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Xefas
2013-06-07, 04:28 AM
Related Threads

Mythos Discussion Thread I (http://www.giantitp.com/forums/showthread.php?323694-Mythos-Inspired-Homebrew-Discussion)
Mythos Discussion Thread II (http://www.giantitp.com/forums/showthread.php?364949-Mythos-Homebrew-Discussion-II-Where-Simplicity-Goes-to-Die)



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

The Teramach

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

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

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

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

Making A Teramach

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

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

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

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

Starting Gold: 2d4 x 10 (As Druid)


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


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


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

Every Mythos has a Tier. The Tier of a Mythos ranges from 1 to 4, typically referred to as Exceptional, Fantastic, Legendary, and Exalted. Exceptional Mythos tell the tales of thugs, brutes, madmen, psychopaths, cannibals, and serial murderers. The men and women who are animals trapped in human bodies, incapable of living by the laws and ethics of a civilized society. Fantastic Mythos are the ideals of fairy tale monsters - demons, bogeymen, and dragons that terrorize and destroy, devouring knights and ill behaved children, or burning down villages and eating virgin hearts. Legendary Mythos are methods of calamity and ruin; the designs of pitspawned horrors that despoil what is pure, slaughter the armies of men, and burn the land such that life never returns. Exalted Mythos are for monsters beyond this petty world. They eat the sun, and cast the stars down upon the earth, and Hell follows behind them, for fear of their notice.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Xefas
2013-06-07, 04:29 AM
Exceptional Mythos


All-Consuming Rampage Release
Prerequisite: -

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

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

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

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

Casting Stones At Sheep
Prerequisite: -

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

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

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

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

Dismembering Gorebeast Fury
Prerequisite: -

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

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

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

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

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

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

Fury Is Freedom
Prerequisite: -

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

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

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

God-Smashing Blow
Prerequisite: -

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

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

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

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

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

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

Psychotic Sapience-Brutalizing Devolution
Prerequisite: -

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

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

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

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

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

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

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

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

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

Raging Behemoth Charge
Prerequisite: -

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

You gain Improved Initiative as a bonus feat.

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

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

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

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

Retribution Will Follow
Prerequisite: -

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

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

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

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

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

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

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

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

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

Sacrosanct Blood-Titan Idol Adoption
Prerequisite: -

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

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

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

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

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

World-Breaker Grip
Prerequisite: -

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

You gain Improved Grapple as a bonus feat.

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

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

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

Xefas
2013-06-07, 04:30 AM
Fantastic Mythos


Hot-Blooded Lunatic Conflagration
Prerequisite: -

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

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

While you are in a Rage, you gain Fire Resistance 10, which stacks with other sources of Fire Resistance granted by Mythos, and whenever you reduce or negate fire damage via a source of Fire Resistance or Immunity, you always Catch On Fire (http://www.d20srd.org/srd/environment.htm#catchingOnFire), the offending flames spreading to wreathe your entire body.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Impudence-Rewarding Gesture
Prerequisite: -

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

Joyful Cessation of Restraint
Prerequisite: -

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

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

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

Perpetual Rage Engine
Prerequisite: -

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

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

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

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

Post-Traumatic Brutality Roar
Prerequisite: Intimidate 10 ranks

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Solipsistic Reality-Rejecting Devolution
Prerequisite: -

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

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

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

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

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

Tireless Abomination Vitality
Prerequisite: -

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

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

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

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

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

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

Nerveless Flesh Abundance: The Fast Healing granted by this feat improves by +1. At 10th, 13th, 16th, and 19th level, this improves by another +1.

Xefas
2013-06-07, 04:32 AM
Legendary Mythos


Embody The Traveling Massacre
Prerequisite: -

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Meaningless Force-of-Nature Devolution
Prerequisite: -

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

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

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

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

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

Protagonism-Devouring Legend Singularity
Prerequisite: -

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

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

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

The one potential solution is this, impossible as it may seem. If you should be killed, all the essence that you have consumed is released back into the multiverse, giving back mind and potency to those souls, bodies, lives, and so on, that you have preyed upon.

Advanced
Death-is-Death Conclusion: When you reduce a creature to -10 hit points, or below 0 hit points if they do not possess negative hit points, or inflict nonlethal damage in excess of -10 hit points if they have Regeneration or a similar trait, or otherwise destroy a creature's form, they die. This only functions in a Rage. Specific examples follow.

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

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

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

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

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

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

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

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


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

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

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

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

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

Untamed Apocalypse Shintai
Prerequisite: -

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

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

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

Exalted Mythos


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

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

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

Land-Shaping Limitation Ignorance
Prerequisite: -

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

This is a taste of that power.

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

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

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

Manifold Flesh-Monster Armory
Prerequisite: -

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

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

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

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

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

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

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

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

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

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

But the world isn't perfect.

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

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

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

You will live forever.

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

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

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

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

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

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

Xefas
2013-06-07, 04:34 AM
Excellencies


Casting Off Restraint
Prerequisite: -

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

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

Hands Like Bloodied Meat-Hooks
Prerequisite: -

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

Hands aren't for monsters.

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

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

Heroes' Misfortune
Prerequisite: -

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

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

Indiscriminate Filth-Quaffing Appetite
Prerequisite: -

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

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

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

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

Inhuman [Ability] Proliferation
Prerequisite: One Fantastic Mythos

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

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

Mind-is-Meat Understanding
Prerequisite: Intelligence <13

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

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

Nothing This Big Should Move This Fast
Prerequisite: Strength 15

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

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

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

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

Obstreperous Shell-Cracking Mien
Prerequisite: One Fantastic Mythos

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

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

Pouncing Beast Ascension
Prerequisite: -

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

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

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

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

Reflexive Murder-Twitch
Prerequisite: -

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

Stalking Under a Dead Sun
Prerequisite: -

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

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

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

Your internal sense of time never quite recovers.

Unassailable Juggernaut Rancor
Prerequisite: -

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

Unthinking [Skill] Comprehension
Prerequisite: -

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

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

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

Wordless Terror Demonstration
Prerequisite: -

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

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

When you apply an Intimidate check against a target that has previously witnessed you kill a living thing or destroy an object, with a melee attack, you may substitute your Strength modifier in place of your Charisma modifier for the purposes of determining your ability bonus to that check.

Allnightmask
2013-06-09, 11:14 PM
Greatly enjoyed this class, I couldn't find the Primal Jump Perfection mentioned in Primal skill perfection. That was about it in curiosities. I miss the launching aspect your last god smashing blow had but this version would still be fun to play. I like that you can play up the improvised weapons aspect more, and I'M NOT DONE WITH YOU YET is just spectacular.

Xefas
2013-06-10, 02:06 AM
Greatly enjoyed this class, I couldn't find the Primal Jump Perfection mentioned in Primal skill perfection. That was about it in curiosities. I miss the launching aspect your last god smashing blow had but this version would still be fun to play. I like that you can play up the improvised weapons aspect more, and I'M NOT DONE WITH YOU YET is just spectacular.

Primal Jump Perfection refers to taking Primal [Skill] Perfection for the Jump skill. Sorry if that's confusing. :smallredface:

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

I'm hoping to do a treatment of the Teramach much like I did with the Sun Hero and the Invincible Sword Princess (http://www.giantitp.com/forums/showpost.php?p=14606654&postcount=86). In the extremely near future (this week?). Although, we're planning on something potentially longer term this time, and I've got a method down that I think will make transcribing the sessions into journals a lot less tedious and time-consuming, so less chance of it petering out for that reason. (And, if it does last a while, and there is interest, I hope to find a way to get some audience participation. The plan is to play through the first 2 books of Kingmaker.)

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

DeusMortuusEst
2013-06-10, 03:53 AM
This certainly looks interesting, I don't have the time to go through everything right now, but I'm looking forward to when I can. Well done!

LordChaos13
2013-06-10, 04:02 AM
Heh. I can totally imagine the Hulk batting Ironman through a wall, then realizing what he had done bounding up and punching him back to life yelling "GET BACK HERE METAL MAN! OR HULK SMASH PORSHE!!!"

Great class, I really want to play as one, likely lvl15+ spending a bunch of XP on getting most of the excellencies (not Untamed Apocalypse though)
Speaking of Untamed, you should add a note that if you take it they become an NPC, playing that character ceases to be fun

Xefas
2013-06-10, 05:48 AM
Well done!
Thanks. :smallsmile:



Great class, I really want to play as one, likely lvl15+ spending a bunch of XP on getting most of the excellencies (not Untamed Apocalypse though)
Speaking of Untamed, you should add a note that if you take it they become an NPC, playing that character ceases to be fun

Well, someone might think it's fun. It's definitely a niche option, but I think the option should still be left to the player and the group.

As for Excellencies - I just added two more ('Hands Like Bloodied Meat-Hooks' and 'Indiscriminate Filth-Quaffing Appetite'). I'm considering whether or not the former and 'Casting Off Restraint' shouldn't just be combined into one.

Primal Fury
2013-06-10, 01:54 PM
"Infernal Monster: The Class" Very nice, very nice.

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

ArkenBrony
2013-06-10, 03:42 PM
this is a wonderful class, and when I run a game for some friends of mine, i plan on building a monster as one of these. although i don't know how much of this class they can take, as a party of 2 4th and 2 5th level characters.

Xefas
2013-06-10, 04:27 PM
I do have a question about the examples you've provided though... Broly, the beast, Juggernaut, and even Brock Samson are perfect fits, but what about the others (the Hulk and Bane specifically)? Are you saying that they are more "cultured" and "intelligent" monsters?

Well, Krieg speaks for himself (http://www.youtube.com/watch?v=h3mhWvWEb9g&feature=youtu.be&t=10s). (And also showcases a PC with some Devolution Mythos.)

Of course, Asura does too (http://www.youtube.com/watch?v=H4MKvO08S2w&feature=youtu.be&t=8m15s). (Although I'm sure you're more familiar with him, others might not be.)

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

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

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

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

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


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

Well, if it works out, come back and tell us all about the bloodbath! :smallbiggrin:

General Patton
2013-06-11, 08:18 AM
This is the most beautiful piece of homebrew I've ever seen. I just love me some violent rage characters. Would you say that Guts from Berserk qualifies as one of these?

Primal Fury
2013-06-11, 08:46 AM
Do you plan on adding a "True" capstone? Or are Exalted Mythos enough?

ArkenBrony
2013-06-11, 09:39 AM
I just spent the last hour reading all I this class in great detail, and it is glorious, I am going to be building an entire story arch I the game based off of one of these with the ability to create more of them with it's fear abilities. I will tell you how the adveture tomorrow goes

Mighty_Chicken
2013-06-11, 02:58 PM
Hahaha, wow. This thread just made my day.

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

I wholeheartedly envy your ability to write flavor.

May I ask the boring question? Power-wise, where do you think the class is? Obviously stronger than all the core melees, but stronger than the ToB guys, maybe? Suppose I want to include this class in my game without making Fighter players repent of going to my place. What hindrance could I impose to the class without killing its badassery?

Xefas
2013-06-11, 05:51 PM
This is the most beautiful piece of homebrew I've ever seen. I just love me some violent rage characters. Would you say that Guts from Berserk qualifies as one of these?

I'm not entirely sure. On the one hand, I've only actually seen the anime, and he wasn't particularly 'mindless fury'-y in that. On the other hand, I've heard that he falls in with demons and magic rage armor in the manga, so maybe it would apply there. I don't actually know.


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

Exalted Mythos are meant to be the capstone, in the same way that 9th level spells are the capstone for casters. And, speaking of, I just added another Exalted Mythos - "Sun-Eating Gorge-Monster Gluttony"!



May I ask the boring question? Power-wise, where do you think the class is? Obviously stronger than all the core melees, but stronger than the ToB guys, maybe? Suppose I want to include this class in my game without making Fighter players repent of going to my place. What hindrance could I impose to the class without killing its badassery?

I can't know for sure until I playtest, but I'm hoping it stands up to tier 2 classes at least. The idea is to be able to run one in a party of well played full casters and still be useful and impressive. Not necessarily "I'ma chaos shufflin' mah elf feats to get all the metamagic and then looping Gate spells to get infinite epic minions"-played full casters. But well played.

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

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

Primal Fury
2013-06-11, 10:15 PM
(As an aside, if someone wants to write the low-level-entry Alchemist/Teramach prestige class that only goes apocalyptic when its coked up on Venom, that would be awesome.)
Actually, I wouldn't mind giving this a shot. It's been forever since I've made some d20 homebrew, and this sounds like fun.

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

Oh! There is of course the question of Epic Levels, and what this class gains from them, if anything. :smallwink:

Amechra
2013-06-11, 10:33 PM
I don't know where you would stick this, but...

Casting Off Eight Restraints:
Prerequisites: -

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

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

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

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

Someone lies to you? Rage.
Someone won't give you their belongings? Rage.
Someone thinks you get angry too often? Rage.

Xefas
2013-06-12, 09:41 AM
Alright, cross-linking my Teramach campaign journal / playtest (http://www.giantitp.com/forums/showthread.php?t=287681), for obvious relevance.


Actually, I wouldn't mind giving this a shot. It's been forever since I've made some d20 homebrew, and this sounds like fun.

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

Oh! There is of course the question of Epic Levels, and what this class gains from them, if anything. :smallwink:

Epic level stuff isn't really a priority at the moment, for the same reason that it might be a little while before that Shintai is written. I'm in the process of transcribing the first chapter of the aforementioned campaign journal. Which is going to be totally awesome, I think.

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


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

Casting Off Eight Restraints:
Prerequisites: -

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

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

You may always move towards food and drink; in addition, for the duration of the Rage, you are compelled to consume as much food and drink as possible, and you find it impossible to be completely sated.
Also, there should be some Advanced options for Retribution Will Follow that allow you to fly into a rage due to other stimuli.

Someone lies to you? Rage.
Someone won't give you their belongings? Rage.
Someone thinks you get angry too often? Rage.

There's definitely room for something like that. But, see above. It'll probably be a day or two before I can write more Mythos.

vasharanpaladin
2013-06-12, 02:13 PM
...Dammit, Xefas! Stop making awesome stuff I can't use! :smallfrown:

Primal Fury
2013-06-12, 05:42 PM
If you don't feel like waiting - my idea was to confine most/all of the Teramach's class features and Mythos to only being accessible while in a Rage, and in exchange, add more skills to their class skill list. Maybe add more skill points. Maybe do an ability score transference thing, so they can have low Strength and high Intelligence outside of a Rage, then the opposite inside a Rage. Maybe fluff it as a Mythos that was born of the Monster's imprisonment; an abomination to all that it represents, thrust upon it forcibly by the Gods who defeated it.
I like this... Now that I think about it... the way you've described it sounds more like an alternate class feature than a Mythos.

inuyasha
2013-06-12, 05:51 PM
can someone spoiler dat image :p its really big...I like the class though

Primal Fury
2013-06-12, 06:32 PM
can someone spoiler dat image :p its really big...I like the class though

NEVAR!!! YOU CANNOT CONTAIN THE BEAST!!! :furious:

inuyasha
2013-06-12, 07:24 PM
NEVAR!!! YOU CANNOT CONTAIN THE BEAST!!! :furious:

I see how it is :frown:

ArkenBrony
2013-06-12, 09:38 PM
well, i said i was gonna run D&D today with this class, but situations changed so some people couldn't show up, so i'll have to wait to run this adventure until later.

Primal Fury
2013-06-12, 10:15 PM
I like the way this is turning out in my head. This seems like a niche class, so I'll just go all out in that direction. Ragechemist (Alchemist) + Bruce Banner Shintai Teramach (needs a better name). I was thinking of adding some interaction with the Master Chymist... but that seems a bit redundant.

The more I think about it, the more I like the idea of an Alchemist who's taken too much serum, and unintentionally tapped into the primal anger of The Monster.

General Patton
2013-06-12, 11:18 PM
I can't quite visualize what happens when you combine Dismembering Gorebeast Fury and TELL ME WHERE YOUR GOD IS. All I know is that it has to be awesome.

Xefas
2013-06-21, 06:31 AM
I've added fluff to ~5 Excellencies, and a new Exalted Mythos; "Within A Perfect World, I Would Be Dead".

I'm not completely sold on the name, but I couldn't very well call it "The Monster Plays Exalted, Trolololol", as appropriate as that might be.

Xefas
2013-06-26, 06:27 AM
I hate to double post, but I've added two more Legendary Mythos for the playground's perusal: Hero-Sundering Hands, and Protagonism-Devouring Legend Singularity.

As well as affixing a Reflex save to Screaming Meat Shield, and adding a third advanced manifestation to it: Filicidal Parry Guffaw.

vasharanpaladin
2013-06-30, 10:03 PM
Typo: Rampaging Through Paper Cities, are the two options (Gaia-Disfiguring Hate and This World is Made of Cardboard) Basic or Advanced?

ArkenBrony
2013-07-01, 07:39 AM
So, I finally got around to running that adventure where I used tis class, and it was very effective. It was new and strange, so it frightened the players and the characters they played, its balance was pretty good overall, although one problem I've noticed is at low level, their damage output is very low, even with a high strength modifier they are still only doing a d4, so the amount of damage they gave was kind of lo. now for your information, the adventure was of 2 5th levels, and 2 4th levels. so the level in question is between 2 and 6

Xefas
2013-07-01, 03:48 PM
Typo: Rampaging Through Paper Cities, are the two options (Gaia-Disfiguring Hate and This World is Made of Cardboard) Basic or Advanced?

Whoops! Thank you for the heads up.


So, I finally got around to running that adventure where I used tis class, and it was very effective. It was new and strange, so it frightened the players and the characters they played, its balance was pretty good overall, although one problem I've noticed is at low level, their damage output is very low, even with a high strength modifier they are still only doing a d4, so the amount of damage they gave was kind of lo. now for your information, the adventure was of 2 5th levels, and 2 4th levels. so the level in question is between 2 and 6

Interesting! Can I get a little more information?

I'm assuming the Teramach was an enemy? Did they have backup? What Mythos and feats did they have? What was the terrain like? And, more importantly, what exactly was scary and different? That's the kind of thing I want to emphasize, so this kind of information is incredibly helpful.

Thank you for anything you can provide. I'm super happy my stuff is getting some use. :smallbiggrin:

ArkenBrony
2013-07-01, 05:00 PM
well, I'm away from home for a while so I don't have the specifics of the adventure, but we had a party of a 5th level evolutionist working as a wizard/cleric, a 5th level dual-weapon ranger, a 4th level monk who rolled astoundingly for his stats, so the MAD was no issue, and a 4th level barbarian. so they were all in a prison except for the evolutionist, who opened a portal to bring in the teramachs to destroy the prison, kill the guards, and allow the party to sneak away. of course they ended up having to fight a few. I had a teramach that was 5th level, it had god-smashing blow, raging behemoth charge, and retribution will follow, I don't remember his feats, but his stats were strength highest, followed by con, then dex, he took the ranger to -7 on the third round before being taken out by the rest of the party. I don't remember the rest nearly as well, but that was the most effective any of them ever got to be.

Zanos
2013-07-02, 04:00 PM
Defintely going to pass this to my DM to see if I can play it in one of our evil campaigns. Killing people with other people? Glorious.

Question though:


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

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

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

No DC is specified for the reflex save. Just an oversight?

General Patton
2013-07-02, 10:38 PM
DCs for this class are always 10+1/2 Teramach Level+STR mod, unless stated otherwise.

Zanos
2013-07-03, 12:15 AM
DCs for this class are always 10+1/2 Teramach Level+STR mod, unless stated otherwise.

I thought I was missing something. I'd been combing the Mythos for a long time and forgot about all the base stuff. Thanks.

SuperDave
2013-07-07, 11:21 AM
This is, without question, the most profoundly and disturbingly evil class that I have ever encountered in all the years I've been playing D&D, and it's made all the more terrifying by the fact that it does not require any kind of support network; no wizard or finesse class is necessary to balance its' weaknesses, because it doesn't appear to have any. It's a one-man worldbreaker.

If player-classes were monsters, this class would be the tarrasque. Seriously: its' list of possible first-level abilities include "God-Smashing Blow", "Dismembering Gorebeast Fury", and "Psychotic Sapience-Brutalizing Devolution". As first-level powers! A character could start the game being able to do all of those things! By the end, you're literally capable of eating the sun!

I'm not sure whether I should congratulate you, Xefas, or whether I should fall to my knees in fear from the sheer knowledge that your mind was capable of bringing forth this monstrosity.

Edit: By the way, Ser Gregor Clegane (http://awoiaf.westeros.org/index.php/Gregor_Clegane) (a.k.a. "The Mountain That Rides") would be an excellent archetype/inspiration for DMs who want to use the Teramach in their campaign.

Amechra
2013-07-07, 11:58 AM
*Cough.*

This is really more of a translation of a part of Exalted than a product of Xefas' fevered imagination (not to detract anything from the class, but he definitely had inspiration.)

I'm kinda sad that there isn't anything based off the Hideous Cannibal Buddha tree.

I don't know; looking back at this, I'm getting the distinct impression that rage isn't my "thing"; I'm just more in-sync with colder emotions, that's all (note to self: post the cannibal spirits. Seriously, do it.)

I know; it is kinda like the moment that I realized cyberpunk doesn't really do much for me. Which was sad.

Oh, and one last question, aimed at Xefas; does the Rage from this class qualify/count as Rage for feats aimed at normal Barbarian rage?

After all, if that is the case, you can easily get +4 Str and +8 Con for each Rage with 3 feats. Yes, it stacks.

Xefas
2013-07-07, 01:46 PM
I'm not sure whether I should congratulate you, Xefas, or whether I should fall to my knees in fear from the sheer knowledge that your mind was capable of bringing forth this monstrosity.
Well... the two aren't mutually exclusive? :smallwink:

Edit: By the way, Ser Gregor Clegane (http://awoiaf.westeros.org/index.php/Gregor_Clegane) (a.k.a. "The Mountain That Rides") would be an excellent archetype/inspiration for DMs who want to use the Teramach in their campaign.
Personality-wise, perhaps. I may have a class more appropriate for Ser Clegane in the not too distant future, insofar as his weapons, armor, riding skills, and such are concerned. To use an analogy, Teramach : Barbarian :: New Class : Fighter.

I've wanted to write my piece on the Fighter for a long time. But I won't be so much 'fixing' the class, as turning it into a crime against humanity. :smalltongue:


This is really more of a translation of a part of Exalted than a product of Xefas' fevered imagination (not to detract anything from the class, but he definitely had inspiration.)
I like to think I've evolved past that, for the most part. Point me to the parts that still resemble Exalted, and I think I can point to more in which I've gone farther and done better.

My primary inspirations are plain to see in the first post. The Teramach represents a, if not common, at least a non-rare archetype with plenty of examples.

Oh, and one last question, aimed at Xefas; does the Rage from this class qualify/count as Rage for feats aimed at normal Barbarian rage?

Sounds like a grey area. I would tentatively say "Yes, but you don't get a separate instance of the feat's effects per Rage you're in; it's a binary Yes/No if you're in a Rage." So, if you have both All-Consuming Rampage Release and Retribution Will Follow active, the Reckless Rage feat would grant -2 AC +2 Str, instead of -4 AC, +4 Str.

Those feats, after all, were written under the assumption that a character's Rage was an on/off thing. I don't think any group should feel weird about ruling otherwise, though.

Amechra
2013-07-07, 10:46 PM
Looking back, yeah, you have moved beyond it. You also got me to watch Venture Bros, so thanks for that.

Can you explicitly say that it's binary, though? I built an Infernal Monster user that got 50+ Str at 6th level through stacking.

Better yet, I'll rewrite them.

Draken
2013-07-07, 11:45 PM
So. The real question.

Where is the Mythos which you use to build a castle out of the agony of your victims?

A kingdom of the stark raving mad, a treasury of ill-gotten spoils and a legacy of horror and suffering, sure. But as it stands, the class can't make a house out of the suffering of others.

Or at least a yurt of broken limbs and smashed faces.

Amechra
2013-07-08, 12:10 AM
Why a house?

You think a house is fit for a Monster?

Nope, he should live inside an arena.

In fact... there might be a Knight/Teramach PrC somewhere in there...

Blueiji
2013-07-08, 12:15 AM
Made me think of this (http://www.giantitp.com/forums/showthread.php?t=147202) awesome piece of work.

Anyway, really awesome job. I'm definitely going to be using this as an NPC some time.

