOT be traded in for additional attacks (so some additional forethought is required as to what sorts of actions to give each ally), although they can be used to make attacks in the normal ways.

    You may not use this ability if you have used an immediate action since the end of your PREVIOUS turn.
    That is one of their Exalted Mythoi.
    Another one spreads all damage (and, if you have the right manifestations not just hitpoint damage, but ability score decreasers and negative levels) evenly across the entire party as long as that would leave everyone with at least 1 hitpoint/ability score point/level (if it wouldn't, then things get a bit more complicated).
    Fate-Scorning Impervious-Resistance Granting Methodology
    Prerequisite: Misfortune-Refusing Resistance-Granting Methodology, Gnat-Scorning Defense Gift, AND Gift of Resistance able to grant at least +12 to at least one type of saving throw.

    Whenever you grant a bonus with Gift of Resistance that applies to a given saving throw, even as small as +1(and even if it is overridden by a larger bonus of the same type), then that saving throw automatically succeeds if a roll of 10 would succeed on it. If it would not, then it is rolled normally.

    If you have Gift of Protection then whenever you grant a bonus to AC with that mythos, even as small as +1(and even if it is overridden by a larger bonus of the same type), then any attack roll that would fail on a roll of 11 automatically fails. If it would succeed on such a roll, then it is rolled normally.
    -Another Exalted Mythos lets you keep Foresight running on a particular number of allies, and one of its advanced manifestations means that as long as you can communicatew with them the benefits are as if they were the caster rather than you.
    As for their Shintai, it is inspired by Madoka:
    Unceasing Rapid-Rescue Shintai
    Prerequisite: -
    Every moment that you are idle is a moment when someone or something you care about is in jeopardy. Your soul refuses the necessity of travel, meaningless socialization, and the basic activities necessary to sustain life. You simply are wherever you are most needed.

    Whenever you are not engaged in some activity that materially advances the protection of a cause or one or more persons that you value strongly you are simultaneously restored as if by a Heal spell and transported as per a Wish to wherever the GM decides that the most desperate need of your aid may be. Noting that any situation extreme enough you can not contribute to it materially obviously requires the aid of someone other than yourself. Thus, you might find yourself appearing near a wyrm gold dragon fighting his archnemisis, a Red Dragon who is a great wyrm, but not if the battle was happening below the surface of a lake of lava where you would almost certainly burn to death before you could even locate the combatants by sound and touch, let alone figure out what was going on.

    Note also that this is not always a matter of violent situations. You might equally easily find yourself in the middle of a city wracked with plague, or just outside the council-chambers where the course of a nation is being debated (thus to probably attempt to talk your way in and join the debate).
    ((Further mechanical effects of the Shintai omitted as less relevant))
    Primal Fury - Today at 5:31 PM
    Are you sure that first one is worth an Exalted slot?
    DracoDei - Today at 5:32 PM
    What, making the party not go down until the total damage they have taken closely approaches their cumulative hp?
    Primal Fury - Today at 5:33 PM
    No, that's great for Exalted
    I mean then other onr
    DracoDei - Today at 5:33 PM
    Oh, Chronos-Despoiling Time-Theft?(edited)
    I would think that having two martialist doing Time Stands Still equivalents plus two full-casters double-casting spells without increasing the slots, plus the rogue moving up and then full-attacking is a pretty good thing.
    If not I can increase the number of actions granted.
    But I kinda think that trading your Swift-Standard-Move for 5 actions of those types is a definite contender for Exalted.
    If it doesn't quite make the grade I can crank it up to 6.
    Primal Fury - Today at 5:38 PM
    It's not a numbers thing
    It's...
    It's not big enough
    The Olethrofex can kill the whole world with an Exalted mythos
    Potentially anyway
    The teramach can eat the sun
    The Bellator can punch his own death in the face
    DracoDei - Today at 5:43 PM
    Ah... that sort of thing.
    Hmm...
    Well, there is actually something that a high-level Phileotheysia can do that has that TYPE of awesome, but it isn't actually something that deserves an Exalted Mythos mechanically.
    It is actually a mere excellency that you can get around 7th level.
    Mechanical effects are nothing to sneeze at, but also aren't ones that are per-se hard to obtain in a slightly altered form (immortality is fairly cheap in D&D).
    Inevitability Denying Treatment Technique
    Prerequisite: Heal 10 Ranks
    Old age is simply one more disease. It can be prevented. It can be cured.
    You may spend one hour treating someone (including yourself). The GM should secretly roll a DC 25 heal check, you may not take 10 or 20 on this check. If it is successful, then for the next week the person ceases to age. You may perform this as often as you like but prior successes or failures within the past week for any given moment in time always override newer one. Thus if you failed a check, then succeeded three days later, then for the next four days the person would continue to age, then cease aging for the next three days.

