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Amnoriath
2014-01-26, 10:41 AM
This is my attempt at mythos making. I was wondering if I packed too much variety in some abilities and/or if some come ahead of other mythos's too much.


The Mythic Halfling

I came from the end of bag, but no bag went over me. I am the friend of bears and the guest of eagles. I am Ring-winner and Luckwearer; and I am Barrel-rider. Bilbo Baggins, a mythic halfling

During the aeon of creation the Gods stood perplexed at the material realms. According to all logical standards everything fit into place, however there the sat mulling over what they were missing. A smaller female God took particular interest in this absence. Her name was Yondalla.
No matter how hard she tried she wasn't satisfied. Dwarves had stone and metal from the ground and of well-being. Gnomes had song, art, and fervent creation riddled throughout their lives. Elves had patience, grace, and knowledge which ensures their higher echelon. Humans had innovation, adaptability, and balance spreading their vast cultures throughout the world. She then sighed in futility until a wandering traveler happened to shout her name.
Yondalla's aura flickered in surprise as her angular yet child face shot to meet his. She demmanded,"How did you know my name?"
"A guess, milady," the short man replied in cordial credulity.
The answer found in the sheer luck of his daring blurt. "What is your name sir?" she asked while in epiphany.
"Wileak, milady" he responded in kind. He blushed slightly as he was fiddling with his tools. He then recollected the tales of his journey. While Yondalla wasn't at all amazed at what he was reminiscing she took great interest in his reactions both then and now.
She then went to consult with the other gods to give a new race a divine touch of fortune and uncanny resourcefulness. The rest of the Gods bickered over the practicality and the entailments of such gifts. In union they belted "No!". Disguted with their arrogance and bureaucracy she went to see what she could do without notice. Instantly as she opened her books and tended her field cries of fustration and disbelief rang out from the halls. At a distance she noticed a striding figure dashing from a cataclysm undoubted created by the fury of the Gods. It was Wileak juggling his tools and what appeared to be shining dice. Before she could get there the destruction enveloped him. She ravaged through the rubble both out of concern and duty but she found no ounce of fabric or trinkets of the material realm other than a note saying, "We don't need you anymore," Betrayed and relieved she cultched her abdomen in perplexing anger as she lied to the counsel on the thief's fate.


Half the Size, Twice the Fortune
Prerequisites: Halfling, One Mythos
Benefit: You may add these mythos to the list of any mythos class you have levels in to be selected from. In addition you add one hit point per luck feat you know and your reroll pool is increased by 1.
Exceptional Mythos

Parsimonious Fortune Finder

You gain Miser's Fortune as a bonus feat. Additionally you can use the Search skill to look for items or gold with a competence bonus equal to half your mythos class level. You are treated as if you were trained in the skill even if you do not possess ranks in it. You may also choose from one of these basic manifestations. Additionally you may choose from one of the previous or following lists.

Resourceful Mono Devotion: You may select one item on your person to benefit from the Ancestral Relic feat with the following differences. It does not need to be of masterwork quality. You can only use the magical properties of the item in question and therefore does not possess value outside what it was before it undergone the ritual. Even if you couldn't normally use the item in question you can use it normally without failure. The item in question may not be an artifact, relic, or item of legacy.

Fortuitous Compact Forager: When you make a Search check you can instead look through 5 foot areas equal to one half your mythos class level. You may also use the Survival skill untrained as if you were trained with a competence bonus equal to half your mythos class level.

Wily Appraisal Intuition: You may make Appraise checks as if you were trained with a competence bonus equal to half your mythos class level. Additional you may increase your Appraise DC by 5 to raise or lower the base value of the item in question by 2 percent. This may be increased up to time equal to one fourth you character level(max 5). However, because you are noticing something different you cannot truthfully appraise it to be higher if you have already appraised it as being lower and vice versa.

Advanced: You can have your items reroll their saves by expending a roll from your luck pool. Your enemies may also be forced to reroll caster level checks against your items. In addition you may choose from one of the options below.

Omniscient Devout Custody: The caster level of the item you selected is now equal to your mythos class level. Additionally if you would ever lose the item you can take a full-round action the provokes an attack or opportunity to sense where it is as if you were there as well as know the general direction of where to go. If the item itself has senses you may use its senses if they are better. You may also expend two rerolls from your reroll pool to force an enemy to reroll any roll to avoid or reduce any effect from the item in question. You must have selected the Resourceful Mono Devotion manifestation to select this option.

Unearth the Cache: Once the DM rolls for loot and asserts the total value you may make a search check equal to have a part of the loot be something you specifically need. As such it replaces some of the loot with what you specifically you requested. This request can be a set of items but they all must be exactly the same. This check is equal 10+appraise check needed to determine its value. These items in question cannot exceed 10% of the total value of the loot. You may also try to request items of up to 20% of the total or two different items up to 10% each in which you must succeed at a check of 25+the larger appraise check. This may only be done once per loot roll. You may also expend 2 rerolls from your reroll pool to force the DM to roll for loot again taking the second result. You must have taken the Fortuitous Compact Forger manifestation to select this.

