caledscratcher
2015-08-18, 02:06 AM
The Anexichnai
“Life's funny. You have to find a way to keep going, to keep laughing, even after you realize that none of your dreams will come true. When you realize that, there's still so much of a life to get through.”
There was a Titan, a Titan who was forgotten by those around them and abandoned in the grand planar scheme, shoe-horned into a place where it didn’t belong. Mystery was its name, and it embodied the fact that there is nothing that can be truly known without any doubt. The Lawgivers feared it. The Gods were skeptical of it. It was shunted away, put in an existence which was full of alternates, yet an alternate itself. This Plane of Mirrors is borne from the questions in each and every thought of Mystery, its links taking travelers to places created from what-ifs.
And yet, despite its forgotten torture, Mystery is happy. It is alone, it can ponder, it can still inspire stories of a sort. It has decided that being the greatest Titan of all was no more than a fantasy, and its Anthols embody the belief that they are not great, but they can gaze upon greatness and see it for what it really is. These Anexichnai look past bravado and boasts and see the untapped spark of the unknown, found in any good story.
Hit Dice: d10
Base Attack Bonus: 1:1
Saves: All Good.
Class Skills: Craft, Knowledge (All), and any twelve other skills of the Anexichnai’s choice.
Weapon and Armor Proficiencies: The Anexichnai is proficient with all simple and martial weapons, with light and medium and heavy armor, and with all shields (including tower shields).
Mysterious Mythos: An Anexichnai's power is expressed in terms of one or more "Mythos", the building blocks of the legend that they are, and the stories that they have told and will tell. While any given Mythos varies from the rest, they share some similar traits. They are always Extraordinary abilities, and when they reference a difficulty class for an imposed saving throw, that saving throw is always calculated as (10 + 1/2 class level + 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 Anexichnai class. When a Mythos references "allies", it specifically does not refer to the Anexichnai 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 Anexichnai is unknown to many, but able to see power in most. A Fantastic Anexichnai can be remembered by whoever they wish, and unravels worldly problems in his spare time. Legendary Anexichnai are adept at contemplating the very natures of life itself, and putting new puzzles into place for others to follow. An Anexichnai with Exalted Mythos learns secrets that few Gods know, and puzzles even Lawgivers with their disinterested understanding of reality.
Some Mythos, in addition to their initial stated effect, have Basic and Advanced manifestations. When a Anexichnai 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 Anexichnai 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 Anexichnai. 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 Anexichnai 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 Anexichnai class table.
For characters that multiclass into Anexichnai after having taken levels in another PC character class, the 1st level of Anexichnai grants only a single Exceptional Mythos, rather than two.
An Anexichnai also has the ability to learn more mythos, beyond those normally allotted to them by levelling up, by uncovering and deciphering mysteries. Whenever the Anexichnai would solve a puzzle, riddle, mystery, or any other intellectually-challenging problem, they gain Mythos points equal to ten times the effective Challenge Rating of the problem.
By spending 1,000 Mythos Points, and 250xp, a Anexichnai 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 Anexichnai 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 Anexichnai. One may only utilize this ability while more than half of his effective character level (ECL) is devoted to levels in the Anexichnai class.
Puzzling Existence: Some of the Anexichnai’s Mythos feature the [Puzzle] tag. These Mythos allow the Anexichnai to devise and lay out puzzles of a certain fashion. These Mythos have a special sort of Manifestation known as a Locked Manifestation. Locked Manifestations are not acquired through Mythos Points or leveling up, they are unlocked when beings other than the Anexichnai find the solution to their puzzles.
The first time that a specific Puzzle that the Anexichnai has created with a [Puzzle] Mythos is solved by an individual that does not possess that same Mythos, the Anexichnai chooses a single Locked Manifestation and gains it. They need not be present for the solving, for the puzzle is part of them and they know that it has been solved. If a number of Puzzles created with the same Mythos would be solved that would cause the Anexichnai to unlock a new Locked Manifestation but no more exist for that Mythos, the Anexichnai creates a new Locked Manifestation for that Mythos which can then be chosen by any Anexichnai from then on who meets the requirements. This Manifestation should be created with the aide and approval of the GM.
Twenty-four hours after a Puzzle created with a [Puzzle] Mythos is solved, it resets itself, putting its pieces and parts in their exact positions as they were beforehand.
