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  1. - Top - End - #1
    Bugbear in the Playground
     
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    Default "Fall down seven times. Stand up eight." [Mythos]



    "We're born free. All of us. Free. Some don't believe it, some try to take it away. To hell with them! Water like fire, mountains of ice, the whole bit. Lay your eyes on that, and you'll know what freedom is, that it's worth fighting for! Fight to live, risk it all for even a glimmer of real freedom! It doesn't matter what's waiting outside the gate, or what comes in! It doesn't matter how cruel the world can be, or how unjust! Fight. Fight. Fight. FIGHT! FIGHT!!!"
    -Eren Yeager, Attack On Titan.


    The Kalthorros
    As the war between the Titans and the Lawgivers raged on, there was one specific Titan that continuously proved to be a thorn in the sides of the Lawgivers. It's name was Struggle, and it's proved nigh impossible to kill, even for the standard's of Titan's. His Stage was an wasteland, with cutting winds, ground that scorched the feet of his Notions as they walked on it, and creatures great and terrible, constantly preying on those lesser them those. It wasn't a surprise, then, that Struggle's story was about will, about not giving up when you should have, about persistence.

    Unfortunately for the Lawbringers, this meant Struggle proved one of the greatest challenges to eliminate. While it isn't particularly tough or smart, it was extremely persistent, powering his way through many of the Lawgivers attempts to slay him. It ignored wounds inflicted by their minions, walked straight through their traps without any reaction; even the Sun's terrible light doesn't bother him very much at all. It seemed like he was an invulnerable juggernaut, even though he really wasn't; he was just that stupidly stubborn. Even worse, for every threat he waltzed through, he inspired several Titans, encouraging them to redouble their efforts; for why couldn’t they achieve the same

    In a last-ditch effort to finally kill the Titan, the Sun utilized the Godspear, swarming it with lesser creations to prevent its escape and impaling it with the Godspear. Yet even then, the Titan's resolve proved insurmountable, as the spear was lodged in his "flesh" and stayed that way. Despite efforts to retrieve the spear, the Godspear remained in his flesh, never to be utilized again. Finally, the Lawgivers, seeing no other option, bound him and created an separate plane for him to reside.

    Thus Struggle was the only Titan to survive the war, never defeated and incorporated in the Great Wheel. Still, however, the story of Struggle's implacability echoed throughout the Great Wheel ever since, and several mortals had the (mis)fortune to be able to learn Mythos from it, becoming Anthols of Struggle itself.

    They are known as the Kalthorros. Whether heroes or villains, men or women, children or elders, they have one thing in common: They. Never. Back. Down.

    Hit Die: d12
    Skill Points: 6 + Intelligence Modifier
    Class Skills: Autohypnosis, Balance, Climb, Concentration, Diplomacy, Intimidate, Jump, Listen, Search, Sense Motive, Spot, Survival, Swim, Tumble
    Proficiencies: Kalthorros are proficient with all simple and martial weapons, and with all armor and shields.

    Level BAB Fort Ref Will Special Mythos Excellencies
    1st +1 +2 +2 +2 The Determinator’s Mythos, Mythos Known, Exceptional Mythos, Excellence in Will, Bull-Headed Determination +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


    The Determinator’s Mythos: An Kalthorros’ 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 + Wisdom 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 Kalthorros class. When a Mythos references "allies", it specifically does not refer to the Kalthorros 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. Exceptional Kathorros tell the stories of people who stand up against odds not in their favor. Fantastic Kalthorros are the stuff of bedtime stories, of farmboys taking up arms against a tyrannical king, of conquerors conquering nations; either way, they are an inspiring presence, indeed. Legendary Kalthorros are those who have strong enough will to force down a dozen kings, for better or worse.
    Those few who have become Exalted Kathorros are those who will never bow down, not even to deities, demon-kings or even death himself; and inspire others to defy laws of nature simply by being near them.

    Some Mythos, in addition to their initial stated effect, have Basic and Advanced manifestations. When a Kalthorros 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 Kalthorros 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 Kalthorros. 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 Kalthorros 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 Kalthorros class table.

    For characters that multiclass into Kalthorros after having taken levels in another PC character class, the 1st level of Kalthorros grants only a single Exceptional Mythos, rather than two.

    An Kalthorros also has the ability to learn more Mythos, above the ones automatically allotted to him by leveling up- by sacrificing his possessions in exchange for enhanced willpower. At any time, a Kalthorros may destroy one of his own possessions (something that has been in his possession for at least a week's time). The annihilation must be complete enough that the item could never be repaired. The destroyed item's value in gold pieces is recouped by the Kalthorros as an equal amount of Mythos Points.


    By spending 1,000 Mythos Points, and 250xp, he 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, an Kalthorros 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 Struggle’s tale. One may only utilize this ability while more than half of his effective character level (ECL) is devoted to levels in the Kalthorros class.

    Excellence in Willpower(Ex): As denoted on their class table, a Kalthorros 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 Kalthorros 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.)

    Bull-Headed Determination(Ex) The Kalthorros gains a pool of Grit points equal to half their level+their Will save(minimum 1). Grit can only be spent when under half their health points or an ally has been brought under 0 health points, or any other situations when everything looks grim, subject to DM's approval. Although the Kalthorros initially cannot make use of it, some mythos allows them to spend Grit, as noted in their description. The Kalthorros regains Grit equal to their Will save at the start of every encounter, and gains 1d4 Grit points every time that they perform an risky and dramatic act that has a low probability of success.
    Last edited by roko10; 2016-11-12 at 02:16 PM.

  2. - Top - End - #2
    Bugbear in the Playground
     
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    Default Re: "Fall down seven times. Stand up eight." [Mythos]

    Exceptional Mythos

    Spoiler
    Show

    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.