Transitive Market Deduction: You can now make appraise checks as full round actions instead of one minute. When inspecting an item you can appraise check using the knowledge skill rules to find out where it has been and who has used it. You may expend 2 rerolls from your reroll pool to reroll the result of any knowledge check. You must have taken the Wily Appraisal Intuition manifestation in order to select this option.

Expedient Aimless Wanderlust

You gain Lucky Start and Yondalla's Senses as bonus feats. Additionally if you expend a reroll from your reroll pool you can act in the surprise round but you are still considered flat footed if you couldn't normally act.

Miniscule Undaunted Luck

You gain Unbelievable Luck as a bonus feat.
Basic Manifestations
You gain a luck bonus to your AC equal to 1d4+1.
You gain a luck bonus to your attack rolls equal to 1d4+1.
You gain a luck bonus to your saves equal to 1d4+1.
You gain a luck bonus to your damage rolls equal to 1d6+1.
You gain a luck bonus to Strength based skills and checks equal to 1d4+1.
You gain a luck bonus to Dexterity based skills and checks equal to 1d4+1.
You gain a luck bonus to Intelligence based skills and checks equal to 1d4+1.
You gain a luck bonus to Wisdom based skills and checks equal to 1d4+1.
You gain a luck bonus to Charisma based skills and checks equal to 1d4+1.

Advanced: Your luck feat rerolls now only take up a free action to use. You may also select from one more basic manifestation. At your mythos class level of 10 the die rolled to gain the luck bonuses is increased by one step and damage becomes 1d8+2. If you have taken levels in the Fortune's Friend prestige class you may burn a reroll as a free action to gain an extra swift or immediate action which only may be done once a round.

Dimunitive Ideal Form

You get Lucky Catch as a bonus feat even if you don't meet the prerequisites. You also may treat yourself as one size smaller any time it would be beneficial to you and gain a competence bonus to either balance, climb, jump, or tumble checks equal to half your mythos class level. Additionally if you expend a reroll from your pool you gain a climb and jumping speed equal to 5 times your mythos class level up to double your base speed. You are not considered flat-footed while climbing nor do your enemies get a special bonus against you. This lasts for rounds equal to double your mythos class level.

Fantastic Mythos

Gratuitous Pragmatic Slinger

Prerequisites: One Halfling Mythos Known
You gain Lucky Fingers as a bonus feat and may make special ammunition. As a full-round action you can make a bullet that does 1d6 damage. As you gain levels it acquires an enhancement bonus to attack and damage equal to one fourth your character level. It always bypasses damage reduction as if it were a magic weapon. If you are proficient with a Halfling skip rock this bullet may have the same special ability. You may also reload your sling or staff as a free action per attack you make, however special bullets take extra care and only can be reloaded once this way regardless of any feat you possess. They can choose to throw them as a splash weapon in which they only get the described effect below but they also may apply after a successful attack after the damage roll effectively destroying the bullet.

Tanglefoot Bullet: If the opponent fails on a reflex save they are rendered prone as well as entangled for rounds equal to your mythos class level. If they are flying they fall for the round in which they may make a dexterity check of 20 to regain flight the next round if they haven't hit the ground. If they succeed in the save they are only entangled for half the time.

Gust Bullet: If the opponent fails on a fortitude save they are pushed back 5 feet for every mythos class levels you possess. If they succeed it merely just halts movement of the current action. Undead and Constructs are not immune to this effect.

Resonating Bullet: An attack dealt with this kind of bullet deals sonic damage. Additionally the target is subject to the effects of the shatter spell with an effective caster level equal to your mythos class level. If used to attack an item specifically it can be used to make a sunder check with no penalty.

Weakening Bullet: The target takes a penalty to strength score and physical skill checks equal to 3+one fourth mythos class level for rounds equal to one half mythos class levels unless the succeed on a fortitude save in which the penalty and duration is halved. Undead and Constructs are not immune to this effect. These penalties are not culmulative.

Flashbang Bullet: The target is treated as blinded with a duration of rounds equal to one half mythos class levels unless it succeeds on a fortitude save. Regardless of the result all creatures have concealment within a 20 foot spread but so does any creature they attempt to target for the same amount of time.

Explosive Bullet: Creatures within a 15 foot radius of the strike take half fire and half bludeoning damage equal to 2d6+1d6/2 mythos class levels unless they succed on a reflex save for half.

Hindering Bullet: The target takes a penalty to their dexterity score equal to 3+one fourth and cannot use a swift or immediate action neither may they run or charge for mythos class levels for one half mythos class level rounds. If they succeed on a reflex save they only suffer half the penalty for half the time. These penalties are not culmulative.

Beguiling Bullet: The target makes a will save or becomes confused and take a penalty to mental skills equal to 3+one fourth mythos class levels for rounds equal to one half mythos class levels. If they succeed they are not confused but do not know who attacked them and the penalty as well as the duration is halved. These penalties are not culmulative.

Venom Bullet: The target becomes afflicted with a poison. The target takes 1d6+1/4 mythos class levels points of constitution damage for both the primary and secondary damage rolling a fortitude save as normal.

Knockout Bullet: The target must succeed on a will save or be dazed for rounds equal to 1+1/4 mythos class levels. If they succeed they are only staggered for one round.

