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View Full Version : D&D 3.x Other [3.P Mythos] "Don't you feel the power? Soon everything will be corrupted. Even you."



Primal Fury
2015-09-05, 07:57 PM
http://i.imgur.com/XmbQ8mA.png

"Never again will you be capable of ordinary human feeling. Everything will be dead inside you. Never again will you be capable of love, or friendship, or joy of living, or laughter, or curiosity, or courage, or integrity. You will be hollow. We shall squeeze you empty and then we shall fill you with ourselves."
~Interrogator, 1984


New Template: Foulspawn

With the advent of Leysprings came the Gaean Children. The denizens of the Great Wheel, both mortal and divine, thought it a boon; having whole legions of SOLDIERs specifically bred to defend the very crux of reality seemed too good to be true; unfortunately for all involved, it was. Just as the essence of the Omphalos became a more integral part of the Material Plane, so too did Tharizdun's taint seep deeper into the world. When the children of Gaea finally made their way onto the Grand Stage, their twisted cousins, the Foulspawn, were not far behind.

The Foulspawn on are eerily similar to the Children, still representing perfect specimens of their race, but also possessing a certain... wrongness. In addition to an aura of general unpleasantness, their skin is marked in some way to represent their corruption. Some have spirals that dance all about bodies, while others possess a pallid hue reminiscent of the dead. Most disturbing are their eyes which glow with unearthly colors and awful light.

"Foulspawn" is an acquired template that can be added to any living corporeal Aberration, Fey, Giant, Humanoid, Magical Beast, or Monstrous Humanoid with a soul, and Intelligence of 3 or higher, and that is native to the Prime Material Plane.

Special Qualities
A Foulspawn has all the special qualities of the base creature and gains the following special qualities.

Xoriat's Taint: A Foulspawn's body has been corrupted by the encroaching foulness of Tharizdun's impotent attempts to free himself. They gain a single Exceptional Mythos from those available to a Mythic Foulspawn (see below), even if they are in no other way an inheritor of mythic power. The saving throw DC for that Mythos is as indicated in the Mythos itself, and your class level for that Mythos is equal to your character level.

Aberrant Blood: The tainted essence of the Foulspawn allows them to choose feats as though they possessed the Aberration Blood feat, though only for the purpose of meeting prerequisites. Each mythos they purchase from the list below counts as another Aberrant feat.

Darkvision: Foulspawn possess Darkvision out to 30 ft. This increases by +10ft for each mythos they possess granted by the 'Marked By The Black Spiral' feat.

Abilities
Increase from the base creature as follows: Str +2, Dex +2, Con +2, Int +2, Wis +2, Cha +2

Level Adjustment:
+1

Sidebar: Becoming A Foulspawn
For those of you wondering exactly how one might acquire the Foulspawn template, the following and more are possibilities:

Being experimented upon by the daelkyr
Spending too long in the Far Realm
Taking the 'Revolving Upon An Alien Fulcrum' mythos of the Kathados
Trying and failing to become one of the Gaean Children
Making mental, physical, or magical contact with one of the things Scraping At The Door
Taking too many levels in the Demagogue class
Generally being exposed to some super gnarly, Far Realm-style bullcrap



New Feat: Marked By The Black Spiral
Prerequisite: Foulspawn, One Mythos
Benefit: The trace elements of the Anathema's taint catalyze within you, metastasizing into a rotten tumor upon your soul, allowing you to drink more deeply from the wellspring of his corruptive power.

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

You gain a reserve of 2 power points, allowing to you to take psionic feats, metapsionic feats, and psionic item creation feats. Each mythos you have from this feat grants you 2 additional power points.

Exceptional Mythos
Spiraling Into Madness
Prerequisite: -

The Anathema's power is focused along blackened channels leading to and from spiraling designs all over your body into your brain, unlocking the true potential of your mind... for a price.

Choose a psionic discipline; you gain knowledge of a single 1st level power from it, with a manifester level equal to your class level. The saving throw DC for any power that requires one is (10 + Wisdom Modifier + Class Level/2).