  3. - Top - End - #3
    Bugbear in the Playground
     
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    Default Re: "Fall down seven times. Stand up eight." [Mythos]

    Fantastic Mythos
    Spoiler
    Show

    Masses-Spurring Defiance
    Prerequisite: The True Meaning of Courage
    The masses are afraid. Afraid of what may befall them if they stand up against those who opress them. Afraid of the great beyond, that they have no knowledge of. Yet however, they are easy to inspire. If there's one person who stands up and rises to the challenge, why couldn't they do that, too?

    You gain an aura with a 30ft radius. In this aura, every ally in it gains the benefits of The True Meaning of Courage.
    Advanced:
    Do the Impossible: Prerequisite: One-In-A-Million Chance Defying Demeanor:
    You gain another aura with a 30ft radius; in this aura, every ally in it gains the benefits of One-In-A-Million Chance Defying Demeanor. However, only one aura can be active at a time; switching aura's is a free action.

    Lotus-Eater Machine's Defiance
    Prerequisite: -

    You may spend a determination point as an standard action to dispel the blinded, confused, cowering, dazed, dazzled, deafened, disabled, dying (though you still suffers hit point damage each round), energy drained, exhausted, fascinated, fatigued, frightened, helpless, nauseated, panicked, paralyzed, petrified, shaken, sickened, staggered, stunned, or unconscious conditions. You may use this ability even if you would normally be unable to do so, such as if you are afflicted with a stunning, dazing, paralysis, petrification, or confusion effect.
    Basic:
    Let Me See You Grit Those Teeth: You may spend two Grit points to use this Mythos to an adjacent ally, immediately snapping them out of any of the conditions. You may use this manifestation even if you aren't eligible to use Grit points otherwise.
    Indomitable Purity Of Mind: You may activate this Mythos to dispel any effect with the Enchantment (Compulsion) [Mind-Affecting]
    tags.

    Actions Seeking Refuge In Audacity
    Prerequisite: Adrenaline-Audacity Powering Method

    Instead of gaining a point of Grit whilst in the process of performing a Deed, you may produce one of these effects:
    • Subtract 4 from the DC needed to complete a skill check
    • Gain a +1 Morale bonus on attack and damage rolls.
    • Gain temporary hit points equal to half your class level.


    Advanced:
    Dare To Be Badass: You may forego to take those bonuses to instead inspire one of your allies. They gains those bonuses in your place.

    The Fool's Sacrifical Technique.
    Prerequisite: Sacrificial-Leap Technique

    You gain access to the Daring Rescue and Risky Gambit maneuvers.

    Last edited by roko10; 2016-01-08 at 05:20 PM.

  4. - Top - End - #4
    Bugbear in the Playground
     
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    Default Re: "Fall down seven times. Stand up eight." [Mythos]

    Legendary Mythos:
    Spoiler
    Show

    Victory-Denying Might
    Prerequisites: Broken Bones, Unbroken Spirit

    Might is useless when not tempered with true, unbreakable will. You understand that completely; others, however, do not. Sure, they may brag about how they are unstoppable, and maybe that’s true. That, however, does not go for you.

    Once per day as a free action, by spending half of your determination points, you may negate an attack, spell, or any other offensive maneuvers directed to you, and only you. The enemy doesn’t get a chance to roll; it just fails, and their round ends. Even attacks that normally would automatically hit, like the Anakitos’ Rote Protagonist Strike or a simple natural 20, just fail. However, you might not activate this Mythos in response to an area effect.

    Advanced:
    Out Of The Inferno: You may deny any damage, debuffs, or other negative effects that would befall you when you’re caught in an area effect.
    This Cannot Be!: After activating this Mythos, the Kalthorros may immediately make an Intimidate check with a bonus equal to half of the opponents’ CR.
    Fight The Power: If an enemy attempts to use the same attack, spell, or any other offensive maneuvers on you, it automatically fails.

    Death's Liberty
    Prerequisites: -

    If an effect would trap your soul, it automatically fails. If the spell would erase your soul or truename from entirely, you may make a saving throw; success means that your soul or truename remains intact.

    Advanced
    And Screw Your Intensines, Too!: If you would be trapped
    Last edited by roko10; 2016-01-08 at 05:23 PM.

  5. - Top - End - #5
    Bugbear in the Playground
     
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    Default Re: "Fall down seven times. Stand up eight." [Mythos]

    Excellencies

    Spoiler
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    Doubtless Physical Effort
    Prerequisite:-
    You may add your Will save on Balance, Climb, Concentration, Jump, Swim and Tumble checks; however, after doing so, you become fatigued for 2d6 rounds.

    Flesh-And-Bones Enchanting Will
    Prerequisite:-
    Select either Charisma or Constitution; you now add that stat to your Will save instead of Wisdom. You do not automatically fail Fortitude and Will saves on a roll of natural 1.

    Divergent-Dreaming Mindscape
    WIP

    Unfazed Everyman Demeanor
    Prerequisite: One Fantastic Mythos

    When one tries to hold on to sanity in dire circumstances, they learn to do so with comparatively little effort.

    Your Wisdom score cannot be lowered by any means, and is fully restored if you would suffered from Wisdom damage or burn. If you would need to suffer from Wisdom damage or burn to activate an effect, you may instead spend double the amount needed in Determination points.

    Unrivaled Drive For Victory
    Prerequisite: -
    Unlike other Titans, Struggle did not have perfection in his blood; so, he spurred himself on and on, until he has found perfection within himself.

    Choose a skill; that skill is now permanently a class skill for you. If you fail a check, in a stressful situation (stressful enough that it would inhibit a normal person from taking 10 or 20 on the check, even if you have an ability that allows you to take 10 or 20 in a stressful situation anyway), with the chosen skill, you gain a Banked Roll, as your slip-up spurs you to greater heights. If you roll a natural one, you instead gain two Banked Rolls.