    If the check succeeds versus DC 35 then for that week the person instead ages in reverse in all beneficial respects to a minimum of their physical peek. This never decreases statistics (nor delays the gaining of improved statistics, such as the mental ability score bonuses for most creature's aging, or the many and varied bonuses for true dragons) or causes a loss of XPs, but can restore losses that were due to aging.
    Or does that not qualify in your book?
    Primal Fury - Today at 5:50 PM
    An exalted Mythos needs to carry a degree of unfairness. It's like that moment in a TV show where the hero does something that makes the villain go " what? no that's impossible!"
    DracoDei - Today at 5:50 PM
    The rest of the party going Bullet Time qualifies to me...
    And... I never really got the impression that that was a requirement, but I could try to think of some to add with that specifically in mind.(edited)
    Also, I think Band of Blood-Brothers might hit that mark.
    Primal Fury - Today at 5:51 PM
    That was my understanding at least.
    The idea that a Teramach could just eat the Sun and ruin the whole world for everyone seems very unfair
    DracoDei - Today at 5:53 PM
    Oh, I certainly got the idea that it was ALLOWED, just not that that sort of feel was REQUIRED.
    In any case, I'm not likely to remove/drop a tier the ones I have so far, since they are probably mechanically balanced in the right way where they are now, but I would be open to suggestions for additional Exalted Mythoi to add.
    Losing a point of Con. permanently to stop all hunger and aging within a radius equal to your charisma score in miles?
    Primal Fury - Today at 5:58 PM
    I'm honestly not sure. Exalted Mythos have a specific feel to them. I can't really suggest one. I can only let you know when I see one. The one where it's spreads the damage through your whole parties great. The idea of having to take down an entire party at the same time without the ability to single anyone out seems very unfair
    DracoDei - Today at 5:59 PM
    As in when you take the Mythos you lose the Constitution point, and continuously radiate that aura... and maybe can take 15 points of burn to bind a copy of that aura to your current position even after you move?
    EDIT: Also have it control fertility so you don't get an explosion of rabbits when the wolves are no longer hungry, and maybe reduce territorialism. "And the lion shall lay down with the lamb"... but they don't eat grass, they eat nothing at all.(edited)
    Actually, if it is just "unfairness" you want, then this one may qualify:
    Protection That Scorns Protections
    Prerequisite: Defensive Strike (Exceptional Mythos) with the Loyalty-Driven Precision Advanced Manifestation.
    Your Defensive Strikes are now touch attacks.

    For the purpose of Defensive Strikes the reroll granted by Blind-Fight* now applies to all miss chances, rather than just those granted by concealment. This includes, for instance, those from the Blink spell despite Blind-Fight specifically mentioning that it doesn’t apply against that spell.
    *Which, as of the typing of this footnote, Loyalty-Driven Precision grants for that purpose.


