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caledscratcher
2015-08-16, 11:00 PM
New Race: Duomite
The duomite are an ardent phenomenon, so rare that there is no singular society to them, no singular alignment, nothing. However, they are all born from the same means: survival through friendship. By accepting the burdens of another creature to ease their own, and receive the same in return, can turn any pair of bestial creatures into a duomite.

Personality: Duomite have two potential personality tendencies: their two halves are drastically different in personality, or shockingly similar. You might find a bright-and-cheery chameleon and their cheery-and-bright bat friend as a duomite, or a good-natured-but-lazy bear and their wise-cracking bird as another. Their nature is one of companionship, and any strong enough bond can forge a duomite.

Physical Description: Duomites are comprised of two creatures of drastically different sizes, usually one being somewhere between the size of dwarf and elf, and one gnome-sized or smaller. Other than that, any creature of any sort can become a part of a duomite, and if two creatures of similar sizes become one through the power of the duomite, their sizes will simply adjust to fit the myth.

Relations: Duomite relationships vary drastically with each pair.

Alignment: Duomite heroes are slightly more common than dastardly villains, but both are relatively common.

Lands: Most duomite are isolated incidents, and few ever meet another of their story. They have no lands, living off of those of others.

Racial Traits:
Fey: Duomite are of the fey type, and therefore have low-light vision.
Medium: Duomite are of Medium size and suffer no penalties nor accrue any bonuses for their size.
Speed: Duomite have a 30 foot base land speed.
Teamwork!: Duomite gain a +2 racial bonus to aid another checks, and increase the bonus they provide and receive from aid another checks by 1.
That One Weakness: Duomite take a -2 racial penalty to one ability score of their choice which they do not receive a racial bonus to.
Utilize The Bond: Duomite are always treated as having a masterwork tool on hand when making skill checks that they have ranks in.
Duo: All duomite are comprised of a pair. One is big, one is small. Their individual traits are incredibly varied, but together, they are mighty.
Badger: Duomite that have a badger in the equation are especially ferocious. They gain a +2 racial bonus to Charisma and on critical confirmation checks.
Bear: Duomite that have a bear in the equation are quite strong, and have nasty claws. They gain a +2 racial bonus to Strength and two secondary claw attacks that deal 1d4 damage.
Bull: Duomite that have a bull in the equation can stand for a surprising amount of punishment, and are fairly docile. They gain a +2 racial bonus to Constitution and on Handle Animal checks.
Chameleon: Duomite that have a chameleon in the equation are expertly stealthy. They gain a +2 racial bonus to Dexterity and on Stealth checks.
Goose: Duomite that have a goose in the equation are fairly aggressive, and incredibly loud. They gain a +2 racial bonus to Strength and on Intimidate checks.
Hippo: Duomite that have a hippo in the equation are bulky, and have a tendency towards violence. They gain a +2 racial bonus to Constitution and a +1 racial bonus to all attack rolls.
Leopard: Duomite that have a leopard in the equation are quite sneaky, and quick to act. They gain a +2 racial bonus to Dexterity and on Initiative checks.
Bat: Duomite that involve a bat are quite adept at finding things, and are usually quite wise. They gain a +2 racial bonus to Wisdom and on Perception checks.
Gull: Duomite that involve a gull have a talent for travel, and are light-of-foot. They gain a +10 foot racial bonus to their base land speed and a +2 racial bonus to Acrobatics checks.
Hamster: Duomite that involve a hamster are adorable and capable of storing plenty of food. They gain a +2 racial bonus to to Charisma, and need to eat one-fourth as much as a human to ward off starvation.
Songbird: Duomite that involve a songbird have a way with words, and with a tune. They gain a +2 racial bonus to Charisma and to Perform checks.
Spider: Duomite that involve a spider are quite cunning and crafty. They gain a +2 racial bonus to Intelligence and on Craft checks.
Squirrel: Duomite that involve a squirrel are in touch with nature, literally and figuratively. They gain a 10 foot racial climb speed and a +2 racial bonus to Wisdom.
Swordfish: Duomite that involve a swordfish are adept at using their natural gifts in new and exciting ways. They gain proficiency with shortswords and longswords, as well as a +1 racial bonus to attack rolls with any weapon categorized as a light blade or heavy blade.

