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Xefas
2015-02-24, 10:25 PM
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)


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

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

The Syntrofos

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

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

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

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

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

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

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


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


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

Every Mythos has a Tier. The Tier of a Mythos ranges from 1 to 4, typically referred to as Exceptional, Fantastic, Legendary, and Exalted. An Exceptional Syntrofos is a companion to local folk heroes, recognizably well-crafted and deadly, and the difficult challenges that their wielder overcomes with them likely leads to rumors of it being more than it appears. A Fantastic Syntrofos is almost certainly mistaken for a product of high magic, a sapient and puissant masterwork of some great wizard or another, a worthy weapon to any great hero of the age. Legendary Syntrofos are unique and peerless items that will be feared, coveted, and respected so much as any artifact, the subject of quests and courtships from all over the world. A Syntrofos with Exalted Mythos is clearly beyond even the craftsmanship of most immortals, baffling the smiths of the Upper and Lower Planes. Smithing deities and Gods of War may begin to see the Syntrofos as a worthy prize to claim and subjugate to their purposes, for few blades in all the multiverse are finer than they.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

(to-do list)

-Add Legendary Mythos for elevating Silver, Cold Iron, and Mithral
-Add Exceptional Mythos for crafting templates (DMGII)
-Add Fantastic (plus possible Legendary Mythos) for exerting mental control over one's wielder
-More spell-using/spell-storing stuff?
-Mythos for being more alive/organic
-More Mythos in general, for variety
-Variant rules for ranged weapons?
-Two more manifestations for the Silver and Gold Exceptional Mythos
-A Singing Sword Mythos

Xefas
2015-02-24, 10:26 PM
Exceptional Mythos

A Blade of Silver Starlight
Prerequisite: -
[Reforged]

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

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

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

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

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

A Reliquary For The Fire Of The Gods
Prerequisite: -

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

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

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

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

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

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

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

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

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

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

It Is Called The Foe-Hammer
Prerequisite: -

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Metal To Stand Against Chaos
Prerequisite: -
[Reforged]

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

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

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

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

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

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

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

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

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

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

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

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

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

You cannot voluntarily break your own curse.

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

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

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

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

Shining Pure In Blackest Night
Prerequisite: -
[Reforged]

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

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

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

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

The Glorious King of Metals
Prerequisite: -
[Reforged]

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

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

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

The Steel of Lost Souls
Prerequisite: -
[Reforged]

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

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

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

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

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

Weapon-and-Warrior Empathy
Prerequisite: -

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

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

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

Xefas
2015-02-24, 10:28 PM
Fantastic Mythos

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

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

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

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

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

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

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

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

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

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

Attenuating Sword-Emperor Exaction
Prerequisite: -

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

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

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

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

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

Bloodshed With Greater Purpose
Prerequisite: -

Choose one alignment component.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Incomparable Weapon-Works
Prerequisite: -

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

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

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

Xefas
2015-02-24, 10:29 PM
Legendary Mythos

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

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

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

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

Shearing The Tapestry
Prerequisite: -

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

You gain a permanent +2 to your Charisma score.

Titanslaying Godspear Legacy
Prerequisite: -

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

Furthermore, you are good at killing things. When you reduce a creature to -10 hit points, or to 0 hit points if they do not possess negative hit points, or inflict nonlethal damage in excess of -10 hit points if they have Regeneration or a similar trait, or otherwise destroy a creature's form, they die. Specific examples follow.


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

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

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

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

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

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

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

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


Exalted Mythos

Chronoton-Cutting Blade
Prerequisite: -

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

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

Immortal Ore of Heaven
Prerequisite: -
[Reforged]

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

Plot-Crushing MacGuffin Apotheosis
Prerequisite: -

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

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

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

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

Xefas
2015-02-24, 10:30 PM
Excellencies

[Ability] Exaggerating Artifact
Prerequisite: One Fantastic Mythos

Choose one Ability Score. This Excellency may be purchased once for each Ability Score, granting the creature whose possession you are currently in a +2 enhancement bonus to the chosen ability.

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

Handy-Dandy Omnitool
Prerequisite: -

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

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

This Excellency may be purchased a total of two times.

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

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

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

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

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

Singular Masterwork [Ability]
Prerequisite: One Fantastic Mythos

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

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

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

You gain Toughness as a bonus feat.

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

This Excellency may be taken multiple times.

7th son of sons
2015-02-24, 10:32 PM
OH MAH GAWD A NEW THING!!!! I wanted to be the first to comment since I'm so excited, I'll edit when I look at it!

So... a class... for items? I'm extremely interested. Oh man, it's a class for BECOMING a weapon, that's freakin' cool, yo. A bit disapoint there is no Excalibur, but that's just me.

Kymme
2015-02-24, 11:18 PM
This is absolutely gorgeous. I assume you've not seen Durarara!, because Saika (http://durarara.wikia.com/wiki/Saika) would be an absolutely perfect fit for something like this. I mean, a magical sword that can possesses the people it cuts? That's kinda sick.

Also, there doesn't seem to be a mythos that lets you cut the tops off of distant hills, which is somewhat unfortunate. (http://en.wikipedia.org/wiki/Caladbolg) JK everything you make is awesome, I'm just trying to provide inspiration.

Xefas
2015-02-24, 11:30 PM
A bit disapoint there is no Excalibur, but that's just me.


I assume you've not seen Durarara!, because Saika (http://durarara.wikia.com/wiki/Saika) would be an absolutely perfect fit for something like this.

Its true, I haven't seen Durarara! or Fate/Stay Night. However, the banner isn't meant to be legendary and awesome weapons, just conventional weapons that speak and/or are alive. I dunno if the two you've mentioned qualify for that or not, I just felt I should state that plainly. If I was going to do most awesome/most iconically enduring weapons, it would look a lot different.

Scaileanna
2015-02-24, 11:34 PM
This looks so fun, I saw soul edge and immediately knew what this class was generally about
Thought of the coolest thing to do (maybe) get my wielder to animate an undead then have him tell the undead to do as I say then have said undead wield me, I have now basically become a body driven only by the will of his weapon (I think this works, I hope)
Also how does this work if your a ranged weapon do you make your own ammo or must it be provided?

qazzquimby
2015-02-24, 11:37 PM
I don't think any other brewer has gathered such an excited following. Just browsing and then suddenly "OH MY GOD A THREAD BY XEFAS."

Thank you for the reading material :smallsmile:

Scaileanna
2015-02-24, 11:38 PM
However, the banner isn't meant to be legendary and awesome weapons, just conventional weapons that speak and/or are alive.

But soul edge is all of those things you just said but then again so is soul calibur

Xefas
2015-02-24, 11:41 PM
Thought of the coolest thing to do (maybe) get my wielder to animate an undead then have him tell the undead to do as I say then have said undead wield me, I have now basically become a body driven only by the will of his weapon (I think this works, I hope)

This more or less works. Mindless undead are, well, mindless, and so I would assume you can't communicate with them telepathically. So, you'd need to yell every action out loud at them, which has unfortunate tactical implications. Plus, they don't do so well with complex orders, which might end up being disadvantageous.

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

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


Also how does this work if your a ranged weapon do you make your own ammo or must it be provided?

I'd like to make a ranged weapon variant at some point, but right now it really only works with melee weapons.

Scaileanna
2015-02-25, 12:34 AM
Uh, anyway, on my to-do list (bottom of first post) are some Mythos branching off of Weapon-and-Warrior Empathy that allow you to corrupt a wielder to your will and, eventually, hollow them out and take over their body. You can do something like creating Nightmare or Arthas, or you can opt for the cheap-disposable-villager option

This sounds really cool and maybe could use this for my zombie wielder plan unless undead like that wouldn't be a valid target for this mythos ability
(Just found out from thingss I looked up you could talk telepathically with the undead depending on if they Are considered to know a language, since they can understand what you say I think they technically do)

Just read the to do list and that organic thing sounds amazing maybe you could have something like Tryndamere's demon blade skin(League of Legends) where the sword fuses to it's wielder becoming their arm or like Sounga from the 3rd inuyasha movie and have tentacles burrow into your victim making nigh impossible to remove

roko10
2015-02-25, 03:23 AM
This would be the best cohort ever. I mean, a Legendary Weapon that does not suck? Totally worth the feat. And the gazillion followers

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

nikkoli
2015-02-28, 10:24 AM
How would this class interact with gestalt?
Could you make a single class wielder along with yourself as this class?

Xefas
2015-02-28, 02:24 PM
How would this class interact with gestalt?

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

Other than that, you might have to get creative. For example, spell-like abilities, unless stated otherwise (such as for Warlock invocations) do not have verbal, somatic, or material components. A class like the Pathfinder Summoner can cast Summon Monster stuffs as a spell-like ability, as well as summon an Eidolon which could theoretically wield you. An Ozodrin (http://www.giantitp.com/forums/showthread.php?153536-Tooth-and-Tentacle-base-class-PEACH) grows limbs and tentacles that can move and act, which might give the Syntrofos some autonomy.

Kellus' truenaming fix (http://www.giantitp.com/forums/showthread.php?90961-The-Way-Words-Work-%28or-Truenaming-that-doesn-t-make-me-cry-myself-to-sleep-at-night%29) is good, and also only requires that you be able to speak.

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


Could you make a single class wielder along with yourself as this class?

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

Lanth Sor
2015-02-28, 02:32 PM
So looking through everything and the last line of "Will of My Own" made me think of "the one ring" any intention for non weapon support?

Xefas
2015-02-28, 02:47 PM
So looking through everything and the last line of "Will of My Own" made me think of "the one ring" any intention for non weapon support?

My original concept for the class included armor and other slots (like rings), but it proved problematic. I think a similar class for non-weapons could be done. Maybe someone else will make it?

Lanth Sor
2015-02-28, 02:52 PM
What were the major problems with non-weapons?

Xefas
2015-02-28, 03:07 PM
What were the major problems with non-weapons?

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

commander panda
2015-03-01, 09:14 AM
OHMAHGAWDNEWMYTHOSCLASS!

i will read the hell out of this now.

AvalonŽ
2015-03-01, 09:54 AM
Now I want to play a Bellator/Thrallherd dual-wielding two of these guys...

Amnoriath
2015-03-01, 11:24 AM
Most things had to have two sections, "For Weapons" and "For Everything That Isn't A Weapon", with a side-order of some Mythos that were "Weapons Only" and "Everything That Isn't A Weapon Only". It ended up being sort of two classes in one. There were a few other problems which I would talk about if I weren't about to walk out the door to go to work, but the two-classes-in-one-should-just-be-two-classes thing is the big one.

Maybe Mythos Paragon feats are an order since a race can't be picked with this class? After all your Exalted Feats as they are really don't constitute it must be a weapon

Amnoriath
2015-03-01, 11:30 AM
The class also needs some general features. Maybe help boost your wielder in some small ways using your Wisdom modifier?

commander panda
2015-03-01, 01:30 PM
i'm kind of unclear on how wielders work. are we just supposed to create a separate character to carry the Syntrofos? is there a limit on what kind of wielders they can have? do you control the wielder, or does the DM/other players? how does the class deal with more or less powerful wielders and their personal abilities?

Xefas
2015-03-01, 10:36 PM
The class also needs some general features. Maybe help boost your wielder in some small ways using your Wisdom modifier?

I haven't found anything else I felt needed to be a universal class feature for all Syntrofos. And if that's the case, that's fine.


i'm kind of unclear on how wielders work. are we just supposed to create a separate character to carry the Syntrofos? is there a limit on what kind of wielders they can have? do you control the wielder, or does the DM/other players? how does the class deal with more or less powerful wielders and their personal abilities?

You're just the weapon. You need to find someone to wield you. If one of the other PCs doesn't want a weapon orders of magnitude more powerful than anything else they're liable to get at any given level, then start shouting at random peasants until one picks you up, tell him that he's part of an ancient prophecy and that the Gods have sent you to help him save mankind and shag fancy elves, and hope he's in the mood for adventure.

Milo v3
2015-03-01, 10:44 PM
I really like this. Is there any chance of an ability that lets them take a humanish form, in the vein of Soul Eater? It would likely have to be a form with really crappy combat stats, but still.

Scaileanna
2015-03-01, 10:53 PM
So if you have multiple reforged mythos only one material can be used but what about the manifestions do only the active reforged mythos manifestions work or do all of them
Work,
Ex. I have the admantium and thinuan mythos and the manifestions to ignore damage reduction and heal for holding a soul respectively do both of these remain active or only the one tied to my material type

Xefas
2015-03-01, 10:54 PM
I really like this. Is there any chance of an ability that lets them take a humanish form, in the vein of Soul Eater? It would likely have to be a form with really crappy combat stats, but still.

The closest thing I can think of is that I want a few Mythos with more blanket customizability, like picking any valid weapon property, or gaining an assortment of any spells of a particular level. As a construct, as far as I know, things like Alter Self could turn you into a Warforged or similar, and Polymorph could turn you into a variety of things.

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

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

You can only benefit from the Reforged Mythos that actually applies to the material that your body is made out of, and that includes the manifestations. So, if you're made out of Adamantine, you don't get anything associated with the Thinaun Mythos.

Unless you have a Bellator in the party, and he forges you out of both materials.

Milo v3
2015-03-01, 11:23 PM
The closest thing I can think of is that I want a few Mythos with more blanket customizability, like picking any valid weapon property, or gaining an assortment of any spells of a particular level. As a construct, as far as I know, things like Alter Self could turn you into a Warforged or similar, and Polymorph could turn you into a variety of things.

Rubilax and Shark Faced Ninja Guy are kinda begging for a Mythos that involves fusing bodies with your host. That's... kinda similar?
Not really. I mean, Alter Self would only last for a tiny amount of time, it doesn't really work for a soul-eater type weapon character. Also, Soul-Edge creates a body for himself for when he didn't have a wielder, though it was a very weak form.