Advanced: Your bullets may now be treated as if being made of a special weapon material. You can expend two rerolls from your pool to prepare a special bullet you didn't know as a swift or immediate action. Special bullets made this way are effective for one minute per mythos class level you possess. Additionally you may select another special bullet to prepare.

Underestimated Effective Capability

Prerequisites: One Halfling Mythos Known
You gain Advantageous Avoidance as a bonus feat. Whenever a creature of at least one size category larger than you would succeed in making a check or attack against you, or you failing to do so against them you can use your failure to your advantage. Creatures of at two size catergories larger take a -1 penalty to this save and for every size category above. The creature makes a will save if successful they are one step friendlier to you up to friendly. If they fail they regard you as unworthy and do not attack you in any way. They also treat all their attribute modifiers in attacks, checks, damage rolls, and save DC's against you as if they were 10 unless they are worse until you succeed against them. After you succeed they may attack you again but their attributes are still treated as lowered for 1d4+1/5 mythos class levels you possess. A creature only makes one save per encounter because whether they fail or not they know it was fake. Mindless creatures are considered to automatically save but if they are rendered flat-footed by you up to one round afterwards they lose their attributes are effectively reduced as above for the time alloted. If you expend two rerolls from your pool you may automatically make an attack that bypasses any concealment whenever they would fail a check against you while their attributes are treated as 10 from this ability.

Legendary Mythos

Tenacious Eternal Kismet

Prerequisites: Two Halfling Mythos's Known
Your fortune now extends to your allies as you recognize their importance to yourself. You gain Good Karma and Dumb Luck as bonus feats. All your allies can benefit from your luck feats so long as they are in the same plane and they gain a reroll pool of two. If you possess the Miniscule Undaunted Luck mythos they also may benefit from your luck bonuses the same time you do. An ally is someone whom you have been in contact with for at least two hours and share a common goal on the current quest being taken aside from staying alive. Additionally if you expend two rerolls from your pool as an immediate action you can try to dismiss any spell or like abilities as well as supernatural abilities. The creature targeted must prove to be an immediate threat to you or your ally and you must be able to see it. You make a mythos class level check modified by the attribute that fuels your save DC's against a DC of 10+HD+relevant attribute. If a permanent effect was dismissed it functions again 1d4+1/5 mythos class levels rounds later. If you are dismissing the effect of an item use its caster level modified by the creature's constitution modifier. For every 5 points you exceed that check you may cancel one more effect they have, however if you first dismissed an item you only can target another item unless it adds up to be the same DC or higher.

Amnoriath
2014-01-26, 02:57 PM
Halfling Teramach

Hit Die: d10

Skill points: (6+int. modifier)x4 at first level, 6+int. modifer after

Class Skills: Balance, Climb, Escape Artist, Intimidate, Hide, Jump, Listen, Move Silently, Search, Sense Motive, Spot, Survival, Swim, Tumble
Proficiencies: Halfling Teramachs are not proficient with any weapons, armor, or shields unless they have Halfling in the name.

{table=head]Level|BAB|Fort|Ref|Will|Special|Mythos|Excellencie s

3rd|+3|+3|+3|+3|Primal Agility|+1|+0
5th|+5|+4|+4|+4|Primal Agility|+1|+0
10th|+10|+7|+7|+7|Monster's Path, Primitive Brutality II|+0|+0[/table]

Class features

Primal Agility(Ex): You may choose one of the following options. Additionally you may choose another from this list instead of getting another level of Primal Brutality.
1. Your mythos save DC's are now based off of dexterity and not strength.
2. Your melee attacks may now be based off of your dexterity modifier instead of strength.
3. Your monstrous rage no longer penalizes ranged attacks.
4. You may choose the uncanny dodge class feature as the rogue.
5. Any strength based skill now is based off your dexterity. You must have at least 5 levels of Teramach to select this and selected primal agility before.
6. You may now add your dexterity modifier to your damage rolls from either your mythos's or your weapons. You must have at least 5 levels of Teramach to select this and selected primal agility before.
7. Any mythos that would have added to your strength score may now add to your dexterity score. You must have at least 5 levels of Teramach to select this and selected primal agility before.
8. You may have the evasion class feature as the rogue. You must have at least 5 levels of Teramach to select this and selected primal agility before.
9. You may substitute your dexterity in strength checks dealing with overruning, bull-rushing, tripping, grappling, and sundering. You must have at least 5 levels of Teramach to select this and selected primal agility before.

Monster's Path(Ex): At level 10 you may ignore a number of squares of difficult terrain or hazardous ground equal to your dexterity modifier per round, however if you end your turn in such a square you suffer the effects as normal. This effectively replaces your excellency normally gained at this level.

VoodooPaladin
2014-01-26, 02:58 PM
Thank you for making a new thread. Here's what I have so far

The fluff is neat, and fills a hole that Xefas' own works have not yet gotten anywhere near. Could use a bit of mental polish and a little more prose, but that's not something that can be rushed.

The feat should specify that the following Mythos are granted to any one mythos-granting class you have levels in, like the other feats do. Otherwise, it does it's job, and the self-synergy with Luck feats is a good idea, since most of them aren't very good.