Puzzles created with a [Puzzle] Mythos cannot be created in such a way that they can be solved with minimal effort, for a pointless mystery is anathema to an Anexichnai’s existence. This is subject to GM discretion. Creatures who the Anexichnai has spent at least one character level travelling with do not count as individuals who have solved the puzzle for the purposes of Locked Manifestations, nor do individuals who have been shown or told how to solve it by any individual who could not unlock a Locked Manifestation for it creator.
Exceptional Mythos
Astonishment Of Sliding Block Momentum
Prerequisites: -
You gain Power Attack, Improved Bull Rush, and Improved Drag. Additionally, you may, as a full-round action to push or pull an unattended object that weighs no more than your Strength score times five in pounds up to your base land speed. If it weighs more than your Strength score times five in pounds, but no more than your Strength score times ten in pounds, you can push it up to half your base land speed as a full-round action.
Bewilderment-Banishing Meditation
Prerequisites: -
You have pondered the very existence of the world and its many horrors many times over. The confusion that some suffer when contemplating the mortal coil is in your distant past, and you have daydreamed of terrors that make trained soldiers sob.
You are immune to the confused condition and to all fear effects.
Basic:
Frightful Existentialism Presence: You add half your class level to all Intimidate checks.
Light-Switch Serenity Being: You may, as a swift action, choose to become immune to all morale bonuses and penalties. This lasts until you use a swift action to cease the immunity.
Keyhole Collectivity Combination
[Puzzle]
Prerequisites: -
You have learned that some puzzles should be based in the thrill of the hunt, allowing its discoverers to gain a progressive and quantifiable sense of accomplishment.
You may spend a number of hours equal to (16 - your Intelligence modifier, minimum 1) to create a puzzle which consists of a Compound Keyhole and number of Keys up to a maximum of the highest tier of Mythos you know plus your Intelligence modifier. The Compound Keyhole is directly on a door, container, or other object that can be opened and closed, and can be no larger than one-tenth of the surface area of the locked object.
The Keys are mundane objects, whether they be actual keys, pulled-off claws, or other sorts of things. The Keys can be placed anywhere that you can gain access to, and you may spend a full-round action while in the possession of a Key to desynchronize it from the puzzle. This means that the puzzle no longer requires it to be solved, but you can move the position where it is always sent back to upon the puzzle’s reset. You may spend a full-round action while within 20 feet of said desynchronized Key to resynchronize it, causing it to default to that location when the puzzle is reset.
Each Key must be inserted into a certain slot of the Compound Keyhole, and then activated as a standard action, which solves the puzzle.
Locked:
Composite Key Confluence: You may choose to create a Composite Key when you create a Puzzle with this Mythos, which is formed from two separate Keys. The Keys must be fit together as a standard action to be usable in the Compound Keyhole when this Manifestation is used in the creation of a puzzle. The number of Keys that an individual puzzle may have increases by two.
Diamonds In Shining Blackness Epiphany: You may choose to create a Chronological Compound Keyhole when you create a Puzzle with this Mythos, which is only active at a certain time of day. For a number of hours each day, to a maximum of twelve hours and to a minimum of (12 - your Intelligence modifier, minimum 1) hours, the Chronological Compound Keyhole can be activated as normal. For the rest of the day, it cannot be activated at all. These hours need not be consecutive, but must be spent in one-hour increments.
Independent Approximation Analogue: You may choose to create a Layered Compound Keyhole when you create a Puzzle with this Mythos, which has multiple steps. Each step to completing the Layered Compound Keyhole requires at least one Key, and you can have a number of steps to completion equal to your Intelligence modifier. Once each step is completed, the next Layer reveals itself, as well as how many Keys are required to complete it. The number of Keys that an individual puzzle may have increases by two.
Pressure Plates And Pathways Antecedency
[Puzzle]
Prerequisites: -
You may spend a number of hours equal to (16 - your Intelligence modifier, minimum 1) to create spatial puzzlings that are comprised of Pressure Plates, Hold Objects, and Pathways for said Objects. Each Pressure Plate takes up a single five-foot square, and must be adjacent to at least one five-foot square containing a Pathway. Hold Objects are unattended objects that are on Pathways and may not be moved off of them through any means, and each of them has a five-foot square base. Pathways take up numerous five-foot squares which must be contiguous with other Pathway squares, and potentially Pressure Plates.