    You may spend a Banked Roll as a free action to reroll a skill check involving the chosen skill; you may use this ability even when you know the results of your roll, but you must take the new result, even if it's lower. You do not gain Banked Rolls on a skill check that used a Banked Roll


    Still very much a WIP, although I'll think I can finish it in a reasonable timespan. I hope .
    Last edited by roko10; 2016-11-12 at 02:14 PM.

  6. - Top - End - #6
    Orc in the Playground
     
    NecromancerGuy

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    Default Re: "Fall down seven times. Stand up eight." [Mythos]

    Looks interesting and I hope to see more.

    However... how do they regain determination points?
    Yar! I'm a signature virus, copy me into your signature!

    An RPG I'm working on

    Homebrew: Arcane Architect

  7. - Top - End - #7
    Orc in the Playground
     
    GreenSorcererElf

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    Default Re: "Fall down seven times. Stand up eight." [Mythos]

    Quote Originally Posted by Orderic View Post
    Looks interesting and I hope to see more.

    However... how do they regain determination points?
    Long rest.

    Not going to lie, the Kamina quotes brought forth a single tear... Keen to see how this turns out! One of my friends had an idea for something a little like this, a long time ago, that never came to fruition. Maybe he'll still have some scraps of Mythos lying around.
    Quote Originally Posted by Xefas
    I wonder how big something has to be before it gets its own weather.
    Quote Originally Posted by Kymme
    You can do whatever the heck you want and I'll follow like a starving sycophant so long as I can read it.

  8. - Top - End - #8
    Titan in the Playground
     
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    Default Re: "Fall down seven times. Stand up eight." [Mythos]

    This reminds me of The Driller. Maybe you can take of of that?

  9. - Top - End - #9
    Halfling in the Playground
     
    NecromancerGuy

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    Default Re: "Fall down seven times. Stand up eight." [Mythos]

    Well Well Well, this has a very nolgastic feeling.... I have a set of home-made Agios mythos that could be tailored to fit quite easily... or provide some form of inspiration if nothing else. May as well get some real use out of them.

    Spoiler: When I Stand Alone, I am Legion, and all Shall Fear Me. When We Stand Together, WE MIGHT AS WELL BE GODS, AND WE WILL MAKE THE EARTH TREMBLE BEFORE US
    Show
    When I stand in front of an army before the horde, what I do is a must. My actions will mean little to the steel clad soldier baying for his enemies blood, but for that terrified young boy who can barely lift his shield, but wants to fight with all of his might to protect his mother and sister, hopefully what I do today will inspire confidence and bravery. And maybe, just maybe, he will be able to go home again.
    This Mythos is unique to Agios. You can not posses this if you have a level in any other class.
    This mythos unlocks another manifestation of certain Agios mythos called the “Defenders Manifestation”. These are manifestation that grant benefits to those who choose to stand next to you and defend something of value, such as a village, or a group of civilians. These are applied regardless of the creature or person in question. As long as they willing get up with the intend to defend something, the bonus will apply.


    Spoiler: Skipping Pebbles across A Pond
    Show
    When wielding a stone, you may throw it at a armored target within 10 ft as a move action. If your attack roll is more than ¼ of the targets AC, you “hit”. The hit itself does no damage, but target must make a will save of equal or greater than their AC or they must attack you. The stone may rebound between up to your Dex modifier targets within 5ft of the last victim.

    Basic:
    Faster Than a Halfling:
    You may pick up stones and throw them as a swift action

    Better Than a Halfling:
    You add your Strength Modifier to your dexterity when determining the amount of times your stone “skips”.

    Stronger Than a Halfling:
    You increase the range of your stone throw and bounce by 5ft for your Strength modifier

    Advanced:
    GOD DAMN I am fast:
    You may throw stones as a free action at any time, regardless of whether it is your turn or not.

    Hey! I was talking to you:
    When someone succeeds a Will save, and moves away from you, you may make an attack of opportunity at them, which if its, stops the movement and forces them to make another Will save. Can only be used once per turn.

    Popping rocks like a shotgun shot
    You may throw up to Strength Modifier amount of stones at once, and can be at multiple targets.


    Defenders Manifestation:
    A Swarm of Bees:
    Others that wish to attract the attention of an armoured target away from a helpless person or someone/thing that has sentimental value, they may instinctively make a throw with the effects of this mythos.


    Spoiler: I am The Shield of Strength, The Defender of the Weak, The Arms of the Righteous (Warning, wall of text incoming...)
    Show
    Shields no longer grant a bonus to AC. Instead, when a shield is wielded by you, it is considered to have its own hit points, AC and DR in terms of negating and intercepting damage that would otherwise hit you. Your shields hit points are completely separate to yours.
    Your shields hit points are determined by multiplying the score associated with the type and size, then by the wielders strength mod.

    Type:
    Light Wooden – 5
    Light Steel – 10
    Heavy Wooden – 15
    Heavy Steel – 20
    Tower – 30

    Size:
    Two sizes type different to your size – 5
    One size type different to your size – 10
    Same size type as you - 20

    Until the relevant manifestation of this mythos is… manifested…. Your shield’s enchantments, damage reduction and the like do not apply to the shield or you.
    Once this mythos is chosen, the Agios gains another from of AoO, called Block (original, huh?) All forms of physical melee attacks aimed at you provoke Block when the Agios is fighting defensively. Since Block is a type of AoO, you can only use it up to your AoO limit per turn, unless another mythos dictates otherwise. You may choose to block any attack aimed at you from 180 degrees in front of you. In order to Block, you must make a reflex save of higher than half the attack roll. If you succeed, then the attack will hit the shield. If you fail, the attack continues as normal. This still applies to a natural 20 on the attack roll, but if it hits the shield, it does twice the normal damage. If the enemy is wielding a blunt/bludgeoning weapon when they roll a 20, they may choose to make a strength check against you to attempt to break your Block.
    In order to do so, they match their Break (1d20 x (Base Damage + Strength Modifier + Weapon Weight)) against your Block (1d20 x (Shield Weight + Strength Modifier.) If they succeed, you take their Base weapon damage, the shield takes 5x the base weapon damage and you can not block for the rest of the turn. If the total score is more than half of yours higher, you are stunned for a turn as well. If you win, you can make a free AoO against them and they cannot retaliate in any form against it, regardless of any other mythos or feats that say otherwise, if your score is more than half of theirs higher, your AoO stuns them for a turn with an additional effect depending upon your weapon type.