Xefas
2013-07-08, 12:56 AM
Can you explicitly say that it's binary, though? I built an Infernal Monster user that got 50+ Str at 6th level through stacking.
I'd like to put something explicit in there, but I'm still on the fence between it being binary, or simply disallowing them completely. I'll have to do some research into what feats out there would qualify, but unfortunately there doesn't seem to be a nice consolidated list out in the googles. =/


Better yet, I'll rewrite them.
The feats?


Where is the Mythos which you use to build a castle out of the agony of your victims?

Well, I'm in a Kingmaker game right now. I was already planning on writing a Mythos or two to this effect once I actually get to the kingdom building part. But I'm avoiding spoilers at the moment.

I'm looking at "Hydra Perched On A Throne of Skulls" as the name. For effects, I'm thinking about having one's subjects ignore any acts of wanton violence and brutality that the ruler commits against criminals and foreigners. The people love their king for his strength and ferocity in protecting them and teaching them to be strong. Similarly, I assume there'll be plenty of places where a ruler can use his mental statistics for ruler stuff, and I'll replace some/all of those with physical abilities, if I can find a justification. I think there'll be some subtle, pervasive effect that shifts the alignment of the culture towards chaos (possibly also effecting individual citizens that only have NPC class levels).

Potential basic/advanced manifestations include "Heaven-Abasing Monument" (something about establishing the ruler as the deity of his people), "A Harlot For The Beast" (I assume there'll be rules for having a royal spouse; gotta muck with that), "Orgiastic Hellmouth Dais" (this might have to go into a higher Mythos, but I like the idea of blurring the planar lines between your capital and some analogous place in the Abyss) and, of course, "Agony-as-Stones Quarrying" (build stuff fast! by being a horrible, horrible creature).

Made me think of this (http://www.giantitp.com/forums/showthread.php?t=147202) awesome piece of work.

Yeah. I miss Krimm. :smallfrown:

Draken
2013-07-08, 01:13 AM
I'd like to put something explicit in there, but I'm still on the fence between it being binary, or simply disallowing them completely. I'll have to do some research into what feats out there would qualify, but unfortunately there doesn't seem to be a nice consolidated list out in the googles. =/


The feats?

Well, I'm in a Kingmaker game right now. I was already planning on writing a Mythos or two to this effect once I actually get to the kingdom building part. But I'm avoiding spoilers at the moment.

I'm looking at "Hydra Perched On A Throne of Skulls" as the name. For effects, I'm thinking about having one's subjects ignore any acts of wanton violence and brutality that the ruler commits against criminals and foreigners. The people love their king for his strength and ferocity in protecting them and teaching them to be strong. Similarly, I assume there'll be plenty of places where a ruler can use his mental statistics for ruler stuff, and I'll replace some/all of those with physical abilities, if I can find a justification. I think there'll be some subtle, pervasive effect that shifts the alignment of the culture towards chaos (possibly also effecting individual citizens that only have NPC class levels).

Potential basic/advanced manifestations include "Heaven-Abasing Monument" (something about establishing the ruler as the deity of his people), "A Harlot For The Beast" (I assume there'll be rules for having a royal spouse; gotta muck with that), "Orgiastic Hellmouth Dais" (this might have to go into a higher Mythos, but I like the idea of blurring the planar lines between your capital and some analogous place in the Abyss) and, of course, "Agony-as-Stones Quarrying" (build stuff fast! by being a horrible, horrible creature).


Yeah. I miss Krimm. :smallfrown:

This is pleasing. To the Ebon Dragon.

Xefas
2013-07-08, 01:29 AM
In a game with a larger party than the one I'm in, I'd find it more thematic to have a kingdom-building Mythos branching off of The Emperor's Demon Dog. Some mix of gladiator~ing, grisly public execution, and rampaging across the countryside keeps the populace cowed, and grants a sizable bonus when the ruler takes diplomatic action against other kingdoms. All he has to do is imply that he could point your rampage in their direction.

However, I'm the only one available to rule, so there'll have to be some minor skewing of themes. The idea of the mad king, and his city of heretics and bedlamites, isn't too off track.

Amechra
2013-07-08, 02:16 AM
Yeah, the feats.

It'll have to wait, though...

Xefas
2013-07-14, 11:18 PM
So, the eight choices I made for the introductory image were only a few in the long list of possibilities. I thought I'd write a Mythos for a couple of the runner-ups. Much like the aforementioned one that I'm writing for my Kingmaker character, these skew the theme a tad, and aren't something I'd put in the primary pool of example Mythos in the first post(s), but would still be fine for individual characters.

The first one is for a lady near and dear to many of our hearts:


http://i.imgur.com/PJ7cq02.png

Twin-Souled Berserker Fuselage Extrusion
[Exceptional Mythos]
Prerequisite: The "Construct" type and the "Living" subtype, The "Psychotic Sapience-Brutalizing Devolution" Mythos

The Monster wants to be used. What is the use of violence if it is never inflicted? Pity to the man whose blood-lust has no hands, or claws, or stones with which to express itself, and pity to the Monster whose fullest realization is forever caged and ignored. To all those who yearn to take life, the Monster hears their grief, and would gladly consume them, if only it could.

After acquiring this Mythos, the first time that you are reduced to a single point of Intelligence via ability burn, you lapse into a coma, and all Rage effects with a temporary duration immediately end (so, Untamed Apocalypse Shintai is immune, is what I'm saying). Over the next hour, your innards roil and fuse and rearrange themselves, forming a cockpit large enough to fit a creature at least one size category smaller than yourself, which can be opened or closed as a swift action, either via one of your own actions, or the action of an adjacent character, if you are willing or Helpless.

While in this coma, you cease naturally healing points of Intelligence Burn, but will only reawaken upon having any and all Intelligence Damage, Drain, or Burn removed from you, or while you are in a Rage (see below).

A character that enters your cockpit may spend a standard action, if you are willing or helpless, to fuse with you (or unfuse with you, although that does not require consent). The exact shape of one's cockpit is variable between Teramachs, but it is always composed of a disquieting amalgamation of inorganic and organic parts; fusion involves more than simply orienting one's self with the mechanical arrays of levers, buttons, and switches - the pilot's senses and nervous system directly interface with your own.

Once you are fused, you are not considered Helpless unless both you and your pilot suffer from the condition simultaneously. Your pilot can spend their actions as if they were your own, manipulating your body like a puppet. While taking actions with your body, the pilot has access to all of your skills, feats, Mythos, and other assorted traits, but only for actions taken with your body. When your pilot makes an attack with your body, they may use their own Base Attack Bonus in place of yours, if it is higher. When your body makes a saving throw or skill check, your pilot may choose to substitute their own total modifier for that save or check, if it is higher.

While the hatch to your cockpit is closed, line of effect to and from your pilot is blocked, as well as line of sight to your pilot, although they have line of sight via looking through your eyes. However, whenever you take damage, you may choose to share up to half of that damage with your pilot; this decision may even be made while you are unconscious or Helpless.

When you enter a Rage, your true self awakens, and you may take actions as normal, in addition to the actions your pilot can take with your body. As a standard action, you may attempt to forcibly eject your current pilot. Make opposed Strength checks. If you win, the pilot is unfused, your cockpit hatch is opened, and you may discharge them up to (Strength modifier x 5) feet away (if you discharge them the full distance, they also take 1d6 damage per 10 feet and land prone). As a free action, once per round, you may have a battle of wills with your pilot. Make opposed Will saves. If you win, you may take their actions for them on their next turn, but only to manipulate your own body. If they win, they may take all of your own actions for you on your next turn, but only to manipulate your own body.

If, at any point, you are no longer in a Rage, you lapse back into your coma.

Basic
Rune-Marked Heresy Engine: By spending a minute to intricately mark your insides with the seal of a Vestige that your pilot currently has bound, they may cause it to flow forth from them, and inhabit your body through the organic tethering that connects you (if the seal is already there, it only take a full-round action). They lose access to the abilities and Sign granted by the Vestige, but your body gains them. The pilot still suffers any Influence that they normally would, but you do not. The Vestige is still considered bound to them for all respects, even though you're the one who currently has access to their abilities. Once the pilot is unfused from you, any Vestiges and associated effects flow back into them.

Blood-Heating Musculature Adapters: When spending their own actions to manipulate your body, your pilot may activate Maneuvers and assume Stances through you, rather than with their own body. While your body is in a Stance, your unarmed attacks are considered to be "discipline weapons" for whichever Discipline that Stance belongs to.

Hardlight Soul-Baring Arrays: When your pilot shapes a soulmeld, they may instead choose to have it transfer through your organic tethering, and appear on your body, granting you its benefits, rather than themselves. They must still obey the limitations on how many soulmelds they may have shaped at a time. They may also allocate essentia to soulmelds that they melded to you, and bind soulmelds to your chakras - in this case, they may bind them to any of your chakras that they would normally have access to, but your body still loses the benefits of any magic item that occupies the same slot as a bound soulmeld. When your pilot becomes unfused, all soulmelds that they melded to you are immediately unshaped.

Dragon-Shiving Ruthlessness Projectors: When your pilot uses their own actions to manipulate your body, they may benefit from their own Sneak Attack, Sudden Strike, and Skirmish abilities, as well as benefits or options granted to their Sneak Attack, Sudden Strike, or Skirmish abilities by feats, on valid attacks.

DracoDei
2013-07-14, 11:25 PM
What degree of Mythos is that?
Never mind. I see it. Might want to make that a bit more visibly "popping".

Xefas
2013-07-14, 11:37 PM
I'm currently watching a Let's Play of "The Last of Us". Not quite done yet, but I'm thinking that the main character is working up to the point where he deserves to be inducted into the Teramach ranks. Anyone who charges random strangers with a broken pipe, routinely enduring multiple gunshot wounds in the process, in order to beat them to death for no other reason than because RAAR I'm emotionally damaged and no one can be trusted except me and my immediate friends, deserves a nomination at least. It helps that improvised shivs, broken bottles, and stray bricks seem to be the strongest weapons in the game.


What degree of Mythos is that?
Never mind. I see it. Might want to make that a bit more visibly "popping".

Are brackets and boldness distinct enough?

General Patton
2013-07-15, 12:10 AM
I'm currently watching a Let's Play of "The Last of Us". Not quite done yet, but I'm thinking that the main character is working up to the point where he deserves to be inducted into the Teramach ranks. Anyone who charges random strangers with a broken pipe, routinely enduring multiple gunshot wounds in the process, in order to beat them to death for no other reason than because RAAR I'm emotionally damaged and no one can be trusted except me and my immediate friends, deserves a nomination at least. It helps that improvised shivs, broken bottles, and stray bricks seem to be the strongest weapons in the game.

The way Joel violently beats face to protect his adopted daughter does remind me a bit of Asura.

Which LP are you watching? Markiplier is awesomely ridiculous and ridiculously awesome (http://youtu.be/GV-fXI5Ti4E?t=24m30s).

Xefas
2013-07-15, 12:29 AM
Which LP are you watching? Markiplier is awesomely ridiculous and ridiculously awesome (http://youtu.be/GV-fXI5Ti4E?t=24m30s).

I'm watching Day9 (http://day9.tv/archives/?q=%22Day%20Off%22). Although, the guy you linked seems to be pretty entertaining. I'll have to subscribe and come back when I'm looking for another LP to watch. Thanks! :smallbiggrin:

Allnightmask
2013-07-15, 05:17 AM
Your homage to 01 made me happy. I now want to build a boss fight with a piloted 20 Teramach and a 10 Hemolurgist (http://www.giantitp.com/forums/showthread.php?t=186113)/10 Hemolurgic Shaper (http://www.giantitp.com/forums/showthread.php?t=186676) in reference to Thousand Shinji's finale.

TPK's are something I should avoid, but you make it sound like proper endgames.

vasharanpaladin
2013-07-15, 12:29 PM
...Excellent, I didn't think this class prompted enough incoherent screaming. :smallbiggrin:

Draken
2013-07-15, 06:58 PM
Are brackets and boldness distinct enough?

Hmm... Xefas, the tier the mythos is being called out as doesn't exist.

It says Extraordinaire. Which isn't one of the listed tiers.

It is obviously supposed to be Exceptional, just pointing it out.

Xefas
2013-07-15, 07:48 PM
TPK's are something I should avoid, but you make it sound like proper endgames.
Well, if it's the end of the game, then what's the point of anyone surviving? :smalltongue:

...Excellent, I didn't think this class prompted enough incoherent screaming. :smallbiggrin:
I just wanted to quote this because it gave me an amazing idea for a Mythos I'd never considered before. I dunno if I'll be able to pull it off. But you'll know if I do! Just follow the screaming.


It is obviously supposed to be Exceptional, just pointing it out.
Whoops! Thanks for the catch. Fixed.

Xefas
2013-07-17, 03:34 PM
I just finished The Last Of Us. In honor of Joel, I've written an Advanced form of Retribution Will Follow (Appurtenance-Wounding Incitement).

I've also added a new Excellency: Stalking Under a Dead Sun, and a new Fantastic Mythos: Tireless Abomination Vitality.

DracoDei
2013-07-17, 07:15 PM
Are you sure undead should be exempt from Appurtenance-Wounding Incitement?

You need to specify one way or the other how Stalking Under a Dead Sun interacts with magical darkness. As it is, it is a quite formidable ability given the lack of range limit, and the fact that, unlike Darkvision, it explicitly includes colors (not that that matters as much for a class that generally considers books to be more projectiles than things that you hold on to to gain power).

Necroticplague
2013-07-17, 07:24 PM
Similarly, It should probably have some note as to if you are a creature that doesn't sleep. If you didn't have a day/night cycle matter to you before, why should it start now?

General Patton
2013-07-17, 07:25 PM
not that that matters as much for a class that generally considers books to be more projectiles than things that you hold on to to gain power

Hey! They're not just good for throwing! You can also crush tracheas with them and rupture diaphragms and squish heads into pancakes.

Xefas
2013-07-17, 08:39 PM
Are you sure undead should be exempt from Appurtenance-Wounding Incitement?

It's a flavor statement. The Monster is all about life, and being alive, and ending life. It can't consider something undead as being part of itself. In fact, the concept of undeath would be something terrifying and abominable to it; a corruption of everything it stands for. It kills... and then you unkill? And the thing that comes back isn't even alive for it to kill again? That's what the Monster's nightmares are made of.

You need to specify one way or the other how Stalking Under a Dead Sun interacts with magical darkness.

I specifically state that it only functions with mundane darkness, and spells like "Darkness" specifically state that they function against creatures with abilities that only work in mundane darkness. I don't know what else needs to be specified.

Similarly, It should probably have some note as to if you are a creature that doesn't sleep. If you didn't have a day/night cycle matter to you before, why should it start now?

That's why I have the clause "If you require sleep..." If you don't require sleep, then you ignore the part that only effects you if you require sleep. Simple.

Necroticplague
2013-07-17, 09:36 PM
That's why I have the clause "If you require sleep..." If you don't require sleep, then you ignore the part that only effects you if you require sleep. Simple.

Whoops. My bad, missed that.

DracoDei
2013-07-17, 11:48 PM
It's a flavor statement. The Monster is all about life, and being alive, and ending life. It can't consider something undead as being part of itself. In fact, the concept of undeath would be something terrifying and abominable to it; a corruption of everything it stands for. It kills... and then you unkill? And the thing that comes back isn't even alive for it to kill again? That's what the Monster's nightmares are made of.
Ah, I see.


I specifically state that it only functions with mundane darkness, and spells like "Darkness" specifically state that they function against creatures with abilities that only work in mundane darkness. I don't know what else needs to be specified.
No, that about covers it. I must have read too fast.

JerichoPenumbra
2013-07-23, 12:58 PM
I'm sorry of this question has an obvious answer but if someone has a natural armor bonus racially, does it stack with the bonus from Scarred Flesh or does it supersede? Also, can any of the abilities that affect unarmed strikes be applied to natural attacks?

Xefas
2013-07-23, 01:15 PM
I'm sorry of this question has an obvious answer but if someone has a natural armor bonus racially, does it stack with the bonus from Scarred Flesh or does it supersede?

It probably would not.

Multiple sources of a natural armor bonus do not stack. However, you can have bonuses to your natural armor bonus! Or you can have something that improves a natural armor bonus. Which, is really weird terminology, I know, but it's what the game uses.

So, for example, a Bugbear Teramach with 18 Strength would ignore their racial +3 natural armor, and replace it with the higher, +4 natural armor from Scarred Flesh. But a Draconic Insectile Bugbear Teramach with a +1 Amulet of Natural Armor and 18 Strength would stack the natural armor from the amulet (because it's a bonus to their bonus) and from their two templates (because they're both improvements, and not bonuses), for a total of +8 Natural Armor. If they then activated All-Consuming Rampage Release, increasing their Strength by 4, their Natural Armor would rise to 10, as it's an increase to the base value, and not a bonus.

And now we are left to ponder the lineage of a Draconic Insectile Bugbear.

JerichoPenumbra
2013-07-23, 02:19 PM
It probably would not.

Multiple sources of a natural armor bonus do not stack. However, you can have bonuses to your natural armor bonus! Or you can have something that improves a natural armor bonus. Which, is really weird terminology, I know, but it's what the game uses.

So, for example, a Bugbear Teramach with 18 Strength would ignore their racial +3 natural armor, and replace it with the higher, +4 natural armor from Scarred Flesh. But a Draconic Insectile Bugbear Teramach with a +1 Amulet of Natural Armor and 18 Strength would stack the natural armor from the amulet (because it's a bonus to their bonus) and from their two templates (because they're both improvements, and not bonuses), for a total of +8 Natural Armor. If they then activated All-Consuming Rampage Release, increasing their Strength by 4, their Natural Armor would rise to 10, as it's an increase to the base value, and not a bonus.

And now we are left to ponder the lineage of a Draconic Insectile Bugbear.

So it would stack from the Natural Armor bonuses from templates. Good to know.

And on the note of pondering the lineage of a Draconic Insectile Bugbear, I am reminded of the time my DM once put enough templates on a humble toad, that it became CR 12 creature. I can only remember that he put Half-fiend, Half-dragon and Venomous onto it.

Primal Fury
2013-07-23, 11:16 PM
I've been looking this over recently, and I'm wondering why there are no Mythos that increase the damage of the Teramach's unarmed attacks beyond 1d3. I know that one could pick up the Superior Unarmed Strike feat if they were so inclined, but why is it not part of the class?

A couple things about Mythos too; how does Within A Perfect World, I Would Be Dead work with regards to the resurrection. Functionally speaking, is it the character who died, or just a shadow merged with someone else? And how do Reavers created from Humanity Reaving Psychosis Echo react to the monster that bore them?

Lastly, where did the name "Teramach" come from?

Xefas
2013-07-24, 12:41 AM
I've been looking this over recently, and I'm wondering why there are no Mythos that increase the damage of the Teramach's unarmed attacks beyond 1d3. I know that one could pick up the Superior Unarmed Strike feat if they were so inclined, but why is it not part of the class?

Well, there are ways to boost your Strength, which increases the damage of your unarmed attacks. Hands Like Bloodied Meat Hooks does, too, as well as the Primitive Brutality class feature. Specifically die size? I don't know why that, in particular, is important, but Torn Muscle Ignorance and the size increases from Perpetual Rage Engine and Body of Samsara's Supernal Monster will boost the die size up a bit.

I mean, I could add some things that increase the die size even more, but why not just pack on more Strength? Strength is great! And, I plan to do that - the class isn't quiiiite finished yet. I still have a few more Mythos I want to hammer out (and more fluff to add). I've actually had one stewing for a few days now. It's looking to be a super short, super simple one like Joyful Cessation of Restraint. I'm just mulling over how absurd I'm willing to make it. How absurd is too absurd for the Teramach?

A couple things about Mythos too; how does Within A Perfect World, I Would Be Dead work with regards to the resurrection. Functionally speaking, is it the character who died, or just a shadow merged with someone else?

Is there a particular mechanical effect, that you're thinking of, that would rely on this distinction? Or are you looking for clarification on flavor/theme?

And how do Reavers created from Humanity Reaving Psychosis Echo react to the monster that bore them?

It depends. They instinctively form packs with creatures like them. If the monster that bore them is little more than an alpha-Reaver himself, then they would treat him as such. If their sire isn't a rabid, irredeemable husk with hate where his humanity should be, then they treat him like everyone else.

That said, if you're powerful and terrifying enough, you could potentially bully them into serving you without debasing yourself to their level, in the same way that you could potentially bully a pack of rampaging Tanar'ri into serving you (it's basically how Demon Princes get stuff done, after all).

Lastly, where did the name "Teramach" come from?

Well, I don't know anything about language, but Googling around got me the following when I was looking for a name. "Teras" is a Greek word that refers to something being "monstrous", which can either be literal, as in it's referring to an actual monster, or figurative, as in it's monstrously large, wondrous, or impressive. "Mach(i?)" is another Greek word that refers to fighting or violence.

The intent was that, slapped together, and translated into English, it could come out to one of "A Monster That Fights", "Fighting A Monster", "A Fight Between Monsters", or "Impressive At Fighting". All of which are things this class stands for.

Primal Fury
2013-07-24, 09:08 AM
Is there a particular mechanical effect, that you're thinking of, that would rely on this distinction? Or are you looking for clarification on flavor/theme?
Just a clarification on flavor/theme.

Xefas
2013-07-25, 03:26 PM
Just a clarification on flavor/theme.

The previous character dies; that's what activates the Mythos in the first place. The new character is something like a reincarnation.

Though, how exactly they view their own identity is up to them. They might see themselves as the original Teramach, his superior power having overwhelmed the weaker vessel and taken control of it. They might see themselves as being the vessel, just channeling the power of the older Teramach, like a Binder would channel a Vestige (but more permanently and risking greater influence). They might see themselves as a completely new person, greater than either of the two beings from which they were made. They might see themselves only as a parasitic legend, independent of bodies or souls; just a story of violence to which fleeting memories cling to.

Or something else. And any of those could be true. I, personally, lean towards the last one in preference; the character becoming something like the Monster itself, where they're both a person and an idea, existing both physically and conceptually. You can kill the man, but you can't kill what they represent. As long as there are those who believe, someone else will rise up to continue the legacy.

But, characters who believe other things can be just as interesting, and in different ways, so I'd like all of those options to be reasonable interpretations. I... hope that answers your question?

vasharanpaladin
2013-07-25, 05:39 PM
...I see Garyx mentioned in the fluff. I think this calls for a Red Lantern-style "burn your face off" mythos. :smallwink:

Xefas
2013-07-25, 06:31 PM
...I see Garyx mentioned in the fluff. I think this calls for a Red Lantern-style "burn your face off" mythos. :smallwink:

I would, but the problem is that I don't know anything about the Red Lanterns, other than that they're DC villains that are like Green Lanterns, but super angry.

Although, if you want a burn-tastic Teramach, just wait and see what I'm cooking up for the GitP Prestige Class Contest (http://www.giantitp.com/forums/showthread.php?t=285092). The theme right now is "A prestige class built off of a homebrew base class". I haven't posted it yet, obviously, but it shouldn't take too much longer.

There will be fire. Oh, so much fire.

Hanuman
2013-07-25, 06:34 PM
https://www.youtube.com/watch?v=krHpoSN8F9k

vasharanpaladin
2013-07-25, 07:23 PM
I would, but the problem is that I don't know anything about the Red Lanterns, other than that they're DC villains that are like Green Lanterns, but super angry.

Close. They run off the red light of Rage, which upon donning the ring replaces their blood with hellfire. Which they can then puke up as the only actual offensive use of their powers unless they get their minds back somehow, so no, not at all like a Green Lantern. :smallamused:



Although, if you want a burn-tastic Teramach, just wait and see what I'm cooking up for the GitP Prestige Class Contest (http://www.giantitp.com/forums/showthread.php?t=285092). The theme right now is "A prestige class built off of a homebrew base class". I haven't posted it yet, obviously, but it shouldn't take too much longer.


This, however, intrigues me. :smallbiggrin:

Amechra
2013-07-25, 07:52 PM
There really needs to be a Mythos based around punching organizations.

As in, like Smite Organization (http://www.giantitp.com/forums/showpost.php?p=4946782&postcount=20) or Smite All Evil. (http://www.giantitp.com/forums/showpost.php?p=4951914&postcount=28)

Because the Monster thinks punching you, and then all your friends would be too slow.

Arcanist
2013-07-25, 08:16 PM
Oh, how I want to make a combination of this and the Gramarist. As far as I am concerned those are two of the most interesting homebrew I've ever seen. This because it actually paints a pretty interesting picture from Psychopath to The Boogeyman, to World-Slaying Monstrosity.