Each Pressure Plate must be held down by a separate Hold Object to solve the Puzzle. Any Hold Object can hold down any Pressure Plate. Hold Objects can be pushed or pulled one five-foot square as a full-round action.
There can be a maximum number of Pressure Plates equal to twice the highest tier of Mythos to which you have access + your Intelligence modifier. There must be an equal number of Hold Objects. There may be a number of five-foot Pathway squares up to your Intelligence score times three. At 13th level, this becomes your Intelligence score times six.
When the puzzle is solved, a simple effect, such as a door opening, a chest rising from a secret compartment, or a bookcase turning, occurs. This effect must occur within 15 feet per level of one of the five-foot squares containing a Pathway or Pressure Plate.
Locked:
According Arrangement Multiplicity: You may choose to create a Puzzle with this Mythos with multiple possible solutions. There may be a number of possible solutions in a single Puzzle up to a maximum of + the highest tier of Mythos you have access to. Each solution requires one or more specific Pressure Plates to be held down and one or more specific Pressure Plates to not be held down. The number of Pressure Plates and Hold Objects that you can include in a Puzzle created with this Mythos increases by two. Each solution causes a different simple effect to occur, following the standard qualifications.
Orange-and-Blue Alignment Rationale: You may choose to create a Puzzle with this Mythos with one or more Paired Pressure Plates. Each Paired Pressure Plate can only be held down by a specific Hold Object, with some sort of indicator on the Paired Pressure Plate and its corresponding Hold Object allowing one to tell the connection. Hold Objects that do not correspond to a Paired Pressure Plate can be pushed over the Paired Pressure Plate, but this does not hold down the Paired Pressure Plate. You may have a maximum number of Paired Pressure Plates in each puzzle equal to your Intelligence modifier (minimum 1).
Tipping Sacred Cows
Prerequisites: -
Some things are not questioned, those who have faith in the universe and its workings simply accept them. Birds fly, fish swim, chimps climb. To them, it is because it is. You see no point in these delusions and question what is honored and seemingly true.
Whenever you successfully confirm a critical hit against a creature with at least one special ability or special quality which you have become aware of, that creature loses the benefits of that special ability or quality for a number of rounds equal to your Charisma modifier. If multiple abilities qualify, pick one.
“Life's funny. You have to find a way to keep going, to keep laughing, even after you realize that none of your dreams will come true. When you realize that, there's still so much of a life to get through.”
There was a Titan, a Titan who was forgotten by those around them and abandoned in the grand planar scheme, shoe-horned into a place where it didn’t belong. Mystery was its name, and it embodied the fact that there is nothing that can be truly known without any doubt. The Lawgivers feared it. The Gods were skeptical of it. It was shunted away, put in an existence which was full of alternates, yet an alternate itself. This Plane of Mirrors is borne from the questions in each and every thought of Mystery, its links taking travelers to places created from what-ifs.
And yet, despite its forgotten torture, Mystery is happy. It is alone, it can ponder, it can still inspire stories of a sort. It has decided that being the greatest Titan of all was no more than a fantasy, and its Anthols embody the belief that they are not great, but they can gaze upon greatness and see it for what it really is. These Anexichnai look past bravado and boasts and see the untapped spark of the unknown, found in any good story.
Hit Dice: d10
Base Attack Bonus: 1:1
Saves: All Good.
Class Skills: Craft, Knowledge (All), and any twelve other skills of the Anexichnai’s choice.
Weapon and Armor Proficiencies: The Anexichnai is proficient with all simple and martial weapons, with light and medium and heavy armor, and with all shields (including tower shields).
Mysterious Mythos: An Anexichnai's power is expressed in terms of one or more "Mythos", the building blocks of the legend that they are, and the stories that they have told and will tell. While any given Mythos varies from the rest, they share some similar traits. They are always Extraordinary abilities, and when they reference a difficulty class for an imposed saving throw, that saving throw is always calculated as (10 + 1/2 class level + 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 Anexichnai class. When a Mythos references "allies", it specifically does not refer to the Anexichnai 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 Anexichnai is unknown to many, but able to see power in most. A Fantastic Anexichnai can be remembered by whoever they wish, and unravels worldly problems in his spare time. Legendary Anexichnai are adept at contemplating the very natures of life itself, and putting new puzzles into place for others to follow. An Anexichnai with Exalted Mythos learns secrets that few Gods know, and puzzles even Lawgivers with their disinterested understanding of reality.