You also gain Overchannel and Body Fuel as bonus feats; as an added consequence, you can NEVER take the Talented feat. Whenever you make use of either feat, it affects your mind, as well as your body; you gain a +2 morale bonus for each tier of mythos you have access to (+2 for Exceptional, +4 for Fantastic, etc) to attack rolls, damage rolls, and saving throws for a number of rounds equal to the number of mythos you have access to granted by this feat. Unfortunately, you are wholly unable to distinguish between friend and foe, with both appearing as nothing but inky black shadows in a world of imposing darkness; this means that, even if combat should end in your party's favor, you will continue to fight if you are still benefiting from this bonus. While in this state, the markings all across your body BURN with fire of unnatural hues.

Advanced
Painting The Black Gyre: You gain Scribe Tattoo as a bonus feat, though you may only make tattoos for yourself. Rather than the power you already know, you may create a tattoo of any 1st level power that does not come from a discipline, and targets only you. Doing so requires you to take one point of Wisdom damage upon creating the tattoo; this point is "committed", meaning it cannot be healed until after the tattoo is expended. You may have a number tattoos equal to your unmodified Intelligence modifier. When activating such a power, you suffer as though you used the Overchannel or Body Fuel feat. You explicitly cannot sacrifice these tattoos for mythos points.

In addition, you may pay the cost for creating tattoos with any combination of gold pieces and mythos points.


Tongue Of The Masters
Prerequisite: 4 ranks in Decipher Script (1 rank in Linguistics for Pathfinder)

To silence the voices of those Scraping At The Door is the greatest of sins; what fool would turn away from such wisdom? Who would ignore such power?

Learning this mythos allows you to understand and speak the language of the unknowable Star Gods of the Far Realm, though it does not make the act of doing so any less inimical to you or those around you. This language does not have a proper name, suffice to say it consists of a collection of gurgling moans that possess a terrible resonance, causing those unfortunate enough to hear it to simply fall apart, physically as well as mentally.

You gain Dark Speech as a bonus feat.

Having this mythos permanently changes the cadence of your voice, giving it an echoing, otherworldly quality.

Basic
Oration Of Alien Puissance (Requires the 'Spiraling Into Madness' mythos): You may use the Power option to enhance your psionic powers; doing so adds 1 power point towards its cost for each point of Charisma damage you take. This explicitly allows you to exceed the limits of your manifester level.

Terror Beyond Mortal Ken: You may use the Dread option on any creatures native to the Prime Material Plane, save for aberrations, which take the place of evil creatures.

The Song That Ends The World: Whenever you use the Corruption option to reduce the Hardness of an object, you may deal damage to it equal to half your ranks in Decipher Script or Linguistics, though only if you take 1d4 Charisma damage.

Wretched Worm Degradation: When creating a swarm with the Dark Unity option, you may elect to target a corpse, thereby destroying it and creating a Fleshdreg Swarm (http://www.d20pfsrd.com/bestiary/monster-listings/aberrations/fleshdreg-swarm). Once you learn your first Fantastic Foulspawn mythos, you may take half again as much Constitution damage to apply the Apocalypse Swarm (http://www.d20pfsrd.com/bestiary/monster-listings/templates/apocalypse-swarm-cr-3) template to any swarm you create.

Advanced
Lexicon Of The Damned: You gain an additional Basic manifestation of this mythos.


Visions Of Things Yet To Come
Prerequisite: -

Pity the poor fools that see naught but what reality has to offer, for their world is such a stunted and worthless thing. But be glad! For you are the ones that will show them the way. One day, they will see. They will ALL see.

Forever more after taking this mythos, terrible shadows from the Voidharrow lurk at the very edge of your vision. When you wish it, or in times of great stress, these phantasms leap to the forefront of your mind, cutting off your connection to the real world. A number of times per day equal to the tier of mythos you have access to, as a move action, you may send your focus inward, and peer through your Inner Eye. Once you reopen your eyes, a world of true horror and madness is revealed. This state lasts for a number of rounds equal to your Wisdom modifier.