Scaileanna
2015-03-01, 11:34 PM
Also, Soul-Edge creates a body for himself for when he didn't have a wielder, though it was a very weak form.
Actually Zasalamel did that for him and through consuming souls he strengthened it and made it into what we see in SC 4

Xefas
2015-03-01, 11:40 PM
Not really. I mean, Alter Self would only last for a tiny amount of time, it doesn't really work for a soul-eater type weapon character. Also, Soul-Edge creates a body for himself for when he didn't have a wielder, though it was a very weak form.

True. Having not seen Soul Eater, it might help if you elaborate on what appeals to you about the concept. And just more about the concept in general. Soul Edge animates a suit of armor to wield him, which I can see being a Mythos. Is it similar in Soul Eater? Does the weapon literally transform into a humanoid shape? Or do they project like a magical second body? Can they wield themselves?


Actually Zasalamel did that for him and through consuming souls he strengthened it and made it into what we see in SC 4

Wait, was that the plot of that game? I don't think teenage me ever understood what was going on.

Scaileanna
2015-03-01, 11:59 PM
True. Having not seen Soul Eater, it might help if you elaborate on what appeals to you about the concept. And just more about the concept in general. Soul Edge animates a suit of armor to wield him, which I can see being a Mythos. Is it similar in Soul Eater? Does the weapon literally transform into a humanoid shape? Or do they project like a magical second body? Can they wield themselves?



Wait, was that the plot of that game? I don't think teenage me ever understood what was going on.

In soul eater some humans can transform into weapons they are human though, they can also transform parts of their body( or project parts) into their weapon form
To expain the story of SC would take a lot of typing it in short terms the characters seek soul edge for its legendary powers though some one learning the truth of the sword or those that knew seek its destruction and soul edge, aka Nightmare, seeks souls and to become whole once more
In the 3rd game though soul edge loses its host and Zasalamel then binds its "soul" (or essence) to the armor to give it a new body

Milo v3
2015-03-01, 11:59 PM
True. Having not seen Soul Eater, it might help if you elaborate on what appeals to you about the concept. And just more about the concept in general. Soul Edge animates a suit of armor to wield him, which I can see being a Mythos. Is it similar in Soul Eater? Does the weapon literally transform into a humanoid shape? Or do they project like a magical second body? Can they wield themselves?

The weapon literally transforms into a humanoid, they can't really wield themselves, though they can do semi-transformations like making their arms into a blade it's hard for them to fight with the transformations since it removes their elbows and stuff. Wielding yourself wouldn't be something I'd consider necessary though, it'd be cool, but might detract from ensuring your a weapon in combat.

This clip shows the general transformation, skipped to the actual transforming bit. (https://www.youtube.com/watch?v=DJr2XMNDZ30#t=32)

Xefas
2015-03-02, 12:26 AM
So, continuing under the assumption that the Syntrofos' humanoid form would not be useful in combat, what should I consider the primary attraction of the ability?

Added independence? You can theoretically walk away from a situation that you don't like, rather than being stuck there because you have no legs.

Aesthetic customization? You can participate in a social encounter as a sullen dude in a trenchcoat rather than a sullen solid-gold artifact boot-knife or whatever.

Tactical options? Can't bring your 8-foot Diamond-Encrusted Perpetually-On-Fire Orichalcum Fullblade into the fancy dress party - sneak in as a human.

Social opportunities? It's hard to have a romantic subplot when you're a battleaxe.

Something else?

edit: To prevent double posting (again ._.), I'll note it here:

I've added a new Exceptional Mythos: Privacy-Inhibiting Attachment, which turns you into a cursed weapon. Also, I've added a new manifestation to 'Magic Item Prana' which allows the addition of a Wand Chamber to the Syntrofos.

Zale
2015-03-03, 03:21 PM
So, continuing under the assumption that the Syntrofos' humanoid form would not be useful in combat, what should I consider the primary attraction of the ability?

Added independence? You can theoretically walk away from a situation that you don't like, rather than being stuck there because you have no legs.

Aesthetic customization? You can participate in a social encounter as a sullen dude in a trenchcoat rather than a sullen solid-gold artifact boot-knife or whatever.

Tactical options? Can't bring your 8-foot Diamond-Encrusted Perpetually-On-Fire Orichalcum Fullblade into the fancy dress party - sneak in as a human.

Social opportunities? It's hard to have a romantic subplot when you're a battleaxe.

Something else?

edit: To prevent double posting (again ._.), I'll note it here:

I've added a new Exceptional Mythos: Privacy-Inhibiting Attachment, which turns you into a cursed weapon. Also, I've added a new manifestation to 'Magic Item Prana' which allows the addition of a Wand Chamber to the Syntrofos.

I'll say for me it'd be the social opportunities, though depending on the character I may just enjoy being a angry soul devouring spear.

Though it may be amusing to be a weapon stuck in a human form.

I'll say this about Durarara(?)(I forget how many ra's there are), Saika was by far the part I found most interesting.

Saika is a demonic sword that loves everyone and expresses this love in the only way a sword can- by killing, cutting and maiming.

She makes many lesser "Children" that have many of her properties but are bound to her will. Saika usually takes over the mind of her wielder, but the current wielder is capable of resisting due to emotional detachment.

UDwarf
2015-03-08, 12:02 AM
One possibility would be to have the shintai make a wielder who is under your control, but make it so no one else can wield you.

Zale
2015-03-08, 10:27 PM
So what does a Syntrofos do with their gold, besides turn it into mythos points?

They can't be enchanted and most magic items are pointless for them, besides things like Weapon Crystals.

I'm sure they could just give their split of the loot to the rest of the party, but it would make it difficult for the DM to give them shiny things like everyone else.

If only because they're the shiniest thing anyone will ever find.

Xefas
2015-03-08, 11:37 PM
So what does a Syntrofos do with their gold, besides turn it into mythos points?

This will depend on the Syntrofos in question.

One that seeks to work closely in unison with a single wielder would be advantaged to reinvest their money into things for their wielder. In most cases you won't be the one being attacked. Your greatest shield is no mere armor class bonus, but an age-old D&D adage to the effect of "Never destroy the loot". You're loot - the best loot. No one wants to sunder you, because you could be their's next. They just have to kill the poor bastard who delivered you to them. So, buy your wielder a Ring of Deflection, or a Cloak of Resistance, and its effectively like increasing your own defensive statistics. Buy them Wings of Flying, and now you can fly, more or less. For more offensive options, get your wielder a fully stocked bandolier of Wands, obtain the Magic Item Prana mythos (for the Wand Chamber), and now you've got some spellcasting tricks to do with your actions. Or, there's precedence for magical scabbards that buff weapons sheathed in them (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#scabbardofKeenEdges).

This doesn't have to take the form of 'giving up' your share of the loot. You can demand your loot be partitioned just like everyone else's, then demand that your fleshbag manservant chauffeur you 'round ye olde magic shoppe so you can decide what kind of barding you're going to outfit him in for the next time you ride him into battle. You can make as many demands as you want, provided you've successfully convinced your wielder that whoever owns you is the true king of Faerun or whatever. And if you can get a strange tart in a lake to distribute you to a party of adventurers as a quest reward, they'll never question it.

The other, more antisocial option, is to go with slotless magical items, like Ioun Stones or Psychoactive Skins. There's nothing stopping you from wearing slotless items, and the ol 'staff with magic gems floating around it' isn't that uncommon of a fantasy trope, I think.

But yes, in many cases, you're just going to want to ask to take your share of the loot out of coinage and art objects, then pay a smith to trick you out with solid iridium filigree for the Mythos Points.

khadgar567
2015-03-10, 01:40 PM
just a simple curiosity question lets say I have Conducting Lightning And God-Flame Mythos and I want its both advance uses which Protective Synergy Practices and Exciting New Customization Options what I need to do and how much Mythos points I need to pay for it

commander panda
2015-03-10, 04:38 PM
you get one manifestation free with the mythos, and a new one costs half the price of the initial mythos. that mythos is worth 5000MP and 500XP. therefor, unless you bought the mythos, you only need 2500MP and 250XP.

khadgar567
2015-03-11, 02:02 AM
you get one manifestation free with the mythos, and a new one costs half the price of the initial mythos. that mythos is worth 5000MP and 500XP. therefor, unless you bought the mythos, you only need 2500MP and 250XP.

do you mean I get 1 advance one free wen I get the main fantastic mythos

side note I am newbie for mythos brew

MagnusExultatio
2015-03-11, 06:51 AM
do you mean I get 1 advance one free wen I get the main fantastic mythos


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

Yes. This is unambiguous and is easy to find in the post with a ctrl+f.

Primal Fury
2015-03-11, 07:50 AM
Hey Xefas. Would you consider the Soul Reaver from... well... Soul Reaver to be a Syntrofos? Or is that another can of worms entirely?

khadgar567
2015-03-11, 10:35 AM
Yes. This is unambiguous and is easy to find in the post with a ctrl+f.

well as I said in previous post newbie alert answer with noob explanation but thanks

qazzquimby
2015-03-11, 08:15 PM
A Syntrofos cannot have their composition permanently altered, or be permanently enchanted as a magic item, except through the use of [Reforged] Mythos.

Why? It seems analogous to gaining your own magic items.

Xefas
2015-03-11, 09:46 PM
Hey Xefas. Would you consider the Soul Reaver from... well... Soul Reaver to be a Syntrofos? Or is that another can of worms entirely?

It's been so long since I played the Legacy of Kain games I had to go look it up to be sure. Here's what I found.

It depends which Soul Reaver you're talking about. Kain's physical sharp metal stabby sword is called the 'Soul Reaver', and is not a Syntrofos, because it's not sentient. It's just a cool sword that eats souls.

However, Raziel shatters Kain's Soul Reaver, and absorbs the souls it had collected, forming them into a spiritual replica of the sword that is bound to him symbiotically. Then, through time travel shenanigans, it's revealed that what he was actually using was the soul of his future self killed by the sword, and that's why it was bound to him so easily... or something. I dunno. The story gets weird apparently.

This, I think you could go two ways. I think a more faithful adaptation would be an Olethrofex Mythos for capturing a soul and forming it into a weapon. However, I could also see an Exceptional [Reforged] Mythos for the Syntrofos that makes it made out of soul-energy rather than metal, if you had your heart set on a talking undead lightsaber.


Why? It seems analogous to gaining your own magic items.

Not every material and magic property takes into account the possibility that the item will be a player character. For example, making an item out of Aurorum makes it effectively indestructible, and costs pennies to even low level adventurers. With additional research, I might be swayed to allow them to be enchanted, but my first instinct was to disallow both. At the very least, it fosters some creativity, right?

qazzquimby
2015-03-11, 10:29 PM
While I see your point, Aurorum would actually be interesting. You're already not likely to be destroyed since that gives up the chance to wield you, and this opens up possibilities for "fetch the however many pieces, scattered across the lands," which will be especially interesting on the mythic level, where the core of the sun or the deepest depths of hell are reasonable hiding spots.

I would have sworn there was a spell that temporarily enchanted an item, which could then be abused with spell-clocks or some other shenanigan, but I cannot find it.

Kapskaen
2015-03-12, 05:54 AM
This class gives me an amusing idea: an epic level Bellator / Craftsman of Legendaria, with the 'Dissociative Omniscient Amulet Psyche' mythos granted by the Secrets of the Automonous Forge feat, that has the docent familiar take levels of Syntrofos. So you'd have a warrior-smith with a familiar that has levels in 'sword'.

Xefas
2015-03-13, 09:59 PM
I've added a new class feature to the Syntrofos. The intent is for it to not be applicable (or, at the very least, not be a huge benefit) in most games appropriate for a Syntrofos. However, it should better facilitate the "Syntrofos finds a peasant and takes them from zero to hero." schtick.



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

Adam1949
2015-03-14, 04:17 PM
This class gives me an amusing idea: an epic level Bellator / Craftsman of Legendaria, with the 'Dissociative Omniscient Amulet Psyche' mythos granted by the Secrets of the Automonous Forge feat, that has the docent familiar take levels of Syntrofos. So you'd have a warrior-smith with a familiar that has levels in 'sword'.

Oh wow, someone remembers my Craftsman of Legendaria :smallredface:

ben-zayb
2015-03-15, 08:02 PM
Suppose I use this class and chose to either be a steel flute, a lutebow, or some other multipurpose musical-instrument-weapon. Can I make Perform (stringed/wind/sing) checks using myself? Do they count as physical actions despite being Cha checks, or would they be more similar to talking?

Xefas
2015-03-15, 09:09 PM
Suppose I use this class and chose to either be a steel flute, a lutebow, or some other multipurpose musical-instrument-weapon. Can I make Perform (stringed/wind/sing) checks using myself? Do they count as physical actions despite being Cha checks, or would they be more similar to talking?

I would allow this.

The 'singing sword' trope is something I could devote a Mythos to, which could also include abilities for instrument-weapons, like the lutebow. I'll put that in the queue.

ben-zayb
2015-03-15, 10:09 PM
Cool.

Anyway, I think there's some weird and potentially hilarious interaction between Syntrofos and Skin of Proteus especially now that you can turn into practically any object within your size, for a literal swiss-army knife type of character (does he even count as "improvised weapon" then).

commander panda
2015-03-16, 08:56 AM
shapeshifting weapon type is probably worth it's own mythos as well, to be honest. i'd definitely pay MP for that mythos.

Norngremlin
2015-03-27, 02:26 PM
fyi, you seem to have forgotten to copy-paste the "Weaponized Excellence" text in.

Xefas
2015-03-27, 10:10 PM
fyi, you seem to have forgotten to copy-paste the "Weaponized Excellence" text in.