Parsimonious Fortune Finder: There is no need to state that you choose a Basic manifestation. Written as such, that would cause you to have two manifestations immediately. If that wasn't intentional, you need only mark the Basic manifestations as such and the Mythos system will do the rest.

I do not understand what Resourceful Mono Devotion does. I think it allows you to pick an item of up to the max gp value that Ancestral Relic would allow you to expend for upgrades, and then you can use it even if you wouldn't normally be able to. If this is the case, does this mean proficiency in the case of weapons? How does it interact with intelligent items? Or am I just completely misreading the ability?
Is Wily Appraisal Intuition meant to grant you the ability to raise the Appraise DC by 5 to increase the value of the item by 2%? Probably just a typo, but as written it does the opposite, effectively reducing the DC by 5 for ever 2% extra you attempt to boost the price.
Is the ability listed directly after "Advanced:" meant to be a flat benefit gained once you attain any advanced manifestations of the Mythos, or just another Advanced manifestation? If the former, it needs text stating so; if the latter, it needs a catchy name, like "Imperceptible Bling-Guarding Reactions" or the like.
Omniscient Devout Custody: the effect to force a re-roll upon rolls to mess with your stuff is cool, and there should probably be a similar thing to let you re-roll your saves vs. effects like that, seeing as most of those effects are spells with save DCs.
There's a typo in Unearth the Cache, in the first sentence there's some draft text where it mentions a search check "equal to" even though the description of what the check is equal to has been moved to the line afterwords.
Transitive Market Deduction makes you good at all knowledge checks ever. Intentional? Also, probably not as powerful as other manifestations of this Mythos, since they tend towards "letting you pick your own loot" and "free powerful item advancement without needing to be Exalted." As a suggestion, maybe Transitive Market Deduction makes you a master of haggling, and you can drop the price of things you buy (but only things you buy during play time) by X% amount? Or a scaling number of gp flat, maybe per day?

Expedient Aimless Wanderlust: Monkey in a Barrel is a real thing, you might want to put in some text against it. Otherwise, there's a strange Wis-focus imposed by the inclusion of Yondalla's Senses, and it's pretty much just "go first in every encounter" in Mythos form. But that's in-character for halflings, so it's agreeable.

Miniscule Undaunted Luck: None of those things are actually basic manifestation, formatted as they are. This is an easy thing to fix, just make the ability only give you Unbelievable Luck, and then have the options be a list of choices within a single Basic manifestation that you can re-purchase as you please. Unless you want to come up with nine more manifestation names, but that actually sounds kind of difficult.

Diminutive Ideal Form: It says "either" balance, climb, jump, or tumble checks. That isn't grammatically correct, and also doesn't tell me if I can choose more at a later point, or if I can change my choice. Typo? Also, jumping speeds do not exist, but I wish they did. I like the idea, though! On the whole, I like this Mythos, though I think that the effect's duration should be longer.

Gratuitous Pragmatic Slinger: I like this. Probably has something to do with the comment about potatoes in the other thread. Is it intentional that special bullets have no duration and thus last forever? For a while, I though they were meant to be made on-the-fly in middle of combat, but if they last forever than that will never happen. I thought that made since, highlighting the Mythic Halflfing's blatant DMNPC-like luck by allowing them to quickly throw together some junk and make a functioning grenade instead of a pile of garbage. Reminds me of this. (http://en.wikipedia.org/wiki/Codename:_Kids_Next_Door) Dunno, just a thought. The last sentence of the main paragraph seems confusing: I think it's saying that, when you use a special bullet, you may apply one of the manifestations as a secondary effect after the damage roll, and that you can also use it as a splash weapon but in that case it deals no damage, only activating the secondary effect. Is that right?

Does Flashbang Bullet's secondary effect create an area in a 20-foot spread like a bright light that stays going, which causes concealment? Or does it apply the secondary effect instantaneously to all creatures within 20 ft.? Either way, what's the duration for the secondary effect?
Explosive Bullet could probably have damage boosted a little bit, maybe scale better or increase damage die size.
Hindering Bullet is a really niche ability, seeing as how most monsters don't use swift/immediates, or have to Run. Maybe if it cut speeds too?
Beguiling Bullet is funny and neat, I like it. It actually makes me want to play a clever little jerk, as the Mythic Halfling no doubt is.
I don't think the advanced manifestation's "two re-rolls to prepare a special bullet you don't know" is a good idea. Normally that type of thing is governed by the expenditure of Mythos Points. I can see the flavor of it (you get lucky and make this thing that you actually don't know how to make) but I don't believe a tiny bit of potential character power is worth forcing the player to remember all special bullet options, even if they haven't bought them.

Underestimated Effective Capability: This is very powerful in a way that makes me sad. Unless the foe has Mettle or kills you in one hit, they're made incapable of actually harming you for several rounds in what is probably the most effective lockdown technique I've ever seen. Even mindless creatures don't escape unharmed, being subjected to Dex-denial as recompense. Also, you don't have tons of re-rolls, and everything runs on them, so expending two of them is probably not worth a free attack, especially since you can extend the "Immunity: Yes" timer by simply not attacking them afterwords.