Through your eyes, the sky is forever overcast with dark storm clouds swollen with crimson ichor that would be blood in any sane world; here, it is... something else. Arcs of black lightning streak back and forth between these bloated monstrosities, punctuated by horrid screams rather than thunder. In those few parts in the clouds, one might catch a glimpse the source of these obsidian bolts: Tharizdun's heart, the Black Sun. As your gaze drifts downward, it is revealed that the world is covered in a faint reddish smog, not quite enough to obscure your vision, but more than enough to be a little unsettling. Whatever flora was present before is replaced with fields of gnarled bones, with greenery replaced by ropy black sinew. The flesh-like ground beneath you seems to breathe, as though it were a living creature, and bleeds when damaged. Worst of all are the animate beings around you; no longer can there be any meaningful distinction between them, for now they appear as shambling amalgamations of meat and bone, speaking only in indecipherable wails of gurgling agony; as twisted as they may be, you can still tell the difference between friend and foe. If you know the 'Tongue Of The Masters' mythos, you experience no difficulty in understanding any creature, regardless of the language they speak; however, this state gives you no special ability to be understood by them. This is Tharizdun's ultimate goal. This is the punishment he will deliver unto the world that imprisoned him. This is why he must never be free.

While in this state, you are immune to effects dependent upon appearance, such as the Blinding Beauty of nymphs, or the Horrific Appearance of sea hags. Constantly having this terrible world at the edge of your consciousness strengthens your mind against outside influences; you gain a bonus to Will saves against mind-affecting abilities equal to half your class level (minimum 1). You also gain a gaze attack in this state; those who meet your gaze must make a Will saving throw (DC 10 + Wisdom Modifier + Class Level/2). Success immunizes them against this ability for the next 24 hours. Failure seems to change nothing at first, until they begin to see flashes of that nightmarish world. For the next (Wisdom Modifier) rounds, they must roll a d6 at the beginning of each of their turns; use the following table to determine the result.



d6 Roll
Effect


1
Phantasmal Assailant: The target witnesses a horrid monster attacking them, rendering them Frightened until their next turn.


2
Thunderous Wail: The target's ears are assault by the constant and terrible screams of the terror-scape, Deafening them until their next turn.


3
Crimson Gale: The target is accosted by a torrent of red-tinged fog, granting all creatures present Concealment against them until their next turn.


4
Puss Mountain: The target witnesses a hill weeping a foul-smelling puss, Sickening them until their next turn.


5
Storm of Pain: The target believes they've been struck by black lightning, wracking them with terrible pain, taking 1d8 nonlethal damage for each tier of mythos you have access to.


6
The Black Sun: The target catches a glimpse of the Heart of Tharizdun, Stunning them until their next turn.



Making use of this ability ends this state immediately, and blinds you for (6 - Wisdom Modifier) rounds.

Advanced
Spread The Madness: Whenever a creature dies while affected by your gaze attack, the closet enemy within 5 ft per mythos tier you have access to must make a Will save or be assaulted by the very same visions for an identical amount of time. If that new target is already being affected by the visions, then the duration is reset.

Stare Into The Abyss (Requires One Fantastic Mythos): Rather than applying your gaze attack to all who can see you, you may choose to focus on a single character within 10 ft, gazing deeply into their eyes, and forcing a myriad of horrible phantasms upon them. They must succeed on a Will saving throw, or take 1d6 damage to their Wisdom score. This is a standard action, but you may instead choose to use this ability as a full-round action; doing so allows you to maintain this ability for an additional round, rendering the target Stunned during their turn. You may maintain this ability for one additional round for each tier of mythos you have access to beyond Fantastic. This is a mind-affecting ability you may use once per day per tier of mythos you have access to beyond Fantastic. Using this version of the gaze attack blinds you for an additional amount of time equal to the number of rounds you maintained it. If you yell out either "Do you see? DO YOU SEE?!" or "BLAAAARGH!" as you launch your gaze, the DC increases by +1.