Nice catch. Its been edited in.

roko10
2015-03-28, 03:14 PM
Does the material ''upgrades'' to the Syntrofos, like Of Faultless Crystals That Rend The World stack with the restrictions of only 1 Reforged Material Mythos, or does it just replace it?

Xefas
2015-03-28, 09:36 PM
Does the material ''upgrades'' to the Syntrofos, like Of Faultless Crystals That Rend The World stack with the restrictions of only 1 Reforged Material Mythos, or does it just replace it?

The intent is that the material upgrade Mythos stack on top of their original metal. Orichalcum is Super Gold, so you get both the normal Gold benefits and the Orichalcum benefits on top.

I realize now that I didn't make this intent clear at all, and will do something to the text to make it more clear. In the future.

Kapskaen
2015-03-30, 11:18 PM
While I know that Xefas has it in his to-do list to create elevation Mythos for Silver, Cold Iron, and Mithral, I was working on a Syntrofos cohort and found I could do with them, so I thought I'd give it a shot myself.

A Sword that Shatters the Light of the Heavens
Prerequisite: The 'A Blade of Silver Starlight' Mythos
[Reforged]

Take on the properties of Starmetal. Your base Hardness becomes 25 if not already higher. Your critical threat range increases by +2 (applied after effects like Keen or Improved Critical), your critical modifier increases by +1, and attacks with you no longer automatically fail on a natural 1. Finally, you are immune to electricity damage.


Shining Bright In Full Moon's Light
Prerequisite: The 'Shining Pure In Blackest Night' Mythos
[Reforged]

Take on the properties of Moonsilver. Your base Hardness becomes 18 if not already higher. Attacks no longer suffer a -1 penalty to damage due to being made of Alchemical Silver. You gain the Sizing, Morphing, and Transmuting properties, manifested as (Ex) qualities. Finally, you are immune to cold damage, and ignore up to 5 points of Shield bonus when used to attack a creature.


Metal To Guard Against The Wyld
Prerequisite: The 'Metal To Stand Against Chaos' Mythos
[Reforged]

Take on the properties of Elemental Jade. Your base Hardness becomes 20 if not already higher. As part of the reforging process, you gain a mote of energy, as per the 'A Reliquary For The Fire Of The Gods' Mythos, of choice, even if you do not possess that Mythos; if you already have the desired mote of energy, you gain no additional benefit.

You gain the Fireshaped weapon template, with the following changes: the bonus damage is increased to your Intelligence modifier, and the subtype the bonus damage is applied to is dependent on the chosen mote of energy (fire = [cold], cold = [fire], electricity = [water], acid = [air], sonic = [earth]).

Whenever an attack made with you would deal energy damage, whether due to a magic special quality of the item, a spell cast on the wielder, a martial maneuver, or any other ability, you may choose to have the attack instead deal energy damage of the type matching your mote of energy; if you do so, you must substitute the energy type for each attack made with you until the beginning of your next turn. You gain the Energy Surge property for your chosen energy type, manifested as an (Ex) quality; you may gain this property even if you do not have the base property.

You gain an additional property based on the energy type chosen, as follows: [fire- Vicious; cold- Defending; electricity- Eager; acid- Bloodfeeding; sonic- Sundering]. With one hour's concentration, you may change your chosen element to any other mote you may have, and may, at the same time, change the element chosen for the 'A Spirit of [Energy] Dwells Within' and 'Illustrious [Energy] Blade' Mythos, if you have them, though you may never change the Weapon template granted by this Mythos; even if you choose to reallign yourself to a different element, the mark of your original forging remains.


I'm not 100% sure about these three. I took some inspiration for them from the magical material conversion done by The Demented One here (http://www.giantitp.com/forums/showthread.php?106024-From-This-The-Swords-of-Gods-Are-Forged!-Materials&p=5836926#post5836926). At the end of the day, though, I'm not sure that they're appropriately Legendary-level, but considering I knocked these together in, like, 2 hours, I guess it's not a bad place to start.

spwack
2015-04-09, 12:53 PM
While I know that Xefas has it in his to-do list to create elevation Mythos for Silver, Cold Iron, and Mithral, I was working on a Syntrofos cohort and found I could do with them, so I thought I'd give it a shot myself.

A Sword that Shatters the Light of the Heavens
Prerequisite: The 'A Blade of Silver Starlight' Mythos
[Reforged]

Take on the properties of Starmetal. Your base Hardness becomes 25 if not already higher. Your critical threat range increases by +2 (applied after effects like Keen or Improved Critical), your critical modifier increases by +1, and attacks with you no longer automatically fail on a natural 1. Finally, you are immune to electricity damage.


Shining Bright In Full Moon's Light
Prerequisite: The 'Shining Pure In Blackest Night' Mythos
[Reforged]

Take on the properties of Moonsilver. Your base Hardness becomes 18 if not already higher. Attacks no longer suffer a -1 penalty to damage due to being made of Alchemical Silver. You gain the Sizing, Morphing, and Transmuting properties, manifested as (Ex) qualities. Finally, you are immune to cold damage, and ignore up to 5 points of Shield bonus when used to attack a creature.


Metal To Guard Against The Wyld
Prerequisite: The 'Metal To Stand Against Chaos' Mythos
[Reforged]

Take on the properties of Elemental Jade. Your base Hardness becomes 20 if not already higher. As part of the reforging process, you gain a mote of energy, as per the 'A Reliquary For The Fire Of The Gods' Mythos, of choice, even if you do not possess that Mythos; if you already have the desired mote of energy, you gain no additional benefit.

You gain the Fireshaped weapon template, with the following changes: the bonus damage is increased to your Intelligence modifier, and the subtype the bonus damage is applied to is dependent on the chosen mote of energy (fire = [cold], cold = [fire], electricity = [water], acid = [air], sonic = [earth]).

Whenever an attack made with you would deal energy damage, whether due to a magic special quality of the item, a spell cast on the wielder, a martial maneuver, or any other ability, you may choose to have the attack instead deal energy damage of the type matching your mote of energy; if you do so, you must substitute the energy type for each attack made with you until the beginning of your next turn. You gain the Energy Surge property for your chosen energy type, manifested as an (Ex) quality; you may gain this property even if you do not have the base property.

You gain an additional property based on the energy type chosen, as follows: [fire- Vicious; cold- Defending; electricity- Eager; acid- Bloodfeeding; sonic- Sundering]. With one hour's concentration, you may change your chosen element to any other mote you may have, and may, at the same time, change the element chosen for the 'A Spirit of [Energy] Dwells Within' and 'Illustrious [Energy] Blade' Mythos, if you have them, though you may never change the Weapon template granted by this Mythos; even if you choose to reallign yourself to a different element, the mark of your original forging remains.


I'm not 100% sure about these three. I took some inspiration for them from the magical material conversion done by The Demented One here (http://www.giantitp.com/forums/showthread.php?106024-From-This-The-Swords-of-Gods-Are-Forged!-Materials&p=5836926#post5836926). At the end of the day, though, I'm not sure that they're appropriately Legendary-level, but considering I knocked these together in, like, 2 hours, I guess it's not a bad place to start.

Not going to lie, but Demented's stuff is all amazing. First of all, when 'The Supernal Emperor of Metals' says that you take on the properties of Orichalcum, and then lists several effects, do both of these take effect? It seems like some of them mix and match.

If not, maybe as an advanced you gain a) the benefits from the original post b) 50% of the restrictions. With Privacy-Inhibiting Attachment as a prerequisite? Maybe.

Xefas
2015-04-09, 01:45 PM
Not going to lie, but Demented's stuff is all amazing. First of all, when 'The Supernal Emperor of Metals' says that you take on the properties of Orichalcum, and then lists several effects, do both of these take effect? It seems like some of them mix and match.

If someone else's homebrew is necessary for using a Mythos, I will link it in the Mythos. This class has nothing to do with The Demented One's stuff; we're just pulling names from the same source.

When a Mythos says 'you take on the properties of X' and then lists effects directly after, it's listing what those properties are. There's no additional hidden unmentioned stuff.

dethkruzer
2015-04-09, 01:53 PM
Question: The Glorious King of Metals mythos refers to a "Heavy Weapons Proficiency" that is required to wield the gold weapon. could someone please give the source for this feat? because I'm starting to be rather convinced that said feat doesn't actually exist.

Doxkid
2015-04-09, 01:55 PM
I'm starting to be rather convinced that said feat doesn't actually exist.

Yeah? Well maybe your face doesnt actually exist!
...
Anyway, I was in the thread where you brought this up and I'm searching for it now as well.

Kapskaen
2015-04-09, 04:49 PM
Heavy weapons are something from the Forgotten Realms setting. Alchemical Gold is a material from there. That said, I don't remember which book specifically it'd be in.

Xefas
2015-04-09, 09:50 PM
Heavy Weapons are on page 179 of 'Magic of Faerun'. They require the Exotic Weapon Proficiency feat to wield, even if the weapon is usually Simple or Martial.

For example, to wield a Gold Longsword, you need Exotic Weapon Proficiency (Heavy Longsword). Weirdly, you don't need to be proficient in the weapon's normal version. So it's possible to be proficient with Longswords made out of Gold or Platinum, but not ones made of iron or steel. Very odd. Not how I would've done it, but those are the official rules on the matter.

The only differences between a Heavy Weapon and a normal version of the weapon are already noted in The Glorious King of Metals (+1 size category damage, x2 weight, requires special proficiency).

spwack
2015-04-10, 08:26 AM
Heavy Weapons are on page 179 of 'Magic of Faerun'. They require the Exotic Weapon Proficiency feat to wield, even if the weapon is usually Simple or Martial.

For example, to wield a Gold Longsword, you need Exotic Weapon Proficiency (Heavy Longsword). Weirdly, you don't need to be proficient in the weapon's normal version. So it's possible to be proficient with Longswords made out of Gold or Platinum, but not ones made of iron or steel. Very odd. Not how I would've done it, but those are the official rules on the matter.

The only differences between a Heavy Weapon and a normal version of the weapon are already noted in The Glorious King of Metals (+1 size category damage, x2 weight, requires special proficiency).

"OH NO! I can't use this weapon to defend myself from that horde of marauding goblins! It simply isn't shiny enough!"

Despite (or because of) that, will the new elevated material mythos' (mythoses? mythosi?) have similar properties to Demented's? Because that would make me so happy. I don't know much about the source you are both using, but either way, it must be amazing.

Kapskaen
2015-04-10, 06:33 PM
When I said I took some inspiration from The Demented One's take on the Exalted 5 Magical Materials in D&D, I just meant that I had used his version (which are exclusively Epic materials for characters with the appropriate Epic Destiny) to try and work out what this version should do. Just as Xefas' versions of Orichalcum and Soulsteel specifically state what being made of that material means, so to does my take on Starmetal, Moonsilver, and Elemental Jade.

As an example, The Demented One's take on Moonsilver states that 'as a swift action, the wielder of a moonsilver weapon may reshape the weapon into any other weapon of the same size and type'. For the Syntrofos Mythos, I decided that the best way to translate that into something that fit with the existing Mythos was to state that being made of Moonsilver grants the Sizing, Morphing, and Transmuting abilities as (Ex) qualities, and that the twisting, reshaping abilities of the material allowed attacks with the weapon to bypass 5 points of Shield AC.

The only reason I really linked to The Demented One's version of the Magical Materials was more for comparison, to ask 'Does my take on these three fit with the right power level, while still containing the essence of what it means to be made of those special materials?', not to say that the Mythos also grant that version of the material properties.

GrayGriffin
2015-04-12, 04:08 AM
Heavy Weapons are on page 179 of 'Magic of Faerun'. They require the Exotic Weapon Proficiency feat to wield, even if the weapon is usually Simple or Martial.

For example, to wield a Gold Longsword, you need Exotic Weapon Proficiency (Heavy Longsword). Weirdly, you don't need to be proficient in the weapon's normal version. So it's possible to be proficient with Longswords made out of Gold or Platinum, but not ones made of iron or steel. Very odd. Not how I would've done it, but those are the official rules on the matter.

The only differences between a Heavy Weapon and a normal version of the weapon are already noted in The Glorious King of Metals (+1 size category damage, x2 weight, requires special proficiency).

I dunno. Depending on weight difference, a much lighter sword could be just as unwieldy to handle as a much heavier sword.

Xefas
2015-04-12, 02:21 PM
Despite (or because of) that, will the new elevated material mythos' (mythoses? mythosi?) have similar properties to Demented's? Because that would make me so happy.

Yeah, probably. In fact, what I have planned for the Moonsilver one is almost identical to Kapskaen's version. Although, his name for the Mythos is better, so maybe he'll let me take it and credit him? :smallbiggrin:


I dunno. Depending on weight difference, a much lighter sword could be just as unwieldy to handle as a much heavier sword.

Right. The silly part, to me, isn't that it requires special training to use a heavier weapon. It's imagining a situation whereby someone would actually master the use of a solid gold longsword, but completely refuse to learn the much more common and sensible iron/steel version.

It's sort of like if somebody lived in a really urban area their whole life and never had to learn how to drive because they always took public transit everywhere. Then they joined the military and worked their way up to driving a tank. And then they come home, and they're like... how do I drive this car? All I know how to drive are armored platforms of invincible death. Can I get a car that weighs 68 tons and works on treads, 'cause this handling is ridiculous???

Possible, but odd.

Kapskaen
2015-04-12, 05:34 PM
Yeah, probably. In fact, what I have planned for the Moonsilver one is almost identical to Kapskaen's version. Although, his name for the Mythos is better, so maybe he'll let me take it and credit him? :smallbiggrin:

Be my guest. If anything, I'm honored that you like the name enough to make it official.

AvalonŽ
2015-04-12, 07:23 PM
Hey Xefas, Worthiness-Discerning Ego doesn't have an ability yet.