Tenaceous Eternal Kismet: This is all over the place, granting super Die Hard and the ability to put the cork on magical effects for a few rounds. The Luck-pool granting ability has a specific issue - most Mythos classes define "ally" according to their own internal mechanics, but I highly doubt you want a Teramach's Rage mechanic determining whether an ally loses access to their Luck re-rolls at any point in time. Since the use of "ally" is entirely confined to this Mythos, an internal re-definition of ally could work, such as "For this Mythos, an ally is someone who you have spent at least two hours in the company of, and for whom you possess at least a modicum of goodwill." Sounds about right for a subconscious Fortune-bending thing, but at that point maybe using a word like "Friend" which is then defined internally is a better plan.

It's not quite weak I suppose, as re-rolls can be quite powerful if in the right party. It's sort of hard to balance them. I don't normally complain about flavor, but dispel seems a weird thing to put in a halfling/luck-themed class expansion.

Otherwise: I think depending so heavily on level-scaling values might be detrimental. It's a personal taste, but sometimes it's better to pick a number and stick with it.

I've yet to take a serious look at the Halfling Teramach substitution levels.

Amnoriath
2014-01-26, 05:12 PM
I do not understand what Resourceful Mono Devotion does. I think it allows you to pick an item of up to the max gp value that Ancestral Relic would allow you to expend for upgrades, and then you can use it even if you wouldn't normally be able to. If this is the case, does this mean proficiency in the case of weapons? How does it interact with intelligent items? Or am I just completely misreading the ability?
Is Wily Appraisal Intuition meant to grant you the ability to raise the Appraise DC by 5 to increase the value of the item by 2%? Probably just a typo, but as written it does the opposite, effectively reducing the DC by 5 for ever 2% extra you attempt to boost the price.
Is the ability listed directly after "Advanced:" meant to be a flat benefit gained once you attain any advanced manifestations of the Mythos, or just another Advanced manifestation? If the former, it needs text stating so; if the latter, it needs a catchy name, like "Imperceptible Bling-Guarding Reactions" or the like.

Transitive Market Deduction makes you good at all knowledge checks ever. Intentional? Also, probably not as powerful as other manifestations of this Mythos, since they tend towards "letting you pick your own loot" and "free powerful item advancement without needing to be Exalted." As a suggestion, maybe Transitive Market Deduction makes you a master of haggling, and you can drop the price of things you buy (but only things you buy during play time) by X% amount? Or a scaling number of gp flat, maybe per day?

Expedient Aimless Wanderlust: Monkey in a Barrel is a real thing, you might want to put in some text against it. Otherwise, there's a strange Wis-focus imposed by the inclusion of Yondalla's Senses, and it's pretty much just "go first in every encounter" in Mythos form. But that's in-character for halflings, so it's agreeable.

Miniscule Undaunted Luck: None of those things are actually basic manifestation, formatted as they are. This is an easy thing to fix, just make the ability only give you Unbelievable Luck, and then have the options be a list of choices within a single Basic manifestation that you can re-purchase as you please. Unless you want to come up with nine more manifestation names, but that actually sounds kind of difficult.

Diminutive Ideal Form: It says "either" balance, climb, jump, or tumble checks. That isn't grammatically correct, and also doesn't tell me if I can choose more at a later point, or if I can change my choice. Typo? Also, jumping speeds do not exist, but I wish they did. I like the idea, though! On the whole, I like this Mythos, though I think that the effect's duration should be longer.

Gratuitous Pragmatic Slinger: I like this. Probably has something to do with the comment about potatoes in the other thread. Is it intentional that special bullets have no duration and thus last forever? For a while, I though they were meant to be made on-the-fly in middle of combat, but if they last forever than that will never happen. I thought that made since, highlighting the Mythic Halflfing's blatant DMNPC-like luck by allowing them to quickly throw together some junk and make a functioning grenade instead of a pile of garbage. Reminds me of this. (http://en.wikipedia.org/wiki/Codename:_Kids_Next_Door) Dunno, just a thought. The last sentence of the main paragraph seems confusing: I think it's saying that, when you use a special bullet, you may apply one of the manifestations as a secondary effect after the damage roll, and that you can also use it as a splash weapon but in that case it deals no damage, only activating the secondary effect. Is that right?

Does Flashbang Bullet's secondary effect create an area in a 20-foot spread like a bright light that stays going, which causes concealment? Or does it apply the secondary effect instantaneously to all creatures within 20 ft.? Either way, what's the duration for the secondary effect?
Hindering Bullet is a really niche ability, seeing as how most monsters don't use swift/immediates, or have to Run. Maybe if it cut speeds too?
I don't think the advanced manifestation's "two re-rolls to prepare a special bullet you don't know" is a good idea. Normally that type of thing is governed by the expenditure of Mythos Points. I can see the flavor of it (you get lucky and make this thing that you actually don't know how to make) but I don't believe a tiny bit of potential character power is worth forcing the player to remember all special bullet options, even if they haven't bought them.

