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  1. - Top - End - #1
    Dwarf in the Playground
     
    NecromancerGuy

    Join Date
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    Default [3.5 Base Class], [Mythos] "Make us Whole Again"

    related threads
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    this class is a part of the mythos subsystem developed by Xefas, more information can be found below:
    Mythos Compendium
    Mythos discussion thread 2


    The Kreikiri



    Banner created by Kymme.

    "The last of the Not-Whole shall be discovered, though our eyeholes wince at their hideousness. Their bodies shall be absorbed and their imperfection shall be purged. The Machine Orthodoxy shall engorge the Not-Whole and their deficient isolation shall be obliterated in the Unity. Only then shall the last wounds in the Circle be healed. Only then shall this world complete itself."
    —Izathel, High Chancellor

    In the early days of existence, many beings of living legend lived, died and acted in ways beyond belief. In this time lawbringers brought order to this maelstrom and created many of its eventual inhabitants around beings who were composed of myth, eternal personifications of both old and new walked the lands. And in these early times they were hunted. A being called the Kyniteros stalked them. It may have always been or it may have been a creation gone wrong, but whatever it was, it saw the power of the legends. It tasted them, hungering for more. And so it began hunting these great powers.

    Before the coming of the abomination it could only tear chunks off the legends. But these minor titans were enough and soon it was able to assimilate wholesale. It was seemingly unstoppable and it believed itself so. But the beings that were left were able to trick it. They opened the monster’s prison, if for only a moment, and seeing the unrivalled power ahead the Kyniteros could only try and claim it for itself. And so the hunter fell, leaving a fated crack in its killers’ cadge. The final fate of the kyniteros was an ironic parody of its victims, the beings who tricked it ripping and tearing its corpse for a fraction of its power. As this has been spread and bartered over the age’s its fractions came to permeate all beings, from the gods who gathered great chunks of the corpse to the blood on the fists of the monster that laid it low.

    This unusual situation has had a number of strange results on the binding of the Kyniteros. First, as it was divided so thoroughly and in so many places it presented an unusual conundrum for the gods who went about binding the other beings of its primordial nature. For by this time its shards had become so dispersed that it may as well as already been bound, each inert when encountered on its own, indeed even some of the titans conquerors were bearers by this point, and said unconscious knowledge left an undeniable realisation in the early gods that to truly seal the Kyniteros would mean sealing themselves. This soon left a conspiracy in divine politics, sealing the largest and eventually the matter was mostly ignored. Indeed did the monster not tear it asunder? It must surely be gone? Right?
    Sometimes a being may find an echo of the Kyniteros in some creature or object and draw upon it, anchoring it to their own. This act is rare but this merging of a splinter into a shard is enough to awaken the vestiges of the Kyniteros’s mind. As the creature’s transformation begins it discovers an inexplicable talent for the medical arts, and especially surgery, because soon it will find another echo. It will desire it. And it will fuse it with its own flesh and soul, and the Kyniteros awakens more, its new life weak, but that is of no concern, for it is everywhere.

    Making a Kreikiri
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    Abilities: Abilities wise the Kreikiri is remarkable for its adaptability, with few limits on its potential abilities, when given the time and resources they can produce a graft or develop a skill to suit any situation that they have time to plan for. But beyond this the niche for the class will likely be in one of two roles: it could serve as a ‘buffer’, supporting the party with grafts and complementing their abilities with their horde of monsters.

    Alternatively they could act as a hunter, mercilessly tracking and absorbing whatever gets in its way, this will result in a slow degradation in their self-control, laying waste to whatever becomes its prey with wild abandon, becoming a danger to whatever gets in their way. This approach grants them significant personal bonuses while sacrificing their humanity as a bestial killing machine, making the kyniteros’s resurgent might paramount, weather they or their traveling companions wish otherwise.

    Races:
    No individual race is prone to becoming a Kreikiri but those who exist in areas that would lead to either a high level of death, or those from cultures that are sufficiently advanced to possess the health care for formal healers are likely origins from which one could emerge. In either case it creates the most likely conditions for finding a shard of the kyniteros and allowing the would-be Kreikiri to draw upon it. Indeed it can often be the case where the Kreikiri can no longer be identified as their old race; a human may add extra limbs, eyes horns or even more unusual additions to their anatomy until their origin is unrecognisable, while an orc may turn their tribe into a gigantic flesh-suit to implant themselves into.