Wriggling Parasite Disjunction
Prerequisite: -

The twisted power of the Far Realm flowing through you causes your body to mutate, forming a semi-sentient tumor somewhere within your abdomen. For a while, this thing inside you seems to serve no purpose other than draining you of life, but this changes once it tears itself free of you, hungry for the flesh of your enemies.

A parasitic growth swells somewhere within the center of your body. This cancerous mass drains you, causing 1 point of Constitution damage a day, storing that within itself; it can store a number of these equal to half your class level (minimum 1). As a full-round action, you may take 1d4 points of Constitution damage and let the tumor burst forth from you, taking the form of a fleshdreg (http://www.d20pfsrd.com/bestiary/monster-listings/aberrations/fleshdreg). This creature is identical to other fleshdregs, save for the following: With respect to its Sinful Bite ability, all of the saves imposed by it are based off your traits, becoming (DC 10 + Constitution Modifier + Class Level/2); their Wrathful Bite deals 1d4 additional energy damage for each tier of mythos you have access to beyond Exceptional. In addition, any penalties imposed by this bite increase by -2 for each tier of mythos you have access to beyond Exceptional. Your fleshdreg may choose ANY of the options when making use of their Sinful Bite attack, or their Sin-Scent ability. Finally, rather than its basic hit die, it possesses a number of hit die equal to your class level.

Your fleshdreg can use the Constitution stored to heal itself; by spending 1 stored point of Constitution, it gains Fast Healing (Mythos Tier) for (Your Constitution Modifier) rounds.

You may, as a full-round action, command your fleshdreg to takes its proper place inside your body, though it must be adjacent to do so; doing so heals the Constitution damage it did by tearing itself free of you.

Advanced
Leech-To-Lackey Transmogrification: By spending the indicated number of mythos points, you may turn your tumor into a a symbiont of your choice after an hour of meditation. Since it is a part of you, you do not need to make checks against its Ego score. You still take Constitution damage for detaching it, but doing so allows you to let others use it. There is no limit to the amount of time your tumor can remain in these forms, but there is no way to recover the mythos points lost in the change.



Symbiont(s)
Mythos Point Cost
Level Required


Breed Leech, Crawling Gauntlet, Throwing Scarab
100
1


Tentacle Whip, Shadow Sibling, Storm Stalk, Winter Cyst
400
4


Spellwurm, Tongue Worm, Gutwurm, Mind Leech
600
6


Cerebral Hood, Psiconic Sinew
800
8


Living Breastplate
1000
10


As before, all saves required use your traits, specifically your Constitution. The tumor uses the statistics of the symbionts mentioned, except as follows: The breed leech provides an additional +1 bonus to Fortitude saves for each tier of mythos you have access to, and 5 more temporary hit points for each tier of mythos you have access to. The crawling gauntlet gains an additional +1 enhancement bonus for each tier of mythos tier you have access to. The corrupting touch ability of the shadow sibling deals an additional 1d6 damage for every two tiers of mythos you have access to.

Vestigial Twin's Sacrifice: When you would fail your save against a death-effect, you may instead shunt the effect into your tumor, killing it instead. You still take 1d2 Constitution damage for each mythos you have granted by the 'Marked By The Black Spiral' feat. Once all of this Constitution damage is healed, your tumor grows back. This manifestation only functions when your tumor is inside you.


Fantastic Mythos
Fracturing The Illuminated Intellect
Prerequisite: One other mythos granted by the 'Marked By The Black Spiral' feat

Your psyche has been opened to the barest hint of the secrets of the universe; unfortunately, you possess no particular mental fortitude with regard to this information, so no one is really surprised when your mind shatters.

Upon taking this mythos, your mind fractures, causing you to develop multiple personalities, called "shards". These shards may have whatever personality traits you wish, but must follow one caveat when creating them: Each shard is afflicted with a different mental disorder; this, of course, colors their response to stimuli.