Also, the rules hint at being able to be made from multiple materials at once. Are we limited to only Bellators achieving this or might we see a Syntrofos mythos that has a similar effect? It sucks to not have certain magical weapon abilities due to having them be material exclusive.

Xefas
2015-04-12, 09:20 PM
Be my guest.

Thanks.


Hey Xefas, Worthiness-Discerning Ego doesn't have an ability yet.

Indeed it is so.


Also, the rules hint at being able to be made from multiple materials at once. Are we limited to only Bellators achieving this or might we see a Syntrofos mythos that has a similar effect?

I do not plan to give the Syntrofos the ability to achieve this on their own. I would say, if there are no Bellators in the party (or a potential future class that has a similar ability), make it known to your GM that you'd like to find a smith with such expertise. In all the planes, surely there must be somebody. Probably a dwarf. It's always dwarves. It's good to have goals.

I suspect the one-material limitation will feel less and less impactful as the class gets closer to completion, which it is still very far from.

The_Final_Stand
2015-04-13, 05:14 PM
I made a thing.


Bargain of Ruin
Prerequisite: Privacy Inhibiting Attachment
Your capacity to be both boon and bane to those who wield you deepens further, as you draw even from your wielder to fuel yourself.
You may, as a full round action, engage or disengage a Boon and Bane, both selected from the Basic Manifestations of this Mythos you possess. You must select one of each, but the Boon and Bane need not come from the same Manifestation. You may only have one Boon and Bane active at the same time.

Your wielder is not necessarily aware of the Boon and Bane, or their effects, until it is too late. Many are the weapons who have taken advantage of this, leading their wielder to ruin just as they come across a more worthy owner, or indeed subverting their wielder until they are little more than a wandering meat-puppet of the Syntrofos, bearing it to battle for its own ends.

Basic:
Blood-letting Fury: Boon: Your edge sharpens, your swings cut deeper, and your blows strike harder. You deal an extra amount of damage equal to twice your Charisma Modifier, minimum 1. (Select the amount when you activate the Boon).
Bane: Whilst wielding you, your wielder is in a Rage:


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).

Additionally, your wielder takes your Charisma Modifier in damage each time they make an attack with you.

Folly of Fortune: Boon: Luck is a fickle beast, but you seem uncannily blessed. While your wielder holds you near, they gain a luck bonus on all attacks and skill checks equal to half your charisma modifier.
Bane: The flame that burns twice as bright burns half as long. While your wielder holds you, they age twice as quickly. Additionally, they suffer a penalty to all saves equal to half your charisma modifier.

Two Faced Plague: Boon: In the right light, you seem to glisten with an unhealthy looking ichor. Once per round, when your wielder deals damage with you, you deal 1 point of ability damage to a creature you wounded. Select the ability to damage when you activate this Mythos.
Bane: Your wielder takes on an... unhealthy look. Whilst your wielder holds you, they suffer one negative level. This never results in permanent level loss, but cannot be healed until the wielder has spent at least 1 week without you (which is difficult, considering that you are cursed). Additionally, once per round, when your wielder deals damage with you, they suffer one point of ability damage to a score of your choice.

Extremes of Grace and Laxity:Boon: You strike more swiftly, more surely, than other weapons. Once per round, after dealing damage, you may choose to increase you and your wielder's initiative by 1. If you do not manage to damage anything, however, your initiative returns to its original value.
Bane: Your wielder becomes more susceptible to the whims of others. They take a penalty on all opposed checks equal to your Charisma Modifier. Additionally, their alignment will, over time, shift to match your own. This effect can slowly reverse if the wielder is separated from you for at least a week.

Advanced:
Corruption Through Variety: You gain one Basic manifestation of this Mythos that you do not already possess.


Literally the first bit of homebrew I have made. Do please point out if the balance is all horribly wrong.

dethkruzer
2015-04-14, 11:05 AM
interesting flavor on the mythos. Did I understnad correctly that when it activates, you pick both a boon AND a bane that come into effect at the same time?

Also, the balance on some manifestation seem a bit off. mostly th bane from Two-faced Plague. A negative level is bad enough, but also taking ability damage can quickly cripple the wielder, especially against srtonger foes.

The_Final_Stand
2015-04-14, 04:20 PM
interesting flavor on the mythos. Did I understnad correctly that when it activates, you pick both a boon AND a bane that come into effect at the same time?

Correct. Effectively, you trade some extra bonus for deleterious effects on your wielder.


Also, the balance on some manifestation seem a bit off. mostly th bane from Two-faced Plague. A negative level is bad enough, but also taking ability damage can quickly cripple the wielder, especially against srtonger foes.
Fair. Again, first thing I've made. What would you propose? The intent is primarily that a Bane will, if left unchecked, (read, user doesn't realise what's happening and take measures against it) ruin the wielder.
So, Blood Letting Fury is supposed to make the wielder kill as much as possible until he bites off more than he can chew, hence the Rage. Folly of Fortune reduces saves since a suddenly failed save can ruin someone. Excess and Laxity is almost my entire reason for making this thing - a weapon that subverts its wielder to be more like itself seems pretty archetypal for living weapons, at least the evil ones (though the idea of a good mace that causes villains to fight against evil strikes me as pretty neat too).

So, what would Two Faced Plague do? If it's just the one negative level, if left alone that's nothing to really worry about. Hence, the effect that decreases the wielder's abilities as they use it. I'm actually not convinced it's all that much. Over time, that's, what, a Restoration a day?

Kapskaen
2015-04-14, 06:59 PM
It's the 1 ability damage per round that worries me, not that it causes ability damage.

Considering that it has the word 'plague' in its name, why not make it into a disease that's incurable for as long as they hold the weapon, that deals xdx ability damage every 24 hours, or possibly shorter incubation time if you prefer? You'd just need to mention that it specifically ignores immunity to disease, as it's not a disease in the truest sense of the word, you're just using the disease mechanic to explain how it works.

PeacefulOak
2015-04-22, 10:52 AM
Ever read the Malazan Book of the Fallen serries?

I'm seeing this as an Exceptional Mythos...

Curse of the Eternal Bearer
A weapon as unique and powerful as the Syntrofos deserves to be carried by the ultimate warrior. What better way to find such a bearer than to create one yourself, forged in blood and battle, drawn back from the brink of death time and again until they have become the ultimate wielder.

Choose a worthy bearer, who must have at most half your hit dice/levels. If taken at first level, a 0-level commoner is your bearer. You bind yourself to your wearer, making yourself an item of such value to your bearer that they will not willingly release you. If you are held in your bearer's hand, you can cause that hand to seize in such a manner that it is impossible to remove you. There are no other effects to this Mythos... until your bearer is slain in combat for the first time while wielding you. Your bearer's corpse falls as normal, save that its hand is sealed to you. It is completely impossible to remove you. The bearer cannot be brought back to life by magical means, any attempt to do so discovering that it's spirit is... missing.

After one hour the bearer returns to life, screaming in abject pain and suffering. The bearer takes 1 point of Wisdom drain. The bearer gains a level in the Bearer class (below), its soul having been instructed in that hour in the proper methods of wielding you.

Each time your bearer dies, the period of rebirth is reduced by 5 minutes. Each time your bearer dies, it gains a level in the Bearer class, up to a limit of the Syntrofos' class. Once that level has been reached, if the Bearer previously had levels in any other class the Syntrofos can choose to replace a level from another class with a Bearer level, if that would be a tactically sound choice. Each time your bearer is reborn, it takes another point of Wisdom drain, to a minimum of 2. The process of painful death and tortured rebirth bears a heavy cost for the bearer, who goes slowly insane over time unless he receives magical healing. Even with the Wisdom drain corrected, the emotional scars of the rebirth process never fade.

Advanced
Release to Peaceful Oblivion: There may come a time where your bearer is no longer serving to your requirements, no matter how many times you lead it to a violent death. You may choose to abandon your Bearer in the hopes of finding a new worthy being to be born to glory in your radiance. The abandoned bearer immediately suffers 10 points of Wisdom burn and goes insane. They lose all class abilities from being a Bearer, but will still likely seek out battle in the hopes of finally finding release in death.

Bearer
The Bearer has ability progression exactly as a fighter (Full BAB, Good Fort and Ref), with the fighter skill list as well. It gains bonus feats in the same way that a fighter does, but is restricted to only choosing feats that apply directly to comabt and the use of their Syntrofos. Choose one Martial Discipline that has as its preferred weapon type the same type as your Syntrofos. You gain the ability to perform combat maneuvers and stances as a Crusader, but only while wielding your Syntrofos.

AvalonŽ
2015-04-23, 12:11 PM
@PeacefulOak: So what martial discipline would Rhulad Sengar use? I also take it that Dragnipoor is a soulsteel sword with a custom mythos for the whole alternate dimension thing?

PeacefulOak
2015-04-23, 01:36 PM
@PeacefulOak: So what martial discipline would Rhulad Sengar use?

I'd say Stone Dragon, most likely. Rhulad was all about the heavy hits, brute-force style of combat (what with the skin of gold coins).

vasharanpaladin
2015-04-23, 02:14 PM
Heavy Weapons are on page 179 of 'Magic of Faerun'. They require the Exotic Weapon Proficiency feat to wield, even if the weapon is usually Simple or Martial.

For example, to wield a Gold Longsword, you need Exotic Weapon Proficiency (Heavy Longsword). Weirdly, you don't need to be proficient in the weapon's normal version. So it's possible to be proficient with Longswords made out of Gold or Platinum, but not ones made of iron or steel. Very odd. Not how I would've done it, but those are the official rules on the matter.

The only differences between a Heavy Weapon and a normal version of the weapon are already noted in The Glorious King of Metals (+1 size category damage, x2 weight, requires special proficiency).

Being able to use a wooden sword proficiently doesn't mean you can use a metal one. Weight is a factor; if you're used to swinging around a bar of lead in vaguely sword-like fashion, picking up a (comparatively) much lighter steel broadsword will have you vastly overswinging or overcorrecting for the same. Conversely, if you're used to the steel broadsword, one made of gold will have much more weight and inertia than you're used to, leading to similar problems.

Adam1949
2015-04-23, 08:36 PM
Being able to use a wooden sword proficiently doesn't mean you can use a metal one. Weight is a factor; if you're used to swinging around a bar of lead in vaguely sword-like fashion, picking up a (comparatively) much lighter steel broadsword will have you vastly overswinging or overcorrecting for the same. Conversely, if you're used to the steel broadsword, one made of gold will have much more weight and inertia than you're used to, leading to similar problems.

This assumes that a fantasy character, especially one in D&D, would follow the actual rules of reality. When one can fall from 200 feet and stand back up in the next 6 seconds, it is a strange disconnect that claims that they couldn't also just figure out how to use a roughly-similar weapon despite weight differences. D&D rules are weird, yo.

vasharanpaladin
2015-04-23, 08:59 PM
This assumes that a fantasy character, especially one in D&D, would follow the actual rules of reality. When one can fall from 200 feet and stand back up in the next 6 seconds, it is a strange disconnect that claims that they couldn't also just figure out how to use a roughly-similar weapon despite weight differences. D&D rules are weird, yo.

Yes, but there is some logic. :smalltongue:

May not always be consistent, but it's there...

khadgar567
2015-04-24, 05:41 AM
Yes, but there is some logic. :smalltongue:

May not always be consistent, but it's there...

yeah joker has logic weird but he has logic( similar to this case (nhahahahahaahah)( about the rules point))

qazzquimby
2015-05-12, 04:50 AM
Is there anything in particular you'd like tested? I'm thinking enchantment should be possible at DM discretion, just because it would be so much fun.

khadgar567
2015-05-12, 06:06 AM
Is there anything in particular you'd like tested? I'm thinking enchantment should be possible at DM discretion, just because it would be so much fun.

qazzquimby if you say this class uses enchantment than you don't need the reforge mytos for any thing because there is a master key build in srd( metalic and morphing enchants on same weapon) that makes any weapon any time with any metal witch brakes the classes workings

qazzquimby
2015-05-12, 02:08 PM
Unless I'm mistaken, the purpose of reforged mythos isn't to make you out of a new material, which I think can be done normally, but give you a slew of abilities in that material's theme.

Xefas
2015-05-12, 03:44 PM
Unless I'm mistaken, the purpose of reforged mythos isn't to make you out of a new material, which I think can be done normally, but give you a slew of abilities in that material's theme.

Part of the purpose of the Reforged Mythos is to give you the benefits of a particular material, and I've attempted to balance the extra benefits of each Mythos around the idea that some materials' base effects are just better than others - Gold gives you bigger damage dice, Mithral makes you weigh slightly less, for example.

One of the reasons I've been hesitant to finish off/add more material Mythos is because I'm deliberating on whether I should leave them as they are, where we just sort of gloss over where the Alchemical Gold for your Syntrofos that took The Glorious King of Metals came from, or whether I should actually add a little power to the Mythos and require that an adequate amount of the requisite material be supplied by the party during the Reforging. Which could be a big deal early on if you have to track down some elven royalty and barter a small mansion worth of Mithral from them. Then again, it would probably just incentivize starting the game with a material Mythos even more heavily, to the point where it's dumb not to. Which I'm sort of okay with.


Is there anything in particular you'd like tested?

Anything is good. I think the Syntrofos needs a lot more Mythos before higher level play can really be tested, though.

qazzquimby
2015-05-12, 04:17 PM
Not really useful, but feedback from the first games with a syntrofos. The Syntrofos gets significantly less interaction in most cases, making it more passive to play. The player was less a part of planning (though that could just be on the part of the player) and generally had less to do with the game. You could say he was *objectified* knee slap.

That, and combat options are pretty severely reduced, especially compared to initiators/castors and friends. It helps that he's gestalted with Olethrofex for dead raising and creepy phantasmagoria.