Why no 20th level capstone ability? Or is the capstone meant to be another exalted mythos? Overall a VERY good piece of brew :smallamused:

Amechra
2013-07-25, 08:40 PM
Sorry, I just felt like being a bit silly:

New Basic Manifestation for Retribution will Follow:

Prettiest Rage Princess: Who ever said that injury was merely to the body? Certainly not the Monster, whose rage springs eagerly forward when exposed to an affront.

For the purposes of Retribution Will Follow, you may treat any insult or snide comment about your appearance as if it had dealt 1 point of damage to you. Because you are the prettiest!

Xefas
2013-07-25, 09:31 PM
https://www.youtube.com/watch?v=krHpoSN8F9k
I consider this a highly appropriate tribute.

There really needs to be a Mythos based around punching organizations.
Huh. That's... actually, not a bad idea. Although, I'm leaning less to towards punching the people in the organization, and more toward punching the organization itself. So, for instance, you could kill a council of high priests, and rather than elect new ones, the entire church slowly dissolves, as everyone renounces their faith and all connections to the organization. Or, kill a king, and rather than his son ascending to the throne, the entire country just goes into anarchy.

Essentially, you show them all the futility of laws and loyalties in the most gruesome way possible, and they cannot help but see your point.

Oh, how I want to make a combination of this and the Gramarist.
I think Primal Fury is currently working on a Science Teramach prestige class. I know he had a lot of good ideas, although its been awhile, so it might not've panned out (I'm certainly not judging; I have more super awesome half-completed stuff that never got posted than anyone will ever know).

Still, why not take a crack at it? It would qualify for the aforementioned GitP Prestige Class Contest, for sure.

Why no 20th level capstone ability? Or is the capstone meant to be another exalted mythos? Overall a VERY good piece of brew :smallamused:
This is a concept I've been carrying over since my first Mythos-related project. Basically, I wanted to make a capstone. But, I wanted the class to be flexible enough that not everyone would have the same capstone, so there had to be a list of different capstones available.

Then, I thought "Man, all of these capstones are awesome. Wait... why not give them two capstones! That's so rad! =O" and then I was like "...and then they can have the ability to just buy more capstones! Brilliant!"

And then I realized it was just another, somewhat shortened tier of Mythos at that point, so there was no reason to partition them into a different category. And, I've been porting that philosophy over, from the Solar Hero to the Sun Hero, to a third stage that no one will ever get to see, to the Teramach. I think it works for what I'm going for.


Prettiest Rage Princess: Who ever said that injury was merely to the body? Certainly not the Monster, whose rage springs eagerly forward when exposed to an affront.

Perfectly reasonable. I would actually take the idea and run with it now, except that I'm busy writing about Astronomical Geocide Cannons and Gods-As-Charcoal Misotheism Furnaces for my prestige class contest entry, and watching some pro Starcraft.

Later, Retribution Will Follow will have to get, at least, a pretty pretty princess and a HOW DARE YOU LIE TO ME manifestation.

Amechra
2013-07-25, 10:20 PM
Yay for the pretty princess; I'm just imagining a Teramach crafting a hat out of someone's head (mostly by just, you know, putting it on), and walking around thinking that they are the prettiest.

Primal Fury
2013-07-25, 11:52 PM
I think Primal Fury is currently working on a Science Teramach prestige class. I know he had a lot of good ideas, although its been awhile, so it might not've panned out (I'm certainly not judging; I have more super awesome half-completed stuff that never got posted than anyone will ever know
I've tried, but I find it really hard to mesh the two. A crafting class with very few combat abilities plus a rage-monster focused on nothing other that combat is making some weird stuff in my head, like creating a whole new Geoccult pole type complete with features and weather. Punching something and leaving your fist in it as a flesh-aspected geoccult pole, blood rain, bone trees, black lightning. Turning yourself into a living eldrikinetic engine, eating blood and bone to generate Push, then use it to hit things hard. Like REALLY hard. Like punching people into a different plane of existence hard. Like punching a hole in reality and letting the cracks tear the world apart hard.

There's stuff for the other disciplines too: Scaring the spirits of objects to death, destroying the things they inhabit, or turn into entirely different materials, like acid. Ripping the parts off of victims, and slapping them on yourself in the form of grafts. Other stuff too, but... myeeeeh.

What really irks me is that once the PrC is done you go right back to alternating levels, which is something I never liked about multiclass PrCs. I was thinking of adding a capstone that allowed the abilities to scale no matter which one you took levels in, but that sounds like too much. Buying principles with XP? Gaining access to a new level of Mythos because you got a new level of Disciplines? Eeeh... :smallsigh:

By all means, make the class Arcanist, I'm not having much luck over here.

Arcanist
2013-07-26, 12:23 AM
By all means, make the class Arcanist, I'm not having much luck over here.

I've been thinking about a Biollurgy/Geoccultism Prestige class that turns the person into a sort of savage Gramarist, but I cannot in all good conscious create such a class without making a Mythos myself and, quite honestly, I've no idea how to actually make reasonable ones.

The class would pay a homage to Dr. Jekyll and Mr. Hyde, Bruce Banner and the Hulk, and other such figures of course. As for entering such a class in the Homebrew PrC contest, I make it a personal mission to avoid such competition. I homebrew because I enjoy it, not so I can pound my chest with a bundle of pixels that details my latest accomplishments.

I've a rough idea of how the prestige class would look, if I were to remove the necessity of a custom mythos. Excellent. I'll edit the comment with the concept on hand. :smallamused:

Wild Wright


http://fc04.deviantart.net/fs47/f/2009/173/d/0/_Jekyll_and_Hyde__by_weird_science.jpg
Image is by weird-science (http://weird-science.deviantart.com/)

With every day, and from both sides of my intelligence, the moral and the intellectual, I thus drew steadily nearer to the truth, by whose partial discovery I have been doomed to such a dreadful shipwreck: that man is not truly one, but truly two.

Being ruled by logic, reason and other inhuman traits are often viewed as the most beneficial traits to any scientist, however this is not always the case. Some scientist benefit from growing in touch with their more human traits. Violence, rage, hatred, passion, destruction, etc. The Wild Wrights aim to perfect this combination through the implimentation of Gramarie. To this end, most Wild Wrights are considered sociopaths and are most often executed upon the discovery of their art, for truly the world would be a better place if these men and women were dead.

Requirements: To become a Wild Wright you must meet all of the following requirements.
Gramarie: BIOY 228 and at least one GEOC principle
Mythos: All-Consuming Rampage Release, Dismembering Gorebeast Fury, Retribution Will Follow
Skills: Heal 8 ranks, Survival 8 ranks, Craft (Alchemy) 10 ranks
Specialization: Must be specialized in either Biollurgy or Geoccultism.

Hit Die: d10
Skill Points at Each Additional Level: 6 + Int modifier

Class Skills: A Wild Wright's class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Craft (Int), Climb (Str), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (the Planes) (Int), Knowledge (psionics) (Int), Knowledge (religion) (Int), Listen (Wis), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex) and Use Magic Device (Cha).

{table=head]Level|BAB|Fort|Ref|Will|Special|Principles|Mythos| Excellencies
1st|
+0|
+2|
+2|
+2|Supressed Rage-Hidden Demon, Endless Brutality, Double Major, Savage Bonds|+0|+0|+1
2nd|
+1|
+3|
+3|
+3||+1|+1|+0
3rd|
+2|
+1|
+3|
+1|Home of the Beast-Harvest of the Flies, Savage Bonds|+2|+0|+1
4th|
+3|
+4|
+4|
+4||+3|+1|+1
5th|
+3|
+4|
+4|
+4|Enhanced Might-Forced Evolution, Savage Bonds|+3|+0|+1
6th|
+4|
+5|
+5|
+5||+4|+1|+0
7th|
+5|
+5|
+5|
+5|Spinal Realignment-Joy Amongst The Beasts, Savage Bonds|+5|+0|+1
8th|
+6|
+6|
+6|
+6||+6|+1|+0
9th|
+6|
+6|
+6|
+6|Slave to the Demon King-Savage World Domination, Savage Bonds|+6|+0|+1
10th|
+7|
+7|
+7|
+7||+7|+1|+1[/table]

Weapon and Armour Proficiencies: As a Wild Wright, you gain no additional weapon or armor proficiencies.

Double Major: Wild Wrights are experts in two disparate disciplines of gramarie. As a Wild Wright, you can learn specialist principles from both Biollurgy and Geoccultism. However, this focus comes at a price. You give up ever learning any more principles beyond the Baccalaureate level from other disciplines in exchange for this double specialization. You do not, however, lose principles from other fields that you already know. If you run out of principles to learn, you can select one additional discipline to begin learning advanced principles from.

Savage Bonds: Wild Wrights rarely gather in groups, however when they do such groups share secrets with each other on how to unleash the beast within themselves. At 1st level, and every 2 levels thereafter, you learn a special discovery related to either biollurgy or geoccultism.

Endless Brutality: You add your Wild Wright level to your Teramach level to determine what level your Primal Brutality is at and what mythos and excellencies you can select.

Principles of Gramarie: You continue to advance your study of gramarie. At 2nd level, and again whenever indicated on the class table, you learn a new principle of gramarie that you qualify for. You add your Wild Wright level to your Gramarie class level to determine what tier of Principles you can select.

Supressed Rage-Hidden Demon: At first level you learn how to suppress your violent tendencies when the need arrives and learn a mythos to show for it:

Prerequisites: -
Monsters run rampant through the streets as savage beast, but Demons? Demons hide amongst the crowd. Waiting to attack the innocent when they least expect it...

This mythos is activated passively. You no longer take a -4 penalty on all skill checks or ranged attacks, you still cannot cast spells, manifest psionic powers, or utilize Truenaming or Shadow Magic, however you can still prepare principles of Gramarie and use invocations. You appear to act normally during this rage, however you still do not show restraint.

Home of the Beast-Harvest of the Flies: You establish rulership over a biome your have created. Chassi that are naturally born there begin to exhibit savage traits:

Prerequisites: Heal 8 ranks, Survival 8 ranks, BIOY 273, GEOC 101, GEOC 117
From the beginning of life, there have been psychopaths and they have always been at the top of the food chain. When life slowly started to move into civilization, these psychopaths realized that they could no longer exhibit such savagery, least their lessers realize that they are their greater in this new world and thus they established a system to suppress and subjugate them: They called this system "Law".

Sentient Biollurgical Chassis that you create have a level in Teramach instead of an Aberration Hit die.

When you establish a Biome, you can choose to make it a Home of the Beast. A Home of the Beast has a strange effect on the creatures that inhabit it, with a number of them gathering in cliques, ghettos, gangs, tribes, whatever is appropriate for the environment creating a divisive environment. Such a divisive environment forces the inhabitants to act with a more savage nature when encountering someone against their group. During such an encounter, the creature must succeed against a will save (DC 5 + 5 per BIOY & GEOC you know) or fly into a Rage (http://www.d20srd.org/srd/spells/rage.htm) as per the spell casted at your HD.

An inhabitant is defined as a creature that has lived inside the biome for 24 hours or longer.

Enhanced Might-Forced Evolution: Violence begets violence. Nobody understands that more than you of all people... Using this violence to your own means should be almost instinctive at this point:

Prerequisites: Heal 8 ranks, Survival 8 ranks, BIOY 273, GEOC 101
War. War never changes. From the beginning of man, people just keep searching for newer and newer ways of endlessly killing each other in a lovely dance that they seem to call "life"... But you know what life truly is. You've created life from your bare hands and with those same hands you've taken it away...

When you reduce a creature to 0hp, you can stare the creature in the eyes and force new life into it's body. The creature is recreated as a Sentient Biollurgical Chassis, loses half it's HD with one quarter of those HD being replaced with Teramach levels and the rest remaining the same. The ability scores for this newly created creature remain the same, except they lose one point from an ability score for every 4HD the creature would lose.

On the location where this is performed, a Geoccultism Pole of either Copper, Lead or Tin is created that sustains itself for one day exist. If the newly created Chassis remains in the pole until it expires, it awakens fully healed with it's new stats.

Spinal Realignment-Joy Amongst The Beasts: You've grown a sick sadistic pleasure from the sound of spines cracking, this feeling of pleasure is so intricately woven into your psyche that you can't help but to carry a grin so massive that it would make Cheshire Cat jealous:
Prerequisites: Heal 15 ranks, Survival 15 ranks, BIOY 381, Bone-Rattling Force
They say breaking a man begins at his heart. I disagree. I believe that breaking a man begins at his spine. Yes, when reconditioning a man, it is best to give him a fresh new body to have a fresh new perspective on life...

When you would deal ability damage or ability drain, you can default the damage or drain to be Constitution damage or Wisdom damage. A creature that endures Wisdom damage begins to slowly fade away, but it will survive, but not as itself... When this ability damage heals the creates entire mindset is altered subtly giving it a form of post-traumatic stress disorder. This new mindset effects how the creature would raise it's children: If the creature lives to breed and raise children, it's children must make a will save (DC 5 + 2 per BIOY and GEOC principle you know) or it's first class level will be in Teramach. A child that fails this save, require it's children to make the exact same save until someone succeeds the check.

Alternatively, you can brutalize the creature's body in such a way that madness becomes it's mind. When you deal Constitution damage the creature gains the Monstrous Rage ability and are treated as raged until the ability damage heals. You are automatically treated as the target for such a creatures rage.

Slave to the Demon King-Savage World Domination: Slaves. At the end of the day, the creatures that serve you are nothing more than slaves to meet your needs:

Prerequisites: Heal 15 ranks, Survival 15 ranks, GEOC 374, Humanity-Reaving Psychosis Echo
The strong ruling over the weak is just the natural order of things. Anyone who would disagree with this, must clearly be amongst the weak...

Any Home of the Beast that you've established now forces any inhabitants with less HD than you into painful subjugation as per a Dominate Monster (http://www.d20srd.org/srd/spells/dominateMonster.htm) spell casted at your HD with a DC equal to 5 + 5 per BIOY and GEOC principle you know.

I believe Kellus' original thoughts behind the Dual-Specialized classes was to be that they all functioned as business men and marketed their Gramarie, however I don't exactly understand how one would market whatever a combination of the Teramach and a Gramarist would sell... I'll be working on this class for a while because I don't know exactly what I could do with this... :smallsigh:

Xefas
2013-07-26, 06:29 AM
That class is awesome, Arcanist. If you don't mind, I'd like to link the Wild Wright in the first post, if you decide to go ahead and create a thread for it.

As long as we're sharing class ideas, I have a few for Mythos classes that'll probably never be! For those that find reading about that kind of thing interesting.


The Martyr - A Mythos Paladin

What is most iconic about the Paladin? Her Code of Conduct, of course. And so the Martyr must have an incredibly, impossibly restrictive set of rules they must follow while acting as a warrior of their faith. No killing, for one. Killing is wrong! But, unlike the Paladin, the Martyr isn't stripped of her power for violated that Code of Conduct; her power originates from the tale of devotion woven by her own heart, and no one can take that away from her.

No, her primary mechanic, like Rage is for the Teramach, is 'Guilt and Penitence'. Every time she violates her divinely mandated Code of Conduct, she builds up Guilt, a long-term resource which weighs on her mind and hinders her every endeavor. However, some Mythos allow her to inflict a special kind of sacred punishment on herself, the exact details of which vary Mythos to Mythos, which converts her Guilt into a short-term resource, Penitence. Penitence is a rush of righteous certainty that can be spent to power-up certain Mythos, temporarily turning her into an unstoppable machine of gruesome justice.

In short, the Martyr is all about being an unsettlingly manic depressive, self-righteous, self-flagellating, murderous hypocrite. The perfect paladin.

The Bellator - A Mythos Fighter

The Fighter is a master of death-dealing. On the battlefield, he is unto a grim reaper of lives; when he strikes, his victim is cut, and there is no uncertainty to be had. He chooses to kill, and lesser men are merely swept up in the gravity of his excellence, unable to deny their rightful, inevitable end.

That's the idea, anyway. In reality, the Fighter sucks. But the Bellator will do away with that legacy - his primary mechanic is a pool of Arete. At the beginning of the day, he rolls a number of d20s based on what Mythos he has at his disposal, and writes down the results. These numbers are his Arete. Their most basic function is that he can swap the result of an attack roll with one of his Arete (the number he rolled becomes his Arete, and his Arete becomes the number rolled, and can be used again later). But, with Mythos, he can fiddle with his Arete in various ways, use them for different rolls, or even expend them for powerful effects, and possibly regain expended ones via particular actions.

This is a mechanic I've had as "Inevitable Victory Meditation" in my Solar Hero and Sun Hero classes, but it was always a little odd and different, and I didn't know what to do with it; I just knew that it was cool. I think this is the setting in which it can shine. The Fighter's skill is ruthless inevitability, applying exactly as much force as he chooses at exactly the right time. When he misses, it is because he chooses to do so, and when he hits, it is because he chooses to do so.

The Sovereign - A Mythos Marshal

The Marshal is a leader of men. Soldiers flock to him, follow him into Hell itself, and lay down their lives for him, because that is the respect that his resolute integrity and power demands. He is a social character, and a support character. So to is it for the Sovereign, but his dominion extends beyond the battlefield, to all of mankind. He is a general to be followed, a king to be bowed to, and an idol to be worshiped.

The Sovereign's primary mechanic is Majesty. The more people that believe in him, that serve him, and adore him, the stronger he becomes, and the better he becomes at empowering and controlling them. Unmolested, he is as perfect as his followers think that he is. But something so beautiful is easily debased; if he cannot maintain his absolute dignity and untouchable demeanor, then the flimsy web of confidence that holds his legend together frays, and crumbles, leaving his soldiers, acolytes, and courtiers in crippling disarray. Which, in turn, leaves him even more vulnerable and susceptible to being brought even lower.

Essentially, he is the minion master. Invincible and unstoppable, until something unexpected happens, and he shatters like the dangerously thin, but finely crafted facade of confidence and stability your average person puts on before they go to work each morning.

Amechra
2013-07-26, 06:39 AM
The Bellator sounds slightly similar to my Nord's Blade (http://www.minmaxboards.com/index.php?topic=4779.0).

Specifically, their Fate Dice.

Arcanist
2013-07-26, 03:17 PM
That class is awesome, Arcanist. If you don't mind, I'd like to link the Wild Wright in the first post, if you decide to go ahead and create a thread for it.

I'll post it in it's own thread. Thanks for the approval, despite my own opinion of the class. I think I have a problem with the stuff I made and never liking it... I am going to be a terrible parent :smallconfused:

EDIT:Thread (http://www.giantitp.com/forums/showthread.php?t=294510)


As long as we're sharing class ideas, I have a few for Mythos classes that'll probably never be! For those that find reading about that kind of thing interesting.


The Martyr - A Mythos Paladin

What is most iconic about the Paladin? Her Code of Conduct, of course. And so the Martyr must have an incredibly, impossibly restrictive set of rules they must follow while acting as a warrior of their faith. No killing, for one. Killing is wrong! But, unlike the Paladin, the Martyr isn't stripped of her power for violated that Code of Conduct; her power originates from the tale of devotion woven by her own heart, and no one can take that away from her.

No, her primary mechanic, like Rage is for the Teramach, is 'Guilt and Penitence'. Every time she violates her divinely mandated Code of Conduct, she builds up Guilt, a long-term resource which weighs on her mind and hinders her every endeavor. However, some Mythos allow her to inflict a special kind of sacred punishment on herself, the exact details of which vary Mythos to Mythos, which converts her Guilt into a short-term resource, Penitence. Penitence is a rush of righteous certainty that can be spent to power-up certain Mythos, temporarily turning her into an unstoppable machine of gruesome justice.

In short, the Martyr is all about being an unsettlingly manic depressive, self-righteous, self-flagellating, murderous hypocrite. The perfect paladin.

The Bellator - A Mythos Fighter

The Fighter is a master of death-dealing. On the battlefield, he is unto a grim reaper of lives; when he strikes, his victim is cut, and there is no uncertainty to be had. He chooses to kill, and lesser men are merely swept up in the gravity of his excellence, unable to deny their rightful, inevitable end.

That's the idea, anyway. In reality, the Fighter sucks. But the Bellator will do away with that legacy - his primary mechanic is a pool of Arete. At the beginning of the day, he rolls a number of d20s based on what Mythos he has at his disposal, and writes down the results. These numbers are his Arete. Their most basic function is that he can swap the result of an attack roll with one of his Arete (the number he rolled becomes his Arete, and his Arete becomes the number rolled, and can be used again later). But, with Mythos, he can fiddle with his Arete in various ways, use them for different rolls, or even expend them for powerful effects, and possibly regain expended ones via particular actions.

This is a mechanic I've had as "Inevitable Victory Meditation" in my Solar Hero and Sun Hero classes, but it was always a little odd and different, and I didn't know what to do with it; I just knew that it was cool. I think this is the setting in which it can shine. The Fighter's skill is ruthless inevitability, applying exactly as much force as he chooses at exactly the right time. When he misses, it is because he chooses to do so, and when he hits, it is because he chooses to do so.

The Sovereign - A Mythos Marshal

The Marshal is a leader of men. Soldiers flock to him, follow him into Hell itself, and lay down their lives for him, because that is the respect that his resolute integrity and power demands. He is a social character, and a support character. So to is it for the Sovereign, but his dominion extends beyond the battlefield, to all of mankind. He is a general to be followed, a king to be bowed to, and an idol to be worshiped.

The Sovereign's primary mechanic is Majesty. The more people that believe in him, that serve him, and adore him, the stronger he becomes, and the better he becomes at empowering and controlling them. Unmolested, he is as perfect as his followers think that he is. But something so beautiful is easily debased; if he cannot maintain his absolute dignity and untouchable demeanor, then the flimsy web of confidence that holds his legend together frays, and crumbles, leaving his soldiers, acolytes, and courtiers in crippling disarray. Which, in turn, leaves him even more vulnerable and susceptible to being brought even lower.

Essentially, he is the minion master. Invincible and unstoppable, until something unexpected happens, and he shatters like the dangerously thin, but finely crafted facade of confidence and stability your average person puts on before they go to work each morning.


I like the Martyr and Bellator and the Sovereign seems to look familiar to what I was thinking about when I thought up Home of the Beast-Harvest of the Flies. A Psychopath in power with a Cult of Self making him mightier and mightier... *wipes tear* it's beautiful :smallredface:

Amechra
2013-07-26, 03:35 PM
You know, I thought of a mechanic I might use in a Barbarian rewrite that's kinda perfect for the Teramach.

Each attack made ignores the first effect (other than armor class) that would make it miss.

Miss chance? You ignore it.
Deflect Arrows against a ranged attack? They have to use up two uses.

And so on and so forth.

Necroticplague
2013-07-26, 04:10 PM
You know, I thought of a mechanic I might use in a Barbarian rewrite that's kinda perfect for the Teramach.

Each attack made ignores the first effect (other than armor class) that would make it miss.

Miss chance? You ignore it.
Deflect Arrows against a ranged attack? They have to use up two uses.

And so on and so forth.

I'm pretty sure Obstreperous Shell-Cracking Mien does this already, since the attack is a roll being opposed by whatever.Whether a miss chance is "perfect" though, is kinda up in the air. On one hand, their isn't anything you can do to get around it.On the other, their is a good chance it won't work already.

Xefas
2013-07-26, 04:39 PM
The Bellator sounds slightly similar to my Nord's Blade (http://www.minmaxboards.com/index.php?topic=4779.0).

Cool. I really like the Mutable Past ability. I don't know exactly how, but I feel like you could make an entire class out of that ability's concept.

I'll post it in it's own thread. Thanks for the approval, despite my own opinion of the class. I think I have a problem with the stuff I made and never liking it... I am going to be a terrible parent :smallconfused:

I think everyone who makes things gets feelings like that from time to time. I wouldn't worry about it.

You know, I thought of a mechanic I might use in a Barbarian rewrite that's kinda perfect for the Teramach.

I'm pretty sure Obstreperous Shell-Cracking Mien does this already, since the attack is a roll being opposed by whatever.Whether a miss chance is "perfect" though, is kinda up in the air. On one hand, their isn't anything you can do to get around it.On the other, their is a good chance it won't work already.

Obstreperous Shell-Cracking Mien would work against Deflect Arrows, because your roll is completely shut down, with 100% chance to fail. It would not work against a Miss Chance, because there's still a chance that you'll hit.

Of course, there's always Solipsistic Reality-Rejecting Devolution for your Concealment circumventing needs. I think that covers most non-AC reasons for missing? I'm not sure.