New Feat: Individual Camaraderie Conclusion
Prerequisites: Duomite, One Mythos.
You can, as a swift action, temporarily separate into your original forms, while maintaining a fragment of your power. You become a single Medium creature with your Big One racial trait, and a single Small or Tiny creature with your Small One racial trait. Your ability scores are exactly the same as they would be after factoring in the lack of your other half’s racial trait, except for the size adjustments that your smaller half undergoes. You may reconnect by entering the same five-foot square and both using a swift action.

You may maintain this separation for five minutes each day, which need not be consecutive but must be spent in one-minute increments. Each time that you gain access to a new tier of Mythos, you can be separated for five more minutes each day. For every round that you spend separated beyond your daily limit, you take a cumulative -1 morale penalty to all d20 rolls.

Additionally, choose one Mythos-granting class that you have levels in. You may treat the following Mythos as if they belonged to that class.

Exceptional Mythos
Dual Oneness Nexus
Prerequisites: -
You are capable of great feats when working together. When you're together, you can use the aid another action as a swift action, and can use the aid another action on yourself. Additionally, you may choose to use a full-round action to use the aid another action on an ally within 30 feet, which causes you to gain a +1 insight bonus to AC and all saving throws for one round. When you are separated, you increase the bonus you provide to your other half with the aid another action by +2.

Extraordinary Example Specimen
Prerequisites: -
You increase all numerical bonuses provided by your Big One and Little One racial traits by 50%.

Gemini Coruscation Assailant
Prerequisites: -
When you are together, you may make a special kind of melee natural weapon attack that deals 2d8 damage plus your Strength modifier as a full-round action. When you select this Mythos, choose two of the following qualities. These qualities are the permanent qualities of this attack. At 7th level, 13th level, and 19th level, select one more quality. Unless otherwise stated, each quality can only be taken once.
Burst Of Unity: The attack provided by this Mythos affects all creatures in a 20-foot cone but deals 2d6 base damage. You may not select Harmonic Eruption if you have this quality.
Climax Slam: The attack provided by this Mythos deals one more die of damage than normal.
Energizer Strike: The attack provided by this Mythos deals one of the following damage types: acid, cold, electricity, fire, sonic.
Harmonic Eruption: The attack provided by this Mythos affects all creatures in a 10-foot radius of you but deals 2d6 base damage. You may not select Burst of Unity if you have this quality.
Listless Assault: You can use the attack provided by this Mythos as an attack of opportunity.
Twinned Might Fount: Select an ability score that isn't Strength. You add that ability score's modifier to the damage as well. You may take this quality multiple times, selecting a different ability score each time.
Yield For No One: You can use the attack provided by this Mythos at the end of a charge.

Specialized Species Acclimation
Prerequisites: -
You gain two special abilities, one for each of your halves. When you separate, each half gains only the special ability which corresponds to their half.

Badger: You can, as a move action, focus your ferocity. The next weapon attack you make before the end of your next turn has its critical threat range increases by 2.
Bear: You can, as a move action, focus your strength. The next weapon attack you make before the end of your next turn deals extra damage equal to your Strength modifier. This can allow you to add your Strength modifier to damage more than once.
Bull: You can, as a move action, focus your endurance. You gain DR X/- until the start of your next turn, where X is equal to your Constitution modifier.
Chameleon: You can, as a move action, use our sticky tongue to attach to your foes. This allows you to move up to 15 feet in a straight line towards another creature within 20 feet without provoking attacks of opportunity.
Goose: You can, as a move action, focus your fury to make a single weapon attack at 5 less than your highest base attack bonus.
Hippo: You can, as a move action, focus your stamina. This grants you temporary hit points that last for one minute equal to twice your Constitution modifier. This does not stack with other sources of temporary hit points.
Leopard: You can, as a move action, bat your foes around in your paws. This lets you make a single attack roll with a -2 penalty against all adjacent enemies, which automatically deals minimum damage.
Bat: You can, as a standard action, use your sonic screech to devastate your foes. You deal 2d4 sonic damage to all creatures in a 15-foot cone. This damage increases by 2d4 for every tier of mythos above Exceptional that you can use.
Gull: You can, as a standard action, chuck one of your eggs in the direction of your enemies. This is treated as a thrown splash weapon that deals 2d6 fire damage, +2d6 for every tier of mythos above Exceptional you can use.
Hamster: You can, as a standard action, burn through some of your stored-up food. This lets you recover hit points equal 2 per tier of mythos you can access.
Songbird: You can, as a standard action, sing a beautiful song. This functions as an extraordinary version of the sleep spell, which lasts for one minute, plus one minute for every tier of mythos above Exceptional you can use.
Spider: You can, as a standard action, spit an ethereal web. This functions as an extraordinary version of the web spell, which lasts for one minute, plus one minute for every tier of mythos above Exceptional you can use.
Squirrel: You can, as a standard action, scurry about. This allows you to move up to your base land speed without provoking attacks of opportunity.
Swordfish: You can, as a standard action, swing your sword-nose about, making a melee attack that deals 1d6 points of slashing damage, +1d6 for every two levels beyond 1st.