On a mechanical level, a shard acts on your turn in combat, immediately after you have taken the actions you wished to take. Shards are extremely limited in the actions they can perform, only able to take a single purely mental standard action, such as making Knowledge checks, or manifesting psionic powers; if there is any doubt, your shards CAN use your psionic tattoos.

This power comes with a price; in times of great stress, your shards can take over. Whenever you succeed on a Will save against a charm or compulsion effect, you must make another Will saving throw (DC 10 + Wisdom Modifier + Class Level/2 + Number of Foulspawn Mythos). Success allows you to maintain control, while failure forces you to retreat into yourself, giving one of your shards (chosen randomly) full control over your body. While in control, the shard is incredibly protective of you; depending on the personality and mental disorder attached to them, they might be prepared to abandon combat immediately, or kill every single character present. This state lasts for a number of rounds equal to your Wisdom modifier.

You develop a number of shards equal to the number of mythos tiers you have access to.

Advanced
Library Of Shattered Memories: You gain the Dark Knowledge ability of the Archivist, with access to the Tactics, Puissance, and Foe options. Your shards may use this ability freely.

Mind Shuffle: Once per day, when you would fail a Will save against a charm or compulsion effect, you may give up control of your body to one of your shards; however, your core personality must remain suppressed for the duration of the effect rather than the normal duration. If the effects duration would be permanent, then you regain control 1d8 days later.


In Betwixt And Between
Prerequisite: One other mythos granted by the 'Marked By The Black Spiral' feat

You are instinctively aware of the innumerable cracks in the Great Wheel, allowing you to step through them into a world beyond the pitiful one most mortals are familiar with. Tread carefully, though, lest some horrid Thing take notice of you.

Learning this mythos allows you to modify your move actions. Rather than traveling the intervening distance between your current location and your destination, you may pass into a demi-plane between the world you occupy and Tharizdun's prison. To all other eyes, you simply disappear and immediately reappear, as though you teleported; the reality, however, is far stranger. As you step into one of these cracks, you are met with a world not unlike the one a Katarrei would see while making use of their 'Revolving Upon An Alien Fulcrum' mythos. While here, you are still subject to whatever obstacles were there before, but you need not worry about attacks of opportunity, as others seem frozen in time to you. You may move up to your base movement speed within this realm. Finally, you may stay here as long as you wish, but the longer you stay, the more likely the denizens of this world will notice you.

For every 30 ft you move in this world, you must make an alternating Hide and Move Silently check (or Stealth in Pathfinder) with a DC of (Class Level + Number of Foulspawn Mythos x 2). Success allows you to go unnoticed, while failure draws the Children of Madness. Should you fail this check, a random group of aberrations give chase; these may be any creatures that the DM deems to be appropriate, but their collective HD cannot be greater than your own. These things follow you back into the real world, appearing somewhere within 30 ft of your destination; they act on after your turn, and attack the closest creature to them, save for the other aberrations they arrived with. After (Your Wisdom Modifier) rounds, they find their way back into the cracks of the world, and return from whence they came.

You may only use this ability once per encounter.

Basic
At The Speed Of Madness: You may move up to twice your base movement speed through these cracks. You may purchase the manifestation an additional number of times equal to your Wisdom modifier, each time increasing by your base movement speed again.

Advanced
You're Comin' With Me: You gain Improved Grapple as a bonus feat. While controlling a grapple, you may drag your target into the cracks with you, prompting another grapple check. The one who succeeds on this check is free to move where ever their movement speed allows them to without fear of being caught, or bringing anything back with them. The failure is thrown to the side, and becomes the target of the aberration's ire, entering combat with them; the target goes last in initiative. Once the target is able to act, they may find their way out as a move action, appearing where ever they end their movement.


Legendary Mythos
Ego-Obliterating Ululation
Prerequisite: The 'Tongue Of The Masters' mythos, and one other mythos granted by the 'Marked By The Black Spiral' feat

You do not matter; none of us do, for we are but a dust mote in the eye of things far beyond us. No one really understands this, though. The only way for you to reveal this epiphany to others is through the mind-altering song of your progenitors. Once they have been broken, once their belligerent willpower has been erased, there will be nothing standing in the way of their enlightenment.