Arcanist
2013-07-26, 11:13 PM
Obstreperous Shell-Cracking Mien would work against Deflect Arrows, because your roll is completely shut down, with 100% chance to fail. It would not work against a Miss Chance, because there's still a chance that you'll hit.

Of course, there's always Solipsistic Reality-Rejecting Devolution for your Concealment circumventing needs. I think that covers most non-AC reasons for missing? I'm not sure.

I think one of the best things about the Mythos system is the names for the mythos... They're so... Interesting :smallredface:

NosferatuZodd
2013-07-27, 02:23 PM
I'm just loving your class, I made a tread in the LFG section to find a group just so I can try this. So hopefully i'll have the chance to play-test this and see how it really plays as a class :)

Durazno
2013-07-27, 07:10 PM
I may have missed it, but is there any way for this class to get access to thematically appropriate martial disciplines like Tiger Claw, Army of One or your own Infernal Monster/Primeval God Monster? (Given how versatile the class can make just punching and tearing, though, maybe making them multiclass for such things isn't a bad idea.)

DracoDei
2013-07-27, 10:10 PM
Home of the Beast-Harvest of the Flies: You establish rulership over a biome your have created. Chassi that are naturally born there begin to exhibit savage traits:

Prerequisites: Heal 8 ranks, Survival 8 ranks, BIOY 273, GEOC 101, GEOC 117
From the beginning of life, there have been psychopaths and they have always been at the top of the food chain. When life slowly started to move into civilization, these psychopaths realized that they could no longer exhibit such savagery, least their lessers realize that they are their greater in this new world and thus they established a system to suppress and subjugate them: They called this system "Law".

Sentient Biollurgical Chassis that you create have a level in Teramach instead of an Aberration Hit die.

When you establish a Biome, you can choose to make it a Home of the Beast. A Home of the Beast has a strange effect on the creatures that inhabit it, with a number of them gathering in cliques, ghettos, gangs, tribes, whatever is appropriate for the environment creating a divisive environment. Such a divisive environment forces the inhabitants to act with a more savage nature when encountering someone against their group. During such an encounter, the creature must succeed against a will save (DC 5 + 5 per BIOY & GEOC you know) or fly into a Rage (http://www.d20srd.org/srd/spells/rage.htm) as per the spell casted at your HD.

An inhabitant is defined as a creature that has lived inside the biome for 24 hours or longer.

I don't think this should have other prerequisites if it is a static class feature.

Arcanist
2013-07-27, 11:44 PM
Home of the Beast-Harvest of the Flies: You establish rulership over a biome your have created. Chassi that are naturally born there begin to exhibit savage traits:

Prerequisites: Heal 8 ranks, Survival 8 ranks, BIOY 273, GEOC 101, GEOC 117
From the beginning of life, there have been psychopaths and they have always been at the top of the food chain. When life slowly started to move into civilization, these psychopaths realized that they could no longer exhibit such savagery, least their lessers realize that they are their greater in this new world and thus they established a system to suppress and subjugate them: They called this system "Law".

Sentient Biollurgical Chassis that you create have a level in Teramach instead of an Aberration Hit die.

When you establish a Biome, you can choose to make it a Home of the Beast. A Home of the Beast has a strange effect on the creatures that inhabit it, with a number of them gathering in cliques, ghettos, gangs, tribes, whatever is appropriate for the environment creating a divisive environment. Such a divisive environment forces the inhabitants to act with a more savage nature when encountering someone against their group. During such an encounter, the creature must succeed against a will save (DC 5 + 5 per BIOY & GEOC you know) or fly into a Rage (http://www.d20srd.org/srd/spells/rage.htm) as per the spell casted at your HD.

An inhabitant is defined as a creature that has lived inside the biome for 24 hours or longer.

I don't think this should have other prerequisites if it is a static class feature.

It's kind of like a bonus feat... Sort of... Except you gain access to the Mythos when you would qualify for it. Like I said before, I'm not exactly proud of what I did for that class... So much potential in it, yet my feeble mind cannot imagine it properly :smallsigh:

The Tygre
2013-07-28, 12:01 AM
Damn you, Xefas. I've spent the last three weeks thinking about classes for the other four Yozi based on this class's picture alone. Now someone help me think up three more judges to fill out Cecelyne...

vasharanpaladin
2013-07-28, 02:34 AM
Damn you, Xefas. I've spent the last three weeks thinking about classes for the other four Yozi based on this class's picture alone. Now someone help me think up three more judges to fill out Cecelyne...

The Monster isn't a Yozi. But it should be. :smallannoyed:

The Tygre
2013-07-28, 03:05 PM
The Monster isn't a Yozi. But it should be. :smallannoyed:

Well the heart is there. Regardless, I'm still set on filling out a roster for Deception, Judgement, Freedom, and... whatever the hell She Who Lives in Her Name is. (Fear? Control? Order? Madness? All I know is that it would be a 'mage' to this class's 'warrior'.)

Xefas
2013-07-28, 03:18 PM
I had to do some maths. And, as far as I can tell, it would take a character with an effective size of Huge, and 180 Strength, to be able to destabilize and carry around a moon.

This might be related to the Prestige Class I'm writing.

I may have missed it, but is there any way for this class to get access to thematically appropriate martial disciplines like Tiger Claw, Army of One or your own Infernal Monster/Primeval God Monster? (Given how versatile the class can make just punching and tearing, though, maybe making them multiclass for such things isn't a bad idea.)

Yeah, I don't want to mix in initiating. Fortunately, the Tome of Battle classes are more multiclassing friendly than most, so go for it.

Damn you, Xefas. I've spent the last three weeks thinking about classes for the other four Yozi based on this class's picture alone. Now someone help me think up three more judges to fill out Cecelyne...

Its not based on a Yozi :smallconfused:. But, uh, do you have Gaara yet? I'm decidedly not a fan of Naruto, but Gaara is a pretty iconic sandbender / demon-possessed mental case. He'd probably be in my Cecelyne line-up, next to all the judges and messiahs. Maybe get a Genie in there.

The Monster isn't a Yozi. But it should be. :smallannoyed:

I'm actually surprised that, with all the Devil Tiger Charms that got written on the Exalted boards, no one made the Untamed Apocalypse Shintai Devil Tiger.

edit:


Well the heart is there. Regardless, I'm still set on filling out a roster for Deception, Judgement, Freedom, and... whatever the hell She Who Lives in Her Name is. (Fear? Control? Order? Madness? All I know is that it would be a 'mage' to this class's 'warrior'.)

Swilly gets Doctor Manhattan, no exceptions. :smalltongue:

vasharanpaladin
2013-07-28, 03:54 PM
I feel the need to point out that I think your/Revlid's/whoever-started-it's "primal concept of violence" take on the Monster is a vast improvement over the official fluff.

If IMS ends up as "merely" martial arts in Ex3 I shall be sorely disappointed. :smallfrown:

Arcanist
2013-07-28, 05:27 PM
Xefas, I'm starting to believe that you would be better off centralizing your entire Mythos system into a single coherent thread where you can post your base classes, PrC, and Mythos. Hell, even posting guidelines on making Mythos would be more effective.

I do have some ideas for interesting Mythos, Prestige Classes, Base Classes and Feats that I'd like to make, but I need to know what tier of power they would be at before I actually implemented them into writing :smallsigh:

Xefas
2013-07-29, 05:14 AM
Xefas, I'm starting to believe that you would be better off centralizing your entire Mythos system into a single coherent thread where you can post your base classes, PrC, and Mythos. Hell, even posting guidelines on making Mythos would be more effective.

Well, the Teramach is my entire Mythos system at the moment. Once I have a few more; enough to merit a central thread, I'll do so. As far as designing Mythos, I'll see what I can do about elaborating on my design process.

---the humor line

Although, there are some who think I've already failed. (http://www.giantitp.com/forums/showthread.php?t=245701)

http://i.imgur.com/M04cb7c.gif

TIER TWOOOOOOO

Arcanist
2013-07-29, 06:03 AM
Well, the Teramach is my entire Mythos system at the moment. Once I have a few more; enough to merit a central thread, I'll do so. As far as designing Mythos, I'll see what I can do about elaborating on my design process.

---the humor line

Although, there are some who think I've already failed. (http://www.giantitp.com/forums/showthread.php?t=245701)

http://i.imgur.com/M04cb7c.gif

TIER TWOOOOOOO

What about your Sun Hero? Hell, if you're willing to give me permission, I'd totally willing to make some Base classes and Mythos. I even have this idea for a Base Class that is sort of like a build your own Mythos type deal. You can be a Berserking Savage, a Shadow walking Tactician, a Throat-Punching Swashbuckler, a Sublime Martial Artist, a Pious Crusader, a Fallen Hero, and a Dark Knight all in one (but not at the same time of course).

I must confess that one of the reasons I want to help on this project is because I'm interested in using this class in my campaign setting. This is just the class I need, as it replaces the mundane classes and allows for optimal customization for your hero if you decide that you're not into all that magical stuff :smalltongue: I am of the school of thought that the term Hero is subjective...

Network
2013-07-29, 10:25 AM
---the humor line

Although, there are some who think I've already failed. (http://www.giantitp.com/forums/showthread.php?t=245701)

http://i.imgur.com/M04cb7c.gif

TIER TWOOOOOOO
Judging by the white line, you probably didn't expect to be of a lower tier anyway.

I didn't yet read through all the mythos, but this class is really interesting, btw.

General Patton
2013-07-29, 02:09 PM
Does one of your PrC ideas involve the ability to damage people/things just by hating them? I'm quite fond of the idea of giving someone a death glare, foaming at the mouth, snarling, with full body muscle twitching/convulsions, until they just explode/implode/disintegrate.

Xefas
2013-07-29, 04:17 PM
What about your Sun Hero?
It's old and works differently.

Hell, if you're willing to give me permission, I'd totally willing to make some Base classes and Mythos. I even have this idea for a Base Class that is sort of like a build your own Mythos type deal.
Sure, go ahead.

Does one of your PrC ideas involve the ability to damage people/things just by hating them? I'm quite fond of the idea of giving someone a death glare, foaming at the mouth, snarling, with full body muscle twitching/convulsions, until they just explode/implode/disintegrate.
Oh, you just wait. You just wait.

The hurdle I have for my PrC Contest entry right now is the fact that it requires a sample NPC, and statting a 23rd level character is incredibly tedious. But, once that's done, I'll be ready to at least put the rough draft out there.

Judging by the white line, you probably didn't expect to be of a lower tier anyway.
I'm moderately confident that I hit Tier 1 with the Teramach. While he doesn't have the ability to change his powers for different days, or obtain knowledge about future challenges, like a Wizard, his powers are broadly applicable, not limited per day, and he has the ability, via Mythos Points, to purchase new powers on the fly if he needs them.

Compare to a Sorcerer, tier 2, whose powers are specific, limited per day, and cannot be expanded or changed except by leveling up.

Draken
2013-07-29, 08:17 PM
I honestly have trouble seeing the teramach as more than a high tier 3 with the current set of mythos.

That can be solved with more mythos, sure.

Xefas
2013-07-31, 03:07 PM
I can't believe you guys let this fall off the first page D=. And after I slaved in the playground's empyrean brewforges to make the Holocaust Sun (http://www.giantitp.com/forums/showpost.php?p=15720209&postcount=9) for you all. For shaaame. Shaaaaame.

Anyway, turns out NosferatuZodd actually got that game of his going (http://www.giantitp.com/forums/showthread.php?t=295008&page=3) (character sheet link in post #81). It'll be on Skype, but maybe if we're nice to him, he'll post a summary once things get underway :smallbiggrin:. The other party members look to be a Vasuthant (http://www.giantitp.com/forums/showpost.php?p=7974321&postcount=75), a human fighter, and a human truenamer.

I'm betting on this being exceptionally entertaining and/or exceptionally short-lived. :smalltongue:

Arcanist
2013-07-31, 03:53 PM
I can't believe you guys let this fall off the first page D=. And after I slaved in the playground's empyrean brewforges to make the Holocaust Sun (http://www.giantitp.com/forums/showpost.php?p=15720209&postcount=9) for you all. For shaaame. Shaaaaame.

Anyway, turns out NosferatuZodd actually got that game of his going (http://www.giantitp.com/forums/showthread.php?t=295008&page=3) (character sheet link in post #81).

>Ammunition
>"HATE"

lolwut? :smallconfused:

I like the Epic PrC, but I'm having a little trouble with the Hero class. Mostly fluff and stuff (which I've always had trouble with) so would you mind springboarding something into my head so I can get something interesting going off? Gah! I'm gonna go eat some pork n' beans :smallannoyed:

vasharanpaladin
2013-07-31, 04:30 PM
I can't believe you guys let this fall off the first page D=. And after I slaved in the playground's empyrean brewforges to make the Holocaust Sun (http://www.giantitp.com/forums/showpost.php?p=15720209&postcount=9) for you all. For shaaame. Shaaaaame.

WHY DO YOU TORMENT ME? :smallfrown:

Xefas
2013-07-31, 05:01 PM
I like the Epic PrC, but I'm having a little trouble with the Hero class. Mostly fluff and stuff (which I've always had trouble with) so would you mind springboarding something into my head so I can get something interesting going off?

This is one issue I, personally, have with going too broad. I've found that if I keep things to one, specific, clearly defined thesis, it's much easier to get inspired. And when you're inspired, it's much easier to get the work done.

So, my advice would be, maybe just try focusing on representing one specific thing that you find interesting, as a class, first. And then, if you can manage to get that done, then you can decide if you want to broaden it to the all-encompassing uber class. If you decide not to, then you still have a really awesome class already done.

Instead of doing:

...Berserking Savage, a Shadow walking Tactician, a Throat-Punching Swashbuckler, a Sublime Martial Artist, a Pious Crusader, a Fallen Hero, and a Dark Knight all in one.

Just pick, say, Dark Knight. And make The Dark Knight. The darkest and the knightest thing that ever was. Find music, movies, video games, playing cards (http://gatherer.wizards.com/pages/Card/Details.aspx?multiverseid=2925), whatever, that thunders the name "Dark Knight" into your skull, and just inundate yourself with that media until you can disgorge its purest expression into word form.

(I also bookmark thesaurus.com (http://thesaurus.com/).)

WHY DO YOU TORMENT ME? :smallfrown:

It powers my class features IRL. :smalltongue:

General Patton
2013-07-31, 10:41 PM
I'm liking that angry sun monster guy. Especially with the apocalyptic SHOOP DA WHOOPing (https://www.youtube.com/watch?v=cAA7F7CDEIw).

Since my implied question was never answered, I'll be more direct. Does using Dismembering Gorebeast Fury and TELL ME WHERE YOUR GOD IS at the same time let you reduce your enemy to a pile of screaming giblets?

Xefas
2013-08-01, 01:53 AM
Since my implied question was never answered, I'll be more direct. Does using Dismembering Gorebeast Fury and TELL ME WHERE YOUR GOD IS at the same time let you reduce your enemy to a pile of screaming giblets?

Oh. I didn't realize that was actually a question! Sorry.

But, yes. You'd launch/spray/hadoken their mangled giblets into a space within range, where they'd continue shrieking in agony. The screams come from the creature's soul/spirit/life-force leaving its body, and not from its vocal chords, so no amount of physical mutilation will stop the screaming.

Rhyvurg
2013-08-01, 05:09 AM
Which is the best kind of screaming, really.

vasharanpaladin
2013-08-01, 11:12 AM
You'd launch/spray/hadoken their mangled giblets into a space within range, where they'd continue shrieking in agony. The screams come from the creature's soul/spirit/life-force leaving its body, and not from its vocal chords, so no amount of physical mutilation will stop the screaming.

There's not a single word here that I didn't like. :smallamused:

Network
2013-08-01, 11:57 AM
May I suggest a way to gain more than one Basic/Advanced manifestation for a given mytho? Given that you plan to go all the way to tier 1, It's probably good to have the option.

Vauron
2013-08-01, 12:37 PM
That already exists. You can spend Mythos Points and Experience to pick up a Basic or Advanced manifestation for half the price of a full Mythos.

Network
2013-08-01, 12:55 PM
That already exists. You can spend Mythos Points and Experience to pick up a Basic or Advanced manifestation for half the price of a full Mythos.
Oops! :smallredface: I missed that. Thanks.

NosferatuZodd
2013-08-02, 10:15 PM
While this may be the wrong place to ask, I looked at the sample character for your Holocaust Sun PRC. How did he get so many attacks? I thought you could only make as many unarmed attacks as going by your BAB.

Xefas
2013-08-02, 10:31 PM
While this may be the wrong place to ask, I looked at the sample character for your Holocaust Sun PRC. How did he get so many attacks? I thought you could only make as many unarmed attacks as going by your BAB.

He has Two Weapon Fighting, Improved Two Weapon Fighting, Greater Two Weapon Fighting, and Perfect Two Weapon Fighting. That's four attacks with each fist, if I'm not mistaken.

Necroticplague
2013-08-02, 10:39 PM
He has Two Weapon Fighting, Improved Two Weapon Fighting, Greater Two Weapon Fighting, and Perfect Two Weapon Fighting. That's four attacks with each fist, if I'm not mistaken.

Um, your fists don't each count as a separate weapon for those purposes.

Xefas
2013-08-02, 11:09 PM
Um, your fists don't each count as a separate weapon for those purposes.

This is actually something I checked up on before doing my Kingmaker journal, because I wasn't sure, but the official FAQ directly states otherwise. I can go find a specific quote if you'd like, but there's a rather specific entry in... either the Feat or the Combat section? Where they unambiguously say something like 'You can use unarmed strikes as off hand weapons when fighting with two weapons, even if your other weapon is also an unarmed strike.'

I admit to being relieved. Rapid-fire punches are cool.

NosferatuZodd
2013-08-02, 11:09 PM
Ah.

One more question, are there any mythos being built to represent a cannibal/flesh-eating monster?

Xefas
2013-08-03, 02:25 AM
One more question, are there any mythos being built to represent a cannibal/flesh-eating monster?

There were actually a lot of Mythos concepts that I outright scrapped (one involved riding a T-Rex! :smalltongue:), for a variety of reasons. I did have a 'Cannibal Boogeyman' Mythos idea prepared before I actually started writing the bulk of them.

I scrapped it because I felt it was too dark. I might be able to whip up a version without some of the... functionality I had originally planned.

NosferatuZodd
2013-08-03, 03:22 AM
Hell, i'd love to see either version, maybe even include the darker version or just the dark aspects of the old version as an advanced option? or even just a spoilered alternate?

Durazno
2013-08-03, 03:57 AM
I don't think multiclassing with Connoisseur (http://www.giantitp.com/forums/showthread.php?t=232699) would be mechanically optimal, but it might be fun just for the... er... flavor.

Arcanist
2013-08-03, 05:51 AM
I don't think multiclassing with Connoisseur (http://www.giantitp.com/forums/showthread.php?t=232699) would be mechanically optimal, but it might be fun just for the... er... flavor.

Only. Friken. Kellus. :smalleek:

Amechra
2013-08-03, 07:07 AM
Please, go dark.

I can't write up half of my ideas because they are too dark.

So, please, entertain me.

vasharanpaladin
2013-08-03, 05:59 PM
I'll throw my hat in for Sanity-Spiting Anthrophage mythos as well. :smalltongue:

Arcanist
2013-08-03, 07:01 PM
I agree, with the Teramach, you REALLY cannot get dark or brutal enough :smallamused:

Amechra
2013-08-03, 08:31 PM
An offering of the darker sort.

Parricidal Epiphany Refrain
Prerequisite: -

A world that contains the Monster is not safe for anyone. Those that believe themselves safe are the Monster's favorite sweetmeat; there is not a single taboo that the Monster holds sacred (as if it understood the concept). It is time that the world learned what that means.

You deal additional damage equal to your Strength modifier against flat-footed creatures.

However, the main benefit of this Mythos is that your immediate relatives are now considered "possessions" for the purposes of gaining Mythos Points. Whenever you kill an immediate relative in a manner that would leave them unable to be resurrected, you gain 300 Mythos Points.

An immediate relative is defined as one of your parents, siblings, or children that are related to you purely by blood.

Basic
Property of Property: You may treat any possession that one of your immediate relatives has owned for at least one week as if it was yours for the same length of time.

Beloved Hound Execution: You may treat any Animal or Magical Beast that you have owned for at least one year as if it were an immediate relative.

Glorious Retainer Massacre: You may treat any creature that you have sworn an oath of service to and have served faithfully for at least one year as if they were an immediate relative.

Scarlet Thread Garrote: Your immediate relatives no longer have to be related to you by blood, as long as you have been related to them for at least a year; your adoptive father is not safe, and neither is your adopted daughter.

In addition, your immediate relatives now include any spouses, lovers, and close friends that you may have, as long as you have been in that relationship for at least a month.

Advanced
And Your Family's Family: The benefits of this Mythos extend to the immediate relatives of your immediate relatives as well; uncles and aunts are broken and grandchildren brutalized.

I think it needs some extra stuff, but yeah...

What do you think?

EDIT: Oh, and this is an Exceptional Mythos. Thought I'd mention that.

Arcanist
2013-08-03, 09:21 PM
An offering of the darker sort.

Parricidal Epiphany Refrain
Prerequisite: -

A world that contains the Monster is not safe for anyone. Those that believe themselves safe are the Monster's favorite sweetmeat; there is not a single taboo that the Monster holds sacred (as if it understood the concept). It is time that the world learned what that means.

You deal additional damage equal to your Strength modifier against flat-footed creatures.

However, the main benefit of this Mythos is that your immediate relatives are now considered "possessions" for the purposes of gaining Mythos Points. Whenever you kill an immediate relative in a manner that would leave them unable to be resurrected, you gain 300 Mythos Points.

An immediate relative is defined as one of your parents, siblings, or children that are related to you purely by blood.

Basic
Beloved Hound Execution: You may treat any Animal or Magical Beast that you have owned for at least one year as if it were an immediate relative.

Glorious Retainer Massacre: You may treat any creature that you have sworn an oath of service to and have served faithfully for at least one year as if they were an immediate relative.

Advanced
And Your Family's Family: The benefits of this Mythos extend to the immediate relatives of your immediate relatives as well; uncles and aunts are broken and grandchildren brutalized.

I think it needs some extra stuff, but yeah...

What do you think?

EDIT: Oh, and this is an Exceptional Mythos. Thought I'd mention that.

Oh you can't go making Mythos without me getting jealous!

Sanity Ending Abomination-World Drowned in Sin

Prerequisites: Chaotic Evil alignment, Humanity-Reaving Psychosis Echo, Protagonism-Devouring Legend Singularity

And they say that when the beast shall arrive, it will place it's mark upon those who have accepted it and then they shall truly be lost for all time...

You gain Evil Brand as a bonus feat (Book of Vile Darkness) and any such creature that you've effected with Humanity-Reaving Psychosis Echo gains it as a bonus feat as well.

Whenever you would effect a creature with Humanity-Reaving Psychosis Echo and grant it the Evil Brand feat, it's fate becomes tied to your own. The creature begins to see you as the end of all free and sentient life across the multiverse and pledges to help you in any way it can even going to such limits as to die for you and upon doing so, you consume the very soul of the creature so that it might aid you in an afterlife that your very existence has denied it.

Any Teramach that you've created, that dies has it's body destroyed and it's soul consumed by you granting you a +1 Morale bonus to all Skill checks, Attack rolls and Damage rolls. Multiple activations of this effect stack. You can only have a Morale bonus equal to twice your HD.

This Mythos has obviously never been fully completed in it's entirety as there is still sentient life across the stars, however for this Mythos to be fully realized all is required is the death of all sentient life across a single plane. This sentient life must be replaced with Monsters as vile as you. If you complete this mythos, and convert all creatures on your Plane into Teramach, this Mythos gains an Advanced Manifestation that other Teramachs may learn, but that you instantly acquire free of charge.

Advanced

Mark of the Beast-End of Love, End of Peace: Your Evil Brand erupts into a larger symbol and changes into an image that reflects your inner evil. You and all of your other Teramachs gain Epic Evil Brand (https://www.wizards.com/default.asp?x=dnd/ei/20021110a) even if they do not meet the prerequisites.

Further you become Immune to all 9th level and below Spells, Powers and Maneuvers, Gain a +9 Vile bonus to all Ability Scores, Gain 9 Vile Bonus feats and your limit for your morale bonus increases to 4 times your HD.