    Alignment:
    in general the powers of a Kreikiri give no natural tendencies towards a particular alignment, the exact actions the Kreikiri takes with that power having the real effect, some with good intensions may become mad healers inflicting horrors on the world in order to save the dying or become benevolent guardians of a particular town, tending to the local people and area. But just as likely to arise is the world-be evil overlord leading their army of twisted mutants or the feral once-human that prowls the countryside, recorded in the song of the band of heroes who go to slay it. Overall it is likely what the Kreikiri thinks their powers are that drives them to a particular cause. That is until the instinct to expand their shard of power takes over and the kyniteros begins to regrow, and likely leads the mortal down a darker path of assimilation and hunting to make it whole once more.

    Starting gold: 2d4 x 10 (As Druid


    Hit Die: D10
    SKILL RANKS: 6 + INT
    CLASS SKILLS: Craft (any), Handle animal, Heal, Hide, Knowledge (all), Listen, Move Silently, Ride, Search, Spot, Use magic device, Diplomacy, Disguise, Profession
    Proficiencies:The Kreikiri is proficient with all simple weapons, war razors, handaxes, whips and spiked chains, and one other martial or exotic weapon of your choice. They are proficient with light armor, but not with shields.

    Lv BAB FORT REF WILL SPECIAL MYTHOS EXCELLENCIES
    1 +0 +2 +2 +2 Exceptional Mythos,
    Mythos Known, The Kyniterosis'
    Mythos, Broken Excellence, Sundered
    Perfection
    +2 +1
    2 +1 +3 +3 +3 +0 +1
    3 +2 +3 +3 +3 +1 +0
    4 +3 +4 +4 +4 +0 +1
    5 +3 +4 +4 +4 +1 +0
    6 +4 +5 +5 +5 +0 +1
    7 +5 +5 +5 +5 Fantastic Mythos +1 +1
    8 +6/+1 +6 +6 +6 +0 +1
    9 +6/+1 +6 +6 +6 +1 +0
    10 +7/+2 +7 +7 +7 +1 +0
    11 +8/+3 +7 +7 +7 +1 +0
    12 +9/+4 +8 +8 +8 +0 +1
    13 +9/+4 +8 +8 +8 Legendary Mythos +1 +1
    14 +10/+5 +9 +9 +9 +0 +1
    15 +11/+6/+1 +9 +9 +9 +1 +0
    16 +12/+7/+2 +10 +10 +10 +0 +1
    17 +12/+7/+2 +10 +10 +10 +1 +0
    18 +13/+8/+3 +11 +11 +11 +0 +1
    19 +14/+9/+4 +11 +11 +11 Exalted Mythos +1 +1
    20 +15/+10/+5 +12 +12 +12 +1 +1

    The kyniterosis' Mythos:
    An Kreikiri’s power is expressed in terms of one or more "Mythos", the building blocks of the legend that they are, and the stories that they have told and will tell. While any given Mythos varies from the rest, they share some similar traits. They are always Extraordinary abilities, and when they reference a difficulty class for an imposed saving throw, that saving throw is always calculated as (10 + 1/2 class level + 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 Kreikiri class. When a Mythos references "allies", it specifically does not refer to the Kreikiri 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, 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. The Exceptional Mythos of the Kreikiri belongs to those unyealding few, be they hunters or healers, who refused to become bound in their original state and who chaff against their limitations. The Kreikiri’s Fantastic Mythos are tales of those who became dissatisfied with their own form and skills and sought to improve themselves, becoming craftsmen of their life and flesh in equal measure, making themselves a walking canvases to a twisted art. A Legendary Kreikiri is the story of the re-emergence of the first days, how worlds will be built and torn apart, how an ultimate being will emerge from a conglomeration of itself and be whole once more. Once an Kreikiri is Exalted, they are marred exemplars of existence, split but unbroken, beings of singular duality and incomplete perfection, fallen but unstoppable, slaughterers who create life wherever they travel, building the world anew but always returning to its beginnings.

    Some Mythos, in addition to their initial stated effect, have Basic and Advanced manifestations. When an Kreikiri 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 an Kreikiri 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 Kreikiri. 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 Kreikiri 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 Kreikiri class table. For characters that multiclass into Kreikiri after having taken levels in another PC character class, the 1st level of Kreikiri grants only a single Exceptional Mythos, rather than two
    A Kreikiri also has the ability to learn more Mythos, above the ones automatically allotted to him by levelling up by performing certain tasks.

    The first is to expend resources (e.g. Donating gold and supplies) to medical facilities for research, butchers for keeping their businesses open, and farms for keeping the crops fertilized (your future raw material needs fed after all) or alternatively spending resources acquiring knowledge pertaining to the local areas environment, flora and fauna (i.e. monsters) grants an amount of mythos points equal to the equivalent cost in GP of the expended materials.

    The second is to release a created creature into the wild, honouring the division of the kyniteros’ power (earning a number of mythos points equal to 1/10th of the graft points used to create the creature.