EdroGrimshell
2015-05-13, 12:38 PM
Not really useful, but feedback from the first games with a syntrofos. The Syntrofos gets significantly less interaction in most cases, making it more passive to play. The player was less a part of planning (though that could just be on the part of the player) and generally had less to do with the game. You could say he was *objectified* knee slap.

That, and combat options are pretty severely reduced, especially compared to initiators/castors and friends. It helps that he's gestalted with Olethrofex for dead raising and creepy phantasmagoria.

There's a race that lets you actually act called the Entombed (http://www.giantitp.com/forums/showthread.php?391535-The-Entombed-Living-Weapon-Race-WIP-PEACH), which one of my fellow players is using to play a Syntrophos with an actual physical body. They have a human form and a weapon form which allows them to at the very least move about on their own.

He dumped his physical stats in favor of mental stats, but yea, said character has a physical body it can use because of the race. It might be something helpful to base some Mythos that give you a body to move around in at the very least.

qazzquimby
2015-05-13, 02:05 PM
Without such race shenanigans, I would suggest the class either for very passive players, or for players with more than one character.

Xefas
2015-05-13, 03:23 PM
I appreciate the feedback.

Syntrofos//Olethrofex is an interesting combination. With the Night Of The Living Dead (Skeleton-Lord Mastery) Mythos, you could create armored skeletons proficient with martial weapons that could then wield you effectively, with you controlling them telepathically as an extended body. Weapon-and-Warrior Empathy would make them even better at wielding you.

I'm not sure how I feel about a Syntrofos going the Sanguine Emperor route, but Vampiric Weapons are an old fantasy trope already, so there's that.

roko10
2015-05-14, 12:07 AM
If, say, a Synthrofos gains natural attacks that aren't connected to a limb(such as tentacles) through Mythos, would they still be able to use the attacks?

Xefas
2015-05-14, 01:35 PM
Alright, you people. You people. Here it is. I hope it's what you wanted. I don't like it, and I don't support its use, but it's here and you can use it if you want. You people.

Is it good? Did I miss anything? Does it need something else added?

Humanoid Spirit Projection
Prerequisite: -
[Exceptional]

As a full-round action, you may shift from your weapon form into a humanoid form, projecting your personality as a solid magical construct. This is a continuous Supernatural effect.

Upon acquiring this Mythos, you must decide on the appearance of your humanoid form. Choose whether it is Small or Medium size. It might have traits that identify it as a member of a particular demihuman race (such as an Elf or Dwarf), gender, or age, but the construct is not actually that race (so, for example, a Dwarf~esque Syntrofos could not use a magical item that can only be used by Dwarves), and takes no ability adjustments for its apparent age. While it may have reproductive equipment, it is sterile. Weapons take life; they do not create it.

The humanoid form is created wearing a set of clothing or armor of your design, which disappear when you return to your weapon form, but are otherwise real. The appearance of this clothing or armor remains constant each time it is created.

While in humanoid form, you lose access to your 'A Will Of My Own' and 'Protective Impulse' class features, and receive no benefits from Weapon's Mythos. However, you are free to move and act with all the freedom of a mortal human. Your humanoid form has a base Strength score equal to (10 + your Intelligence modifier + your Charisma modifier), a base Dexterity score equal to (10 + your Wisdom modifier + your Charisma modifier) and no Constitution score, as it is still a Construct. Your base land speed is 30ft.

You may return to your weapon form as a swift action, or as an immediate action in response to taking damage (you take the damage, and then return to weapon form). When you return to your weapon form, you may choose to have your hilt fly into the hands of a creature in your space, or an adjacent space, as part of the same action.

If you die while in humanoid form, you immediately return to your weapon form, and then shatter, destroyed.

While a Syntrofos' humanoid form might shift in appearance over time as their personality, ideology, or even their weapon form's appearance changes (being Reforged into Alchemical Gold might turn the Syntrofos' humanoid form's hair or skin bright gold, for example), it isn't something they can personally control. A bloodthirsty battleaxe that always appears as a massive plate-clad orc warchief cannot choose to appear as something less threatening just because it's convenient, nor could they choose to alter their features to impersonate a very particular orc warchief as a disguise, for example.


If, say, a Synthrofos gains natural attacks that aren't connected to a limb(such as tentacles) through Mythos, would they still be able to use the attacks?

I would allow it.

Milo v3
2015-05-14, 07:18 PM
yay. WHITETEXTEVERYWHERE

khadgar567
2015-05-15, 03:22 AM
yay. exactly buddy now we can make soul from soul eater now

CrossLead24
2015-05-15, 09:51 AM
Humanoid Spirit Projection It seems cool; fits a logical seeming extension of their abilities, though I'm not sure what's wrong with it.

Anyway, this is a new and pretty interesting class. I like it! Though I'm having trouble understanding something. Can a Syntrofos talk like a regular character, or do they need Weapon-and-Warrior Empathy to communicate at all?

Xefas
2015-05-15, 10:53 AM
Anyway, this is a new and pretty interesting class. I like it! Though I'm having trouble understanding something. Can a Syntrofos talk like a regular character, or do they need Weapon-and-Warrior Empathy to communicate at all?

Second paragraph of "A Weapon Am I":


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

CrossLead24
2015-05-15, 03:02 PM
Second paragraph of "A Weapon Am I":
Ah, my mistake! Sorry about that!

Xefas
2015-05-15, 10:45 PM
Ah, my mistake! Sorry about that!

No problem. I know my stuff gets wall o' texty.

qazzquimby
2015-05-18, 02:33 PM
How broken would it be to make the Syntrofos a weapon of legacy, probably using the fixes here (http://www.giantitp.com/forums/showthread.php?405003-Making-Legacy-Items-Worth-It-Homebrew-Legacy-Item-Creation-System) and here (http://www.giantitp.com/forums/showthread.php?169378-Fixing-Legacy-Items-3-5-Items-Feat-New-Skill)?
Things would still be keyed off the wielder's level, and rituals would have to be per wielder, so it seems okay to me.

Primal Fury
2015-05-18, 05:53 PM
That seems unnecessary, considering this can already do some of what legacy weapons do without convoluted rituals and heavy dependence on the wielder. Limited spell-casting, summoning minions, improving the wielder, improving the weapon... Yeah, they really don't need it.

qazzquimby
2015-05-18, 06:22 PM
But convoluted rituals are fun.

As a completely different idea (not that I've lost interest in the first), a cavestory weapon system that gains and loses experience based on kills and damage taken would be very interesting.

Tychris1
2015-05-24, 02:55 AM
So I'm playing a Syntrofos being wielded by a Tempottis (The Mythic Crusader) and a question popped up.

Do I get attacks of opportunities if someone runs away from us? And do I gain any of the benefits from my wielder's strikes? For instance a Paladin's Smite or a Fighter's Power Attack/Critical Focus etc?

Xefas
2015-05-24, 01:06 PM
Do I get attacks of opportunities if someone runs away from us?

Wow, I can't believe I never wrote rules for that. I'll edit this into A Weapon Am I once I make a final decision. Right now, I'm going with 'yes, as long as you're being wielded at the time'.


And do I gain any of the benefits from my wielder's strikes? For instance a Paladin's Smite or a Fighter's Power Attack/Critical Focus etc?

You cannot use your wielder's class features or feats to modify your own attacks with yourself. If you have the Power Attack feat, you can power attack with yourself, if your wielder has the Power Attack feat, they can power attack with you, but there's no cross-over. The 'Sword-and-Swordsman Knack' manifestation is one way to get access to feats that you might not qualify for (such as Power Attack and its 13 Strength prerequisite).

Note that ongoing effects used by your wielder that effect any hit dealt by a particular weapon over a period of time, such as a Pyrokineticist's 'Weapon Afire' ability which causes any weapon they wield to deal an additional 2d6 fire damage, do benefit you.

Primal Fury
2015-05-24, 02:20 PM
Just a quick question for you Xefas: Why did you call it "Weapon's Mythos"? You've referred to the Weapon as the Godspear, why not call it "The Godspear's Mythos"?

And while I'm at it, the Transistor in there has me thinking; are you going to make an extension of the "Steel of Lost Souls" mythos that allows you to learn abilities based on the nature of the souls you collect?

Xefas
2015-05-24, 03:05 PM
Just a quick question for you Xefas: Why did you call it "Weapon's Mythos"? You've referred to the Weapon as the Godspear, why not call it "The Godspear's Mythos"?

I waffled back and forth for a few minor reasons. I would be willing to change it if there was popular support for doing so.


And while I'm at it, the Transistor in there has me thinking; are you going to make an extension of the "Steel of Lost Souls" mythos that allows you to learn abilities based on the nature of the souls you collect?

I don't see why not.

Durazno
2015-05-25, 03:07 AM
One of the reasons I've been hesitant to finish off/add more material Mythos is because I'm deliberating on whether I should leave them as they are, where we just sort of gloss over where the Alchemical Gold for your Syntrofos that took The Glorious King of Metals came from, or whether I should actually add a little power to the Mythos and require that an adequate amount of the requisite material be supplied by the party during the Reforging.

What if the basic manifestations of the mythos gloss over where the metal came from, but then it had an advanced manifestation that requires you to find more of the proper material?

danzibr
2015-05-31, 06:31 AM
Holy smokes. I just happened upon this. I remember seeing your Teramach quite some time ago, but forgot about it until Kymme described your classes as being as powerful as full casters with no casting mechanics (something I'm striving for in my own homebrew). I like all of them, but this one in particular seems really fresh. Also, reminds me of Soul Eater.

khadgar567
2015-05-31, 07:23 AM
Holy smokes. I just happened upon this. I remember seeing your Teramach quite some time ago, but forgot about it until Kymme described your classes as being as powerful as full casters with no casting mechanics (something I'm striving for in my own homebrew). I like all of them, but this one in particular seems really fresh. Also, reminds me of Soul Eater.
danzbir welcome to xefas weapon creation Academy where you play the weapon of your dreams ( still you can't make tsubaki or Thompson sisters thoug

1pwny
2015-05-31, 04:50 PM
Very nice class, I love it. I've been (what seems like) the only person to have discovered the concept of intelligent items, but whatever.

Personally, I felt that the Exalted mythos were a little underwhelming. Considering the Teramach and Bellator's Exalteds, they seemed a little weak, I guess. Chronotron-Cutting Blade is very powerful, and Immortal Ore of Heaven lets you get put back together, and Plot-Crushing MacGuffin Apotheosis is a built-in plot developer. But compared to Teramach's Land-Shaping Limitation Ignorance, well, you can see the difference.

I don't know, something with a little bit more oomph would really finish this class off, you know?

Anyways, great class, I would love to play one some time. See ya!

EdroGrimshell
2015-06-03, 06:53 PM
Thoughts on possible mythos:

Poison. Let the syntrofos suck up a poison and generate it from its cutting edge (or head of a blunt weapon if it's a contact poison). Whether it's from a poisonous creature or a dose of processed poison. Possibly with a basic or advanced option to store a few poisons.

Melding. It fuses into the arm of the wielder as if with the Graft Weapon power or something of the sort. Possibly give it the option to store itself inside its wielder.

Splintering. It turns into two identical weapons, mind is shared between them, allowing it to leave one behind and act as an alert. Give it an option for one of the two paired weapons to call the other to it so that its two halves are together... Might be a good options.

A Deep Crystal Reforging mythos, maybe starting as Mundane Crystal. Gives it a bit of a psionic option rather than the magic one.

Gunblade. Seriously. Gunblade. :smalltongue:

Something like Ragna's bloodscythe, where it deals damage and heals the wielder. Allow it to heal itself as well.

Soul Resonance. Like in Soul Eater. You have this to a degree, but in Soul Eater, Resonance was an active state where the combat ability of the wielder was greatly enhanced. Might make a decent Mythos.

Melee weapon ranged attack, this is a staple of sword users in Anime, an energy blast from the weapon that can cleave buildings in two. Maybe not to that degree for a syntrofos, but it's a decent option.

An incarnum reservoir. The weapon is sentient, it may as well have a soul it can draw from. Not sure how this would be implemented, but it's an idea.

Any of these look good?

SkipSandwich
2015-06-03, 10:50 PM
Exceptional Mythos
Trick-Weapon Transformation
Be it through ingeniously designed mechanisms or outright shape shifting, you have the ability to transform into 1 or more alternate weapon forms. You may choose a single weapon of the same size or up to one size category larger or smaller, you may shift between forms as a move action.

If your alternate form is smaller then your normal form, when transforming you may choose to form a pair of weapons of that type. You may treat this duplicate as 'You' for all intents and purposes. Both weapons share the same hit points and pool of actions, and anything that affects one affects the other. You may gain extra attacks on a full-attack action as if two-weapon fighting, with all the same penalties. You may sense/speak through either weapon across any distance, even across planes. While split, you cannot transform back to your normal form unless both parts are brought within 5ft of one another. You may stay split indefinitely until an effect reduces your hit points to less then one-half your maximum at which point one of your selves (your choice) vanishes and the other immediately reverts back to your normal form. You are stunned for 1 round following this event.

Fantastic Mythos
Infinity Swords +1
Requires: Trick-Weapon Transformation

Your ability to change forms improves, allowing you to assume a hybrid form choosing traits of each from either of your base weapons. You may mix and match freely between all the following weapon traits (each line represents a single trait). A wielder must proficient in both of your base forms or else suffer the standard non-proficiency penalty.
Base Damage/Damage Type
Size/Reach
Critical Threat/Critical Multiplier
Throwing Range Increment
Bonuses to Special attack forms

Example: Valantine, a Longsword Syntrophos with a Whip alternate form, takes this Mythos and assumes the following hybrid form;
Base Damage 1d8 Slashing (longsword)
Size/Reach Medium 15ft (as Whip, so can attack adjacent targets but do not threaten squares)
Critical 19-20/x2 (as longsword)
Throwing: n/a (neither weapon has this abilty)
+2 to Disarm, may be used to make trip attacks. (as whip)

In addition to the above hybrid form, you may also become a double weapon where each 'head' is treated as of your two normal weapon forms, you are wielded as a two-handed exotic weapon while in this form.