EDIT: On a side note: I figured that instead of making my own custom version of the Teramach, I could just make enough Mythos to have the option for whatever Idea I was thinking up to be replicated by the Teramach! There are many kinds of monsters in the world and all of them can be replicated by this class! Huzzah! :smallbiggrin:

EDIT of an EDIT: This is an Exalted Mythos.

vasharanpaladin
2013-08-03, 09:30 PM
Sanity Ending Abomination-World Drowned in Sin

Prerequisites: Chaotic Evil alignment, Humanity-Reaving Psychosis Echo, Protagonism-Devouring Legend Singularity

And they say that when the beast shall arrive, it will place it's mark upon those who have accepted it and then they shall truly be lost for all time...

You gain Evil Brand as a bonus feat (Book of Vile Darkness) and any such creature that you've effected with Humanity-Reaving Psychosis Echo gains it as a bonus feat as well.

Whenever you would effect a creature with Humanity-Reaving Psychosis Echo and grant it the Evil Brand feat, it's fate becomes tied to your own. The creature begins to see you as the end of all free and sentient life across the multiverse and pledges to help you in any way it can even going to such limits as to die for you and upon doing so, you consume the very soul of the creature so that it might aid you in an afterlife that your very existence has denied it.

Any Teramach that you've created, that dies has it's body destroyed and it's soul consumed by you granting you a +1 Morale bonus to all Skill checks, Attack rolls and Damage rolls. Multiple activations of this effect stack. You can only have a Morale bonus equal to twice your HD.

This Mythos has obviously never been fully completed in it's entirety as there is still sentient life across the stars, however for this Mythos to be fully realized all is required is the death of all sentient life across a single plane. This sentient life must be replaced with Monsters as vile as you. If you complete this mythos, and convert all creatures on your Plane into Teramach, this Mythos gains an Advanced Manifestation that other Teramachs may learn, but that you instantly acquire free of charge.

Advanced

Mark of the Beast-End of Love, End of Peace: Your Evil Brand erupts into a larger symbol and changes into an image that reflects your inner evil. You and all of your other Teramachs gain Epic Evil Brand (https://www.wizards.com/default.asp?x=dnd/ei/20021110a) even if they do not meet the prerequisites.

Further you become Immune to all 9th level and below Spells, Powers and Maneuvers, Gain a +9 Vile bonus to all Ability Scores, Gain 9 Vile Bonus feats and your limit for your morale bonus increases to 4 times your HD.


Pfft, whose spellcard was this? :smallbiggrin:

Amechra
2013-08-03, 10:06 PM
I'd say that that one needs more of a unique twist. I mean, it really just gives big numbers (and, with the Advanced manifestation, is pretty damn broken balance-wise. Compare it to any other Mythos.)

Here's another Mythos:

Worthless Garbage Imposition
Prerequisite: Hero-Sundering Hands, Post-Traumatic Brutality Roar

Who is this worthless garbage who, sobbing, was ignored even by the Monster? Who is so much trash to be forgone by even that thing? That is what the Monster's victims hear if they have the temerity to live.

When you use Hero-Sundering Hands, any limb you choose to tear off is truly gone; any spell or effect that would allow them to regenerate that limb automatically fails to take effect.

In addition, if you are in a Rage, you may chose to forget about that pathetic wreck; in this case, they no longer count as an enemy for the purposes of the behavior your Rage effects induce upon you for the remainder of the encounter, or until they invoke your ire again in some way.

Any creature that you ignore in this way is cursed with the disgust of the ones they love most; the next time that your victim interacts with one of their loved ones, that loved one must make a Will save or have their attitude towards the victim changed to Unfriendly.

Each time this happens, the victim is Shaken for one day; this stacks with itself. If a creature is Panicked through the use of this Mythos, they are considered to have been Panicked through the use of Post-Traumatic Brutality Roar.

That there is a Fantastic Mythos; I'm working on some manifestations (including one that makes people hate them for being beggars.)

EDIT: Is is just me, or does there need to be more stuff that exploits people being Traumatized by PTBR?

Network
2013-08-03, 10:35 PM
I'd say that that one needs more of a unique twist. I mean, it really just gives big numbers (and, with the Advanced manifestation, is pretty damn broken balance-wise. Compare it to any other Mythos.)
I agree. The morale bonus from consuming souls is very high, but a non-numerical benefit would be better. Immunity to all non-epic spells, powers and maneuvers is mostly an ''I win'' button against anything but fighting classes ; even Sun-Eating Gorge-Monster Gluttony doesn't turn a fight against an army of wizards into a curb-stomp battle. The bonus to ability scores and the bonus vile feats look like they are there only to increase the Teramach's power level.

Arcanist
2013-08-03, 10:54 PM
I'd say that that one needs more of a unique twist. I mean, it really just gives big numbers (and, with the Advanced manifestation, is pretty damn broken balance-wise. Compare it to any other Mythos.)

Consider the goal you need to accomplish. You need to turn everyone in the world into a Teramach and just hope to go that nobody has any children that become anything else but Teramach.

Anyway, I'll just change it to give you additional Mythos points or let you do something fanciful with them or something more reliant upon the Teramach that you create or something :smallsigh:


I agree. The morale bonus from consuming souls is very high, but a non-numerical benefit would be better. Immunity to all non-epic spells, powers and maneuvers is mostly an ''I win'' button against anything but fighting classes ; even Sun-Eating Gorge-Monster Gluttony doesn't turn a fight against an army of wizards into a curb-stomp battle. The bonus to ability scores and the bonus vile feats look like they are there only to increase the Teramach's power level.

I'd like to point out, that (if memory serves) the Teramach was intended to be a T1 non-caster so turning a fight against an army of wizards into a curb-stomp battle is kind of the overarching goal.

Having said that, yes your power level is supposed to be over 1006 at minimum.

EDIT: I've been really off my rocker when it comes to homebrew lately. Trying to get that perfect point of balance can be difficult sometimes, but I will accomplish it soon enough! :smallfurious:

Amechra
2013-08-03, 11:04 PM
The thing is, big numbers don't make you Tier 1.

And making yourself immune to pretty much all non-Epic options (through either having numbers too big to be resisted, or by explicitly negating them) is a no-no.

As for the "but it requires you to strip an entire world of all non-Teramach life"...

Ask a friendly Wizard to cast Genesis, shove a single Commoner in there, and kill them. There, you fulfilled the requirement!

Cheesiness aside, you also have to balance it around the fact that, if even one Teramach succeeds in unlocking it, any other Teramach can take it as well. Which is why eating the sun doesn't give you the ability to nuke whole countries.

You know what? I think there needs to be a way to turn animals into Reavers. Maybe even have them count as Dire animals for the purposes of applying the Horrid template...

Arcanist
2013-08-03, 11:22 PM
The thing is, big numbers don't make you Tier 1.

True.


You know what? I think there needs to be a way to turn animals into Reavers. Maybe even have them count as Dire animals for the purposes of applying the Horrid template...

That is a thing? :smallconfused:

Amechra
2013-08-03, 11:25 PM
Yeppers.

It turns Dire Animals into horrible monsters with plated skin, acid-dripping natural attacks, and a bad temper.

Yes, even more of a bad temper than normal Dire Animals.

EDIT: Any opinions on the Mythos that I posted? I feel like something is missing when it comes to Worthless Garbage Imposition...

Arcanist
2013-08-03, 11:26 PM
Yeppers.

It turns Dire Animals into horrible monsters with plated skin, acid-dripping natural attacks, and a bad temper.

Yes, even more of a bad temper than normal Dire Animals.

What book is this from? :smallamused:

Xefas
2013-08-03, 11:34 PM
I'm really liking y'alls Mythos. Homebrew-of-homebrew isn't all that common, so I'm quite flattered :smallwink:.



You know what? I think there needs to be a way to turn animals into Reavers. Maybe even have them count as Dire animals for the purposes of applying the Horrid template...

Originally, the Teramach had an entire progression of Handle Animal Mythos (as I hinted at in my last post). At first, he could just abuse them until they turned feral and bloodthirsty. Then, he would slowly progress into tainting them with his monstrosity, giving them the benefits of a few Mythos already at his disposal, as they were drawn into his legend, and the legend of the Monster. Finally, he could draw forth memories of the ancient times, when the Monster was free, and all the world was more savage. From these, he would cull the understanding of those creatures who would be used as a template by the Gods to create modern animals. And, with this understanding, he could tear away the softness of this weaker time, and teach a beast to be its truest, and most terrible expression.

Which was all an excuse to have a psycho riding an Obyrithian T-Rex, bristling with toothed pseudopodia and disgorging a rain of radioactive crustaceans from the primordial shores of the archaic proto-Abyss.

Buuut, I don't think it's in-theme. Maybe for a Teramach/Totemist (Non-magical Ranger, maybe?) prestige class. Or something a Mythos Totemist, terrifying argent witch apex predator, type class would have.

Amechra
2013-08-03, 11:49 PM
Interesting...

Thoughts on Worthless Garbage Imposition and Parricidal Epiphany Refrain?

EDIT: One of the Eberron ones.

Durazno
2013-08-04, 12:02 AM
PER should probably account for adoption and other strong bonds. After all, if a character is going off the deep end and killing their son, I don't think it'll matter too much if the son is technically a blood relative or not.

Amechra
2013-08-04, 12:12 AM
I was actually going to put that in as a basic manifestation, but I, er, forgot.

I'll have to put that in...

EDIT: Added Scarlet Thread Garrote.

The reason I didn't make it part of the basic effect is that I can see someone argue that the Monster doesn't understand anything but the link of blood; the Mythos points are from the fact that you instinctively understand that you are breaking something that's yours.

But, hey, if you grab all the manifestations, you can grab your annoying mother-in-law and massacre her for delicious, delicious Mythos Points! And then you can kick your son's puppy to death for some more!

There pretty much isn't a way you can use this Mythos that isn't morally abhorrent.

EDIT EDIT: I also added Property of Property. Basically, it's the good old Superdickery cover featuring Superman going all "Sorry Jimmy, I have to destroy all your souvenirs."

I now want to make an Excellency that increases the value of stuff for the purpose of Mythos Points based on emotional value. Destroying a sword that has been in your family for generations or your wedding ring should be more valuable than some random stuff you picked up a week ago.

Xefas
2013-08-04, 02:33 AM
Thoughts on Worthless Garbage Imposition and Parricidal Epiphany Refrain?

Sure. A few casual thoughts...

For Parricidal Epiphany Refrain, I would consider adding a tad bit of scaling to the amount of Mythos Points received. If I shell out the level adjustment to be the half-fiend bastard of Demogorgon, I'd really like a return on my investment once I start trimming the ol' family tree.

(A more tangible return than just the ludicrously epic "You were never a father to me! And I was nothing to you! Less than nothing! Too weak, too stupid! Well, now tell me who's weak!" rage speech I'd get to monologue as I dismember him. Totally worth the setup.)

For Worthless Garbage Imposition, I'd probably tone the anti-regeneration effect back a little, to prevent effects with an effective level lower than the Teramach's class level, rather than just perfect, universal negation. Then I'd probably extend the attitude modification to apply to not just loved ones, but anyone on the "would recognize on sight" tier of familiarity (courtesy of the Disguise skill, of all things), who has an attitude of neutral or better towards them.

Aaaand, maybe people whose attitudes are worsened by this effect also take a penalty on subsequent saving throws against that specific Teramach's fear effects. They're absolutely terrified of you doing to them what you did to their former acquaintance.

Amechra
2013-08-04, 03:05 AM
Both of those look good; maybe the Mythos Point value should be 100 per HD? It would take killing ten 20 HD relatives to get a single Exalted Mythos...

Maybe 100 times HD squared? That sound good?

As for the other one... that sounds like it works. I'm kinda busy watching some drunk German guys play Bioshock Infinite, so I'll update it in a little bit.

DracoDei
2013-08-04, 11:15 AM
Yeppers.

It turns Dire Animals into horrible monsters with plated skin, acid-dripping natural attacks, and a bad temper.

Yes, even more of a bad temper than normal Dire Animals. EDIT: But apparently it is.

EDIT: Any opinions on the Mythos that I posted? I feel like something is missing when it comes to Worthless Garbage Imposition...
Didn't remember that being limited to DIRE animals.

What book is this from? :smallamused:
Ebberron.

Amechra
2013-08-04, 12:23 PM
It is; I checked before posting.

It makes me sad; a Horrid House-Cat is hilarious (CR 1/3? Ha, no.)

Eh, I'd just use the Pathfinder Dire template, then throw Horrid on.

Oh, and I'll be fixin' up the stuff I posted in a little bit.

Network
2013-08-04, 01:41 PM
It makes me sad; a Horrid House-Cat is hilarious (CR 1/3? Ha, no.)
The Horrid template has CR +1, minimum 1, so a Horrid House-Cat would have a CR of 1.

Amechra
2013-08-04, 02:14 PM
Ah, forgot that note; still, a Warbeast Magebred Horrid Dire Cat is only CR 2, and can massacre any 2nd level party that tries getting in melee with it.

The claw attacks dealing from 6-14 damage each, with a +7 to hit, is what clinches that. Along with the AC 28 and 37 HP.

Amechra
2013-08-04, 05:21 PM
Placing the revised versions here for peoples to look at.

Exceptional Mythos: Parricidal Epiphany Refrain
Prerequisite: -

A world that contains the Monster is not safe for anyone. Those that believe themselves safe are the Monster's favorite sweetmeat; there is not a single taboo that the Monster holds sacred (as if it understood the concept). It is time that the world learned what that means.

You deal additional damage equal to your Strength modifier against flat-footed creatures.

However, the main benefit of this Mythos is that your immediate relatives are now considered "possessions" for the purposes of gaining Mythos Points. Whenever you kill an immediate relative in a manner that would leave them unable to be resurrected, you gain 100 times the square of their Hit-Dice Mythos Points.

An immediate relative is defined as one of your parents, siblings, or children that are related to you purely by blood.

Basic
Property of Property: You may treat any possession that one of your immediate relatives has owned for at least one week as if it was yours for the same length of time.

Beloved Hound Execution: You may treat any Animal or Magical Beast that you have owned for at least one year as if it were an immediate relative.

Glorious Retainer Massacre: You may treat any creature that you have sworn an oath of service to and have served faithfully for at least one year as if they were an immediate relative.

Scarlet Thread Garrote: Your immediate relatives no longer have to be related to you by blood, as long as you have been related to them for at least a year; your adoptive father is not safe, and neither is your adopted daughter.

In addition, your immediate relatives now include any spouses, lovers, and close friends that you may have, as long as you have been in that relationship for at least a month.

Advanced
And Your Family's Family: The benefits of this Mythos extend to the immediate relatives of your immediate relatives as well; uncles and aunts are broken and grandchildren brutalized.

Fantastic Mythos: Worthless Garbage Imposition
Prerequisite: Hero-Sundering Hands, Post-Traumatic Brutality Roar

Who is this worthless garbage who, sobbing, was ignored even by the Monster? Who is so much trash to be forgone by even that thing? That is what the Monster's victims hear if they have the temerity to live.

When you use Hero-Sundering Hands, any limb you choose to tear off is truly gone; any spell or effect that would allow them to regenerate that limb that comes from a creature that has less Hit-Dice than you do automatically fails to take effect.

In addition, if you are in a Rage, you may chose to forget about that pathetic wreck; in this case, they no longer count as an enemy for the purposes of the behavior your Rage effects induce upon you for the remainder of the encounter, or until they invoke your ire again in some way.

Any creature that you ignore in this way is cursed with the disgust of the ones they love most; the first time that your victim interacts with a given creature that would be defined as a Close Friend or Intimate (http://dndsrd.net/skillsAll.html#disguise), that creature must make a Will save or have their attitude towards the victim changed to Unfriendly.

If the creature fails their save, they also take a -2 penalty on all saves against Fear effects that come from you, as they instinctively recognize that the mutilation in front of them could be done to them as well.

Each time this happens, the victim is Shaken for one day; this stacks with itself. If a creature is Panicked through the use of this Mythos, they are considered to have been Panicked through the use of Post-Traumatic Brutality Roar.

The effects of this Mythos are tied to the crippling wounds suffered by your victim; if the limb is restored, the attitude change inflicted by this Mythos is reversed the next time that the creature who failed the save interacts with the victim again.

Advanced
Bad Things Happen To Bad People: All creatures of Good alignment are considered to be Close Friends of your victim for the purposes of this Mythos. In addition, your victim gains the [Evil] subtype until their crippled limbs are healed.

I'm Doing You a Favor: You may choose to grant any [Vile] feat that has Willing Deformity as a prerequisite as a bonus feat to any victim of your Hero-Sundering Hands Mythos; the feat must be tied to the limb mutilated in some way. If the limb is ever restored, your victim loses this bonus feat.


Bad Things Happen To Bad People is one of my favorites; I'd like you to think of what that does.

It is basically "screw you, you perfect heroes."

NosferatuZodd
2013-08-11, 11:05 PM
How can this fall off the front page?

Xefas
2013-08-11, 11:17 PM
A spoiler for the Teramach prestige class I'm working on right now. (I mean, as long as the thread's up here, might as well. :smallwink:)


Eldritch Blaster Shell
Prerequisite: Eldritch Blast 3d6

This Mythos can be applied to an Eldritch Blast as if it were a Blast Shape Invocation, allowing you to condense the released energy in one clinched fist, and then lob it as an improvised thrown splash weapon with a range increment of 30ft. Despite being improvised, you are always proficient with your Blaster Shells, and do not take a penalty for attacking with them. A direct hit has a base damage equal to your Eldritch Blast damage (don't forget to add your Strength modifier; it's a thrown attack, after all). Splash damage is equal to 1/2 this amount, and allows a Reflex save to negate. Splash damage imparts any Eldritch Essence as normal.

In addition, you can manipulate the density and detonation time of your Blaster Shell to produce one of two extra effects; you can choose which one, or neither, each time you throw one. First, you may have the Shell explode with tremendous force on a direct hit. This functions like a Bull Rush against the target, except that it does not provoke an attack of opportunity, there is no consequence for failing, and you do not need to move with the target or be adjacent to them. Second, you may have the Shell hit with exceptional force, but with a delayed blast. On hit, but before damage, execute a special Bull Rush against the target as described in the first function, but deal the damage and the splash after the Bull Rush has been concluded.

While you are in a Rage, you may conjure and condense eldritch power with enough speed that you may fire multiple Blaster Shells as part of a Full-Attack; one for each attack you would normally get, using the descending attack bonus progression as normal.

In a Rage, for every size category larger than "Large" that you are, the splash damage of your Blaster Shell extends another 5ft.

vasharanpaladin
2013-08-12, 12:05 AM
...Okuu? :smalleek:

ShadowFireLance
2013-08-12, 01:32 AM
I'm really, really loving this class. I'm going to use it for a 30th Tristalt. On a C+ Dragon. That's fighting bigger monsters. Just to let you know. :smallbiggrin:
Anyways, Would it be possible to throw out the rough draft of that *Riding an Obyrithic T-rex* Mythos? I seriously had the perfect image for it...

Arcanist
2013-08-12, 03:20 AM
I'm really, really loving this class. I'm going to use it for a 30th Tristalt. On a C+ Dragon. That's fighting bigger monsters. Just to let you know. :smallbiggrin:
Anyways, Would it be possible to throw out the rough draft of that *Riding an Obyrithic T-rex* Mythos? I seriously had the perfect image for it...

No spoilers! :smallsigh:


A spoiler for the Teramach prestige class I'm working on right now. (I mean, as long as the thread's up here, might as well. :smallwink:)


Eldritch Blaster Shell
Prerequisite: Eldritch Blast 3d6

This Mythos can be applied to an Eldritch Blast as if it were a Blast Shape Invocation, allowing you to condense the released energy in one clinched fist, and then lob it as an improvised thrown splash weapon with a range increment of 30ft. Despite being improvised, you are always proficient with your Blaster Shells, and do not take a penalty for attacking with them. A direct hit has a base damage equal to your Eldritch Blast damage (don't forget to add your Strength modifier; it's a thrown attack, after all). Splash damage is equal to 1/2 this amount, and allows a Reflex save to negate. Splash damage imparts any Eldritch Essence as normal.

In addition, you can manipulate the density and detonation time of your Blaster Shell to produce one of two extra effects; you can choose which one, or neither, each time you throw one. First, you may have the Shell explode with tremendous force on a direct hit. This functions like a Bull Rush against the target, except that it does not provoke an attack of opportunity, there is no consequence for failing, and you do not need to move with the target or be adjacent to them. Second, you may have the Shell hit with exceptional force, but with a delayed blast. On hit, but before damage, execute a special Bull Rush against the target as described in the first function, but deal the damage and the splash after the Bull Rush has been concluded.

While you are in a Rage, you may conjure and condense eldritch power with enough speed that you may fire multiple Blaster Shells as part of a Full-Attack; one for each attack you would normally get, using the descending attack bonus progression as normal.

In a Rage, for every size category larger than "Large" that you are, the splash damage of your Blaster Shell extends another 5ft.


... WAT!? OKAY! OKAY! WARLOCK TERAMACH WHO IS SO POWERFUL THAT HE THROWS ELDRITCH BLAST AT PEOPLE MADE OUT OF HIS RAGE! THIS... THIS IS IMPOSSIBRU! I HAVE NEVER BEEN SO INSPIRED! :smallbiggrin:

... This... This is Broly :smallconfused: Oh clever, clever Xefas :smallamused:

Amechra
2013-08-12, 06:49 AM
I was at work, and, long story short...

I have a couple more fan Mythos to put up.

In a bit, after I have breakfast.

Arcanist
2013-08-13, 12:03 AM
I was at work, and, long story short...

I have a couple more fan Mythos to put up.

In a bit, after I have breakfast.

Still haven't had breakfast yet? :smalltongue:

Draken
2013-08-13, 12:54 AM
Still haven't had breakfast yet? :smalltongue:

He never said which day's breakfast it was.

Amechra
2013-08-13, 01:59 AM
Leave me alone! I happened to sleep 12+ hours after eating, so...

New Exceptional Mythos

All-Weaponry Murder Savant
Prerequisites: None

The Monster does not use weapons; they strike with whatever is at hand. However, sometimes it recognizes that some things are better at inflicting injury than others. How can such a thing not move it's... well, heart is too strong a word.

You may consider all Simple melee weapons to be Improvised weapons for the purposes of your class features and Mythos.

Basic
Superior Weapon Instinct: You gain Weapon Focus for one Martial melee weapon of your choice, and may consider that weapon a Simple weapon for the purposes of this Mythos.

Distance is No Barrier: You may apply the benefits of this Mythos to all Simple weapons, not just melee weapons.

A new Fantastic Mythos.

Lobotomy-Inflicting Motion
Prerequisites: Worthless Garbage Imposition

Sometimes, it isn't enough to just take away someone's arm or leg; sometimes, the Monster wishes to tear away a creature's ability to feel, well, anything.

You now have an additional "limb" to choose from when using Hero-Sundering Hands; you may choose to lobotomize your poor victim.

A lobotomized creature is considered to be under the effects of a Calm Emotions (http://www.d20srd.org/srd/spells/calmEmotions.htm) spell, except that the effect may only be ended either by an effect that would restore limbs or by the creature becoming a Reaver.

Another Fantastic Mythos

Inexplicable Monstrous Fascination
Prerequisite: Post-Traumatic Brutality Roar

People enjoy fear; fundamentally, deep down, they love to squeel and scream as much as the Monster enjoys killing. Which is quite a lot.

When you use Intimidate to cause another creature to behave Friendly towards you, they gain a Morale bonus to all d20 rolls equal to the enhancement bonus to damage you gain from Primitive Brutality as the very presence of your horrifying self brings them a secret form of enjoyment.

In addition, if the creature you forced to feel Friendly towards you was traumatized through the use of Post-Traumatic Brutality Roar, they are instead considered to be Helpful when determining how they will behave, offering you aid or protection, out of an intrinsic fear of what you are.

Finally, creatures that are traumatized consider you to have rolled the maximum possible duration for their attitude change.

Basic
Fear-and-Love Equivalency: You gain the Silver TongueOA feat as a bonus feat, and may use Intimidate in place of Diplomacy for the purposes of that feat.

Fear Isn't Stupidity: Creatures traumatized through Post-Traumatic Brutality Roar consider any order to harm you or to steal your property to be equivalent to an order to commit suicide for the purposes of any Compulsion effect.

Advanced
Terror-Bringing Comment: When you use the Intimidate skill to force another creature to change their attitude towards you, you may take a -10 penalty to your check to make the check as a full-round action.

Thousandfold Vengeance Promise: When you change a creature's behavior towards you through the use of the Intimidate skill, that behavior lasts for 1d6 days after you leave their presence.

So... yeah. The Monster's answer to Dominate Person.