    Primal Fury - Today at 6:06 PM
    Can I get back to you a little later? I've got a few ideas but I'm not sure how to articulate them at the moment
    DracoDei - Today at 6:06 PM
    I didn't mention it before because it is "just" an improvement to AoOs, which gets back to Horatio and Gandalf. You seemed to imply you wanted to move beyond that.
    Okay!
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    4/9/2021
    Reorganized Exceptional Mythoi into three posts instead of two, and altered index accordingly due to increased character count from filling out a very large table (and adding another) to Carry the Burden.
    Updated index to account for above change and change in forum URLs.

    6/27/2017
    1.) Specified that most uses of class features provoke AoOs, but are not subject to disruption by damage, including ongoing damage, can be cast on the defensive, and require Concentration checks for other things... should I give Grappling, and a moving mount as examples?
    2.) Gave alignment/Ghost Touch/damage and adamantine upgrades to "’I Must Survive To Be Reunited With My Cherished Ones’ Resolution" and moved Excellencies towards alphabetization.

    6/28/2017
    1.) Fixed Exalted Mythos that makes AC Bonus Untyped and moved it from the "Partially Unfinished" section to the main Exalted section.

    6/29/2017
    1.) Added the following requirements to Co-Existant Planar Interception.
    • Dutiful Watchman Alertness (Excellency)
    • Eagle-Eyed Gargoyle-Sentry Technique (Excellency)
    • Spot 20 ranks

    I might want to reduce the spot ranks to 16 and lower the Tier to Legendary on this since adding more requirements should help compensate.

    6/30/2017
    1.) Made Gift of Protection Extraordinary Mythos a pre-requisite for Divine Protection Perfection[/size] Exalted Mythos.
    2.) Fantastic and Legendary Mythoi should now be alphabetized...


    7/1/2017
    1.) Alphabetized Manifestations of "Weapon-Denying Technique" (Exceptional Mythos) and added the following advanced manifestation:
    Opportunistic Weapon Negating Technique
    To break a weapon the first step is to make contact with that weapon. To disarm someone of a weapon your first step is... usually to make contact with that weapon. Why be too picky?
    When using this technique you may elect to have a random 50/50 chance of resolving an individual attempt as a disarm vs a sunder attempt on the selected weapon. In either case you gain a +3 on the opposed check. This provides no bonus on follow-up checks to avoid being disarmed yourself or the like.
    2.) Removed Copy-Pasta from Dangerous Personage Detecting Alertness

    7/2/2017
    1.) Moved Defying the Hated Enemy from Fantastic to Legendary, where I probably meant to have it, but just had it mis-tiered since I very frequently get those two tiers confused.

    7/18/2017
    1.) Reworked Advanced Manifestations of Dimensional Defense Fantastic Mythos. More specifically:
    A.) Renamed existing manifestation from Conjurer's Bane to Conjurer-Countering Cut
    B.) Corrected wording of existing manifestation by replacing "[Conjuration]" with "[Summoning] or [Calling]" (although technically I think the old wording worked).
    C.) Added 2nd Advance Manifestation (1st Alphabetically): Demon and Devil Destruction, which allows the to-hit and damage bonuses to apply even if they are closing but outside of melee range of an ally (thematically this is in case they are closing to make a ranged attack on an ally, although it also works if they are going after you personally).


    Many unlisted changes in this time-skip!


    3/7/2018
    1.) Added Psicraft to class skills list.
    2.) Altered Threat-Halting Strike manifestation of Defensive Strike Exceptional mythos so it works on manifesters as well as casters (regardless of how you qualify for it), and the OPTION to qualify via Psicraft rather than Spellcraft.
    3a.) Allowed Psicraft to substitute for Spellcraft for Shield of the Soul.
    3b.) Did revision of main body of text of Shield of the Soul below the original text of it in a spoiler. Will replace it over the original text after I verify on the mythos channel in Discord that the way I have it working now is good, rather than, say, making them two Basic Manifestations that each have their own separate 10 rank (or lower???) requirement. EDIT: Thanks to Defiantnight (AKA Moo) and Trace_Chaos I have gone ahead and made this edit.
    3c.) Nerfed stacking of SR/PRs in Shield of the Soul.