    Piecing:
    You impale your target with your weapon briefly, causing them to bleed badly. The target takes 2 damage at the start of their turn until the wound is healed, or bound as a full round action.

    Blunt:
    You slam your weapon into the chest of your target, sending them flying (strength mod) ft back and knocking them prone.

    Slashing:
    You lash out at a vulnerable limb, leaving a horrendously painful wound and depending upon where you hit, one of these two effect occur.
    Arm – Until the wound is healed, all attacks are considered to have the base damage of one size smaller.
    Leg – Until the wound is healed, movement speed is halved and reflex saves take a -2 penalty

    If your shield is at 15% health or less, you need to roll within 3 of the attack roll. In order to repair your shield, you must find a blacksmith of higher enough skill to be able to make one outright, including enchantments, or at least seems to be able to, (The village smith who inexplicably sells +5 Vorpal Greatswords would be able to perform this action.) From there, you must pay a percent of the total price. The percent is the amount of “health lost” by the shield, halved. You must also pay this equal value in mythos points.

    Basic:
    Tool of the Guardian:
    Block now triggers upon enemies within your threatened area making an attack upon either your allies or you charges. If the attack was going to kill them, reduce them to negative HP or have another serious long lasting effect, you gain mythos points equal to the raw damage inflicted. (Serious effects is up to your local DM’s discretion. Deal with it.) You also no longer have to be fighting defensively to Block

    Protection Against the Eldritch:
    This manifestation allows you to block projectile (If you posses the “With a Keen Eye and a Fast Hand” manifestation) and touch magical attacks and dispel their effects. Unless your shield has an enchantment that would render the effect harmless regardless, you must make a Con save to resist the “splash” of the spell, equal to half of the caster’s level plus their wisdom. If failed, you take any lasting effects the spell would deliver if it had hit normally, just without the damage the spell would normally inflict. Regardless of whether or not you succeeded your saving throw, you shield absorbs the damage, and any raw damage associated with the effect before it dispels. For instance, a spell with a cold effect will deal its damage to the shield, and the shield will become cold to touch. A fireball will hit the shield, and the shield will become considerably hotter (all those that think a fireball would set a shield on fire can try and set a piece of oak wood on fire by dropping a burning piece of wool on it.) If the spell comes with a component that also affects objects, then that effect also applies to the shield.

    Reawaken the Steel:
    This manifestation re-activates all enchantments and bonuses that would increase damage reduction or resistance, and applies it to both you and your shield. You also gain a +2 to avoiding the magical splash. You also do not need to spend mythos points in order to repair the shield.

    With a Keen Eye and a Fast Hand:
    You gain the ability to Block ranged projectiles with your shield. If the projectile carried any additional effects, such as an explosive arrow, then the affect activates upon the shield normally, but does not move pass the shield. In order to catch the arrow, the Agios must have line of sight with the archer (unless another mythos states otherwise,) and must make a reflex save to block the arrow. You gain a +1 for ever 5ft past 15ft the archer is standing. If the Agios is in full defense, they do not need to make the saving throw if the archer is further than 40ft, but instead may chose to make a reflex save to flick the arrow past them with their weapon. However, if they fail, they are hit with the arrow and normal rules apply, and you are considered flat footed.

    With a Driving Force and a Bulls Strength:
    You may now perform shield bashes as a swift action, but only once per turn, at targets within 5ft.
    The shield bash does 1d4 damage, and forces that target to make a Will and Fortitude save. If they fail the will save, they are dazed for 1 turn. If they fail the Fortitude save, they are forced back 10ft. This movement can provoke AoO.

    Advanced:
    Let None Through:
    Whenever Block intercepts an attack, it completely negates any effects that would normally continue to hit other targets that stand behind you, or that are standing where you block line of sight between the two, such as Cone of Cold (You still can’t Block spells with this is you don’t posses the relevant basic manifestation). If for some reason this effect is bypassed, you may choose to absorb the damage yourself. If this is the case, then it is treated as a type of damage you have the most resistance to without being immune, and gain mythos points worth the same amount of damage you take.

    Like the Rays of the Sun:
    Requires Protection Against the Eldritch, With a Keen Eye and a Fast Hand, Blocked at least 10 magic projectiles and been the target of at least 1 ray attack with your current shield (if chosen, this manifestation will reactivate itself once the prerequisites are met with a new shield.)
    While you now know that no amount of experience or determination is going to make the fireball slamming into your shield less of a fireball, not only are you better at dodging that splash back, you can now console yourself with the fact you are forcing an archmage to rely upon projectile spells over his precious rays, and while mocking him for it isn’t helping your situation, it certainly makes it more enjoyable.
    Your shield now posses the ability to completely dispel magical beam or ray attacks and ranged touched attack, diffusing them into multiply rays of different coloured light reflecting off your shield. In order to do so, you must make a reflex save with a -4 penalty, and can not attempt the save if you are flat footed (unless another mythos states otherwise.) You also can not block rays that are aimed more than 5ft to either side of you.


    Defenders Manifestation:
    STAND BESIDE ME AND YOU SHALL NOT FALTER
    At the cost of 100 mythos points per person, every shield wielder that stands in a line with you are considered to have this mythos and all of the manifestations you have posses for it, albeit with a -4 penalty to saving throws. If a second row of shield bears form behind the front line, none of front row can be forced backwards or knocked down unless first pulled forward.