Example: Fuuma, a Longsword with a Two-Bladed sword alternate form, may form a double weapon with one head being a longsword and the other being a Two-Bladed sword. Since Fuuma now has three attacking ends, a character with the multi-weapon fighting feat or a similar ability may make 2 extra attacks with Fuuma on a full-attack action while only needing 2 hands to wield it.

commander panda
2015-06-04, 10:13 AM
Trick-Weapon Transformation
Be it through ingeniously designed mechanisms or outright shape shifting, you have the ability to transform into 1 or more alternate weapon forms. You may choose a single weapon of the same size or up to one size category larger or smaller, you may shift between forms as a move action.

Advanced: If your alternate form is smaller then your normal form, when transforming you may choose to form a pair of weapons of that type. You may treat this duplicate as 'You' for all intents and purposes. Both weapons share the same hit points and pool of actions, and anything that affects one affects the other. You may sense/speak through either weapon across any distance, even across planes. While split, you cannot transform back to your normal form unless both parts are brought within 5ft of one another. You may stay split indefinitely until an effect reduces your hit points to less then one-half your maximum at which point one your selves (your choice) vanishes and the other immediately reverts back to your normal form. You are stunned for 1 round following this event.

Infinity Sword +1
Requires: Trick-Weapon Transformation

Your ability to change forms improves, allowing you to assume a hybrid form choosing traits of each of your base weapons. You may mix and match freely between all the following weapon traits (each line represents a single trait). A wielder must proficient in both of your base forms or else suffer the standard non-proficiency penalty.
Base Damage/Damage Type
Size/Reach
Critical Threat/Critical Multiplier
Throwing Range Increment
Bonuses to Special attack forms

Example: Valantine, a Longsword Syntrophos with a Whip alternate form, takes this Mythos and assumes the following hybrid form;
Base Damage 1d8 Slashing (longsword)
Size/Reach Medium 15ft (as Whip, so can attack adjacent targets but do not threaten squares)
Critical 19-20/x2 (as longsword)
Throwing: n/a (neither weapon has this abilty)
+2 to Disarm, may be used to make trip attacks.

Advanced: In addition to the above hybrid form, you may also become a double weapon where each 'head' is one of your two normal weapon forms, you are wielded as a two-handed exotic weapon.

Example: Fuuma, a Longsword with a Two-Bladed sword alternate form, may form a double weapon with one head being a longsword and the other being a Two-Bladed sword. Since Fuuma now has three attacking ends, a character with the multi-weapon fighting feat or a similar ability may make 2 extra attacks with Fuuma on a full-attack action while only needing 2 hands to wield it.


i like this mythos, but if i may make a suggestion, i don't think you need the advanced manifestations to be separate. if there's only one extra manifestation per mythos then it ends up being taken anyway, and they aren't really powerful enough to warrant being separate (well, ok, the first one could be justified if it had other manifestations.)

EDIT: also, we need the mythos tiers

SkipSandwich
2015-06-04, 11:04 AM
Whoops! Forgot to include the Tiers, the post has been edited. I also included a line for split weapon transformations allowing you to gain extra attacks as if two-weapon fighting while split.

EdroGrimshell
2015-06-04, 11:20 AM
The Syntrofos has a lot of Exceptional Tier Mythos, not much for the other Mythos Tiers...

Xefas
2015-06-04, 11:34 AM
The Syntrofos has a lot of Exceptional Tier Mythos, not much for the other Mythos Tiers...

It's like 15% done.

EdroGrimshell
2015-06-04, 11:43 AM
It's like 15% done.

I realize. It's part of why I made that post with a bunch of ideas on it.

I do like SkipSandwich's idea for shifting into/combining weapons, makes things like Ivy's Valentine, Leon's Gunblade, and Ragna's Bloodscythe possible.

khadgar567
2015-06-04, 11:55 AM
I realize. It's part of why I made that post with a bunch of ideas on it.

I do like SkipSandwich's idea for shifting into/combining weapons, makes things like Ivy's Valentine, Leon's Gunblade, and Ragna's Bloodscythe possible.
or soul eaters tsubaki. who transforms multiple weapons
speaking of tsubaki you can also make Haru glory's Ten Commandments via after mentioned mythos's from SkipSandwich
before forgetting gunblade and tompson sisters still need the range mythos for both crunch and fluff

Scaileanna
2015-06-04, 02:02 PM
Well we definitely need some mythos that let you become something along the lines of Nightmare at the very least but I think that's already in the works

Oh and the organic thing that too

EdroGrimshell
2015-06-04, 02:14 PM
Question: What are some good feats for a Syntrofos? I'm playing a quasi-gestalt where one of the halves is a syntrofos (they're separate characters, but the Syntrofos has that "cursed" mythos so it's stuck to the character). I'm just curious what kind of feats would be a good choice here.

As of right now, it grants Power Attack, Combat Expertise (with the Mythos), and Improved Sunder (for destroying magic items in battle), I have one more feat it can grant (trouble doing so). I don't have any feats for it from level progression of flaws (probably not taking any) picked out. Any ideas would be much appreciated.

Xefas
2015-06-04, 02:52 PM
Question: What are some good feats for a Syntrofos? I'm playing a quasi-gestalt where one of the halves is a syntrofos (they're separate characters, but the Syntrofos has that "cursed" mythos so it's stuck to the character). I'm just curious what kind of feats would be a good choice here.

As of right now, it grants Power Attack, Combat Expertise (with the Mythos), and Improved Sunder (for destroying magic items in battle), I have one more feat it can grant (trouble doing so). I don't have any feats for it from level progression of flaws (probably not taking any) picked out. Any ideas would be much appreciated.

Some unusual ones off the top of my head.

Draconic Aura (Resistance) grants all allies within 30ft Energy Resistance 5 to an energy of your choice.

If you have a Reach of 10ft or greater, Adaptable Flanker will allow you to flank with your wielder.

Hidden Talent (Control Object) and Hidden Talent (Psionic Minor Creation) both give you handy non-saving-throw based tricks. Control Object's usefulness actually scales off your Base Attack Bonus, not manifester level, so there's that.

Martial Study (Vanguard Strike) to get up to Martial Stance (Martial Spirit) can give your wielder some consistent, if minor, healing. IIRC, the healing isn't positive energy, either.

Frightful Presence (Drac) doesn't require an action and has a saving throw that scales with character level. Shaken isn't amazing, but you'll force everybody in the encounter to roll a save, and your wielder might be able to throw out something to upgrade the Shaken to a save-or-suck Frightened.

Constant Guardian (DotU) basically gives your wielder a +2 bonus to their Armor Class, in exchange for a -2 penalty to your Attacks of Opportunity. Just make sure to activate the feat at the end of your turn, after you've made all of your own attacks.

EdroGrimshell
2015-06-04, 02:57 PM
Some unusual ones off the top of my head.

Draconic Aura (Resistance) grants all allies within 30ft Energy Resistance 5 to an energy of your choice.

If you have a Reach of 10ft or greater, Adaptable Flanker will allow you to flank with your wielder.

Hidden Talent (Control Object) and Hidden Talent (Psionic Minor Creation) both give you handy non-saving-throw based tricks. Control Object's usefulness actually scales off your Base Attack Bonus, not manifester level, so there's that.

Martial Study (Vanguard Strike) to get up to Martial Stance (Martial Spirit) can give your wielder some consistent, if minor, healing. IIRC, the healing isn't positive energy, either.

Frightful Presence (Drac) doesn't require an action and has a saving throw that scales with character level. Shaken isn't amazing, but you'll force everybody in the encounter to roll a save, and your wielder might be able to throw out something to upgrade the Shaken to a save-or-suck Frightened.

Constant Guardian (DotU) basically gives your wielder a +2 bonus to their Armor Class, in exchange for a -2 penalty to your Attacks of Opportunity. Just make sure to activate the feat at the end of your turn, after you've made all of your own attacks.

Perfect, thank you for the advice! Constant Guardian is just the thing I was looking for.

The Martial Study/Stance option is pretty good too.

Not sure about frightful presence but may give it a shot.

Wanna steer clear of Hidden Talent.

And I like Draconic Aura, especially if I take the Dragontouched feat first (dragon blood mixed into the weapon... wait a minute, that could be a great Mythos or Excellency!)

SkipSandwich
2015-06-04, 04:00 PM
thought this up as an extension of the Immortal Ore of Heaven ability with more of the world shaping scale these mythos are supposed to have.

Exalted Mythos
Unconquerable Legion-Blade
Requires: Immortal Ore of Heaven

You are not a blade for heroes, but of nations. A Syntrophos with this Mythos gains the ability to split themselves into multiple copies of themselves. the Syntrophos gains 1 negative level for each full doubling of themselves, which cannot be removed by any means short of bringing at least 1/2th + 1 of the current number of copies together and reabsorbing them (removing 1 negative level). You may sense/speak through any of your bodies at will, but only one at a time, you may change which body your mind currently occupies as a free action on your turn. Each copy has your full hit points, feats class features and abilities (as well as negative levels equal to your own). If half or more of your current 'maximum' number of copies are destroyed, the negative level incurred to create them becomes permanent.

Yes, a 20th level Syntrophos can create 524,288 copies of themselves with 19 negative levels if they wish, also note that negative levels suffered by the Syntrophos have no effect on their wielder's attack and damage rolls with them, and the Syntrophos and their wielder still benifit from class features and excellencies such as Protective Impulse, This Blade is Soaked in a Thousand Battles and so on.

Saidoro
2015-06-04, 09:51 PM
I think there really need to be some Exceptional or at highest fantastic mythos available that let the Syntrofos get their hands on the sizing and Metalline magic item properties. Sizing should be available because it's relatively easy to be put in a situation where no one in the party is able to wield you effectively if, say, the powerful build character who normally lugs you around doesn't show up for a session and the only other melee combatant in the group is a halfling. Being a weapon of a specific size makes you really, really dependent on specific other party members while if you're variable size you're just dependent on the rest of your party in general, like a more normal character. Metalline is important because there actually are some monsters with enough DR that your wielder might seriously be better off just grabbing another weapon of the correct material instead of you, especially at low levels. That's really not fun for anyone, and there should be a tool for getting around it.

Question: What are some good feats for a Syntrofos? I'm playing a quasi-gestalt where one of the halves is a syntrofos (they're separate characters, but the Syntrofos has that "cursed" mythos so it's stuck to the character). I'm just curious what kind of feats would be a good choice here.

As of right now, it grants Power Attack, Combat Expertise (with the Mythos), and Improved Sunder (for destroying magic items in battle), I have one more feat it can grant (trouble doing so). I don't have any feats for it from level progression of flaws (probably not taking any) picked out. Any ideas would be much appreciated.
A lot of the mythic [race] feats are actually really good on the Syntrofos, especially given the class's low number of mythos of its own at this point.

EdroGrimshell
2015-06-05, 01:30 PM
Mythos Idea! I noticed when you pointed out that taking Martial Study was an option, but, looking it over that's not actually true, you can make an attack with A Will of My Own, but not initiate Maneuvers. So, I decided this might be a good idea to give as an option and made it into a Fantastic Mythos. I'm not sure how good it is or if it's balanced in any way, or if it even fits into a Mythos class, but I just went with it.

Glory of a Thousand Wars
Prerequisite: Extension-Of-One's-Self Methodology or Weapon-and-Warrior Empathy

Choose three disciplines, at least one of which must have your weapon type as an associated weapon. You gain maneuvers and stances known as a Warblade of your level. When wielded, you gain maneuvers readied as a Warblade of your level. Your wielder may initiate your readied maneuvers as if they knew them and had them readied and may take up any stance you know, using your Initiator level in place of your wielder's. Additionally your initiator level becomes equal to your syntrofos level + the number of initiator classes you possess + half your level in any non-initiator classes.

As an added benefit, you gain the ability to initiate maneuvers with the A Will of My Own class feature.

Primal Fury
2015-06-08, 12:27 AM
Oh man. Did anyone mention having a syntrophos as a gun? Recreating Johnson from Shadows of the Damned is something that needs to happen. The Boner, Big Boner, and the Hot Boner.

I know it's juvenile, but... c'mon.

khadgar567
2015-06-08, 02:38 AM
Oh man. Did anyone mention having a syntrophos as a gun? Recreating Johnson from Shadows of the Damned is something that needs to happen. The Boner, Big Boner, and the Hot Boner.

I know it's juvenile, but... c'mon.
primal I think you need the watch soul eater a little ( Thompson twins are pistols buddy) so its on the air who gonna make the mythos for the syntrophos class this time

Scaileanna
2015-06-08, 02:51 AM
primal I think you need the watch soul eater a little ( Thompson twins are pistols buddy) so its on the air who gonna make the mythos for the syntrophos class this time

But 1st rules for ranged syntrophos must be made before such mythos can be done

khadgar567
2015-06-08, 03:45 AM
But 1st rules for ranged syntrophos must be made before such mythos can be done
Scaileanna as far as I see the main problem where the bullet comes is Syntrofos generating the ammo from it self or we shoot energy ( ala uryu ishida) or we need to feed the Syntrofos with some sort of Cam-rahn from life shapes handbook

Primal Fury
2015-06-08, 08:08 AM
primal I think you need the watch soul eater a little ( Thompson twins are pistols buddy) so its on the air who gonna make the mythos for the syntrophos class this time
I did, and the ending was terrible. The manga's ending was... decent I guess?