    3/15/2018
    1.) Split the character level 9+ sub-abilities and >+2 Inspire Courage bonuses off of Singing Songs to Gladden the Heart into a Fantastic Mythos named Singing Songs to Invigorate Body and Soul.
    2.) Started process of adding parentheticals to make playing in Pathfinder easier.


    MANY MANY CHANGES NOT LISTED IN THIS TIME LAPSE.

    Date unknown:
    Split higher level bardic music stuff off into a sequel mythos at a higher tier.

    2/5/2019
    Moved Matchless Loyalty down a tier to Fantastic due to it being pointed out that Fury is Freedom is only an Exceptional Mythos for a Teramach, and is, overall, much better. This was suggested by Lanthsor, who specifically said to only move it down one tier rather than the two to be on the level with the Teramach in this regard.
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    Default Re: [P.E.A.C.H.] Phileotheysia, The Mythic Sacrifice/Bodyguard/Martyr [Mythos]

    Heya DracoDei!

    I might take a stab at Titan fluff if you'd like.

    In the mean-time, reviews and PEACHiness!

    Spoiler: Divine Protection
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    I would recommend that the "optional" changes be made automatic instead. I think I understand the reasoning behind it (so that other sources of those types of AC buffs can be applied), but it's a lot of book-keeping to keep track of which version you have it set to right now.


    Spoiler: Skill and Sacrifice
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    A wording note and a naming note. For Naming, the actual ability has nothing to do with Sacrifice (apart from being from that overall Mythos line). For wording,
    if you strike out text you might as well just remove it completely, and re-write the line to make sense.

    For instance: For each Mythos or Excellency you have with the [Skillful Protector] tag,
    you gain one additional skill point per level, applied retroactively. Thus, if you have one Mythos and one Excellency with the [Skillful Protector] tag, you would gain 2 extra skill points per level, multiplied by four (for a total of 8) at first level. If you later took another such Mythos or Excellency, you would gain an additional skill point per level and the extra 3 from first level.


    Spoiler: Gift of Soul
    Show
    Should probably be an Excellency. Rewording suggestion:

    A Phileotheysia is able to sacrifice her own knowledge and experience to allow her allies and compatriots to achieve their goals. Whenever an ally is attempting to create a magical item or cast a spell with an experience cost within Short Range (25' + 5'/2 levels) you may substitute an amount of your own experience points of your choosing in place of the creator / caster. Any deficit must be paid by the creator of the item / caster of the spell.


    Spoiler: Gift of Life
    Show
    Should be an Excellency or possibly even a mythos.

    I would suggest putting the effects first and the modifiers second.

    You gain the ability to return people from the dead, though there is a cost.

    On taking this Excellency, you may take 4 points of constitution burn to duplicate the effects of Raise Dead.

    At 13th level you may take 6 points of constitution burn to duplicate the effects of Resurrection.

    At 17th level you take 8 points of constitution burn to duplicate the effects of True Resurrection.

    Each of these effects still require the same amount of time to as their Spell, and cost 1/2 of the normal material components. If you do not have a Constitution Score, you instead pay an equal amount of Strength Burn and 1/2 the amount as Charisma Burn. If you do not have a Strength Score, you instead pay the full amount as Charisma Burn.


    I'll review more when I have a bit more time.

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    Default Re: [P.E.A.C.H.] Phileotheysia, The Mythic Sacrifice/Bodyguard/Martyr [Mythos]

    Thank you greatly for responding!

    I would welcome your attempt at Titan-fluff.