    Spoiler: I am Your Knight in Shinning Armor
    Show
    Once per day, you may issue a challenge to all those that wish to do your charges harm. If accepted, these charges can not run away or harm anything, and the challengers must defeat you before they can hurt the charges. If they do attempt to go for the charges first, nothing they do will have an effect and the take 1d4 in force damage. If you fall in combat with those who accept your challenge, they instantly gain the rights to all of your worldly possessions, including quest items, and as such, all of said items will appear in front of your vanquisher, and the chargers are considered to be under a Dominate Person spell. There are no additional benefits for you if you win.
    Regardless of whether or not those who are the target of the challenge are willing, they must make a Will save to not immediately accept the challenge. If a target of the challenge has a sense of loyalty or duty that goes further than fear for their own life, they must add +8 to the DC they must overcome. If they do not qualify, then they gain a +5 to their saving throw. However, all those who fail their saving throw will then attempt to convince those who succeeded not to go after the charges that the Agios is protecting until after the fight, using any items, potions or skills that would help them do so.

    Basic Manifestations:
    RUN YOU FOOLS:
    Your charges may now flee whilst you hold back the pursuers.



    Advanced Manifestations:
    NONE SHALL PASS:
    You may now set an area, in which you can not be flanked, that all those that approach from the front automatically accept the duel. You must of clearly marked the area before you issue the challenge, or as you issue the challenge. The area is considered to be blocked by a Wall of Force Spell.


    Spoiler: A Good Defense is a Brilliant Offense
    Show
    Upon taking the mythos you gain the feats Combat Reflexes and Improved Charge.
    In addition, this mythos allows you to Charge as a move action instead of a full round action, however, you may not make a full attack after a charge, regardless of any mythos of feats that dictate otherwise


    Basic:
    Don’t even try to stop me:
    You gain the feats Power Attack, Power Charge and Acrobatic Charge. In addition to this, when you are hit by an AoO whilst you are charging, you may retaliate with your own AoO.

    GET OUT OF MY WAY:
    Prerequisite – I am the Shield of Strength… (With a Driving Force and a Bulls Strength manifestation)
    In addition to receiving the feat Powerful Charger, while wielding a Heavy shield or larger, you may perform the Shield Bash as a free action on any target that you pass by in order to move in a straight line towards your intended target.

    FAST AND FURIOUS:
    When charging, you now move double your movement speed.

    I’M ON A HORSE:
    You gain the feat Spirited Charge, and your weapons deal gain a +1 when you are mounted and charging, this stacks with any addition bonuses.

    Advanced:
    Do I look like I CARE FOR YOUR PATHETIC ATTEMPT TO STOP ME:
    You now ignore any terrain penalties or obstacles, such as walls, and can run over liquids, tight ropes and other such “difficult” terrain while you are charging, but you can not end your turn while you are standing on it. You also posses the ability to charge with your shield held in front of you. When you do this, not only are you invulnerable all forms of attacks from the front (not the shield though,) you may also pass through certain barriers, such as a wall of fire, and other such obstacles, with 1d4 damage of the associated element type.

    DON’T YOU DARE:
    You gain the feats Counter-Charge and Heedful Charge.
    Once Counter-Charge has been used, in addition to its normal course of action, you may continue the charge as you would if you had made the charge.


    Defenders Manifestation:
    Armies March on their Stomachs, but RUN ON THEIR HEART:
    If there is more than four people that qualify for the Defenders Mythos, and you roll the highest initiative for the encounter, as a full round action, you may lead a charge. For this, all of the Defenders may Charge with you on your turn, at the cost of their move action, as long as they all charge in the same general direction as you. This manifestation can also be used before combat, and when combat is initiated, consider the first round a surprise round, and you and all of those that charged with you are able to charge as a free action during this round.


    Spoiler: A Good Defense is the Perfect Defense
    Show
    Prerequisite – I am the Shield of Strength (At least 4 manifestations)
    You Block range expands from 180 degrees in front of you to 300 degrees.

    Basic Manifestations:
    COWARD, STAND STRAIGHT AND FACE ME!
    When someone attacks you from behind, you may make a grapple check against them. If you succeed, you throw said person 10ft in front of you, knocking back whoever is in the way. Can only be used once per turn.

    Pity the Fool:
    You may now make a AoO against those whose attacks you Blocked

    THERE CAN BE NO HESITATION:
    When fighting defensively, you do not suffer the penalties to attack rolls. Your dexterity can not be removed from AC under any circumstance, you are also immune to feints and stuns.

    I CARE NOT FOR MORTAL LIMITS
    You can now block an infinite amount of attacks when fighting defensively


    Advanced Manifestations:
    I AM THE PILLAR OF DEFIANCE:
    You may now block attacks coming from any direction when fighting defensively.

    I WILL NOT YEILD AN INCH:
    When fighting defensively, you can not be moved from the spot you are standing, short of the actual material you are standing on being picked up. You also gain a +8 to all grapple checks.

    GET YOUR FILTHY HANDS OFF OF ME:
    You may make an AoO against those that are grappling you with the weapon you currently are holding. If you are dual wielding, you must choose one.


    Defenders Manifestation:
    Armies March on their Stomachs, but STAND ON THEIR STEEL:
    N/A


    Spoiler: Between the Hammer and the Anvil
    Show
    This mythos can only be used if you are wielding a Hammer and a Tower Shield. This can only target one person at a time.
    Upon selecting the target of this mythos, as a full round action, you throw your hammer at least 15ft behind them, and plant your shield in the ground facing them. A powerful force now pulls both your target and the hammer behind them towards your shield. In order to resist the effects, the target must make 5 grapple checks, and succeed on at least 3 of them. If they fail, they are pulled onto the shield by a mystical force. If the make the throws, they gain a free move action during the duration of this mythos. Regardless if they make the save, the hammer is also affect by this force. The hammer will fly towards the shield, where, upon hitting whatever is in the way, will deal its base damage for ever 15ft it has covered. This includes allies and the shield itself.