Underestimated Effective Capability: This is very powerful in a way that makes me sad. Unless the foe has Mettle or kills you in one hit, they're made incapable of actually harming you for several rounds in what is probably the most effective lockdown technique I've ever seen. Even mindless creatures don't escape unharmed, being subjected to Dex-denial as recompense. Also, you don't have tons of re-rolls, and everything runs on them, so expending two of them is probably not worth a free attack, especially since you can extend the "Immunity: Yes" timer by simply not attacking them afterwords.

Tenaceous Eternal Kismet: This is all over the place, granting super Die Hard and the ability to put the cork on magical effects for a few rounds. The Luck-pool granting ability has a specific issue - most Mythos classes define "ally" according to their own internal mechanics, but I highly doubt you want a Teramach's Rage mechanic determining whether an ally loses access to their Luck re-rolls at any point in time. Since the use of "ally" is entirely confined to this Mythos, an internal re-definition of ally could work, such as "For this Mythos, an ally is someone who you have spent at least two hours in the company of, and for whom you possess at least a modicum of goodwill." Sounds about right for a subconscious Fortune-bending thing, but at that point maybe using a word like "Friend" which is then defined internally is a better plan.

It's not quite weak I suppose, as re-rolls can be quite powerful if in the right party. It's sort of hard to balance them. I don't normally complain about flavor, but dispel seems a weird thing to put in a halfling/luck-themed class expansion.

Otherwise: I think depending so heavily on level-scaling values might be detrimental. It's a personal taste, but sometimes it's better to pick a number and stick with it.

I've yet to take a serious look at the Halfling Teramach substitution levels.
I have fixed the typos and cleared some things up.
1. Here is the Ancestral Relic feat for reference. http://dndtools.eu/feats/book-of-exalted-deeds--52/ancestral-relic--70/
What the additional material means is that you become naturally attuned to it as such if it is an exotic weapon you become automatically proficient with it or if it is a wand you can use it without an UMD check. Intelligent items still can have their influence and the only thing it changes there is how you can enhance it.
2. No, it just allows you to dig up dirt pertaining to the travels of the item you are holding. If anything I think it is a much better Gather Information. I just referenced the knowledge rules to give a basis to how difficult the appraise DC would be. Yes, you can burn 2 rerolls for a bad knowledge roll but that is a steep cost for the total of 9 in your career and it still could be worse.
3. Sorry, don't know what that is. I saw a wiki D&D with a similar name but I distrust the validity of that.
4. Yes, you can simply just throw it in the square to gain the special bullet effect only. No, you don't apply it after it simply happens after. If you noticed I made sure the special bullets couldn't be readily spammed by limiting the free reload for them. Well, I know ad hocking a bullet in the middle of bullet would be more luck themed but yet again I wanted to limit the use of specials vs. regulars without having them blow so many actions for both of them before the attack.
5. It's B and it is the same duration of the blinded effect.
6. They do charge though and many of your highly intelligent ones can make use especially if they are using class levels and items.
7. So, what would you do?
8. Yeah, I sort of was on edge about this but I couldn't think of a better way to handle it. Flat penalties would simply get soaked up by larger creatures more than smaller ones defying the idea of the small upending the big. I also view that mindless creatures should be the token creatures to be brought into this. I also believe the aversion to attack is thematic as well and at least puts mindless creatures in a bit of an advantageous category in one respect. I could eliminate the scaling will save penalty but then things like Dragons and such of decent CR are all but immune. I admit the attack was thrown as something to fill the roll expenditure but it is free, bypasses miss chance, and no risk to be worse unlike other rerolls. Please give me some ideas if you can think of any.
9. I eliminated the Die-Hard+ and added an ally definition. Well, think about this how many things happen because of seemingly bad or good luck? That ability is intended to represent that making the wizard's spell fizzle or the Dragon's breath weapon blow smoke...etc without them knowing what exactly happened. Call it a sort of haphazard fate like ability without getting into ridiculous proportions of miracle, time stop...etc.

VoodooPaladin
2014-01-28, 11:03 PM
Alright, thank you for responding so quickly.

1: I was aware of what Ancestral Relic does (D&Dtools is awesome). So can you enhance the item if that wouldn't be a headache to adjudicate? Mainly, I'm confused as to what "You can only use the magical properties of the item in question and therefore does not possess value outside what it was before it underwent the ritual" means.

2: Okay, I just thought it was weird that the ability has no qualifier after "any knowledge check." Having looked at the new version, just being able to use an Appraise check in place of Knowledge when examining an item might work better, provided there be a limitation of once per item, just like normal for Knowledge checks.

3: I'm sorry, it appears I misunderstood what the Monkey in a Barrel trick actually is. It actually has nothing to do with this. Nevermind then, carry on.

4: I don't see why anyone who gets special bullets would use regular bullets ever again, to be honest. There should be a limitation on how long a special bullet stays special, if you don't want people to spam them. Otherwise, they'd just take an hour off every morning while the wizard's preparing spells to make a dozen or so of everything they can and then replace them in-between battles.

5: That's fair. I see you've changed the text to help with this.

6: I had not thought of charging. Nevermind, that's actually pretty good.

7: Honestly, I changed my mind about that. It's not that bad as long as there's only a handful of choices. In fact, it's the kind of thing that's actually worth two Luck re-rolls, since you don't have very many of them.