As to the ammunition issue... any given wielder will probably need to feed ammo into the weapon until it learns a certain mythos. It's supposed to start off more mundane, it makes sense that it would gain such an ability as i grew in power.

khadgar567
2015-06-08, 08:24 AM
I did, and the ending was terrible. The manga's ending was... decent I guess?

As to the ammunition issue... any given wielder will probably need to feed ammo into the weapon until it learns a certain mythos. It's supposed to start off more mundane, it makes sense that it would gain such an ability as i grew in power.
so you say the mythos chain start in exceptional as reloading as <insert name> action then maybe advance effect shortens the time then fantastic mythos finishes the chain by letting the weapon create its own ammo

Primal Fury
2015-06-08, 09:07 AM
Basically, yeah.

khadgar567
2015-06-08, 09:14 AM
Basically, yeah.
then like to see the mythos chain buddy so don't made us wait long

Primal Fury
2015-06-08, 09:41 AM
Well I'm not going to do it. I haven't posted a single thing aside from the two mythic paragons. I've got my own Anthol to make. :smalltongue:

Scaileanna
2015-06-08, 06:33 PM
Exceptional Mythos
Trick-Weapon Transformation
Be it through ingeniously designed mechanisms or outright shape shifting, you have the ability to transform into 1 or more alternate weapon forms. You may choose a single weapon of the same size or up to one size category larger or smaller, you may shift between forms as a move action.

If your alternate form is smaller then your normal form, when transforming you may choose to form a pair of weapons of that type. You may treat this duplicate as 'You' for all intents and purposes. Both weapons share the same hit points and pool of actions, and anything that affects one affects the other. You may gain extra attacks on a full-attack action as if two-weapon fighting, with all the same penalties. You may sense/speak through either weapon across any distance, even across planes. While split, you cannot transform back to your normal form unless both parts are brought within 5ft of one another. You may stay split indefinitely until an effect reduces your hit points to less then one-half your maximum at which point one of your selves (your choice) vanishes and the other immediately reverts back to your normal form. You are stunned for 1 round following this event.

Fantastic Mythos
Infinity Swords +1
Requires: Trick-Weapon Transformation

Your ability to change forms improves, allowing you to assume a hybrid form choosing traits of each from either of your base weapons. You may mix and match freely between all the following weapon traits (each line represents a single trait). A wielder must proficient in both of your base forms or else suffer the standard non-proficiency penalty.
Base Damage/Damage Type
Size/Reach
Critical Threat/Critical Multiplier
Throwing Range Increment
Bonuses to Special attack forms

Example: Valantine, a Longsword Syntrophos with a Whip alternate form, takes this Mythos and assumes the following hybrid form;
Base Damage 1d8 Slashing (longsword)
Size/Reach Medium 15ft (as Whip, so can attack adjacent targets but do not threaten squares)
Critical 19-20/x2 (as longsword)
Throwing: n/a (neither weapon has this abilty)
+2 to Disarm, may be used to make trip attacks. (as whip)

In addition to the above hybrid form, you may also become a double weapon where each 'head' is treated as of your two normal weapon forms, you are wielded as a two-handed exotic weapon while in this form.

Example: Fuuma, a Longsword with a Two-Bladed sword alternate form, may form a double weapon with one head being a longsword and the other being a Two-Bladed sword. Since Fuuma now has three attacking ends, a character with the multi-weapon fighting feat or a similar ability may make 2 extra attacks with Fuuma on a full-attack action while only needing 2 hands to wield it.

How do these mythos work with each other, do I become my hybrid weapon then split or do I split and hybrid my weapons individually or do they not work together?

SkipSandwich
2015-06-08, 09:24 PM
How do these mythos work with each other, do I become my hybrid weapon then split or do I split and hybrid my weapons individually or do they not work together?

my RAI is that Infinity+1 Swords gives you and additional transformation option, you either transform completely into a new weapon (possibly splitting if your alternate form is smaller) or you assume a single hybrid form. However, it would make sense to spell out that you can choose to form identical weapon heads when taking Double-Weapon form. So in the example of Fuuma, it could also become a Four-Bladed sword by forming each 'head' as a two-bladed sword.

Otherwise known as "Yo dawg, I heard you liked spiked chains so I put a chain on your chain so you can trip while you trip." which is exactly the kind of impossibly impractical/awesome weapon design that only a Syntrophos should be able to make work.

Adam1949
2015-06-08, 09:35 PM
then like to see the mythos chain buddy so don't made us wait long

If you want it so bad, make them yourself. This is a group project, and just saying "make them buddy stop making us wait" is a rude thing to say. No one's stopping you, we'll only critique what you create, as is fitting for the Homebrew Design forum.

khadgar567
2015-06-08, 11:57 PM
If you want it so bad, make them yourself. This is a group project, and just saying "make them buddy stop making us wait" is a rude thing to say. No one's stopping you, we'll only critique what you create, as is fitting for the Homebrew Design forum.
sorry adam but I have no skill in this type of deal

SkipSandwich
2015-06-10, 02:03 PM
Stepping in before this thread can get derailed, my idea for incorporating ranged weapons

Exceptional Mythos [REFORGED]
Blade of Spitting Fury

"Reach out and touch someone"
Chose a single type of thrown weapon, sling, or crossbow, you incorporate a catch or mechanism that allows your wielder to throw or fire projectiles of the appropriate type. If you have the ability to assume an alternate weapon form, you may choose a different weapon type for every form you can assume (the ability to take Hybrid or Double-Weapon forms count as 1 form each). You may only chose a weapon of the same size or smaller then yourself, for example, a longsword Syntrophos could not integrate a heavy crossbow, but could be used to throw javelins. The "A Will of My Own" class feature cannot be used to make ranged attacks with this ability.
:Special: If launching or firing a projectile made out of a special weapon material, that projectile gains the same bonuses a syntrophos with a [REFORGED] Mythos for that material would, as appropriate.

Thrown Weapons When you are used as a tool to launch a thrown weapon, double that weapon's normal range increment. If you are a two-handed weapon, your wielder may apply 1.5x their strength bonus to damage. Loading a new projectile into you is a move action, like loading a sling, the Rapid Reload feat can reduce this to a free action. Your wielder may apply the Power Attack feat on weapons thrown this way, if they posses it, with the same bonuses/penalties that would apply to your normal attacks.

Sling Slinging bullets functions the same as thrown weapons above, except do not double the range increment. A slinging syntrophos sized for a Large or larger creature may be used to throw rocks, like the special ability of many Giants. If you are throwing specially forged metal bullets instead of rocks (ie. cannonballs), you deal damage as if one size category larger. If the syntrophos or his wielder possess the Deflect Arrows feat, they may also catch thrown rocks, again treat as a Giant's Rock Catching ability.

Crossbow You may fire bolts as a crossbow of the chosen type. Additionally, you can assist your wielder in loading you, reducing the time taken as follows: Full-Round --> Move --> Free -->No AoO
This benefit stacks with benefit of the Rapid Reload feat if your wielder possess it. If this would reduce the loading time to less then a Free Action, loading you no longer provokes an AoO. If the Crossbow chosen is a repeating crossbow, you may work your own reloading lever between shots, your wielder does not require a free hand to do so, loading new magazine of bolts follows the normal procedures though.


Fantastic Mythos
Arrows to Blot out the Sun [REFORGED]
Requires: Blade of Spitting Fury

Though tinkering and upgrades, your ability to fire projectiles improves. By taking a -4 penalty on the attack roll, your wielder may fire 1 additional projectile with each ranged attack, they gain a 2nd and 3rd bonus projectile when their BAB reaches +11 and +16 repectively, each projectile past the 2nd imposes an additional -2 penalty (-6 for 3 projectiles, -8 for 4). All bonus projectiles are aimed at the same target, and any precision-based damage is dealt only once per attack. Additionally, as a full-round action, you may fire point-blank on foes your wielder attacks in melee. For every melee attack your wielder makes with you this round, you may take a single AoO against the targeted creature, if your wielder's attack hit successfully, you treat your target as being flat-footed against your attack. You may chose to take a penalty on the attack roll to fire multiple projectiles as described above.
:Special: If your integrated ranged weapon is a repeating crossbow, for every additional projectile you can fire, you may load an extra 5-bolt magazine. So a syntrophos with a BAB of +16 can fire up to 4 bolts per attack and loads from 4 magazines at once (a total of 20 bolts).

LucarinZer0
2015-06-10, 08:46 PM
Alright, guys. I've been lurking this thread way too long, I personally love a lot of ideas here, and have to say one thing: I saw a disturbing lack of Fleshgrinding. I'm not good at working out mechanics, but I've found a simple idea for it. Not sure where to place this, I'm thinking Exceptional or Fantastic.
My Insufferable Teeth-Grinding Habit
Prerequisite: Piercing or Slashing weapon

Your sharp and/or brutal personality causes metaphorical or literal teeth manifest themselves.

You are a Fleshgrinding (MIC) weapon, as the magic item property, though you express this as an extraodinary ability. You may decide to trigger this ability, just as your wielder can. When your wielder uses your Fleshgrinding property, you deal an additional amount of damage equal to your Charisma modifier.

For every five Syntrofos levels you have, your Fleshgrinding property may continue for one additional round.

SkipSandwich
2015-06-12, 11:54 PM
Okay, one more ranged weapon mythos, for the Dakka enthusiasts.

Exalted Mythos
Torrential Hailfire Strike
Requires: Arrows to Blot out the Sun

"There is no such thing as overkill, only 'Open Fire' and 'Target Destroyed' " - Vulcanis, an Exalted Syntrophos

You no longer need to reload, a seemingly endless supply of ammunition is conjured whenever you need. You conjure ammunition "out of thin air" into your waiting chamber (actually, it is a real projectile hailing from another location in space and time). The ammunition is made from ordinary materials as appropriate for its type, unless the Syntrophos has a Mythos for being forged of a special material, then the projectiles are made from that material, gaining all the same bonuses the Syntrophos itself does, as appropriate. You may still be loaded with other appropriate ammunition as desired, but just as with your normal projectiles, loading other ammunition is a free-action that requires no hands and provokes no attacks of opportunity, the ammo just appears in your chamber whenever you desire to fire it, your wielder need only carry it on their person (this includes ammo stored inside a backback, bag of holding or similar portable storage solutions).

As a combined full-round action, you and your wilder may unleash a true torrent of deadly hail. This Hailfire Strike attack can target either a Line with a length equal to 10x your ranged weapon's range increment, or a cone with length 5x your weapon's range increment. Those in the affected area must make a Reflex save (DC = Your BAB + your wielder's Dex mod + your Int mod), failure means they are automatically struck with 2d8 projectiles if targeting a line, or 1d8 if targeting a cone, a successful save reduces the number of projectiles that hit by half (minimum 1 hit), only creatures with Evasion can avoid being hit entirely. Each projectile deals damage as normal but gains no benefit from any form of precision damage.

khadgar567
2015-06-13, 05:55 AM
and the Oscar goes to SkipSandwich

SkipSandwich
2015-06-14, 04:34 PM
At first I thought I might have made the Hailfire strike a little too powerful, but then I looked at the Bellator's Sword Too Great for the World and they are pretty similar in execution, both basically allow you to apply your full number of attacks to an area, Hailfire Strike is subject to more random chance (reflex save followed by a random number of hits) but can affect a potentially huge area. It also requires a full-round action from both the Syntrophos and their wielder to execute.

I've got another Exaulted Mythos i'm working on that will build off of Titan-Spear Godslaying Legacy, inspired by Tsukihime and Shiki's Mystic Eyes of Death Perception. I'm working on the wording right now, but I aim to create an ability where you can 'kill' concepts like objects and effects and subtitute attack rolls for saving throws or dispel checks against ongoing effects, as well as gaining a special version of Death Attack that bypasses normal immunity to death effects. (One example from Tsukihime is where Shiki stabs himself but targets the poison in his body and 'kills' that instead)

Scaileanna
2015-06-14, 08:37 PM
Exceptional Mythos
Trick-Weapon Transformation
Be it through ingeniously designed mechanisms or outright shape shifting, you have the ability to transform into 1 or more alternate weapon forms. You may choose a single weapon of the same size or up to one size category larger or smaller, you may shift between forms as a move action.

If your alternate form is smaller then your normal form, when transforming you may choose to form a pair of weapons of that type.

Question about forming pairs does my weapon need to be a smaller size category such as I'm a medium greatsword and my alternate form is a small greatsword can I form a pair or does it have to be physically smaller like a medium greatsword to medium long swords?
Same thing for the ranged weapon version does it need to be a smaller size category or just physically the same size or smaller?

SkipSandwich
2015-06-14, 09:09 PM
Question about forming pairs does my weapon need to be a smaller size category such as I'm a medium greatsword and my alternate form is a small greatsword can I form a pair or does it have to be physically smaller like a medium greatsword to medium long swords?
Same thing for the ranged weapon version does it need to be a smaller size category or just physically the same size or smaller?

A small greatsword is functionally identical to a longsword and a one-handed weapon for a medium creature, so yes that would work.

Same deal with ranged weapons although with them it's easier to go by handedness then size, so light weapons can only suport slings, hand crossbows and light throwing weapons like darts and shuriken, one-handed weapons can support one-handed throwing weapons like javelins, and two-handed weapons can support anything.

Scaileanna
2015-06-14, 09:36 PM
A small greatsword is functionally identical to a longsword and a one-handed weapon for a medium creature, so yes that would work.

Same deal with ranged weapons although with them it's easier to go by handedness then size, so light weapons can only suport slings, hand crossbows and light throwing weapons like darts and shuriken, one-handed weapons can support one-handed throwing weapons like javelins, and two-handed weapons can support anything.