Some Mythos, in addition to their initial stated effect, have Basic and Advanced manifestations. When a Anexichnai 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 Anexichnai 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 Anexichnai. 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 Anexichnai 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 Anexichnai class table.
For characters that multiclass into Anexichnai after having taken levels in another PC character class, the 1st level of Anexichnai grants only a single Exceptional Mythos, rather than two.
An Anexichnai also has the ability to learn more mythos, beyond those normally allotted to them by levelling up, by uncovering and deciphering mysteries. Whenever the Anexichnai would solve a puzzle, riddle, mystery, or any other intellectually-challenging problem, they gain Mythos points equal to ten times the effective Challenge Rating of the problem.
By spending 1,000 Mythos Points, and 250xp, a Anexichnai 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 Anexichnai 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 Anexichnai. One may only utilize this ability while more than half of his effective character level (ECL) is devoted to levels in the Anexichnai class.
Puzzling Existence: Some of the Anexichnai’s Mythos feature the [Puzzle] tag. These Mythos allow the Anexichnai to devise and lay out puzzles of a certain fashion. These Mythos have a special sort of Manifestation known as a Locked Manifestation. Locked Manifestations are not acquired through Mythos Points or leveling up, they are unlocked when beings other than the Anexichnai find the solution to their puzzles.
The first time that a specific Puzzle that the Anexichnai has created with a [Puzzle] Mythos is solved by an individual that does not possess that same Mythos, the Anexichnai chooses a single Locked Manifestation and gains it. They need not be present for the solving, for the puzzle is part of them and they know that it has been solved. If a number of Puzzles created with the same Mythos would be solved that would cause the Anexichnai to unlock a new Locked Manifestation but no more exist for that Mythos, the Anexichnai creates a new Locked Manifestation for that Mythos which can then be chosen by any Anexichnai from then on who meets the requirements. This Manifestation should be created with the aide and approval of the GM.
Twenty-four hours after a Puzzle created with a [Puzzle] Mythos is solved, it resets itself, putting its pieces and parts in their exact positions as they were beforehand.
Puzzles created with a [Puzzle] Mythos cannot be created in such a way that they can be solved with minimal effort, for a pointless mystery is anathema to an Anexichnai’s existence. This is subject to GM discretion. Creatures who the Anexichnai has spent at least one character level travelling with do not count as individuals who have solved the puzzle for the purposes of Locked Manifestations, nor do individuals who have been shown or told how to solve it by any individual who could not unlock a Locked Manifestation for it creator.
Exceptional Mythos
Astonishment Of Sliding Block Momentum
Prerequisites: -
You gain Power Attack, Improved Bull Rush, and Improved Drag. Additionally, you may, as a full-round action to push or pull an unattended object that weighs no more than your Strength score times five in pounds up to your base land speed. If it weighs more than your Strength score times five in pounds, but no more than your Strength score times ten in pounds, you can push it up to half your base land speed as a full-round action.
Bewilderment-Banishing Meditation
Prerequisites: -
You have pondered the very existence of the world and its many horrors many times over. The confusion that some suffer when contemplating the mortal coil is in your distant past, and you have daydreamed of terrors that make trained soldiers sob.
You are immune to the confused condition and to all fear effects.
Basic:
Frightful Existentialism Presence: You add half your class level to all Intimidate checks.
Light-Switch Serenity Being: You may, as a swift action, choose to become immune to all morale bonuses and penalties. This lasts until you use a swift action to cease the immunity.
Keyhole Collectivity Combination
[Puzzle]
Prerequisites: -
You have learned that some puzzles should be based in the thrill of the hunt, allowing its discoverers to gain a progressive and quantifiable sense of accomplishment.
You may spend a number of hours equal to (16 - your Intelligence modifier, minimum 1) to create a puzzle which consists of a Compound Keyhole and number of Keys up to a maximum of the highest tier of Mythos you know plus your Intelligence modifier. The Compound Keyhole is directly on a door, container, or other object that can be opened and closed, and can be no larger than one-tenth of the surface area of the locked object.
The Keys are mundane objects, whether they be actual keys, pulled-off claws, or other sorts of things. The Keys can be placed anywhere that you can gain access to, and you may spend a full-round action while in the possession of a Key to desynchronize it from the puzzle. This means that the puzzle no longer requires it to be solved, but you can move the position where it is always sent back to upon the puzzle’s reset. You may spend a full-round action while within 20 feet of said desynchronized Key to resynchronize it, causing it to default to that location when the puzzle is reset.