Draken
2013-08-13, 10:06 AM
Second one looks like it should just be an Advanced option for WGI, truth be said.

Anyway, here is an idea I had earlier. Exceptional tier.

I CAST MY FIST
Prerequisite: -

Once, the monster saw a man with a book shout and gesticulate and send fire, and hail, and lightning at him. Once, the monster loomed over a man praying to the gods and felt their wrath pouring down on him. Once, the monster met a cackling individual with hellish energies spiraling wildly from his hands towards him. If it even bears mentioning, the monster killed them all and moved on. But he got a trick or two from them.

Your reach increases by 5 feet. Additionally, as a swift action, you may grant yourself the ability to strike any creature within (25ft. + [5ft * Strength mod.]) for one round, you do not threaten this area, you can just punch people in it.

Lastly, you gain Mageslayer (Complete Arcane, pg. 81) as a bonus feat.

Basic
Dragonblood-Bathed Hands: When you deal damage with an unarmed attack or an attack with an improvised weapon, you may turn that damage into acid, cold, electricity or fire damage. You must chose one energy type upon gaining this mythos, and can acquire the other energy types by buying this basic manifestation additional times.

Ghost-busting Palm: Your unarmed attacks and attacks with improvised weapons are treated as force effects, allowing them to strike incorporeal and ethereal creatures without any miss chance.

Advanced
Bully Magic Item: You can make Use Magic Device checks untrained, and may use an intimidate check or an attack roll in place of your Use Magic device skill for those checks.

Dragonline Puncturing Strike: As a standard action, you may make an unarmed attack or an attack with an improvised weapon in an area. This area is either a cone with a length equal to your strength score (rounded to the closest increment of five feet) or a line with a length equal to twice your strength score (rounded to the closest increment of five feet). You make a single attack roll against all creatures in the affected area.

Magic Must Defeat Magic Denial: You gain Pierce Magical Concealment and Pierce Magical Protection as bonus feats (Complete Arcane, pgs. 81 and 82).

Metaphysical Brutality: You gain a metamagic feat of your choice as a bonus feat. You may apply the effects of metamagic feats to any attacks that benefit from your Primitive Brutality class feature. To do so, you must take a penalty to your base attack bonus for the modified attack equal to twice the feat's spell level modifier minus two ([2* Spell level mod.] - 2), to a minimum of a -2 penalty. You may not take a penalty to your attack modifier higher than your base attack bonus when doing this. Whenever a metamagic feat would require a caster level, use your teramach level instead.

I had a plan for an Advanced manifestation that gave you Craft Magic Arms and Armor and a craft reserve that must be filled via murder but it just didn't feel right in the end.

Amechra
2013-08-13, 10:50 AM
Heh. I agree about the second one; the only reason it's separate is because, well...

Eh, I'll just make it an Advanced Manifestation.

And I like I CAST MY FIST, though I think it needs more of a... "I punch you in the face, person who's scrying on me."

As for Monster Crafting, I was thinking that you could go the route of making totems and stuff that people can activate, granting them an Excellency and tossing them into a Rage for a day.

I'm not sure what level you would count them as, though...

Draken
2013-08-13, 11:51 AM
It's more that the idea of a teramach sitting down for a few days to craft something ended up not fitting in much.

Amechra
2013-08-13, 12:08 PM
Heh. That's funny.

You think they need to sit down to craft things?

Nope. They punch a guy into a corpse, and keep beating it until it's just a horrible mess of viscera and body-fragments.

Then they roar over the mangled body-thing their hands produced, reach inside of the stinking pile, and remove what they made.

I suggest only allowing weapons to be crafted, or alternatively allow them to wear the skins of things they kill for bonuses.

You know, I'm reminded of the Trophy Collector feat; it lets you craft non-magical items from bits of a creature you killed's corpse.

Each trophy you wear gives you a +2 bonus on Intimidate checks against creatures that share a type with the creature who you extracted the trophy from, and a +1 morale bonus to saves against fear. These bonuses explicitly stack with each-other. You can, once per day, gain a bonus on a will save equal to the number of trophies you are wearing, which stacks with the bonus on saves vs. fear.

The feat itself can only take up the amulet, belt, boots, and cape slots, so you can only ever get up to a +8 to Intimidate and +4 to your saves vs. Fear... But, hey, a Mythos that builds off it would be the bomb.

Just have the Monster pay 100 Mythos points per CR of the creature they killed to let them tear out a trophy that they can wear.

Manifestations and further Mythos can upgrade what trophies let you do.

Badda bing, badda boom.

Necroticplague
2013-08-13, 06:31 PM
Possible suggestion concerning the anti-scrying someone mentioned as a Fantastic Mythos:

Monster's Hostile Visage
Prerequisite:I CAST MY FIST
It is all to common for puny men to try and look for the monster from afar, hoping to be able to afford time to either do the stupid thing and prepare to fight, or the futile thing to run. Either way, the Monster has simply adapted to blow through their efforts, making all that attempt such regret it.

You gain Live My Nightmare and Eyes To The Sky as bonus feats. You may use your Strength modifier in place of your charisma when determining Live My Nightmare's DC.

Basic
Active Fear-mongering:In addition to the normal reactive use of Live My Nightmare, you can spend a move action to use it actively when under conditions that it normally activates. When you do so, you can have the DC to save set by an Intimidate check.

Fierce Diety Form:Any opponent that is closely studying you, such as for an Assassin's Death Strike or a Thayan Gladiator's Study Opponent class feature, is considered to be targeting you with a divination

Advanced
Simple Perception Impact: Your Live my Nightmare feat is now activated whenever you are in the area of a divination effect or are noticed by a sensor-based divination your Eyes to the Sky lets you see, greatly expanding the range of spells effected. If you would not otherwise be detected by the spell (such as a detect evil spell when you are good), you still fail to show up on it, but your Live My Nightmare still activates.

Punch Through Their Eyes: Whenever you notice a scrying sensor through your Eyes to the Sky feat, you can attack through it to get at the caster on the other side. You attack the sensor as you normally would a creature, however the caster takes the damage instead of the sensor (which probably doesn't have HP anyway).If the sensor is actually a physical object (such as a Prying Eyes spel), you may decide whether to actually attack the object or it's creator through it. For sensors that don't have written stats, use the touch AC of the caster. If the "caster" is an object (such as a crystal ball in use), you are aware of this and may decide whether to attack the object or the person using it (though if the object self-activates, such as an intelligent item, you cannot try and attack it's possessor.)

For being the base of inspiration for all this, Punch Through Their Eyes is fairly wordy.

General Patton
2013-08-15, 10:30 PM
We need more support for characters that are angry because of Evil and injustice.

Exceptional Mythos
Sympathy-Driven Monster Genesis
Prerequisite: Good Alignment

The world is full of all sorts of monsters, and everything finds itself prey to one at some point. Evil is quite mistaken if it thinks itself so privileged as to escape the omnipresent violence.

Unlike other monsters, you hate because you care.

You may Detect Evil at will, as the spell. While Detecting Evil and under a Rage Effect, you may restrain yourself from attacking creatures that do not detect as Evil.

Furthermore, you may be as callous and brutal as you like, to creatures that detect as Evil, without risking an alignment change.

Basic
Gift-Giving Kindness Hand: You may acquire Mythos Points by giving away gold or items to creatures that would benefit from the gift and who do not detect as Evil. The giving must involve refusal of all material compensation, although services rendered in gratitude may be accepted later on. The donated item's value in gold pieces is recouped by you as an equal amount of Mythos Points. Your DM may punch you if you attempt to weasel your way into making purchases with these donations as payment.

Iniquity-Attracting Terror-Beacon: While you are in a Rage, when you successfully Demoralize a creature, you may choose to instill them with even greater fear of your angry justice. They suffer twice the usual penalties for fear effects you cause and must make a will Save each round in order to take hostile action against someone other than you.

Advanced
YOU'RE THE ONE I SHOULD KILL!: Your Detect Evil ability now reveals to you the source and exact strength of the strongest Evil aura within a number of miles equal to your class level.

I've got some more ideas for anti-Evil Mythos that I'll type up later. How do you guys feel about something called "I WILL DEVOUR YOUR EVIL". Prereq: Indiscriminate Filth-Quaffing Appetite and World-Breaker Grip. It'll let you grab some guy and suck the evil right out of him. You'll get Mythos Points, and if the poor schmuck manages to survive the negative levels, he'll have Neutral Alignment. It'll also have a use for destroying Evil spells, magic items, and Artifacts.

Amechra
2013-08-15, 10:42 PM
They still need to be corrupted by the anger.

Though I think Gift-Giving Kindness Hand goes hilariously with Parricidal Epiphany Refrain.

"Hello, friend. Here, have my baby. No seriously, just take my baby; I'm reasonably sure you can take care of her better than I can."

*Ding* Mythos points.

Break up with your boyfriend and orchestrate events so that they start dating someone more deserving of their love? Mythos points.

Give your dog's puppies away to neighborhood children? Mythos points.

General Patton
2013-08-15, 11:57 PM
They still need to be corrupted by the anger.

But Asura was never really corrupted by his anger, and he's basically wrath incarnate.
If you would watch this (http://youtu.be/nYw-agqMsTU?t=1m3s) for a bit of context and this (http://youtu.be/NMCfc_c4vGY?t=6m55s) for a demonstration of the immense fury that followed. He then proceeds to withstand an orbital death beam powered by about 3/4 of 13 trillion souls, and continues rampaging through his enemies even after his power has scalded and charred his body. The between-chapter interludes specifically note that he manages to avoid harming civilians, in spite of the fact that he is THE unkillable berserking rage-monster.

Amechra
2013-08-16, 12:40 AM
Think about it a second.

What makes you think that the innocents were Good?

Also, Asura's Wrath is actually, I think, a lot lighter in tone than this class. Plus, I've always found abilities that require one alignment or target one alignment to be inelegant.

I mean, here's how I would make your Mythos:

I would remove the Good requirement.

I would change it from Detect Evil to determining whether or not someone has killed something within the last day; you can smell the murder on them, or something.

I would make the callous part (i.e., "your death does not affect my morality") affect anyone who has committed murder.

As for the restraint part, if the person attacking them hasn't killed someone within 24 hours, you can restrain yourself from attacking such an innocent.

Manifestations would involve increasing the span of crimes that are punishable by you (one might include theft, one might include mass destruction of property, one might allow you to sense crimes back further, and there could be an Advanced manifestation where you learn why they committed the crime, which expands who you can restrain yourself against.)

I really think that that's more along the lines of the mojo Asura has going on, along with a Mythos that gives you some bonus when you are doing horrible things in some other person's name (he only slaughters everything because of his beloved daughter.)

Also, I do have to say, the Mythos you posted is pretty loose; only the Advanced manifestation feeds directly into the "avenging monster" theme. Iniquity-Attracting Terror-Beacon really should be its own Mythos, and Gift-Giving Kindness Hand... well, it's weird.

Mythos points represent how close to being the archetypical Monster you are; that's why wrecking things gives you points. Because you are showing that you are a violent monster.

Getting points towards "I AM A VIOLENT MONSTER" through charity just seems... wrong.

Draken
2013-08-16, 12:41 AM
My only issue with that Mythos is that part of it doesn't really work because you can't use spell-like abilities while raging unless they are invocations.

Also, Detect spells rely on concentration to do their thing. The moment you stop concentrating (standard action) you stop detecting things.

General Patton
2013-08-16, 12:54 AM
I actually like the murder-sensing variant more. I suppose there could be an Exalted Mythos to devour someone's Wrath or Violence, rendering them incapable of such activities. Basic and Advanced Manifestations would allow you to devour other Mantra Affinities like Greed and Lust.

Xefas
2013-08-16, 02:01 PM
All-Weaponry Murder Savant
If it didn't provide proficiency, but instead gave benefits for using manufactured weapons as improvised weapons, that would be acceptable (and provide for characters like Krieg or Kharn the Betrayer; I was considering a similar Mythos for that purpose). As it is, I don't like it, but there's potential.

Lobotomy-Inflicting Motion
I'm not sure what the inspiration for this was, but I don't find it appropriate for the class at all. :smallconfused: Although, I'm interested to know where you're coming from.

Inexplicable Monstrous Fascination
I like it. It could be probably be improved by a tweak or two, but overall, quite solid.

I CAST MY FIST
Again, could probably use a few tweaks, but I like it for the most part (for instance, I'd prefer Dragonblood-Bathed Hands to be more powerful, but actually require you to have the blood of an elemental or magical creature/character on your hands to benefit). The only thing that really jumps out at me as negative is a lack of explanation for what the base effect's "ranged punch" looks like.

Monster's Hostile Visage
Interesting. Fierce Deity Form seems pretty weak in its specificity; could use some sprucing up. Other than that, cool.

Sympathy-Driven Monster Genesis

I WILL DEVOUR YOUR EVIL
This is perfect material for a Teramach/Paladin prestige class. I could actually see that being super awesome. But, I don't think it's necessarily in theme for the base Teramach.

Draken
2013-08-16, 02:35 PM
Lets do some sprucing up then!


I CAST MY FIST
Prerequisite: -

Once, the monster saw a man with a book shout and gesticulate and send fire, and hail, and lightning at him. Once, the monster loomed over a man praying to the gods and felt their wrath pouring down on him. Once, the monster met a cackling individual with hellish energies spiraling wildly from his hands towards him. If it even bears mentioning, the monster killed them all and moved on. But he got a trick or two from them. He learned that there is magic all around him, power and energy in between him and everything else in the world.

And anything that lies between the monster's hand and everything else in the world can only exist to be grasped and used to hit the later.

Your reach increases by 5 feet. Additionally, as a swift action, you may grant yourself the ability to strike any creature within (25ft. + [5ft * Strength mod.]) for one round, you do not threaten this area, you can just punch people in it.

Lastly, you gain Mageslayer (Complete Arcane, pg. 81) as a bonus feat.

Basic
Dragonblood-Bathed Hands: When you deal damage with an unarmed attack or an attack with an improvised weapon, you may turn that damage into acid, cold, electricity or fire damage. You must chose one energy type upon gaining this mythos, and can acquire the other energy types by buying this basic manifestation additional times.

Ghost-busting Palm: Your unarmed attacks and attacks with improvised weapons are treated as force effects, allowing them to strike incorporeal and ethereal creatures without any miss chance.

Advanced
Bully Magic Item: You can make Use Magic Device checks untrained, and may use an intimidate check or an attack roll in place of your Use Magic device skill for those checks.

Dragonline Puncturing Strike: As a standard action, you may make an unarmed attack or an attack with an improvised weapon in an area. This area is either a cone with a length equal to your strength score (rounded to the closest increment of five feet) or a line with a length equal to twice your strength score (rounded to the closest increment of five feet). You make a single attack roll against all creatures in the affected area.

Magic Must Defeat Magic Denial: You gain Pierce Magical Concealment and Pierce Magical Protection as bonus feats (Complete Arcane, pgs. 81 and 82).

Metaphysical Brutality: You gain a metamagic feat of your choice as a bonus feat. You may apply the effects of metamagic feats to any attacks that benefit from your Primitive Brutality class feature. To do so, you must take a penalty to your base attack bonus for the modified attack equal to twice the feat's spell level modifier minus two ([2* Spell level mod.] - 2), to a minimum of a -2 penalty. You may not take a penalty to your attack modifier higher than your base attack bonus when doing this. Whenever a metamagic feat would require a caster level, use your teramach level instead.

I had a plan for an Advanced manifestation that gave you Craft Magic Arms and Armor and a craft reserve that must be filled via murder but it just didn't feel right in the end.

Added a description, the idea is that you send the force of your punch through the magic of the world.

Dragonblood-Bathed Hands is more of an utility thing, since it is just a basic manifestation and I believe that a reach increaser is plenty powerful without adding damage.

Truly, I CAST MY FIST isn't about increasing damage, it is more about adding utility to your damage.

Amechra
2013-08-16, 07:59 PM
All-Weaponry Murder Savant doesn't grant you proficiency.

Lobotomy-Inflicting Motion lobotomizes a creature; people with lobotomies become docile and lose the ability to express really strong emotions.

Plus, you are tearing the fight out of them. I found that funny.

I want to go on record as saying Silver Tongue is scary (pun intended) with traumatized creatures.

Ever wanted to literally frighten someone into loving you? Yeah. That's an option.

It also allows you to make them toady up to another guy. Pretty sweet deal.

Xefas
2013-08-16, 08:40 PM
All-Weaponry Murder Savant doesn't grant you proficiency.

Right, my mistake. But, then I'm confused about what it does. You can already wield pretty much anything, if you're strong enough, as an improvised weapon. For instance, you can just flail with a Greatsword as an 8lb slab of metal, which would make it a one-handed improvised weapon that deals 1d6 damage (going by the rules in Complete Warrior).

Amechra
2013-08-16, 08:56 PM
You can run the Greatsword as an Improvised weapon that deals 2d6 damage. Or use a Knife for the 19-20 base crit range.

It needs rephrasing, but I've got work in about an hour, so I can't put too much effort into fixing it.

Draken
2013-08-16, 10:15 PM
You know, the point of improvised weapons is that you pick something that resembles the weapon you want to improvise and pretend the random junk you picked up is said weapon, at a to-hit penalty.

So, improvising weapons as themselves feels... Hmm...

Roundabout? Sort of missing the point? Kind of silly?

Amechra
2013-08-17, 07:08 AM
Maybe swapping it to having the improvised weapons inherit any larger crit multiplier or range that an object you are using as an improvised weapon might have?

Manifestations would open up keeping any enhancements it has.

Because, to the Monster, that +1 Flaming Longsword you just picked up is just another hunk of metal, albeit one that's on fire.

Though, looking back, I think the only bit of wording needed to make the Mythos work is to specify that the non-proficiency penalty is considered to be the penalty for using an improvised weapon.

Because the mechanical idea is more along the lines of "I can take a weapon I'm not proficient in, and, as long as I grabbed it this encounter, it is exciting, and new, and I can kill people with it just as good as if I were proficient. If not better."

I.e., it's a straight addition of Simple Weapons to the list of things that any Mythos or class feature that enhances improvised weapons.

One of the ideas was that Dismembering Gorebeast Fury could be applied to, say, a Crossbow (or, in settings where Firearms aren't exotic weapons, a gun.)

Or, alternatively, a punch dagger could get up to a 17-20/x4 crit while not in a rage, or a 15-20/x4 crit while raging.

Because that is how you make claws.

Draken
2013-08-17, 09:38 AM
A, fair. I do suppose that Teramachs have no weapon proficiencies after all, so everything is improvised anyway.

The mythos does amount to "ignore nonproficiency penalties for weapons you find lying around at the moment", in that case.

Network
2013-08-17, 11:50 AM
Talking about improvised weapons, they are only proficient with one for the duration of one encounter. I know they can easily find what they need in most fights, but that's not always the case. I suggest a Mythos that allows them to use soil as a weapon.

I didn't find anything similar in the current Mythos.

Xefas
2013-08-17, 12:27 PM
http://i.imgur.com/pqF9gD9.png

Sacrosanct Blood-Titan Idol Adoption
[Exceptional]
Prerequisite: -

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

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

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

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

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

Arcanist
2013-08-17, 06:14 PM
Hypothetically, how much damage would a colossal creatures spine do? Hypothetically of course.

Xefas
2013-08-17, 06:33 PM
Hypothetically, how much damage would a colossal creatures spine do? Hypothetically of course.

"A colossal creature" is far too vague to lend itself to an accurate answer. Even assigning a particular creature, the best you can do is a wild guess. But, if I had to make a wild guess, if the pattern for improvised weapon weights in Complete Warrior scales up to the proper amount, I'd say something like a Tarrasque spine is in the ballpark of ~10d6 base damage (slightly hedging out a Colossal Greatsword).

Amechra
2013-08-17, 07:40 PM
That works. :smallbiggrin:

I have somethin' brewing in my head that I'll post sometime tomorrow.

SanusCompleo
2013-08-19, 03:48 PM
I'm about to be building some kind of fiend-blooded Werewolf Lord Warshaper with every spare level of this for a battle to end all battles. The class is one of the coolest I've ever seen, and I usually don't go strength-side brutes when I go into melee.

I'll let you know how the werewolf winds up, and how the battle goes.

EDIT:
Not going to go into a full build stub, because I'm bad with formatting. Some allowances: Necklace of Natural Attacks apply to unarmed strikes as well, which have a iterative attacks thanks to Improved Unarmed Strike, also Animal HD on a Lycanthrope count as a class level for the purpose of LA buyoff in this demonstration, but if they don't you only lose out on two levels anyway. Finally, Natural Attacks count as unarmed strike for all Teramach abilities, again, for this demonstration. Wealth is PF wealth because it's more accessible to read online. Things described in this paragraph might not be fully rules-legal

Human (Major Demon Bloodline)
Teramach 1/Dire Wolf HD 6/Teramach 1/Warshaper 2/T 1/WS 1/T 1/WS 1/Teramach 6

300 hp
52 Str, 32 Dex, 34 Con, 10 Int, 8 Wis, 10 Cha (In Hybrid Form)

Attack Routine is: unarmed strike +43/+43/+38/+33/+28 melee (2d6+1d6+36 16-20/x3) 2 claws +41/+41 +41/+41 melee (3d6+1d6+36 18-20/x3) 1 bite +41/+41 melee (4d6+1d6+36 18-20/x3)

Equipment:
Amulet of Health +6 (36,000)
Belt of Giant's Strength +6 (36,000)
Gloves of Dexterity +6 (36,000)
Manual of Strength +4 (110,000 gp)
Manual of Constitution +4 (110,000 gp)
+1 Vicious Speed Ghost-Touch Necklace of Natural Attacks (217,800)
Permanent Greater Magic Fang x3 (40,500)
Mantle of Spell Resistance (90,000)

Feats:
Power Attack, Cleave, Improved Trip, Multiattack, Improved Bull Rush, Improved Sunder, Improved Strikeb, Improved Initiativeb, Iron Willb, Trackb, Improved Natural Attack (unarmed strike)b, Improved Natural attack (bite), Improved Natural Attack (claw), Knock-down, Quick Change, Shock Trooper, Combat Brute, Leap Attack, Scorpion's Grasp, Improved Grappleb, Leap of the Heavensb, Run, Natural Heavyweightb, Great Cleaveb


Ultimately, he's a dangerous mess. Combat Strategy actually gives him a great deal of options. Before entering Melee, he flies into a Rage (Perpetual Rage Engine), and as free actions (Thanks to Quick Change) increases the size of all of his natural weapons. Generally, he will leap into battle and spread out his attacks to deal phenomenal leap-attack damage to as many opponents nearby as possible. He can choose to sunder equipment freely, which gives him Mythos Points, or trip/grapple/throw/bull rush/overrun targets Huge size or smaller reliably. If he cannot enter Melee range, that certainly doesn't stop his rage. He'll turn the terrain into weapons for him against opponents that are severely out of range, throwing a full attack's worth of improvised weapons with deadly accuracy and potency at a target out of physical reach while moving slowly forward. Same goes for flying targets.

For targets that overcome his strength (somehow), or are too large to properly trip and the like, he falls back to dealing massive amounts of damage.

For example, against the Terrasque he will, on a charge automatically hit with ten of his attacks, dice rolls come out to an average of 154 damage. A Leaping Shock Trooper attack adds on 1040 damage (17 power attack, all attacks are treated as 2hand weapons). The terrasque, if it survives, will most likely swallow the Werewolf Lord, who will then utilize Combat Brute to Power Attack his way out of the creature's stomach and scatter Terrasque bits about the battlefield. The Terrasque will of course regenerate, and the two will battle for all of time.



Now let's see how that battle goes...

EDIT 2: Thinking about it all, Lycanthrope 6/Teramach 14 would be far better. It allows Ability Proliferation for the additional 4 points in Dexterity as well, and trades a size adjustment (which can mean as much as 66 damage missing, but also as low as 11) for Legendary Mythos. Which is pretty great.

Bickerstaff
2013-08-20, 02:27 AM
This class.

The Teramach is probably the most amazing class I've ever seen. I love brute classes in almost any medium, but this guy just takes the cake (and then pounds it into hundreds of mutilated cake-gibblets).

Why would I ever want to play another class after seeing this one? It has everything! YOU HAVE RUINED CASTERS FOR ME.


But seriously, great job.

Pesimismrocks
2013-08-22, 07:55 AM
Do tiers actually mean anything? As far as I can see I can take manifold flesh armoury from level 1. I'm sure I'm missing something but I can't see it.
Edit: I cannot believe I missed that.:smallredface:

Amechra
2013-08-22, 08:46 AM
I would like you to look at the class table. See how the table, every so often, says stuff like "Legendary Mythos" or "Exalted Mythos"?