Well that clears that up thanks, in the current campaign I'm in I'm a massive sword that is essentially a massive slab of sharp edged metal and was just wanted clear up if my paired form needed to be smaller than me (which everything is) or smaller size category (which means lose one die of damage)

Scaileanna
2015-06-21, 03:30 AM
If I some how make myself a body to wield me that still counts as me (ex. A puppet from the ozodrin class) do I benefit from any abilities that effect my wielder since I am in-fact wielding myself?
And yes I know I would still lack physical ability scores making this somewhat impractical but nonetheless fun

SkipSandwich
2015-06-22, 02:46 PM
Exalted Mythos time again! Credit goes to Kyeudo and his truenameing fix for the wording of the unmaking effect.

Occam's Ontological Destroyer
Requres: Titanslaying Godspear Legacy

*Snickt*

Your blade extends beyond the material, beyond the immaterial, capable of slipping betwixt and severing the conceptual ties that bind reality itself.

Using this ability requires careful study of your target, during each round of study you make a spot check with a DC equal to 20 + the target's HD. If you fail the check once you may try again the following round, but if you fail the check 2 rounds in a row all progress is lost and you must start from the beginning. Once you have accumulated at least 3 successes, your wielder may make a single touch attack with you as a full-round action, this attack ignores all miss chances such as for cover, concealment, the blink spell or for being incorporeal. If the attack misses, you may try again on subsequent rounds so long as you continue making successful spot checks.

On a successful hit, if the target fails a Fortitude save (DC = 10 + 1/2 class level + your Wis mod), it is slain instantly and removed from existence. Its body and all of its non-magical possessions disintegrate into nothingness. Anyone who ever knew of the target forgets the target as though the target was affected by the syllable of dissolution. The target cannot be returned to life by any means short of either a true resurrection spell or reversed unnamed utterance (using the personal truename effect) combined with a ritual of renaming spell to give the target a new personal truename. Even if returned to life in such a manner, the target's own memory is wiped out. He retains all experience, class features, skill ranks, feats, languages he has learned, and other abilities - such are ingrained into him by constant repetition - but the target cannot remember anything from before the moment of their destruction, not even his own name or family. His lost memory can only be restored by a wish or miracle spell used specifically for that purpose. On a successful save they still takes 1d6 points of damage per 2 class levels.

You may also target structures and inanimate objects with this ability. This has the same effect as an Earthquake spell with a caster level equal to your class level. The Spot DC to perform this feat is 40.

Finally, you may attack ongoing spell effects, as well as other ongoing effects such as poison or disease. This requires only a single successful spot check with a DC equal to the effect's save DC + 10 or 20+spell level + caster's ability mod if the effect does not normally allow a saving throw. Once you have spotted the effect, your wielder may chose to target the effect on an attack. If the effect is targeting a creature and allows a saving throw, the target makes an immediate saving throw using the attack roll in place of their saving throw, success resists the effect as if they had succeeded on their saving throw. If the effect is targeting an area or otherwise does not allow a saving throw, then you attempt to dispel it as dispel magic using the attack roll in the place of the dispel check.

Primal Fury
2015-07-15, 06:20 PM
Something that occurs to me about the special material mythos and their upgrades. Do Syntrofos keep the effects of the Exceptional mythos after they've upgraded to the effects of their Legendary mythos? To rephrase, does a Syntrofos keep the properties of Adamantine after they've been upgraded to Adamant?

Kapskaen
2015-07-15, 08:38 PM
Based on the phrasing of The Supernal Emperor of Metals, I would say so, as it specifically mentions where some of its own Orichalcum properties overwrite the properties of the base Alchemical Gold.

Primal Fury
2015-07-15, 09:44 PM
I'm torn here. Would you guys rather see a pair of Syntrofos mythos for Abyssal Bloodiron or Viridium?

EdroGrimshell
2015-07-15, 10:00 PM
I'm torn here. Would you guys rather see a pair of Syntrofos mythos for Abyssal Bloodiron or Viridium?

I only know about Abyssal Bloodiron and its counterpart Baatorian Green Steel.

Primal Fury
2015-07-16, 12:54 PM
I'm posting the Exceptional mythos so I can get a little feedback; I've never really had the eye for balance. Once any necessary changes have been made, I'll get started on the Legendary upgrade.

EDIT: Updated Version Below.

Xefas
2015-07-16, 01:45 PM
Inevitable Sweet-Meat Procurement: Whenever you or your wielder confirm a critical hit, or roll damage in excess of half your maximum damage, you reduce your target's AC by 2 for each tier of mythos you have access to. This only affects the following bonus types: armor, shield, and natural. In the case of the latter, the target may succeed on a Fortitude save to negate this effect. Any given creature can suffer from this only once per encounter.

How long does this AC reduction last? If they succeed on their saving throw, are they safe from this ability for the rest of the encounter?


Flaying The Pure Flesh: Attacks made with you overcome any Damage Reduction that requires one of Chaotic or Evil, and something else. In addition, the first time you successfully deal damage to a creature of Lawful or Good alignment in an encounter, they must make a Fortitude save or be Sickened for a number of rounds equal to the highest tier of mythos you have access to (1 for Exceptional, 2 for Fantastic, etc). If you or your wielder confirm a critical hit against a Lawful or Good creature, they are Nauseated for a like amount of time.

The first line could probably be worded better. Right now it sounds like it would overcome 'DR 10/Evil and Magic' but not 'DR 10/Evil', which I don't think was your intention.

Does the Nauseated effect replace the Sickening effect when you confirm a crit on the first hit against a Lawful or Good creature in an encounter? Or does it work every time you confirm a crit against a Lawful or Good creature and the two effects are unrelated?

Primal Fury
2015-07-16, 03:24 PM
How long does this AC reduction last? If they succeed on their saving throw, are they safe from this ability for the rest of the encounter?
It's supposed to be until the end of the encounter, and they are safe if they make their save.


The first line could probably be worded better. Right now it sounds like it would overcome 'DR 10/Evil and Magic' but not 'DR 10/Evil', which I don't think was your intention.
I'll fix that.


Does the Nauseated effect replace the Sickening effect when you confirm a crit on the first hit against a Lawful or Good creature in an encounter? Or does it work every time you confirm a crit against a Lawful or Good creature and the two effects are unrelated?
It will replace the Sickened effect in that case.

Other than those issues though, how does it look?

While I've got you, how does the Syntrofos work with really WEIRD weapons? I found something last night called the Stingchuck. It's a disembodied humanoid head that's had the brain scooped out and replaced with a bunch of stinging and biting insects. It was designed to, when thrown, burst and unleash the insects on all within the area.

How would the Syntrofos handle something like that?

Xefas
2015-07-16, 04:45 PM
Other than those issues though, how does it look?

I'm still looking at it, but it looks pretty cool.



While I've got you, how does the Syntrofos work with really WEIRD weapons? I found something last night called the Stingchuck. It's a disembodied humanoid head that's had the brain scooped out and replaced with a bunch of stinging and biting insects. It was designed to, when thrown, burst and unleash the insects on all within the area.

How would the Syntrofos handle something like that?

I guess the easy answer is to say that a Syntrofos can't be a weird single-use weapon. But I think the better answer is to say that it most certainly can, but it obviously dies once that one use is up. :smalltongue:

"Come on, man! This is my time to shine! Throw me at that goblin!"

Primal Fury
2015-07-16, 10:01 PM
Here's the latest version. Also, what other materials is the Abyss known for? I was going to say Brimstone, but that's Hell. So... myeh?

From The Depths Of Wicked Hate
Prerequisite: -
[Reforged]

You take on the properties of Abyssal Bloodiron. Your base hardness becomes 10 if it was not already higher.

Furthermore, you are better than lesser weapons forged from Abyssal Bloodiron. Your hunger for indiscriminate carnage multiplies your killing potential exponentially; your damage increases by one step, and you gain the Maiming quality, which you manifest as an Extraordinary ability.

Advanced
Heart-Seeking Malevolence: A number of times per day equal to your Charisma modifier, if an attack your wielder makes with you misses, you may immediately attempt an attack of your own against the same target.

Inevitable Sweet-Meat Procurement: Whenever you or your wielder confirm a critical hit, or roll damage in excess of half your maximum damage, you reduce your target's AC by 2 for each tier of mythos you have access to; this reduction lasts until the end of the encounter. This only affects the following bonus types: armor, shield, and natural. In the case of the latter, the target may succeed on a Fortitude save to negate this effect, immunizing them against this ability for the rest of the encounter.. Any given creature can suffer from this only once per encounter.

Flaying The Pure Flesh: Attacks made with you overcome any Damage Reduction that requires one or both of Chaotic or Evil; if a creature's Damage Reduction requires Chaotic or Evil and something else, you still overcome it, even if you do not possess the second component. In addition, the first time you successfully deal damage to a creature of Lawful or Good alignment in an encounter, they must make a Fortitude save or be Sickened for a number of rounds equal to the highest tier of mythos you have access to (1 for Exceptional, 2 for Fantastic, etc). If you or your wielder confirm a critical hit against a Lawful or Good creature, they are Nauseated for a like amount of time; this condition replaces the Sickened state if the first hit is a confirmed critical.

caledscratcher
2015-07-16, 11:03 PM
You can always make up new materials. I like doing so, at least.

Primal Fury
2015-07-16, 11:07 PM
Alright... Um... Goresteel. Boom. Done.

Wow... that was easy.

And the mythos will be: A Torrent Of Steaming Viscera.

caledscratcher
2015-07-17, 12:17 AM
Alright, I'll throw my hat into the [Reforged] ring. Roaming Iaclul, a metal I made up originating from the Roaming City in Bytopia.

Meandering Boulevard Of Glory
[Reforged]
Prerequisites: -

You are made from Roaming Iaclul, a rare metal found in the leavings of the enormous iron steers that carry the Roaming City of Bytopia. None can tell where you will go, for you twist and turn with each thrust or swing, seemingly against any will.

Your hardness increases to 15, if it wasn't higher than that already.

You are better than other Roaming Iaclul weapons. Whenever you use your turn to attack, your foe is treated as flat-footed, and when you use your turn to defend your wielder, you may use your roll twice instead of once.

Advanced:
Diviner's Ruling Path: When you attack a foe that is already flat-footed, they take an additional +1d8+1 damage for every 3 levels you have.

Infallible Vagabond Blade: When your wielder moves more than 10 feet in a single round, they deal an additional +1d6 damage and gain +1 AC. These increase by +1d6 and +1 respectively at 4th level and every three levels thereafter.

Unstoppable Beast Material: When you use your turn to defend your wielder, you increase your critical threat range by 2. If you roll a critical threat on the roll made to take the place of your wielder's AC, you add +2 to the final result and may use that final result in place of our wielder's AC four times instead of two. If your wielder is attacked fewer than four times before your next turn, you can use a full-round action to keep the same roll until the next turn, after which the result expires.

Primal Fury
2015-07-17, 11:59 AM
Alright. Got the Legendary upgrade.

A Torrent Of Steaming Viscera
Prerequisite: The 'From The Depths Of Wicked Hate' mythos
[Reforged]

The Reforging process must take place within the 558th layer of the Abyss, home of the Fleshforges. With either the blessing of the demon lord Dwiergus, or with you and your wielder's own power, you must journey deep into the boil flesh-pits and be baptized, broken down, reforged, and cooled with and within the vile components found therein.

You take on the properties of Goresteel, the Demon Emperor's latest attempt to create a metal on par with that most heinous Spear that pierced his ephemeral flesh long ago. Your base Hardness becomes 20 if it was no already higher, and you completely bypass Hardness of 20 or less when used to attack an object. Maiming just isn't enough for you anymore; you must brutalize your victims to such an extent that nothing is left of them but a chunky smear. Your critical multiplier increases by one, and the size of the bonus dice from your Maiming quality increases by one (d6 to d8 usually). No creature is safe from your killing edge, allowing you to make critical hits against those normally immune to them.

Furthermore, you gain the Bloodfeeding quality, able to hold 20 blood points instead of only 10; you are also able to spend 10 at a time rather than just 5. In addition, your new composition allows you to tear your foes' innards asunder with force of will alone. By focusing on an opponent within 60 feet, and spending any amount of blood points, you force them to make a Fortitude saving throw. If they fail, they take 1d6 damage per blood point spend, and are Dazed for 1 round. If they succeed, they take half damage, and are immune to this ability for the rest of the encounter. If you spend all 20 of your blood points at once, the target dies instantly on a failed save. If a creature is killed by this, their innards burst from their body, fly to your location, and cling to you. You are healed an amount equal to half the target's hit die; if you were at full hit points at the time, these instead become temporary hit points.

Edit: Should the Syntrofos be able to just boost the Bellator's martial discipline mythos, allowing their wielder too activate those techniques?

SangoProduction
2018-08-18, 11:25 PM
From what i can tell, this class, race, thing doesn't restrict magic item, aside from having non-abilities in Strength, Con, and Dex. Was this intended?
If not, what are they supposed to spend their share of the loot on?
It the answer is "their class features", that's kinda lame.

On that note. I'm pretty sure you mean that they gain mythos as they level up, and that's not simply their 'mythos capacity', and therefore can actually spend money to become more powerful weapons. Am I right?

Lanth Sor
2018-08-20, 11:21 AM
From what i can tell, this class, race, thing doesn't restrict magic item, aside from having non-abilities in Strength, Con, and Dex. Was this intended?
If not, what are they supposed to spend their share of the loot on?
It the answer is "their class features", that's kinda lame.

On that note. I'm pretty sure you mean that they gain mythos as they level up, and that's not simply their 'mythos capacity', and therefore can actually spend money to become more powerful weapons. Am I right?

That is the general assumption for all mythos classes.
Join the discord linked in the index for further queries.
Mythos Index (http://www.giantitp.com/forums/showthread.php?517754-Mythos-Compendium-2-0)

khadgar567
2018-08-20, 02:16 PM
ah helooo you guys necroing a threat right know.