8: Well, off the top of my head, denying a foe all of their stat bonuses against you for N number of rounds would be an awesome and powerful ability if it required the expenditure of 2 Luck re-rolls. That's the kind of thing that's worth expending severely limited daily resources.


Okay, so the idea of this Mythos is that you're using your small size to gain a psychological advantage over larger foes. It sounds to me like it should actually have something to do with Bluff checks, possibly allowing you to make one (via cowering, pratfalling, or other acts meant to make one look non-threatening) to improve the attitude of enemies in a temporary manner, similar to Intimidate checks. If you want them to actually become less effective at harming you when they do try to because of your psychological adavantage, then perhaps it could instead be such that you make a Bluff check vs. their Sense Motive check at any time once per (let's say, week) against any individual creature to have them become "Misled." Have a short list of conditions like:
"Has been Misled by halfling within recent memory." +3 Sense Motive
"Target is more than two sizes larger than halfling" +1 Bluff per size beyond two larger.
"Was warned that the halfling is extremely shift and deceptive" +2 Sense Motive
"Halfling has tried and failed, voluntarily or otherwise, to harm them with an attack of which they were aware" +4 Bluff
"Halfling has failed a saving throw against you within the encounter (or, roughly a minute)" +2 Bluff
"Has seen the halfling do something blatantly threatening and/or impressive, such as wounding a relatively dangerous creature or dodging a giant boulder without difficulty." +2 Sense Motive

And so on that provide bonuses to their Sense Motive and your Bluff check. Once they're Misled, you can cash in that chip for any number of nice bonuses, like: well-scaling bonus damage; total concealment vs. them for (1d4+1/4 mythos class level) rounds; render them flat-footed for a full turn (wherein effects that would prevent flat-footedness fail unless the target is at least 4 CR above your Mythos class level); or even a distraction-like bonus to your allies via Ex replication of a lock gaze (http://www.d20pfsrd.com/magic/all-spells/l/lock-gaze) spell effect for (1d4+1/4 mythos class level) rounds with no save (the Sense Motive was their save).

Mindless creatures are hard to work with. Presumably they have a Spot modifier, which they use in place of a Sense Motive check. They most likely always gain certain bonuses to their roll, and cannot gain certain others. There is no max limit to how many times you can Bluff a mindless creature into being Misled, though you can only attempt to do so once per round for simplicity. The things you can cash in the Misled for are restricted: lock gaze is a mind-affecting effect even as an Ex ability, and scaling damage boosts don't work due to being too easily-repeatable.

The best thing about using Bluff/Sense Motive duels is that larger and smaller creatures all scale with relative equality. Unless you're dealing with an awakened tyrannosaurus rex, it's very doubtful that HD or size differences will have a large effect. And if you want the target's greater size to make it even more effective, all you have to do is the toy with the numbers for the Bluff check vs. larger creature bonus until they end up how you want them.

As a side note, I wonder if this Mythos rally ought be combat-only. It seems to me that the underestimation of the small and simplistic should be usable in social situations, too. Maybe there's an advanced manifestation that grants you the ability to use Bluff checks like Intimidate checks to change someone who you have Misled's attitude towards you, but they only get angry once they know they've been Misled. Perhaps a flat bonus to active social checks with people that you currently have Misled, or the ability to, once you've been around someone that you have Misled enough, they will feel compelled to believe your innocence in the face of even staunch evidence, requiring a solid (Int check? Sense Motive? Will save?) to acknowledge the reality of your guilt/complicity.

9: That's what I thought, but I wasn't sure. So with this in mind, I'm to understand that you just made the "bird crap falls on the wizard's hand mid-somatic component" Mythos? I approve whole-heartedly.
Now comes the question of if there's a better way to handle it. Might I propose hacking dispel magic into doing something similar, instead of reinventing the wheel? It's already got dismissal, dispelling, and counteraction built-in. By replicating dispel magic as an Ex ability, but adding the ability to disrupt/counterspell spell-likes and even normal actions (as a rule of thumb, if it requires more than a free action to use it can be countered) using the caster level equivalent to set the dispel DC, and using 1/2 of the effect's source's hit dice (or challenge rating if a trap somehow created the effect without giving it a caster level) if a caster level equivalent is not readily available.

Amnoriath
2014-01-29, 11:01 AM
Alright, thank you for responding so quickly.

1: I was aware of what Ancestral Relic does (D&Dtools is awesome). So can you enhance the item if that wouldn't be a headache to adjudicate? Mainly, I'm confused as to what "You can only use the magical properties of the item in question and therefore does not possess value outside what it was before it underwent the ritual" means.

2: Okay, I just thought it was weird that the ability has no qualifier after "any knowledge check." Having looked at the new version, just being able to use an Appraise check in place of Knowledge when examining an item might work better, provided there be a limitation of once per item, just like normal for Knowledge checks.

4: I don't see why anyone who gets special bullets would use regular bullets ever again, to be honest. There should be a limitation on how long a special bullet stays special, if you don't want people to spam them. Otherwise, they'd just take an hour off every morning while the wizard's preparing spells to make a dozen or so of everything they can and then replace them in-between battles.