You can't take Mythos of that tier until that particular level.

SanusCompleo
2013-08-22, 04:57 PM
Excessively long post, peruse at your own caution.

Against an Uttercold Necromancer with it's Psionic Lich Cohort (Frank & K's) that was more of an army than a build, a Mind Mage with some wild caster level boosts (Just Dragon and official, a funky Totemist/Warblade/Ur-Priest getup (Some homebrew JPM I think?) who was really good at sweeping groups with Blasphemy and closing into wild Melee, player five (The DM, we have as a group approved of his character) played a medium viper. A Titanic Monster of Legend Elder Serpent Vampire Lord Viper. It was illegal as only humanoids could become Vampires, and it didn't have 10 class levels, but c'est la vie. Also Monster of Legend was some epic content, but it didn't have any caster levels, nor did it have a lot else going for it, so that was given along with a mess of Evolved Undead. It also put it's Leadership to good effect, so there were effectively two armies, one small cult with some nice casters, the Uttercold Assault Necromancer's armies which were silly, the Mind Mage who didn't play much into the telepathy as it did general psionic trickery, and the Ur-Priest dealt with the mooks primarily. Then there was the Werewolf Lord Teramach.

The snake could grab a single character, unless it had, say, freedom of movement, which only two of the five combatants had access to, and then proceed to deal several hundred damage along with negative levels against a painful save. The Uttercold Assault necromancer kept dropping AoE's after it's armies honed in on enemies that healed it's guys, hurt the enemies. I had 15 resistance to cold, and really good fast healing so it didn't worry me much. That Totemist dropped anything that came near it for a while, and the Mind Mage was busy picking out large threats. For my Werewolf, seeing something that was dropped down into melee and killing near-everything that wasn't itself really made him mad. It made him very mad. That madness was tuned into a precision weapon of damage which could shake sanity and defy reality.

It took a bunch of rounds to close in on the Totemist though, wading through the hordes which took so much time (In game, it took two days of play to resolve what we've gotten to so far). Finally when I did come into jumping range, we were beset by that Psionic Lich. It attempted to dominate me, and I failed my will-save. Then it commanded me to kill the Totemist. Fury may be freedom, but this wasn't a bad command, all things considered. The Totemist did not survive the charge. Because the Teramach had so many feats, I couldn't possibly specialize. There aren't enough feats to -buy- on just charging. That said, it makes a couple of thousand damage per round on leap attack charges. Ethereality and all of the stolen divine energy on all of the realms of the wheel didn't stop the furious ball of fuzz and gut-rending horror from splattering the Totemist into tiny pieces. Which all began to really move about. The head was still screaming. You know how undead are immune to mind-affecting effects? Obstreperous Shell-Cracking Mien seems to, by all accounts, overcome that when it comes to, say, rolling to Demoralize. Within 10 feet of the scene of gore, undead started to hunker down, seeing no way to escape through the mass of their allies.

I giggled to myself half the day until my next turn. Post-Traumatic Brutality Roar seemed to spark something bygone and fleshy in the energy which animated the deathless carcasses. It awakened just enough of whatever imprint their minds had left before their minds had been removed, or just rotted away. They remembered mortal fear. Later on, when I killed the Psionic Lich, there would be no resurrection nor reformation for the creature. It was dead. Which was probably for the best, I don't think it wanted to come back again. Things are going on elsewhere in the battlefield, but right now I'm enjoying the sensation of the early first victory over an opponent, and cleaving through fields of well-made skeletons that are desperately afraid of me. The Totemist is none to happy about what happened, but still.

First, I've noticed that this class is ranked as a Tier 2 in Morph Bark's Homebrew Tier List. I think that it should be considered a T 1.5 or even a T1. As far as Melee goes, it simply outshines everything else. It fights well against, say, a wizard or a cleric (Although I still haven't gotten it from a high level Holy Word, or any other win buttons as of yet) yet I know that simply being able to defeat these things doesn't earn a class a higher tier ranking. The tiers aren't there to determine power, they're to compare flexibility and viability. Unfortunately, this class is so powerful that it doesn't need to be very flexible to be viable. It bends things around it.

Also Obstreperous Shell-Cracking Mien somewhat deserves to be CONSIDERABLY toned down. I like putting the fear of death in the deathless, but still.

Xefas
2013-08-22, 05:47 PM
I'll do the "TL;DR" version of SanusCompleo's post, for those that don't have the time to read it.

"Teramach working as intended." :smallbiggrin:

So, the battle isn't over yet, I take it? Does that mean we'll get more updates? :smallwink:

SanusCompleo
2013-08-22, 06:10 PM
I'll do the "TL;DR" version of SanusCompleo's post, for those that don't have the time to read it.

"Teramach working as intended." :smallbiggrin:

So, the battle isn't over yet, I take it? Does that mean we'll get more updates? :smallwink:

If you want them. It is taking a bit of time, though. The turns are exceptionally long. (I'm looking at a good six hours of just going through undead. I'm expecting the Mind Mage and the Snake to attack me as soon as possible, I've got a bad feeling that the Mage already has got a plan to get rid of me. I rolled a grand total of 2 for initiative, as well. I'm jumping initiative like mad though, thanks to some of the Teramach shenanigans. Wish I had greater cleave, this would be over with.)

I'm also running a small side thing for basically the same build for another player who's starting off at ECL 10 (1 Termach, 6 Lycanthrope, 3 LA) I've noticed we're hitting that 'Too many bonus feats to know WHAT to do with' stage and gaining Mythos Points and spending experience has allowed this Teramach to buy all exceptional mythos'... out of the gate. It's like leveling up without leveling up. But they can still collect the abilities, and I think that I'm going to refund any XP/MP on purchased abilities. I feel like outright buying mythos' is way too inexpensive. The little horrible slimy munchkin in me goes giddy for it, while the responsible, sagacious DM in me hangs its head in shame.

Xefas
2013-08-22, 06:19 PM
Wish I had greater cleave, this would be over with.

Ah, hmmm. Yes, I think the Teramach could do with more cleave. I guess I'll throw that on to the pile of stuff to do.


I'm also running a small side thing for basically the same build for another player who's starting off at ECL 10 (1 Termach, 6 Lycanthrope, 3 LA) I've noticed we're hitting that 'Too many bonus feats to know WHAT to do with' stage and gaining Mythos Points and spending experience has allowed this Teramach to buy all exceptional mythos'... out of the gate. It's like leveling up without leveling up. But they can still collect the abilities, and I think that I'm going to refund any XP/MP on purchased abilities. I feel like outright buying mythos' is way too inexpensive. The little horrible slimy munchkin in me goes giddy for it, while the responsible, sagacious DM in me hangs its head in shame.

There's a rules mistake here, actually.



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

So, the only way he could've bought extra Mythos was if he was a Teramach 1 before becoming a Lycanthrope. And, as a level 1 character, he probably didn't have enough money.

SanusCompleo
2013-08-22, 06:31 PM
Oh right, I do recall seeing that. There should've been no way to do that. Oh dear. That is not going to go over well. But at the same time, I really like that the player has all of those abilities. I suppose I'll just have to mark it off as a big "Whoops" on my part, and do better next time. Still, even with just two mythos, it's... a power house.

Martial Study for Iron Heart Surge and Intimidating Rage would be bad bad bad bad things to do.

:smallamused: so bad. :smallbiggrin:

Edit:

The player's favorite tactic has become World-Breaker grip, grappling an opponent, and targeting the planet earth. The player has just killed a clay golem, a bebilith, and nearly a night hag this way. it outran the night hag who was trying to sap it's dreams. Nothing for ethereality yet, as the player hasn't had a chance to spend any of it's wealth, it's just running around in the 58,614th layer of the abyss, which is a backwater of backwaters, killing 6th-11th level encounters with relative ease all on it's lonesome.

Edit 2: A testament to your class: We've sped through four encounters in the last half hour. Although when you're in a deserted abyssal plane, there's not a lot of chance for Rp that isn't self-indulgent navel contemplation. A Teramach only considers it's navel for either bits of gore, or killing potential. Weapon Specialization (Belly Button)

Disclaimer: alcohol has been consumed in the aforementioned game. enough to spoil the teramach's appetite for innards, at least.

wait, no, it just ate someone's spleen. disregard.

Imrix.
2013-08-22, 08:30 PM
...

For something like this, I would actually be tempted to play D&D. I think the only other class that ever made me feel that was, mmm, the Ashen Necromancer way back in the day. Hell of a good job!

SanusCompleo
2013-08-24, 12:15 AM
So, the battle isn't over yet, I take it? Does that mean we'll get more updates? :smallwink:

Today's turn? I was eaten. I mean, I've decimated ground troops and have done a great deal for screwing up the plans of the other players. The armies are crippled, which makes fighting a much more private matter. The bad news? I've been eaten. But I'll get to that later. Also, if anyone from my group is reading: please don't :smalltongue:

Some updates from further down the field of battle are thus: The Mind Mage has sent off one of it's duplicates (??? Not sure how they got this, but I'm hoping it isn't anything to do with a black pudding.) to retrieve the soul of the Totemist and bring it back into battle as a thrall. I suppose it's a way to bring back a character that got removed in the very first rounds of the whole battle. It's going to be little more than "a mindless doll" thanks to Protagonism-Devouring Legend Singularity, which has really only made the Mind Mage's job that much easier. But it also gives the player a reason to try to keep me alive until it's gotten rid of what it considers to be it's most dangerous enemy at the moment, which is the Uttercold Assault Necromancer.

Turns out that at the beginning while I was messing with what the Mind Mage thought to be a mook, the Mage and the Necromancer were going head-to-head. The result was that the Necromancer was very prepared, and is apparently a beacon of arcane might in his own right. Usually that's my battlefield, but the Teramach has been changing how I view D&D. I would have thought that a caster level near the hundreds or something outrageous would've made him relatively unassailable. It kind of does. Reserves of Strength is interpreted in the non-op friendly way, so he isn't running around as a Great Wyrm Time Dragon, at the very least. But he does have unsane Power Resistance and a number of other things.

Anyway, the Necromancer scared the Mind Mage to death (Literally). It reminds me a lot of V and Xykon. The Mind Mage started by killing off a load of the Necromancer's defenses. And a general lash of Mage's Disjunction. Well it winds up that the Disjunction is turned, and to good effect. The Mind Mage didn't have spell turning, as he said it was a crapshoot, anyway, it ruins all of his equimpent, including his permanent Death Ward item. The Necromancer responds with this:

Snowcasting Flash Frost Sculpt Spell Twinned Repeat Split Ray Fell Draining Glitterdust.

And then another which is Quickened by the Necromancer's metamagic rod. The first turn, the Mind Mage was reduced to 3rd level spells. The second turn, his Clone immediately wakes up. There wasn't much to retaliate with, at least as far as 3rd level spells go.

So that was pretty interesting. As it turns out, a lot of the round lag has been the Mind Mage building up again in order to assault the Necromancer, who really lost very little. I don't think it'll work out the same way again, but who knows? There's lots of ways to overcome immunities, as I know well. As an aside, the Death-by-Glitterdust was maybe the most potent "Screw You" I've ever heard of, or seen played. That accounts for the actions of all of the players but the GM. The Snake.

Well, the Snake got me, more or less out of the blue. I... didn't really have a way to see invisible things. But the GM didn't account for one thing that's made the Snake totally useless at this point. First of all, the snake has some pretty good intestinal fortitude. Some rather astounding AC, which I did hit... I just can't beat it's grapple... and it would tear me in half if I tried. Very effectively tear me in half. So I really have no idea why he had it swallow me. 4d6 acid and 2d8 bludgeoning (this one rarely beats my DR) isn't as scary as the whole "rip you in half bodily deal". So I'm not taking the chance with it's mouth... yet. Instead, I brought up something kind of funny. First of all, I have +121 to intimidate. I know it only has a bonus of +31 against intimidate. It has seen me cause some destruction. So what I do, because it can't hear me in it's stomach, is rip out a whole with my bare hands, stick my muzzle through and yell to it: "SO MUCH GUTS. SO MUCH VITALS." The snake proceeded to obediently cower. Now I can be a bit patient, knowing the Totemist is going to come back. What a surprise he'll receive tomorrow when I burst out of the giant vampiric snake he just killed. Oh, also I have like twelve negative levels, funnily enough. It could've just full attacked me into death, too. Getting -really- low on HP. I -could- get out, but then I'd have to deal with the Totemist on the weak side, and I'm not sure if I can handle that. Once I deal with the both of them properly (When it's low on HP, after it's dealt a few negative levels to the Totemist, or ripped him in half, I'll burst out and finish it off for good), I'll simmer a while and let fast healing take care of my wounds before moving on. -60 max HP is nothing to sneeze at, but it could be oh so much worse.

EDIT: Oh, also I have 20 resistance to acid, and 10 fast healing, so there really are worse fates than being swallowed whole.

EDIT 2: I've discovered that the Necromancer is no longer currently on the Material Plane for some reason. I don't know what's going on with that, yet.


EDIT: 8/24/13
Nothing happens today, DM had stuff to do, but I've submitted my turns, which I don't think is subject to change.

Amechra
2013-08-27, 10:23 PM
New Exceptional Mythos
Excited Monstrosity AegisPrerequisites: None

The Monster's rage has no room for pain; countless arrows have dashed against its body, and countless more blades and claws are broken inside its hide.

Whenever you enter a Rage, you gain a pool of Resistance Points equal to twice your Teramach level; whenever you would be dealt damage through any means, you may spend any number of Resistance Points to reduce the damage you take by an amount equal to the number of points that you spent.

If you completely negate all damage that would be dealt to you, any additional effect of that attack or effect is also ignored.

Any Resistance Points that remain once the rage ends are lost.

Basic

Petty Environment Ignorance: Whenever you spend Resistance Points to reduce damage due to falling, the weather, or other environmental hazards, each Resistance Point negates 2 points of damage.

Invulnerable Nightmare Beast: As an Immediate action, you may specify a creature within 30'; until your rage ends, each Resistance Point you spend to negate damage that is dealt to you by that creature negates 2 points of damage.

Venom-Drinking Delight: You may spend Resistance Points to negate points of ability damage or drain dealt to you, with every 2 Resistance Points negating a single point.

Relentless Predatory Nature: You may spend a Resistance Point to negate all nonlethal damage that would be dealt to you due to hustling.

Advanced

Pain is Fleeting: Whenever you spend Resistance Points to negate points of nonlethal damage, each point negates twice the amount of damage that it normally would.

I know this overlaps a lot with the Retribution Will Follow manifestations, but, hey, it's one step closer to letting you survive being submerged in acid for multiple rounds while holding a particular victim under.

Also, I have plans for other Mythos Building off this one. Like one that combines this and Post-Traumatic Brutality Roar to spook people who fail to harm you (and to let you get some Resistance points back if a creature under a fear effect attacks you.)

vasharanpaladin
2013-08-27, 11:01 PM
I know this overlaps a lot with the Retribution Will Follow manifestations, but, hey, it's one step closer to letting you survive being submerged in acid for multiple rounds while holding a particular victim under.


I always knew this guy (http://scp-wiki.wikidot.com/scp-682) was a Monster. :smallbiggrin:

Arcanist
2013-08-28, 08:49 AM
I always knew this guy (http://scp-wiki.wikidot.com/scp-682) was a Monster. :smallbiggrin:

No, he is powerful enough to deserve his own mythos. Thus far there are no mythos that provide immunity: yes.

Draken
2013-08-28, 09:36 AM
No, he is powerful enough to deserve his own mythos. Thus far there are no mythos that provide immunity: yes.

He's not actually immune to any form of direct damage. He's just got regeneration that can't be bypassed. That would probably be an Exalted Mythos.

Amechra
2013-08-28, 09:48 AM
Depends.

Are we talking before or after the power creep?

Because he went from "regenerates from any physical damage" to "regenerates from death, adapts to different physical constants instantaneously, and scares God."

After power creep... That's Sempiternal. At the very least.

EDIT: Anyone calculate the maximum possible number of Rage Effects (only counting ones that come from Mythos) that you can be under at once?

As a quick calculation, a Monster with the three ability burn mythos, mental ability scores of 11, Untamed Apocalypse Shintai, All-Consuming Rampage Release, Perpetual Rage Engine, and Retribution Will Follow can get you up to 34.

Granted, a 6,800 foot radius for Rampaging Through Paper Cities (thank you, Gaia-Disfiguring Hate!) isn't that bad, but I kinda wanted to punch out countries...

OK, so here's the plan; have a Belt of Magnificence +6 in your hoard; that gives you 18 more Rages. That gets us up to 52 rages (best case scenario.)

Now, let's check to see what Mythos get boosts from having a ton of rages!

So far, I can only find 52 swift actions a round (Untamed Apocalypse Shintai) and a 10,400' radius for Gaia-Disfiguring Hate (almost a two-mile radius. Nice).

I don't think there are any others...

Now all we need is an upgrade that makes all rages permanent.

Draken
2013-08-28, 10:18 AM
Depends.

Are we talking before or after the power creep?

Because he went from "regenerates from any physical damage" to "regenerates from death, adapts to different physical constants instantaneously, and scares God."

After power creep... That's Sempiternal. At the very least.


That is really just the Tarrasque's regeneration which I, personally, place at Exalted, and the ability to overcome fear immunity is in Obstreperous Shell-Cracking Mien already.

The acquired temporary immunities could be an advanced manifestation.

ben-zayb
2013-08-29, 05:27 AM
This is such a hideous, grotesque, abomination of a class! :smallamused: (I wouldn't even consider it a class at this point, more like a form of existence or something transcendental)

I'm planning to make an epic Worldbreaker Hulk-like character, which I think fits the class vibe to a T (he rages practically due to anything). Just a clarification: are the mythos you and our other resident brewers added in the previous posts considered canon/approved? yes, none, some?

DracoDei
2013-08-29, 07:36 AM
Invulnerable Nightmare Beast: As an Immediate action, you may specify a creature within 30'; until your rage ends, each Resistance Point you spend to negate damage that is dealt to you by that creature negates 2 points of damage.
Only one of these activat at a time? Or just keep spamming it every turn (or more often due to whatever the Mythos that gives extra swift/immediates is)?


Relentless Predatory Nature: You may spend a Resistance Point to negate all nonlethal damage that would be dealt to you due to hustling.
All damage from one instance of hustling? Or does it just make you immune for the duration of the rage?

Amechra
2013-08-29, 07:47 AM
You should only be able to target one (rough draft and all that.)

And the second should negate all nonlethal damage from a single hour of hustling; I can't think of an elegant way of specifying that, though.

Arcanist
2013-08-29, 10:34 AM
New Excellency

War Under The Darkened Sun
Prerequisites: -

Your world is at war with itself. Fighting for food, water, survival is a basic thing for you. And while things such as wars of race and religion are still fought, they are fought with greater fervor than over matters of survival.

You select a single alignment aspect, except for neutral. For all intents and purposes you are treated as being that alignment when beneficial to you. Additionally, you gain an additional rage effect whenever you would gain one from a Mythos.

New Exceptional Mythos

Indecent Sub-humanoid Filth
Prerequisites: War Under The Darkened Sun

A monster does not hate you for what you've done. It hates you for what you are: A disgusting little "monster".

You are thrown into a rage whenever you see a creature that does not share the same creature type as you. While in this rage you gain a +1 bonus to all Attack and Damage rolls for every rage effect that you are currently under that only applies against creatures that do not share your creature type. You also gain the same bonus to Intimidate, Listen, Spot, Sense Motive and Survival (when tracking).

Basic
Zealot-Requiem of Hatred: The rage from this ability is now also gained from creatures not sharing your moral alignment. The bonus also applies to your Saving Throws as well, against the cause of your rage.

Sacred Arms: You gain proficiency with your deity's (if you have one) favored weapon. If you do not have a deity, you may select a weapon proficiency feat and gain it as a bonus feat. If you are already proficient with that weapon you gain the Weapon Focus feat for that weapon (otherwise you gain no bonus feat). When attacking a creature that has caused you to rage with this weapon, you deal an additional 1 damage for every Teramach level you have plus twice your strength modifier.

Violent Piety-Eternal Jihad: While raging, you can end all rage effects upon you to heal a creature that you are touching by a number of hit points equal to twice the number of rage effects you ended from this ability. You cannot use this ability on a creature that would be the cause for your rage, instead you deal damage against them equal to twice the number of rage effects ended by this ability.

Advanced
Genocidal Focus-War Against The Darkened Sun: You select a single creature type for every rage effect you are under. Whenever you would wield a weapon against one of those creature types, your weapon is treated as dealing an additional 1d6 damage per rage effect and it's enchantment bonus (if it has one) is treated as being 1 points higher per rage effect.

On my first day of class yesterday, someone called me that (Indecent Sub-humanoid filth). Oooo this is going to be a great school year. Thus I used it as inspiration for this.

Anyway, I was reading my old Dark Sun novels and thought "The Teramach would be an amazing fit for the setting" and that is why there are some small name references in there. Also added some Paladin abilities in there. Partially made this with some ideas to use the Wild Wright in conjunction with it to make a sort of waste (should also note that I've changed Enhanced Might-Forced Evolution to only make a Gold (Arctic), Iron (Desert), and Lead (Swamp) biome).

If anyone wants to take a crack at fixing this Mythos, by all means, otherwise I'll assume it is perfect the way it is. In the beginning it just depicts hatred of a race or creature and later it moves on to hatred of anyone not sharing your beliefs or race and finally it results in a more specific hatred towards a single creature type, or potentially every living creature on the planet. Huzzah.

EDIT: Removed disintegrating death effect.

Network
2013-08-29, 12:26 PM
Advanced
Genocidal Focus-War Against The Darkened Sun: You select a single creature type for every rage effect you are under. Whenever you would wield a weapon against one of those creature types, your weapon is treated as dealing an additional 1d6 damage per rage effect, it's enchantment bonus (if it has one) is treated as being 1 points higher per rage effect and if it scores a successful critical hit against the foe, that creature must make a Fortitude save (DC 10 + 1/2 Teramach level + Strength Modifier) or be destroyed instantly and turned to dust. (This even affects creatures immune to critical hits or death magic.)
An advanced manifestation from an exceptional mythos that nearly emulate an epic weapon property? It seems more powerful than most mythos. A save-or-die should be the equivalent of a Legendary mythos, and this one should probably be an Exalted one (because there is literally no way to be immune to it).

Arcanist
2013-08-29, 12:36 PM
An advanced manifestation from an exceptional mythos that nearly emulate an epic weapon property? It seems more powerful than most mythos. A save-or-die should be the equivalent of a Legendary mythos, and this one should probably be an Exalted one (because there is literally no way to be immune to it).

The Mythos scales with level (as it rightfully should!) so a creature always has a reasonable chance to make the save. Regardless, I removed the death effect and the non-immunity to it. I would also like to politely point out, that it is a hilarious (but unlikely) way to kill a god with it since it overcomes their immunity.

Network
2013-08-29, 01:49 PM
The Mythos scales with level (as it rightfully should!) so a creature always has a reasonable chance to make the save. Regardless, I removed the death effect and the non-immunity to it. I would also like to politely point out, that it is a hilarious (but unlikely) way to kill a god with it since it overcomes their immunity.
I know, and I also noticed that most mythos are outrageously overpowered, but this would still have been too much. The only two non-immunity save-or-die I can think of are Implosion and dread weapons. For many reasons, Genocidal Focus-War Against The Darkened Sun would have been better than both of them, despite being accessible at least 15 levels earlier.

vasharanpaladin
2013-08-29, 02:21 PM
...Arcanist seems to like naming his like spellcards for some reason. Is weird. :smalleek:

Xefas
2013-08-29, 02:55 PM
I keep running into this awesome problem where I sit down to play around with a new Mythos class, and just spend like ~3 hours brainstorming, searching for, cropping and assembling their banner of iconic characters. Then I end up having to stop and go do something responsible and productive :smalltongue:.

Just a clarification: are the mythos you and our other resident brewers added in the previous posts considered canon/approved? yes, none, some?

I can't take authority or responsibility for stuff made by other people, but as for the two Mythos I've made that aren't up in the first posts with the others; Twin-Souled Berserker Fuselage Extrusion probably isn't going into the first post, because it's really weird and niche, but it's fine nonetheless. Sacrosanct Blood-Titan Idol Adoption is probably going into the first post with the next wave of 4-5 Mythos (whenever that is). I haven't decided. On the one hand, using cursed equipment is kinda weird and niche, but on the other hand, quick-time events*.

edit: *I really need to add a benefit for describing the maneuver's activation in a needlessly elaborate way.