    I'll similarly hold off on giving a full reply, but will say that I did not make those basis class features, rather than mythoi/excellencies, without thought but that does NOT mean it was necessarily the right call. The basic class features were always one of the weakest points in my mind.
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    Default Re: [P.E.A.C.H.] Phileotheysia, The Mythic Sacrifice/Bodyguard/Martyr [Mythos]

    Why aren't the Mythos SLA or Su abilities?
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    Default Re: [P.E.A.C.H.] Phileotheysia, The Mythic Sacrifice/Bodyguard/Martyr [Mythos]

    Peaceful Oak:
    To answer your questions now that it won't be TOO intense a case of double-posting:
    1.)
    Divine Protection being auto-advance instead of gaining options to switch between:
    Informational questionHave you read the Gift of AegisProtection Exceptional Mythos yet? If not, we probably shouldn't get into this particular topic until you have. I could still remove the switching, but that seems rather hard on the rest of the party, or make the switching something that that mythos adds, perhaps as a Basic Manifestation. Note that I favor leaving everything as it is by default, but your suggestion is very much worth consideration.

    2.)
    Skill and Sacrifice
    The name was, as you guessed, my desire to keep a thematic unity over-riding my desire for technical precision in a title.

    I will consider changeing that and/or instituting the re-write you suggested (I need to check it is mechanically equivalent, and discuss it further if it isn't).

    3.)
    Gift of Soul
    Rewrite looks good. Not going to put it just now though.

    The problem with making it an excellency is that it isn't the sort of sacrifice that is most fun to RP, but if you don't have to take it instead of something more interesting, you might actually use it.

    4.)
    Gift of Life
    I am adverse to making this something you have to spend resources on because "Between Combats/End-of-the-day Healbot" is technically a category of abilities, but is really more of something that a party shouldn't be without. With an ounce of prevention (no, not the Excellency) usually being worth a pound of cure, very few people would take it, and then if worst does come to worse and prevention fails it can put the party in a bad place. So if you are going to fulfill the mechanical role of that sort of Healbot, then it is something you need, and something that is fairly lacking in mythos to my knowledge. A Teramach can gain an ability to beat someones death to a pulp to bring them back, but that isn't nearly the same thing since the rest of the abilities are the exact opposite of that mold.

    Thematically it meshes in with the Hands of the Healer basic class features in the above-mentioned regards.

    Quote Originally Posted by Bhu View Post
    Why aren't the Mythos SLA or Su abilities?
    Leaving out the fluff of Mythos as a whole*, let's just say that Mythos is meant to be entirely Ex even when it blatently does things that by traditional D&D logic ought to fall into the categories you mentioned. Admittedly the Phileotheysia does do things that are closer to traditional D&D spells and supernatural abilities than the "Avatar: The Last Airbender" elemental manipulation through martial arts, improbable weapon skills (might be able to cut a Wall of Force?), or "Hulking out" complete with size increases that are among the vibes of other mythos classes.
    *I can and will explain it if asked, but others could probably do a better job... or I can link you to an explanation that I used.
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    Default Re: [P.E.A.C.H.] Phileotheysia, The Mythic Sacrifice/Bodyguard/Martyr [Mythos]

    Lemme gof around with making example PC's for it, and I'll be able to give more feed back.
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    Default Re: [P.E.A.C.H.] Phileotheysia, The Mythic Sacrifice/Bodyguard/Martyr [Mythos]

    Quote Originally Posted by Bhu View Post
    Lemme gof around with making example PC's for it, and I'll be able to give more feed back.
    I am MOST grateful!
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    Default Re: [P.E.A.C.H.] Phileotheysia, The Mythic Sacrifice/Bodyguard/Martyr [Mythos]

    Sorry been kinda everywhere. When I have time I'll do some more with the story, sorry for delay.

    My Homebrew: Here
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    Default Re: [P.E.A.C.H.] Phileotheysia, The Mythic Sacrifice/Bodyguard/Martyr [Mythos]

    My first thoughts are these: I need to take class abilities that improve my skill list or i have more skill points than i can spend.