8: Well, off the top of my head, denying a foe all of their stat bonuses against you for N number of rounds would be an awesome and powerful ability if it required the expenditure of 2 Luck re-rolls. That's the kind of thing that's worth expending severely limited daily resources.


Okay, so the idea of this Mythos is that you're using your small size to gain a psychological advantage over larger foes. It sounds to me like it should actually have something to do with Bluff checks, possibly allowing you to make one (via cowering, pratfalling, or other acts meant to make one look non-threatening) to improve the attitude of enemies in a temporary manner, similar to Intimidate checks. If you want them to actually become less effective at harming you when they do try to because of your psychological adavantage, then perhaps it could instead be such that you make a Bluff check vs. their Sense Motive check at any time once per (let's say, week) against any individual creature to have them become "Misled." Have a short list of conditions like:
"Has been Misled by halfling within recent memory." +3 Sense Motive
"Target is more than two sizes larger than halfling" +1 Bluff per size beyond two larger.
"Was warned that the halfling is extremely shift and deceptive" +2 Sense Motive
"Halfling has tried and failed, voluntarily or otherwise, to harm them with an attack of which they were aware" +4 Bluff
"Halfling has failed a saving throw against you within the encounter (or, roughly a minute)" +2 Bluff
"Has seen the halfling do something blatantly threatening and/or impressive, such as wounding a relatively dangerous creature or dodging a giant boulder without difficulty." +2 Sense Motive

And so on that provide bonuses to their Sense Motive and your Bluff check. Once they're Misled, you can cash in that chip for any number of nice bonuses, like: well-scaling bonus damage; total concealment vs. them for (1d4+1/4 mythos class level) rounds; render them flat-footed for a full turn (wherein effects that would prevent flat-footedness fail unless the target is at least 4 CR above your Mythos class level); or even a distraction-like bonus to your allies via Ex replication of a lock gaze (http://www.d20pfsrd.com/magic/all-spells/l/lock-gaze) spell effect for (1d4+1/4 mythos class level) rounds with no save (the Sense Motive was their save).

Mindless creatures are hard to work with. Presumably they have a Spot modifier, which they use in place of a Sense Motive check. They most likely always gain certain bonuses to their roll, and cannot gain certain others. There is no max limit to how many times you can Bluff a mindless creature into being Misled, though you can only attempt to do so once per round for simplicity. The things you can cash in the Misled for are restricted: lock gaze is a mind-affecting effect even as an Ex ability, and scaling damage boosts don't work due to being too easily-repeatable.

The best thing about using Bluff/Sense Motive duels is that larger and smaller creatures all scale with relative equality. Unless you're dealing with an awakened tyrannosaurus rex, it's very doubtful that HD or size differences will have a large effect. And if you want the target's greater size to make it even more effective, all you have to do is the toy with the numbers for the Bluff check vs. larger creature bonus until they end up how you want them.

As a side note, I wonder if this Mythos rally ought be combat-only. It seems to me that the underestimation of the small and simplistic should be usable in social situations, too. Maybe there's an advanced manifestation that grants you the ability to use Bluff checks like Intimidate checks to change someone who you have Misled's attitude towards you, but they only get angry once they know they've been Misled. Perhaps a flat bonus to active social checks with people that you currently have Misled, or the ability to, once you've been around someone that you have Misled enough, they will feel compelled to believe your innocence in the face of even staunch evidence, requiring a solid (Int check? Sense Motive? Will save?) to acknowledge the reality of your guilt/complicity.

9: That's what I thought, but I wasn't sure. So with this in mind, I'm to understand that you just made the "bird crap falls on the wizard's hand mid-somatic component" Mythos? I approve whole-heartedly.
Now comes the question of if there's a better way to handle it. Might I propose hacking dispel magic into doing something similar, instead of reinventing the wheel? It's already got dismissal, dispelling, and counteraction built-in. By replicating dispel magic as an Ex ability, but adding the ability to disrupt/counterspell spell-likes and even normal actions (as a rule of thumb, if it requires more than a free action to use it can be countered) using the caster level equivalent to set the dispel DC, and using 1/2 of the effect's source's hit dice (or challenge rating if a trap somehow created the effect without giving it a caster level) if a caster level equivalent is not readily available.

1. It means that you can't go and sell it off for a higher profit as the things you added on do not work for anyone else.
2. Okay, but I thought that it was already implied by me saying they use the Knowledge skill rules.
3. It mainly is a interest in looking at attack routine. The special bullets can only be loaded once for free otherwise it is a move action and it can't be reduced through any other feat or ability. What that means is you can throw one special one a round unless you get one of the abilities to make a swift action a move action(belt of battle, hustle..etc). So you need regular bullets to fill in the void of a multi-attack routine, additionally if you are proficient with a skip rock the specials get destroyed after the effect.
4. I like where that is going but I want to stay away from another basic and advanced set as the other Mythos Paragons already have less mythos with them than I do and general those types of mythos are better.
5. Yes, but I want this haphazard luck to effect more than just spell based abilities. I included the Breath Weapon example for a reason. Notice I said HD and included supernatural abilities.