    Basic Manifestations:
    A Steel Anvil:
    Your shield no longer takes damage from the hammer hitting it, or people hitting it. Or anything really.


    Advanced Manifestations:
    Strike While the Iron is Hot:
    The Hammer hit deals an additional half of your total damage in fire damage.

    Re-forging the Unwilling:
    People hit with the hammer take 1d6 permanent reduction from their natural armor and DR.



    Spoiler: The Glorious Defender
    Show
    When you are on the battlefield and defending something, you are considered to be a masterwork tool in Bluff, Intimidate, Sense Motive, Listen, Diplomacy and Balance. You also radiate light. This light takes the form of a soft glow that illuminates everything within 20ft. Any creature who hates or is harmed by natural light must make a Will save or be forced to target the Agios. (This includes Neckbeards and Vamps)

    Basic Manifestation:
    The Wings of Guardian Angel:
    As a swift action Wings of light appear out of your shoulders. They can not be harmed by any means, there must be enough room in order to summon them. These can be as large as the dramatic situation demands it. Before you can fly, you must spend a move action stretching out the wings. After this, you may fly up to ¾ of your movement speed, and can hover indefinably. The wings do not disappear until you land.


    Advanced Manifestation:
    Like A Star Falling from the Heavens:
    N/A


    Spoiler: The Base of the Blade
    Show
    The Base of the Blade is a unique mythos that adepts to situation around it. When you first get this mythos you may use it as you would any other mythos, but as you purchase more and more manifestations, you will gain less and less control over how it functions. Each level of the manifestations will activate or change when the circumstances are met. You can only have one manifestation of each level active at one time. For instance, if when you use The Base of the Blade, and you first get A Blade of Wrath, but circumstances change to better fit A Blade of Duty, then the sword will de-summon itself, and when the Agios resummons it, it will become A Blade of Duty. (Your local DM is in charge of changing the blade, and it is not metagaming for a smart Agios to make full use of the blade’s ability to determine peoples goals or aims.) In order to be able to use this mythos, you must be holding a hilt of a sword you have destroyed, and you must be in combat. Forming the blade is a free action once per turn. Base damage is the same as the original


    Basic:
    A Blade of Wrath…..
    This activates during the encounter with a person of opposite alignment who has been actively hunting you and your group for one reason or another with personal gain or overall goal to inflict pain upon people.
    You attacks gain an additional effect. Upon a critical, the target takes a 1d6+1 per two levels in Agios, in penalty to their strength score
    Your Blade is now a flickering white colour, as if someone had solidified a white flame to make the sword. The Blade itself is unpleasantly hot to touch.

    A Blade of Guilt……
    This activates during an encounter with a person who you, as an Agios, failed to protect or otherwise betrayed, and harbors some sentiments about it, regardless of the cause of the feeling.
    You lose the ability to deal lethal damage to this person (DM’s digression about their followers,) and you can not full attack them either. But every attack you make has the ability to knock your opponent prone. On a Critical Threat, make a trip attempt that does provoke Attacks of Opportunity or require a touch attack.
    The Blade is now coloured a dark grey, with lines of black streaking across it. Looking at it makes you remember all of the times you failed someone.

    A Blade of Duty….
    This activates during the encounter if opposition does not truly want to fight you, but are forced to by an obligation to higher powers, or a sense of Justice.
    You are now are immune to anything that would rely, no matter how slightly, upon you feeling any sort of emotion to the opposition. You also gain the ability to sunder your opponent’s weapon. If you roll a 20, you may choose to also attempt to destroy the weapon they are currently holding. If you do so, roll another d20, and if the score is 18 or above, you also strike their weapon. If the opponent relinquishes their grip, the weapon goes flying 10ft in a direction of the Agios’s choice. If they do not, the weapon is cut in half.
    The Blade is now coloured a weird golden colour, as if someone had solidified light itself and then shaped it into a blade. Although it does seem to be emitting light, you still have to squint to be able to look directly at the blade.

    A Blade of Rage…
    This activates activates when the opposition hates the Agios with an extreme passion. This also activates when the Agios is in an encounter with a person that the Agios has lost previous charges to or generally hates with an extreme passion.
    Your sword is currently treated as one size larger than it is, this stacks with other things that give the same bonus. The sword also considered to have the Knockback enchantment, regardless of the requirements
    The Blade is now coloured an ugly red and is emitting a large amount of what seems to be steam. Its hard to look at the Blade, as it’s appearance is flickering through the steam, making it seem distorted.


    Advanced:
    …And Flame….
    If your fight is driven by “heated” emotions, such as love, anger, rage or even happiness or amusement, then this manifestation applies. Your weapon will begin to flicker with small tongues of fire, and lets off small amounts of smoke. Your weapon now deals xd4 fire damage, where x is the amount of times you have hit an opponent without taking damage yourself. This stacks up to a max of your class level.

    …And Ice…..
    If your fight is driven by “cold” emotions, such as detachment, disgust or you are only fighting for a reason like having an advantage in a later conflict or negotiation rather than originally wanting to defend something, then this manifestation occurs. Frost begins to form around your weapon, then breaks off with loud snaps, spray ice everywhere. As a standard action, you may swing your weapon, throwing the ice spikes at a single target that is standing within 5ft further then your reach, deal 2d6 ice damage. Your damage can also be considered cold/ice when favorable.

    ….And Light….
    If your fight is simply something that you are doing as an obligation of your duty as an Agios, or as a mercenary, then this manifestation occurs. Your weapon begins to emit light, and, when swung, leaves a “solid” trail of light, making it look like a ribbon following your blade. Your weapon now ignores all forms of damage reduction or resistance in any form. You may choose to forsake this effect and make a full round action on which you spin the blade faster and faster around you as if it was a cheerleaders baton. You may keep making this action indefinitely. When you hit someone, multiply your rolls by the amount of turns you spent building up momentum.