You gain a breath-weapon, of sorts, that can be used once per day for every tier of mythos you have access to. Within the 30-foot cone that you create, creatures must make a Will saving throw (DC 10 + Wisdom Modifier + Class Level/2), or take 3d6 Wisdom damage. As an added consequence, you take half this damage to your own Wisdom score.

A creature whose Wisdom score is reduced to 0 or below by this ability does not fall unconscious, but instead becomes a Husk, a mindless creature wholly subservient to you. Functionally speaking, they acquire the Zombie template, save that their type does not change to Undead, and they do not lose their Constitution score. You cannot create more HD of Husks than twice your class level; any in excess of this number simply fall to the ground, dead.

You may use these Husks as psionic fuel if you know the 'Spiraling Into Madness' mythos. As a full-round action, you may sacrifice any number of Husks, causing their heads to explode into multicolored flame; doing so allows you to manifest a power from your chosen discipline whose level is equal to half the total HD of the Husks sacrificed. You must still pay for this power with the appropriate number of power points.

If you somehow accrue 30 HD of Husks in your travels, they gain the Mob template, becoming a single creature, and preventing you from creating any more. Allowing their HD to fall below this number causes them to lose this template, becoming individual creatures again.

Upon taking this mythos, you forever feel eyes upon you, waiting for you to falter; if you do, you are emptied of all that you were, becoming a slave to the Anathema. If your Wisdom score drops to or below 0 for any reason, you immediately obtain the 'Revolving Upon An Alien Fulcrum, and 'Hollow Slave-Prison Shintai' mythos. Henceforth, you no longer take any ability damage from using the abilities granted by the Foulspawn mythos.

Advanced
Space Monster Scream: Rather than attacking your targets' minds, you may use your breath-weapon to attack their bodies, dealing 1d8 points of sonic damage for every Foulspawn mythos you possess, and dealing no damage to you whatsoever; this damage is halved on a successful Reflex save (DC 10 + Wisdom Modifier + Class Level/2). Creatures killed by this attack become chaos beasts, and count towards the maximum HD of Husks you can control. Their Corporeal Instability ability use the following DC rather than the existing one (10 + Your Wisdom Modifier + Class Level/2). Chaos beasts created in this way do not serve you, but will not endeavor to harm you and yours either. Finally, you cannot sacrifice chaos beasts for psionic power.

World-Whale Keening (Requires the 'Space Monster Scream' manifestation): You gain a second modification to your breath-weapon. Rather than causing damage, any of your chaos beasts within the 30-foot cone explode, dealing 1d4 acid damage for every Foulspawn mythos you have to all within 10 feet; succeeding on a Reflex save (DC 10 + Wisdom Modifier + Class Level/2) reduces the damage by half. Those who fail the save must make a second save versus the chaos beast's Corporeal Instability.

EdroGrimshell
2015-09-06, 12:14 AM
This looks like a lot of fun, and it fits one of the characters in a game I'm running. He's likely going to end up taking this.

Yasahiro
2015-09-06, 10:12 AM
How exactly would this template be gained?

Also, this gives me an idea. A corrupted version of Planetary Lifestream Manipulation, based on Revolving Upon the Alien Fulcrum, gimme some time, I will think it through.

Primal Fury
2015-09-06, 11:17 AM
How exactly would this template be gained?
That part is still a little sketchy. You might get it from setting foot in the Far Realm and seeing some weird crap, or you might gain this template instead of becoming the mindless servant of an Aboleth. One of the daelkyr might grant you this as a result of experimenting on you, or you might gain it while others are trying to turn you into one of the Gaean Children.

Primal Fury
2015-09-11, 09:46 AM
Just a small bump for more feedback.

Primal Fury
2015-09-14, 08:52 PM
Added the 'Becoming A Foulspawn' sidebar.