Each Key must be inserted into a certain slot of the Compound Keyhole, and then activated as a standard action, which solves the puzzle.
Locked:
Composite Key Confluence: You may choose to create a Composite Key when you create a Puzzle with this Mythos, which is formed from two separate Keys. The Keys must be fit together as a standard action to be usable in the Compound Keyhole when this Manifestation is used in the creation of a puzzle. The number of Keys that an individual puzzle may have increases by two.
Diamonds In Shining Blackness Epiphany: You may choose to create a Chronological Compound Keyhole when you create a Puzzle with this Mythos, which is only active at a certain time of day. For a number of hours each day, to a maximum of twelve hours and to a minimum of (12 - your Intelligence modifier, minimum 1) hours, the Chronological Compound Keyhole can be activated as normal. For the rest of the day, it cannot be activated at all. These hours need not be consecutive, but must be spent in one-hour increments.
Independent Approximation Analogue: You may choose to create a Layered Compound Keyhole when you create a Puzzle with this Mythos, which has multiple steps. Each step to completing the Layered Compound Keyhole requires at least one Key, and you can have a number of steps to completion equal to your Intelligence modifier. Once each step is completed, the next Layer reveals itself, as well as how many Keys are required to complete it. The number of Keys that an individual puzzle may have increases by two.
Pressure Plates And Pathways Antecedency
[Puzzle]
Prerequisites: -
You may spend a number of hours equal to (16 - your Intelligence modifier, minimum 1) to create spatial puzzlings that are comprised of Pressure Plates, Hold Objects, and Pathways for said Objects. Each Pressure Plate takes up a single five-foot square, and must be adjacent to at least one five-foot square containing a Pathway. Hold Objects are unattended objects that are on Pathways and may not be moved off of them through any means, and each of them has a five-foot square base. Pathways take up numerous five-foot squares which must be contiguous with other Pathway squares, and potentially Pressure Plates.
Each Pressure Plate must be held down by a separate Hold Object to solve the Puzzle. Any Hold Object can hold down any Pressure Plate. Hold Objects can be pushed or pulled one five-foot square as a full-round action.
There can be a maximum number of Pressure Plates equal to twice the highest tier of Mythos to which you have access + your Intelligence modifier. There must be an equal number of Hold Objects. There may be a number of five-foot Pathway squares up to your Intelligence score times three. At 13th level, this becomes your Intelligence score times six.
When the puzzle is solved, a simple effect, such as a door opening, a chest rising from a secret compartment, or a bookcase turning, occurs. This effect must occur within 15 feet per level of one of the five-foot squares containing a Pathway or Pressure Plate.
Locked:
According Arrangement Multiplicity: You may choose to create a Puzzle with this Mythos with multiple possible solutions. There may be a number of possible solutions in a single Puzzle up to a maximum of + the highest tier of Mythos you have access to. Each solution requires one or more specific Pressure Plates to be held down and one or more specific Pressure Plates to not be held down. The number of Pressure Plates and Hold Objects that you can include in a Puzzle created with this Mythos increases by two. Each solution causes a different simple effect to occur, following the standard qualifications.
Orange-and-Blue Alignment Rationale: You may choose to create a Puzzle with this Mythos with one or more Paired Pressure Plates. Each Paired Pressure Plate can only be held down by a specific Hold Object, with some sort of indicator on the Paired Pressure Plate and its corresponding Hold Object allowing one to tell the connection. Hold Objects that do not correspond to a Paired Pressure Plate can be pushed over the Paired Pressure Plate, but this does not hold down the Paired Pressure Plate. You may have a maximum number of Paired Pressure Plates in each puzzle equal to your Intelligence modifier (minimum 1).
Tipping Sacred Cows
Prerequisites: -
Some things are not questioned, those who have faith in the universe and its workings simply accept them. Birds fly, fish swim, chimps climb. To them, it is because it is. You see no point in these delusions and question what is honored and seemingly true.
Whenever you successfully confirm a critical hit against a creature with at least one special ability or special quality which you have become aware of, that creature loses the benefits of that special ability or quality for a number of rounds equal to your Charisma modifier. If multiple abilities qualify, pick one.