Arcanist
2013-08-29, 04:34 PM
I know, and I also noticed that most mythos are outrageously overpowered, but this would still have been too much. The only two non-immunity save-or-die I can think of are Implosion and dread weapons. For many reasons, Genocidal Focus-War Against The Darkened Sun would have been better than both of them, despite being accessible at least 15 levels earlier.

Indeed.


...Arcanist seems to like naming his like spellcards for some reason. Is weird. :smalleek:

Why are you not alone in saying that? I swear to god, friken everyone says that! I don't do it on purpose, it is just how I write out my stuff! :smallfrown:

Amechra
2013-08-29, 05:18 PM
Don't worry; everyone has their quirks.

Mine is circuitous wording and waffling about whether or not some of my Mythos ideas would get me banned.

Also, Xefas? Watch for a PM from me in the near future.

NosferatuZodd
2013-08-29, 06:07 PM
You ever gonna show us those boogeyman mythos ideas, Xefas?

Xefas
2013-09-02, 03:44 PM
You ever gonna show us those boogeyman mythos ideas, Xefas?

Maybe? I'm meandering between a lot of things right now. Fortunately, I busted up my knee badly enough on Friday that it pretty much cleared all my plans for the weekend, so I've gotten some brewing done.

Oh so much brewing. I've got most of a new Mythos class, the Kathodos, mapped out, with the chassis done, most of the Extraordinary Mythos done, and a couple Fantastic Mythos* done. I'm at least moderately confident that it'll be the next piece of brew I finish/post.

*Including one stupidly big one - dwarfing Humanity Reaving Psychosis Echo and In A Perfect World I Would Be Dead by a wide margin. Steam-and-Dust Showdown. It's two full pages in a word document, totaling 1406 words. It does one thing, and has no manifestations.

Speaking of! I'm curious about playgrounders' feelings towards posting homebrew. Would you rather wait to see something until it's done (which it might never be, so you may never see it at all), or would you rather see something incomplete posted and worked on over time (knowing full well that it might never be finished)?

Amechra
2013-09-02, 04:17 PM
The second one. I'm looking forward to the new class...

Necroticplague
2013-09-02, 04:43 PM
The later. reardless of the brilliance of one 'brewer, many people can quickly help hammer out ideas and provide feedback (and also provides a place for lesser brewers such as myself, devoid of ideas but good at turning intent into mechanics).

Draken
2013-09-02, 05:49 PM
I tend to prefer to post something when I feel all that is left to do is stress test it (aka: ready for open beta).

Amechra
2013-09-02, 06:15 PM
Oh, hey, Xefas...

If you'd like, I can take a look at the 2-page Mythos and see if I can pare it down to a more manageable length.

Xefas
2013-09-02, 06:45 PM
If you'd like, I can take a look at the 2-page Mythos and see if I can pare it down to a more manageable length.

Nah, it's cool. Although, while I continue to waffle back and forth about what level of completion the Kathodos should be in before I post it, I did just decide on the last member for its banner;

http://i.imgur.com/EUCkutd.jpg

vasharanpaladin
2013-09-02, 06:55 PM
So the Kathodos is... a mage-type of some kind? :smalleek:

Arcanist
2013-09-02, 07:31 PM
So the Kathodos is... a mage-type of some kind? :smalleek:

Yeah, I'm at a loss for words as well. It appears to be magic based, but I can't say for sure... Master Fung isn't exactly a mage... Sure he's... Something? But he isn't a mage.

Necroticplague
2013-09-02, 08:33 PM
I don't recognize most of them, but the ones i do recognize are notable in that their art combines physical discipline with the magic arts (someone from Avatar, Red from Magicka, Dresden from dresden codex). So based on what I see, it is going to be something that is an "anti-monster", something that derives it strength from discipline instead of rage.

vasharanpaladin
2013-09-02, 08:36 PM
"anti-monster"

And then you see Nicol fricking Bolas in the banner and that theory gets shot to hell. :smallconfused:

Kymme
2013-09-02, 08:38 PM
Nah, it's cool. Although, while I continue to waffle back and forth about what level of completion the Kathodos should be in before I post it, I did just decide on the last member for its banner;

http://i.imgur.com/EUCkutd.jpg

Is that Nicol Bolas? The Kathados looks awesome already.

Necroticplague
2013-09-02, 08:41 PM
And then you see Nicol fricking Bolas in the banner and that theory gets shot to hell. :smallconfused:

?
I can't say I know who that is, care to explain?

Kymme
2013-09-02, 08:43 PM
?
I can't say I know who that is, care to explain?

He's an elder dragon that summons stuff.

Draken
2013-09-02, 09:05 PM
It is dragonblooded theme. Martial arts combined with manipulation of the elements (fire, water, air, earth and presumably wood).

I mean, I only recognize Fung, Thrall, Bolas, Scarlet Empress and Korra from that list, but Thrall, Korra and the Scarlet Empress are very telling, Fung is the master of the dragons of the elements in the show, and Bolas is... Well, he is a dragon I guess.

Kymme
2013-09-02, 09:06 PM
It is dragonblooded theme. Martial arts combined with manipulation of the elements (fire, water, air, earth and presumably wood).

Like, people who have lots of energy contained within them? I think that covers most of characters on the banner.

Draken
2013-09-02, 09:09 PM
Like, people who have lots of energy contained within them? I think that covers most of characters on the banner.

I expect people who punch you so hard the air near your face ignites, actually.

As an example of a basic manifestation for a much larger mythos, that is.

Tacitus
2013-09-02, 09:13 PM
Definitely elemental, because Dresden. I approve. Though, now I'm expecting a polka-driven T-Rex. XD

Xefas
2013-09-02, 09:34 PM
There's a pretty scattered spread here, so I'll give a brief rundown (with links) so y'all know what to expect. So... from left to right, top to bottom.


Korra (http://avatar.wikia.com/wiki/Korra). Martial Artist, master of the four elements. Her setting makes it hard to say where she is on the physical/blasty scale, but I tend to describe her as the former (for those of you that've seen the Legend of Korra, I'm sure you can recall a few times where, had it not aired on Nickolodeon, it wouldn't be out of character to see Korra beat the piss out of someone with her bare hands). A bit lax on Air.

Thrall (http://www.wowwiki.com/Thrall). Shaman, master of the four elements. No slouch when it comes to smashing faces, but given what I've read about him recently, he sounds like he's more on the spiritual/blasty side now. I'm not 100% confident in how current my knowledge about him is, as I've been healthy and WoW-free for ~5 years now, but I wouldn't be surprised if he was a little lacking in the Water department.

Nicol Bolas (http://wiki.mtgsalvation.com/article/Nicol_Bolas). Planeswalker, master of the... five elements. Sure, he's a giant dragon monster, but as far as giant dragon monsters go, he's not physically exemplary. On the other hand, he's a mental and mystical juggernaut on any scale. Specializes in Red (fire/lightning), Blue (water/air), and Black (negative energy), so I'd say his lax element is Earth.

Cynn (http://wiki.guildwars.com/wiki/Cynn). Elementalist, master of the four elements. As RPG magi tend to be, she's a glass cannon; blasty, no physical. IIRC, she favored fire, but wasn't lax in any particular element.

Master Fung (http://xiaolinpedia.wikia.com/wiki/Master_Fung). Martial Artist, figurative master of the four elements. He can't throw fireballs, or sling walls of stone around, but he could do backflips in a full-body cast and wheelchair and, keeping in mind that he ages as a normal person, beat a half dozen lions into submission with kung fu at ~150 years old. Physical badass, is what I'm saying. Actually, it's entirely possible he can literally throw the elements around, he's just never had to.

The Scarlet Empress (http://whitewolf.wikia.com/wiki/Scarlet_Empress). Official God-Queen of the known universe (currently on sabbatical), master of the five elements (again :smallannoyed:). She's only at the absolute apex of mortal physical perfection and skill at combat, and far superior than that at everything else; using the elements for everything from bureaucracy to leadership to super baby makin' (because Exalted).

The Red Wizard From Magicka (http://magicka.wikia.com/wiki/Midg%C3%A5rd). Wizard, master of the... eight elements, because finding elemental masters is hard. Blasty, but not afraid to mix things up in melee with a giant flaming axe that shoots mountains made of dynamite. I want to say his weakest element is Air, and yet I can't recall how many TPKs I've accidentally caused with an errant blast of wind.

Harry Dresden (http://dresdenfiles.wikia.com/wiki/Harry_Dresden) with detachable beard action. Knight, master of a few elements, but especially the element of getting his ass beat (fire and ice are up there, too). His physical aptitude is steadily growing into superhuman levels, but it hasn't yet outstripped his raw elemental aptitudes for burning down... anything, really. Buildings to evil plots to romantic tension to his own happiness, Harry will find a way to burn it down. Not much in the Water or Earth department, but when he pulls them out, it tends to be amazing.


Definitely elemental, because Dresden. I approve. Though, now I'm expecting a polka-driven T-Rex. XD

There are a few examples that will necessitate that the class be able to dabble slightly in Negative/Positive energy. A zombie T-Rex powered by polka music and impetuous disregard for authority is one of those examples.

Amechra
2013-09-02, 09:40 PM
Will we be seeing some Neutzmann (http://www.youtube.com/playlist?list=PLF253BEABA06A79EF) action?

Though that might be a multiclass between that and the Teramach. Because that much mass-murder needs rage to help...

ShadowFireLance
2013-09-02, 09:48 PM
OH TIAMAT, YES!
Please post it in the next two hours! Before sleep!

Xefas
2013-09-02, 09:56 PM
Though that might be a multiclass between that and the Teramach. Because that much mass-murder needs rage to help...

Well, I already have a Dresden/Avatar inspired Rage Mythos written for the Kathodos (White-Hot Ember Stoking Rage). But I also have some ideas for a way to have Mythos classes "multiclass" with each other a bit more smoothly than they will right now. So you can make, like, a firebending Teramach, or chef Teramach, or whatever. I don't really wanna spend the time to flesh it out until I have at least two, maybe three Mythos classes actually done, though.


OH TIAMAT, YES!
Please post it in the next two hours! Before sleep!

But it's not done! D=

ShadowFireLance
2013-09-02, 09:59 PM
But it's not done! D=

Do you have the basics of all the abilities? If so: Why are you being mean to us? :smalltongue:

vasharanpaladin
2013-09-02, 10:22 PM
Point of order! Bolas isn't any more lax on Earth than he is Air or Fire. Between the two of them, Red and Blue cover all four classical elements, and Bolas has both of them as secondary colors. :smallcool:

Xefas
2013-09-02, 10:40 PM
Do you have the basics of all the abilities? If so: Why are you being mean to us? :smalltongue:

Fine. (http://www.giantitp.com/forums/showthread.php?p=15947087) But don't complain if it takes me two months to finish.


Point of order! Bolas isn't any more lax on Earth than he is Air or Fire. Between the two of them, Red and Blue cover all four classical elements, and Bolas has both of them as secondary colors. :smallcool:

Good to know. I don't have tons of Magic experience. I played a ton during the Alara/Confux/AlaraReborn set, but not much before or after. Hopefully I can do Planeswalkers justice as inspiration for Exalted Kathodos.

edit: Aaaand, that's it for me tonight.

Bdrone
2013-09-12, 02:30 AM
I apologize if this would be considered as necroing... but i just have to say this.

So I had a Teramach in my campaign im DMing Literally chain trip my boss Npc, then proceed to Sunder the armor of the boss by power attacking through adamantium tier Hardness (alongside godplate-piercing strike) with the body of one of her subordinates...

I.AM.IN.LOVE. This Class is so many kinds of undiluted awesome. the exact thing I thought of when i first ever read a DnD book. Thank You.

vasharanpaladin
2013-09-20, 03:17 PM
So, I figured I'd try my hand at a mythos now. If only because I notice a painful lack of this dude:


http://i261.photobucket.com/albums/ii59/vasharanpaladin/2670877-feel_my_rage_by_xxnightblade08xx.jpg (http://s261.photobucket.com/user/vasharanpaladin/media/2670877-feel_my_rage_by_xxnightblade08xx.jpg.html)

Incarnadine Hell-Furnace Atrocity
[Legendary Mythos]
Prerequisite: "Retribution Will Follow" mythos

The Monster's depth of fury burns hot and bright, stopping hearts and purging weak blood in its infernal flames. You become immune to damage, drain or burn to your Constitution score, as well as any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).

In addition, when a creature hits you with a melee attack that deals damage, it becomes exposed to your burning blood. The weapon or appendage comes away covered in a stunningly crimson, oily fluid reeking of brimstone, taking hellfire damage (FC2, p.119) equal to your level. Hellfire damage is not fire damage, and is not subject to being reduced by resistance or immunity to fire-based attacks, and deals full damage to objects. If this ability deals damage to a weapon, the liquid spreads to the creature holding it, dealing the same damage at the start of the creature's next turn unless the weapon is cleared off as a standard action or dropped.

Finally, while your hit points are at or below 1/2 of your maximum hit point value, any creature involved in a grapple with you is subject to this damage at the beginning of each of its turns.

Basic
Vengeful Hellhound Prana: Whenever you enter a rage induced by Retribution Will Follow, your attacks deal an additional 1d6 points of hellfire damage for the duration. In addition, your attacks deal an additional 1d10 hellfire damage on a critical hit (or 2d10, if the weapon has a x3 crit modifier, or 3d10 if it has a x4 modifier, etc.).

Wrathful Blast-Furnace Shot: As a standard action, you can vomit forth a torrent of your hellish blood in a 30-ft. cone once every 1d4 rounds. This breath weapon deals 1d8 points of hellfire damage per two levels to creatures in the area, with half damage on a successful Reflex save (DC 10 + 1/2 level + Con modifier).

Advanced
Hydra of Shattered Bonds: You are no longer subject to critical hits, nonlethal damage, or energy drain, and are not subject to death from massive damage while suffering from a rage effect.

Probably needs to go up a tier. Eh, first shot. PICK IT APART, I COMMAND YOU. :smalltongue:

Xefas
2013-09-21, 02:13 PM
Probably needs to go up a tier. Eh, first shot. PICK IT APART, I COMMAND YOU. :smalltongue:

I could very well be overvaluing certain things and, as previously stated, I don't know much of anything about the Red Lanterns, but my initial thoughts are thus.

*Make both of Vengeful Hellhound Prana's effects a single purchase.
*Instead of melee strikes dealing damage directly to the attacker, I'm thinking it'd be cooler aesthetically if the damage was dealt to the attacker's weapon (unless its an unarmed attack or natural weapon, in which case, it does go direct to the attacker) and, if the weapon isn't consumed, the fire starts spreading to the wielder after their next turn unless they choose to drop it, or have a way of putting it out. Insert descriptive text about weapons being pulled from the Teramach coated in oily too-red blood stinking of brimstone or molten iron, etc. And, maybe add some hellfire damage per turn if the Teramach grapples someone while below a certain health threshold, as they're just bleeding all over the guy they're grappling.
*Bump it up to Legendary.
*Why isn't this called Incarnadine Hell-Furnace Atrocity? That seems like a dropped ball. :smalltongue:

vasharanpaladin
2013-09-21, 06:04 PM
*Why isn't this called Incarnadine Hell-Furnace Atrocity? That seems like a dropped ball. :smalltongue:

Because my usual sounding board refuses to have anything to do with this class for some reason.

However! Ask, and ye shall receive. :smallbiggrin:

*edited previous post*

Arcanist
2013-09-22, 01:16 AM
*snip*

Holy crap... Dude make an Exalted Mythos of this that bumps up the person into a full fledged Red Lantern? Please? :smalltongue:

vasharanpaladin
2013-09-22, 02:24 AM
Holy crap... Dude make an Exalted Mythos of this that bumps up the person into a full fledged Red Lantern? Please? :smalltongue:

That is a full-fledged Red Lantern. If you want Atrocitus's ability to stay intelligent and focused while PO'd, just stay away from Psychotic Sapience-Brutalizing Devolution. And probably the other Devolution mythos, for that matter. :smalltongue:

Network
2013-10-02, 05:10 PM
I finally got to read through the whole class (and read some mythos along the way) and I decided I should try my hand on some mythos. Here's one :

Radiation-Inducing Gamma Monster [Fantastic Mythos]
Prerequisite: -

The Monster's simple presence is anathema to living beings. It destroys everything close to it, even those things that it doesn't notice. When it passes somewhere, even grass and trees around it dies.

You are immune to radiation (see d20 Future). In addition, when you are in a Rage, you become radioactive. The area in a 10 ft. radius of you is severely irradiated. In a 25 ft. radius, it is highly irradiated. It is moderately irradiated in a 50 ft. radius and lightly irradiated in a 100 ft. radius. Characters in the area are likely to suffer from radiation sickness if they don't succeed on their Fortitude saves. Finally, any character involved in a grapple with you is treated as if it was exposed to severely radioactive material (instead of suffering the effect of the irradiated aura).

You may decide not to be radioactive when you enter into a Rage, but you may not deactivate your radioactivity after your Rage has started, and your allies are just as much affected by the radiation as are your enemies.

Basic
Distance Will Not Protect You: The radius of the irradiated aura around you is multiplied by 1,5, rounded up to the nearest multiple of 5.

Ever-Radioactive Atrocity: When you are not in a Rage, the area in a 10 ft. radius of you is moderately irradiated, and the area in a 50 ft. radius is lightly irradiated. You may activate or deactivate this effect once per round as a free action.

Selective Anger-Induced Radiation Engine: You may designate any number of targets as immune to your radiation. You may also deactivate and reactivate your radioactivity when in Rage, once per round, as a free action.

Advanced
Grievous Gamma Beam: When you are in Rage, you may target one enemy within 30 feet of you. That target is afflicted with a severe degree of radiation exposure, with the difference that the incubation period is instantaneous and he must make his save immediately or suffer Constitution damage (as due to severe radiation).


Given that Hulk was on the first page's pic, it's a shame no mythos was made to account of his radioactivity. I'm quite proud of what I've done with it.

I was thinking of making mythos for undead characters, but after reading through the class I noticed undead are specifically prohibited from entering the class. Is there a reason for this?

dragon666
2013-10-02, 05:38 PM
This class is awesome. I love how Xefas give details to each power to make all of them unique.

vasharanpaladin
2013-10-02, 08:24 PM
I was thinking of making mythos for undead characters, but after reading through the class I noticed undead are specifically prohibited from entering the class. Is there a reason for this?

Something touching on the idea of undeath being completely anathema to the Monster's legend. The Monster is rage and death and murder. Undeath is unfeeling and unliving. You can't kill something that doesn't live, and if you aren't alive you can't feel the fury.

If not for this, my Incarnadine Hell-Furnace Atrocity would've had an Advanced manifestation or a spinoff mythos that turned you into something like the ragelich you describe... after all, the Red light burns out the user's heart and replaces the blood with pure Rage. And Atrocitus himself had his heart torn out during Blackest Night, if I recall.

Network
2013-10-02, 08:53 PM
Something touching on the idea of undeath being completely anathema to the Monster's legend. The Monster is rage and death and murder. Undeath is unfeeling and unliving. You can't kill something that doesn't live, and if you aren't alive you can't feel the fury.
Then why are artificial constructs explicitely allowed to enter the class?

I'd say that a rage-fueled undead makes perfect sense, because many undead hate all that is living in addition to being very, very hungry. Zombie Hulk was more violent and ruthless than his living counterpart, and he had no regret about it. If the Monster has really so much in common with the unliving, why wouldn't it try to incarnate itself into them (or whatever thing it does to make new Teramachs)?

vasharanpaladin
2013-10-02, 09:49 PM
Then why are artificial constructs explicitely allowed to enter the class?

Most constructs are given life via the animus of a living elemental. A Living Construct, in particular (which Twin-Souled Berserker Fuselage Extrusion requires), is explicitly alive, sentient, sapient and capable of processing emotion. :smalltongue:

Note that my interpretation is drawn from the Lantern mythos. Red is the color of rage, the Monster in its purest form. The synthesis of all colors, all emotions, the full spectrum of colors and the living drives they represent, is White light, Life itself. Its antithesis, then, is Black... the absence of light, the absence of emotion, the absence of life... in other words, Death.

The living can think and feel. The dead do not. An undead may be intelligent, yes, sapient and sentient, but it doesn't feel the fury that empowers a true Teramach. Undead, powered by negative energy or the Black light, have only hunger. No rage, no fear, no desire, nor ambition, empathy or love. Theirs is the cold of the grave and the absence of any recognizable motive. Theirs is hunger, plain and simple, for nature abhors a vacuum and that's what negative energy is... absence.

The undead do not hate.

Xefas
2013-10-03, 04:55 PM
I would say that vasharanpaladin is on the right track**. Though, I hesitate to say that undead don't "hate", or that undead don't "x", where "x" is something that other people believe undead do. Because I don't think the English language was built to facilitate discussions about the feelings of undead, and the best we could do is have a purely semantic argument about it.

If undead feel things, I think they feel things that are different from the things we feel, but we have to use the same words because we don't have anything more useful to work with. If they hate, it's a cold hate. If they rage, it's a strange, unnatural thing. And one of the fundamental aspects of the Monster is that it is natural.

A random, normal person picks up a cleaver or a gun or what-have-you, walks across the street and transmutes their neighbor into cooling meat. That's something that normal, real people do. Every day, multiple times a day. Every normal, non-fantasy person has something in them, from the hardened convicts to the sweet old grandmas, that can allow them to do the most horrible things, if the right switches get flipped in their brain. That's what makes the Monster horrific. He is real, and natural, and normal. That hot anger and hate is part of what makes humans human, and it's part of what allowed humans to survive in a world much bigger and much more fanged and clawed than they (and, in a game like D&D, allows them to survive in a world where every third rock and tree are bloodthirsty apex predators in disguise).

Undeath is horrific, but in a different way. It's not "us", it's a dark reflection of us. It's fantastic, and unnatural, and strange. We can't know how an undead creature feels, but we can relate to them. We can say that zombies hunger, even though they don't have the digestive system required to eat. We can say that ghosts feel sadness, even though they don't have brains to process that feeling. We can say that vampires lust, even though they don't have functioning nervous systems that would allow them to feel physical contact with their body. In reality, they have some twisted un version of those things, as they are twisted mockeries of the life that we have.

So, is there some terrible inverted unTeramach, wretched and burning with frozen malice, filled with contempt for the living, and zeal for the perversion of all that grows and changes? Well, yeah, and the Monster is just as unnerved by it as we would be of ghouls and ghosts and zombies***. But it should be its own class*, not just a footnote at the end of this one.


*The "Olethrofex" is what I'm thinking.

**Just to have it out there explicitly, the "Living" subtype was a very purposeful requirement for that Mythos. As far as my conception of the Monster goes, Constructs with the "Living" subtype should be fair game for becoming a Teramach, as should Constructs that are essentially alive or elevated beyond being a mere sentient automaton, but didn't receive the "Living" or some other appropriate subtype, because Wizards of the Coast aren't omnipotent. Iron golems? No. Animated lamps? No. That one Inevitable in Elder Evils that went rogue and fled from the Mechanus Creche Forges long enough to build up enough emotional baggage that he decided to fall in with a Great Old One? Sure.

***Why has Deadliest Warrior never had a Celtic Berserker vs Fast Zombie episode? I would watch that so hard.

Network
2013-10-03, 05:03 PM
The undead do not hate.
Err... it's not exactly true. In the Monster Manual, the mohrg has an hatred of all that is living, and they don't have any kind of hunger. The wight, for its part, has that wonderful paragraph to describe it :

The wight is an undead creature given semblance of life through sheer violence and hatred. It is spiteful and cruel, seeking only to destroy all living creatures. Even those rare few that overcome their pure hatred of all living things remain jealous of such creatures.

Of course, most undead aren't wight. Ghouls are just as you said. All in all, Xefas is the final judge for it.

Necroticplague
2013-10-03, 06:39 PM
In my mind, tha main difference is simply what kind of destruction undead and the Monster inflict. The monster adds energy until the feeble form of all else cannot contain it as it can, while the undead drain from other things until they cannot support themselves. That's why so many undead deal negative levels, and often heal from it. Undead are a parasite that drains from other things:their wake is cold and unmoving (even their effects on the environment are a result of "leakage" of energy taken from a different place, the Negative Energy Plane or its sub-planes).The Monster, however, is a predator that leaves still-smoldering remains behind it, it's wake is still full of activity (and if the Mythos are to be believed, one full of strife).