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    Troll in the Playground
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    Jan 2007

    Default [3.5] "Look, whatever you're thinking, do me a favor; don't let go."

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    "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.

    Level BAB Fort Ref Will Special Mythos Excellencies
    1st +1 +2 +2 +2 Weapon'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 +5 Fantastic 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 +8 Legendary 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 +11 Exalted 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)
    Spoiler
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    -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
    Last edited by Xefas; 2015-03-27 at 10:09 PM.