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    Bugbear in the Playground
     
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    Default Re: "Fall down seven times. Stand up eight." [Mythos]

    Exceptional Mythos

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    Adrenaline-Audacity Powering Method
    Prerequisite: -
    Each time Struggle shrugged off countless traps, it seemed more and more that it didn't just endure the torment; nay, it may actually enjoy it.

    That statement was completely true.

    When you willingly complete an action that would be considered insane or otherwise bone-headed by others(from now on called Deeds), you gain a Grit point, which cannot exceed your maximum amount of determination points.

    Broken Bones, Unbroken Spirit
    Prerequisite: -
    Despite not being the most resilient or the strongest of the Titans (that honor probably goes to the Mountain,) Struggle still managed to shrug of blows that would fell everything else. One may even wonder how exactly he survives them

    The answer is simple: Pure, undeniable determination.

    You may spend a Grit point as a free action to gain temporary hitpoints equal to their level+Wisdom modifier; if you are at under one-fourth hitpoints, the hitpoints are instead actual hitpoints.

    Basic:
    I Will Survive: If you would be reduced to 0 hitpoints or lower, you may instead spend all but one of your Grit points as a free action to instead be reduced to one hitpoint.
    Failure-Shrugging Safety: If you would fail a saving throw, you may spend a Grit point as an immediate action to reroll the saving throw.

    One-In-A-Million Chance Defying Demeanor
    Prerequisite:-
    How many times did the Lawgivers attempt to bring low Struggle for good, and then be surprised when he stands up again? How many times did they try to maximize the chance to kill him, yet they somehow fail? The obvious reason is determination; yet however, his will has an infectious effect on the threads of fate, which ended up favoring him, if only for the smallest of chances..

    If you would require a critical hit to successfully hit an enemy with that attack, you gain the benefits of the Improved Critical feat on any weapon you wield. If you would require a roll of 16 or higher to succeed on a skill check or saving throw, you gain a +4 untyped bonus on your roll. If your enemy would hit you on a roll of 5 or lower, your enemy will automatically miss you on a roll of 1-2.

    However, you can have a more....proactive effect on your fate. You may spend a Grit point to add an additional +1 bonus to your skill check or saving throw. You may spend two points of Grit to increase your critical threat range by 1, after the effects of Improved Critical, up to an maximum of 15-20, or to increase the enemy's miss chance by 1.

    Sacrificial-Leap Technique
    (Credit to The Demented One for his discipline.)
    Prerequisite:-
    The roots of the Scarlet Bravura martial discipline lied in Struggle; however, not for the expected reasons.

    Your class levels are considered martial adept levels for the purposes of determining your initiator level for Scarlet Bravura maneuvers and stances. You may use any Scarlet Bravura maneuvers you know with expert ease; you need not Ready them, nor are they Expended when you use them - they may be used at-will, so long as you have the actions to do so.

    Upon acquiring this Mythos, you learn the Valiant Defense and the Sheathing the Blade counters from the Scarlet Bravura discipline. These use the normal rules for martial maneuvers and stances, except as noted above.

    At 3rd level, your inherent mastery of these fundamental principles deepens. You may now activate the Valiant Defense counter when an enemy targets an ally for a melee attack within 30ft, rather than just one adjacent to you. Furthermore, you may activate Sheating the Blade as a free action once per turn instead as an immediate action.

    The True Meaning of Courage
    (note; Pretty much stolen of T G Oskar’s Paladin remix. All credit to him.)
    Prerequisite: -
    Some may accuse Struggle of being fearless and a fool by extension; this, however, couldn’t be any farther from the truth. Struggle was in fact, deeply fearful at what the Lawgivers threw at him; yet, he still stood.

    Whenever a Kalthorros are subject to a fear effect, they draw from their reserves of courage and faces it. A shaken Kalthorros negates the penalties and actually gains a +2 bonus on attack rolls, saving throws, skill checks and ability checks against the source of fear; a frightened Kalthorros furthermore ignores the compulsion to run away and ignores difficult terrain and other natural impediments when drawing near the enemy; a panicked Kalthorros gains a +2 bonus to Armor Class and never cowers (thus, it may act even if there is no chance to escape, but may only target or act against the source of her fear). Penalties to attack rolls, saving throws, skill checks and ability checks still apply on the Kalthorros for any creature or object that is not the source of fear (except for cowering). If you manage to defeat or destroy the source of fear, you are healed from the condition.

    Two-Fisted Pugilist Method
    Prerequisite: -

    Struggle fought unarmed even when opinions to arm himself presented, but unlike the Monster or the Sun, it was mainly out of necessity, not out choice; while fists may break, weapons can, too, but with fists it had the advantage of just trying to power through the pain.

    You gain Improved Unarmed Strike, Superior Unarmed Strike, and Power Attack. Like a Monk, you may make unarmed attacks with any part of your body, even if your hands are otherwise occupied. You may treat your fists, and only your fists, as two-handed weapons for the purpose of Power Attack.
    Basic:
    Environmental Utility Strikes: You may spend one point of grit to get proficiency in an improvised weapon; however, you lose this proficiency after the end of the encounter(or after ten minutes, if you balk at the idea of arbitrary encounters). If you gain proficiency with a one-handed improvised weapons, they deal 1d6 damage or their base damage, whichever is higher; if you gain proficiency with two-handed weapons, they deal 1d10 damage or their base damage, whichever is higher.
    Knuckle-Breaking Punches: You may voluntarily take damage equal to your class level to add damage to an unarmed strike equal to the one-half the amount of damage taken.

    Water Splitting Rock
    Prerequisite: -
    You may spend a Grit point as part of an attack action to deal damage equal to your class level. This additional damage is not subject to reduction by hardness or damage reduction.

    Advanced:
    Stubborn Battering-Ram Technique: You may use this Mythos against an inanimate objects even if they don’t meet the prerequisites to spend determination points.
    Barrier-Shredding Strike: You may spend an additional Grit point to allow the rest of your attacks in the round to ignore hardness or damage reduction.

    Last edited by roko10; 2016-11-12 at 02:17 PM.