    Defenders Manifestation:
    …And Pain
    When your defenders have been harmed or are fearful of target

    ….And Ire
    when your defenders hate or are otherwise similarly motivated to murder a particular person (such as a bandit leader)

    …And Honor
    when your charges are just following you because they are honor bound, and have no ulterior motive to protect or attack.


    Spoiler: Mortal Burdens Are Nothing Compared to the Weight of Their Lives
    Show
    You may now treat Heavy armor as Medium armor when it is most favorable, (such as adding ½ Dex to AC,) unless specifically stated otherwise

    Basic:
    Do you even lift?
    You may now treat Tower shields as light shields when most favorable.

    Never skipped leg day:
    You may now treat Heavy armor as Light armor when it is most favorable, (once as again, such as adding your Dex to AC,) unless specifically stated otherwise.

    Advanced:
    Its All about your Stance:
    You may treat all armor as what weight category is most favorable, regardless of any other modifier or the like that says otherwise.

    Practice makes perfect:
    You may now treat all shields as light shields when most favorable


    Spoiler: To Give Life and Limb in the Service of Others
    Show
    As a swift action, you can cut off your own arm. You may remove your arm with any blade, but it must be in dire circumstances, or against a obscenely powerful foe who would harm your charges. You do not suffer any of the effects that would normally occur with lose of limbs, other than the ability to wield things with two hands, and other such actions. By doing so, you may double all modifiers for the one battle. Bear in mind that not only can you replace it with a prosthetic, only a god can bring it back, and you can not ask it from them, otherwise the sacrifice would mean nothing. (If for some reason you are able to put your arm back on, your DM is now allowed to create whatever punishment for you as they like, as long as it includes the painful death of all those you protected with the power of your sacrifice.)


    I forgot the tier of these, so you can ignore the order their are in. I look forward to see if elements of these come up in the mythos
    While you now know that no amount of experience or determination is going to make the fireball slamming into your shield less of a fireball, not only are you better at not getting burnt, you can now console yourself with the fact you are forcing an archmage to rely upon projectile spells over his precious rays. And while mocking him for it isn’t helping your situation, it certainly makes it more enjoyable

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

    NEW AND EXCITING CHANGES:
    -Added some excellencies.
    -Added three new Exceptional Mythos
    -Renamed Determination to Grit.

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    NecromancerGuy

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    Default Re: "Fall down seven times. Stand up eight." [Mythos]

    I am liking the direction this is heading

    A lot
    While you now know that no amount of experience or determination is going to make the fireball slamming into your shield less of a fireball, not only are you better at not getting burnt, you can now console yourself with the fact you are forcing an archmage to rely upon projectile spells over his precious rays. And while mocking him for it isn’t helping your situation, it certainly makes it more enjoyable

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    Default Re: "Fall down seven times. Stand up eight." [Mythos]

    Ba-bump

    I only need ideas for the Exalted and for more Excellencies.

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    Default Re: "Fall down seven times. Stand up eight." [Mythos]

    I'm not entirely certain if this is something you are still working on, but I recently had the chance to play one of these insane bastards in a game (level 10), and wanted to give some feedback if your still looking to complete this.

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    Default Re: "Fall down seven times. Stand up eight." [Mythos]

    I kinda disowned it because I felt it wasn't up to snuff, but yeah, I can update it. The problem being that I lost inspiration for extra Mythos halfway through.

    If you can provide me with feedback, then by all means go for it!

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    Default Re: "Fall down seven times. Stand up eight." [Mythos]

    Quote Originally Posted by roko10 View Post
    I kinda disowned it because I felt it wasn't up to snuff, but yeah, I can update it. The problem being that I lost inspiration for extra Mythos halfway through.

    If you can provide me with feedback, then by all means go for it!
    NEVER GIVE UP!


    Sure, more than happy to give some thoughts.

    Spoiler: Grit and Deeds
    Show

    This is, without a doubt, the biggest flaw in the class. Its a great idea in concept, but the execution is frusterating and leaves the rest of the class crippled. Almost all of the class abilities run off of Grit, but since grit can only be used under certain circumstances, that means your stuck sitting around and being useless until you can finally start fighting. Alone, this would be problematic, but what really caused me to gripe while trying to play was the limitation on the number of grit points that you get in a day. Now, Adrenaline-Audacity Powering Method can help to get around that, but since its left in the hands of the DM what qualifies as a suitable Deed, you still end up having to constantly struggle just to have enough grit points to get through one encounter.

    I'd suggest that each encounter you should start with a small number of grit points guaranteed. Adrenaline-Audacity Powering Method should be made a class feature, since it is so vital to getting anything done that your practically obligated to buy it anyway. Adrenaline-Audacity Powering Method should also be made more concrete. My DM and I eventually agreed that I could take a -5 penalty on any D20 roll in order to make it suitably badass to qualify and earn some grit points. I might suggest that the amount of grit points earned is variable (1d4 per deed), but that might be excessive. Put an upper cap on how many grit you can have at once, and you should be golden.


    Spoiler: Offensive power
    Show

    Another low point. I think part of it is by design, but it still lags far behind the other mythos classes. At present, the only two offensive powers you really have are to do damage to yourself to deal equal damage to an enemy (Flavorful, but mechanically a poor choice), or spend a grit point (Better, assuming grit is something that you have enough off).

    Maybe a mythos that represented one big, dramtic strike. Something like: As a standard action, make a single attack that does +1d6/2 levels extra damage. Then chain on basic and advanced manifestations that do other cool stuff (Send the enemy flying backwards, cause a dramatic explosion, daze or stun them, things like that)

    Another option that I envisioned was a mythos that granted increasing bonuses to attack and damage rolls the lower your HP was. Perhaps it starts out as a +1 bonus if your at full health, then steadily rises to a really high bonus if your at negative HP. The closer you get to dying, the stronger you fight on.