Fantastic Mythos
Acute Ability Sharing
Prerequisites: Specialized Species Acclimation
Each of your halves can use the ability granted by Specialized Species Acclimation when separated from their other half, having spent so much time together that you’ve picked up each others’ tricks.

Total Eclipse Confluence
Prerequisites: Dual Oneness Nexus
When separated, you can utilize the aid another action on your other half whenever you are within 30 feet of them. Additionally, when separated, you always know what direction your other half is in. When together, you increase the bonuses you provide to yourself when using the aid another action by +2.

Legendary Mythos
Connection Envied By Gods
Prerequisites: Acute Ability Sharing, Total Eclipse Confluence
When you are together, you can use your larger half's ability from Specialized Species Acclimation as a swift action, and your smaller half's ability from the same any time you could otherwise make a weapon attack. Additionally, you increase the bonuses you provide when using the aid another action by +2, which applies so long as you are together or within 30 feet of your other half.

EdroGrimshell
2015-08-17, 12:00 AM
couple minor things

1) Every mythic race I've seen so far has had a 4 exceptional, 2 fantastic, and 1 legendary mythos setup.

2) The separation ability is a little clunky, you may want to modify it a little bit. And be less punishing (stacking morale penalties immediately comes to mind).

3) Maybe include a penalty somewhere. These things essentially get a +4 net bonus where most pathfinder races get a net +2. Just a balance thing.

4) The race itself, for some reason, doesn't seem complete. Don't know why, just a feeling I've got.

Couple of ideas
1) Maybe allow them to aid another themselves (or double down on aid anothers so someone can get aided twice), or count as always having masterwork tools in their trained skills. At least when together and not separated.

2) Maybe somehow split their skill distribution so that one side has ranks in a skill but the other doesn't (or they both have ranks but neither are as good as the whole) when they separate.

3) A mythos could give them bonuses when their together, as well as the ability to always know where their other half is when they're separated.

4) Might want to remove the mythos that gives more mythos, it seems... odd to me. Especially since it essentially gestalts the characters, sorta, making them stronger separate rather than together, which is counter to the fluff of this kind of race.

Just a few quick thoughts.

Adam1949
2015-08-17, 01:28 AM
I agree with most of the sentiments above, as well as adding a little bit of shilling for my old Dvati; might find something worthwhile in there. But otherwise, I like the idea behind this concept!

caledscratcher
2015-08-17, 03:33 AM
Took a lot of your advice, ErdoGrimshell. Overhauled most of the Mythos and adjusted some of the stuff in the base race.

caledscratcher
2015-09-11, 04:58 PM
9/11/15

Added the hippo, leopard, hamster, and songbird options.

dethkruzer
2017-10-22, 06:43 AM
So once this thing gets to fantastic mythos, you could have a bear chucking eggs that are better at being alchemists fires than actual alchemist fires.

I never expected to write that phrase, and actually mean it.

But would I be correct to assume that due to their fey nature, these things are on par with humans and such in terms of intellect? Also, do they know any languages off the bat?