    The second is that this might be too complex for a lot of players. It will definitely require playtesting to balance.
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    Default Re: [P.E.A.C.H.] Phileotheysia, The Mythic Sacrifice/Bodyguard/Martyr [Mythos]

    Peaceful Oak:
    Errata:
    When I said the AC bonus typing on Divine Protection* was due to a mythos, I should have said Gift of Protection, not of Aegis. I have since corrected this in the
    *Since they don't actually get their powers from a deity, despite having a tinge of a "cleric of a concept" vibe to them, this name should perhaps be changed. What do people think?

    Clarification: When I said I was more confident in the Mythoi and Excellencies than in some of the basic class features, I meant that as far as the fundimental design concepts go. There may be imbalances, grammatical errors, or even perhaps places where I should scrap the current mechanics and start from scratch. I mention this in case you got to the Mythoi and Excellencies and lowered you opinion of this work upon noting such problems.

    Quote Originally Posted by Bhu View Post
    My first thoughts are these: I need to take class abilities that improve my skill list or i have more skill points than i can spend.
    There are 11 class skills, (even counting Craft and Profession as only one skill each). A Human would require a 20 Intelligence for that to be true, even if all intelligence increases provide retroactive skill points, which, by RAW I don't think they do.

    Did you perhaps mean that their number of skills that you would actually consider worth ever putting points into was that small?
    Spoiler: Skills Counted out
    Show
    1. Concentration(Con)
    2. Craft(Int)
    3. Diplomacy(Cha)
    4. Heal(Wis)
    5. Knowledge[Religion] (Int)
    6. Profession(Wis)
    7. Sense Motive(Wis)
    8. Speak Language(N/A)
    9. Spellcraft(Int)
    10. Tumble(Dex)
    11. Use Rope(Dex)


    Quote Originally Posted by Bhu View Post
    The second is that this might be too complex for a lot of players.
    That would agree with my own assessment. The subtitle of one of the mythos discussion thread was "Where simplicity goes to die" although that might be simply comparing Mythos classes to non-fullcasters. In any case I do tend to create rather intricate homebrews.

    Thank you for taking the time. Would you like to see some of my own builds as I complete them?
    Quote Originally Posted by Bhu View Post
    It will definitely require playtesting to balance.
    Are there any particular aspects of play, mythoi, and or Excellencies that you think would be especially in need of being examined in playtest?

    I will note that this is a mythos outgrowth of my Grace-Gift class, which HAS had some play-test, so I might have a head start on such. Somewhat ironically, I had already started on a skill-monkey build just to provide a more solid reference point for if being able to get up to ~13+Int. Mod.* was going to be overpowered. If it is I can alter the relationship between that tag and skillpoints, or perhaps require Humble Performer of Many Simple Tasks (which drops the point caps for what one can put in a given skill) for the skill-point base to rise above a certain level.

    Reminder/Clarification in case it is needed: The idea with the Skilful Protector excellencies was to never be a burden to the party (such as a character without Hide and Move Silently in a campaign that involves stealth missions), and/or to take care of the "dirty jobs that someone has to do" (either from an IC or OOC perspective). They are rarely supposed to be able to compete with other classes with class features that enhance a given skill.

    *With retroactive skill-point increases, since that is explicitly the way the [Skillful Protector]tag works each time you gain it.)
    Last edited by DracoDei; 2017-08-10 at 04:38 AM.
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    Default Re: [P.E.A.C.H.] Phileotheysia, The Mythic Sacrifice/Bodyguard/Martyr [Mythos]

    It will require playtesting because it goes in so many directions, and new players will look at it in bewilderment. A quick glance doesn't give an adequate idea of what party role the class is to occupy.

    Also, there are a number of mythoi/excellency combos. Playtesting will be needed to find out which ones are under/over powered, because a read on paper is not sufficient to determine how they will mesh in real time. I like the class, I'm just not sure how to play one adequately (perhaps a guide?).
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