    Those are the two main points. I've got some more nitpicky comments about specific mythos abilities, but I wanted to get out the bigger feedback notes first.

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    Default Re: "Fall down seven times. Stand up eight." [Mythos]

    Thanks for the suggestions! I made it so that Grit now scales off you Will save(which is obviously higher than just your Wisdom modifier), and implemented Adrenaline-Audacity Powering Method into the class itself.

    Also thanks for your ideas; I decided I'd try to actualize at least one of them. Blue, in this case, does not mean sarcasm, but uncertain ideas.

    Spoiler: Fantastic Mythos
    Show

    Boundary-Breaking Burst
    Prerequistes: (Perhaps Water Splitting Rock?)

    By spending an standard action as well as two Grit points, the Kalthorros can make a single attack. This attack deals an additional +1d6/2 levels damage, and ignores damage reduction and hardness equal to their Will save. Others within a 10ft radius from the Kalthorros with at least one class level in a Mythos-granting class can join in by spending a standard action(this means that on their next turn, their standard action is used up), adding an extra +1d6/5 levels damage to the attack.

    Only one Basic manifestation per two people participating in the attack(with an minimum of one) can apply to this attack.

    Basic:
    Giga Breaker: By spending two extra Grit points, instead of a single attack against one target, the Kalthorros can instead target a 5ft/level cone, making one attack roll and then comparing the result to the AC of everything in the cone.
    Stun Buster: By spending an additional Grit point after successfully striking someone with this attack, the target(s) of this attack must roll a Constitution saving throw; if it fails, it is Stunned. If it's immume to being Stunned, it is instead Dazed, regardless of their immunity to that condition.
    Awesomeness Causes Backdrafts: By spending an additional Grit point before rolling, the target of this attack will be immediately subjected to a Bull Rush attempt after the attack was made, even if the attack missed. If the attack does hit, the Kalthorros can sacrifice a 1d6 extra damage to add a +2 to the opposed strength roll. Regardless if the attack hits or not, unlike a normal Bull Rush, the Kalthorros may send the target in any direction of your choosing. If the Kalthorros succeeds with a wide enough margin to push the victim(s) beyond 5 feet, the Kalthorros may do so without needing to follow them. Instead, the Kalthorros "merely" sends them arcing through the air with a mighty blow.

    Advanced:
    Extra Oomph: The Kalthorros gains an additional Basic manifestation of this Mythos.
    Last edited by roko10; 2016-11-12 at 02:44 PM.

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    Default Re: "Fall down seven times. Stand up eight." [Mythos]

    I still think there needs to be some clearly mechanically defined system for determining what constitutes a "risky and dramatic act that has a low probability of success". This ability is vital to the class, it is the linchpin upon which everything else functions. Vagueness is the last thing you want here. I stand again by my earlier suggestion that the player should be able to increase the difficulty of a d20 roll before making it, in exchange for gaining more grit points. My reasoning is that, in character, you are deliberatly engaging in an action that is less likely to succeed, purely based on your determination to do so.

    I would write it as such.
    Spoiler: Bull-Headed Determination
    Show

    Bull-Headed Determination(Ex): The raw determination of the Kalthorros is a primal force that defies the universe itself, snatching victory from the jaws of defeat and changing the impossible into the possible. This inborn drive to succeed in the face of overwhelming odds is manifested as Grit points. At first level, The Kalthorros may have a maximum number of grit points equal to 2 plus their wisdom modifier. At 3rd level, and every two levels thereafter, theirmaximum number of grit points increases by 1. Kalthorrors start each encounter with half of the maximum number of grit points. Grit points cannot be used on their own, but many of the Kalthorros mythos abilities require expending grit points to function.

    It is in true adversity that the Kalthorros finds their strength. Standing firm against a world that opposes them, they do not submit or surrender until the goal they set for themselves is accomplished. Rejecting logic and reason, they charge forward with reckless abandon, even knowing they face the path of greatest resistance. But such audacity fuels the fires of their resolve. These feats are called deeds. After performing a deed, the Kalthorros gains 1d4 grit points. If the Kalthorros is below half health, they instead gain 1d6 grit points when they perform a deed. By there very nature, deeds are not subtle affairs. They are loud, dramatic and showy, as the will of the Kalthorros screams in defiance against the world. All other creatures gain a bonus equal to the Kalthorros level on perception rolls to witness a deed.

    The following actions constitute a deed. No more than one deed may be performed per round.

    • When making a full attack action, take a penalty on all attack rolls equal to one half your level. This penalty lasts until the start of your next turn.
    • Take a penalty to your AC for one round equal to one half your level, or five, whichever is greater.
    • Before making a saving throw, take a penalty equal to one third your level. Resolve the effect of your saving throw before gaining grit points.
    • Take a penalty equal to one half your level when making a strength or dexterity based skill roll.



    (remove the part about gaining grit from having an Ally drop, that would be better off as an excellency)

    The ironclad focus and determination of Kalthorros is born of strife, and they cannot kindle their inner flame without the thrill of conflict. When not in an encounter, the Kalthorros grit pool is equal to their wisdom modifier. They regain spent grit points at a rate of one per five minutes, and cannot gain additional grit points through deeds.


    I'll try to find time to sit down and start going through the mythos abilities one by one soon. In general, since the Kalthorros's abilities run off of a limited resource, they need to be made considerably more powerful so as to keep pace with other mythos classes who can use their abilities at will without consequence.

    As an alternative, I thought it might be better to make their mythos abilities have a default effect that costs nothing, but which can be improved by spending grit points. That way, the Kalthorros has power they can put to use even if they don't have any grit to use, but can dig deep and rely on their determination to boost their power when the chips are down.

    Let me know your thoughts and if your cool with the change I suggested to Bull-headed determination, since if you like it as I suggested, I can try to incorporate the newer grit rules into my suggestions for improving the mythos abilities.
    Last edited by NineOfSpades; 2016-11-16 at 12:44 PM.

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