    The ‘Power-stealing aberrant-liege’ mythos also allows for a third source of mythos points when acquired, as noted in one of its manifestations.

    By spending 1,000 Mythos Points and 250xp a Kreikiri may learn an Exceptional Mythos. A Fantastic Mythos requires 5,000 Mythos Points and 500xp. A Legendary Mythos takes 10,000 Mythos Points and 1000xp. And an Exalted Mythos takes 20,000 Mythos Points and 2000xp.

    For half the listed price for a given Tier, a Kreikiri 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 kyniteros. One may only utilize this ability while more than half of his effective character level (ECL) is devoted to levels in the Kreikiri class.

    Broken Excellence:
    As denoted on their class table, a Kreikiri 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 Kreikiri 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.)

    Sundered Perfection
    As the body of the kyniteros was torn and sundered by the masses who tricked it, its power was being stolen and bartered over, like vultures over a fresh carcass, this came to be a defining moment in its history, its myth becoming divided just as its flesh. In its life the kyniteros was a hunter seeking perfection, an exemplar of all paths and near unbeatable in all callings… yet when its might was split and divvied up it became a being of fragments, its power scattered among countless. Due to this some of the Kreikiri’s mythos are labelled with either {whole} or {splintered}.

    {Whole} is a representation of the kyniteros as a hunter and as a singular being searching for perfection. this results in you gaining +1/2 of a permanent increase to a single ability score for each manifestation of a {whole} mythos you have. Should the mythos not possess any manifestations you instead count has knowing a single manifestation of that mythos for this class features' purposes.

    {Splintered} is a representation of the kyniterosis fate, to be split and shared, a collective being. This causes the Kreikiri to gain a bonus on checks to create creatures or to attach grafts equal to the number of mythos with the {Splintered} label you possess.


    Note on natural attacks:
    Unless otherwise stated natural attacks granted from the Kreikiri class deal damage according to the table below, varying depending on the characters size class and weather the attack is primary or secondary.
    Attack type Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal
    Primary 1 1D2 1D3 1D4 1D6 1D8 2D6 2D8 4D6
    Secondary 0 1 1D2 1D3 1D4 1D6 1D8 2D6 2D8


    Designers note:
    Spoiler
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    This class uses some mechanics in certain mythos that were created by other users of this site for classes of their own design. The classes and their writers are listed here for reference, showing off some cool classes written by other homebrewers, and to avoid any accidental impoliteness of partly using someone else’s work and not giving them any credit:

    Evolutionist class written by Draken

    Ozodrin class written by Owrtho

    Cosmic Horror prestige class written by MagiKeeper

    Without the borrowing of the mechanics written by these people the clunky train-wreck before you could not exist today .
    Last edited by ThreadNecro5; 2015-03-15 at 02:17 PM.
    my homebrew signature:
    here on page 9

  2. - Top - End - #2
    Dwarf in the Playground
     
    NecromancerGuy

    Join Date
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    Default Re: [3.5 Base Class] "Make us Whole Again"

    Kreikiri Exceptional Mythos

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    Meat shearing butchers scalpel
    Perquisite: -

    The kyniteros was untimely a thief. A thief of life, and a thief of power. And untimely the Kreikiri will be driven to seek its old power held in the flesh of others. Few however would willingly hand it over, and so the kyniterosis mortal scion must pull them apart themselves. But the Kreikiri is not the visceral, roaring strength of the Monster that laid it low. No, it needs a weapon, a scalpel to sow life, death, its foes loss and its return.

    This gives you the ability to empower one masterwork one-handed weapon, usually a dagger or similar item, into an implement to channel your avarice, your lust for might. A weapon so affected physically changes in a manner that makes it reminiscent of a surgical tool, a dagger becomes a gleaming scalpel, permanently washed in the blood, ichor and vital fluids of its victims, or an axe becomes a cleaver for slicing through bone and tendon for implantation. This grants the following effects: First the damage the weapon deals increases a die step and it is considered a masterwork tool of the heal skill. As a downside however this weapon may not be given an enchantment bonus through means other than this mythos, and any pre-existing enchantment bonus is rendered dormant for as long as this mythos is active upon it.

    At level three and every three Kreikiri levels you gain thereafter, your ‘scalpel’s’ effective enhancement bonus increases by +1, which can be represented by an increase in enhancement bonus (up to +5), or by the addition of special abilities with a value expressed by an effective enhancement bonus. Each time the effective enhancement bonus of the target weapon increases, you may alter what its enhancement bonus and special abilities are, though it must always maintain at least a +1 enhancement bonus (for example, a level 10 Kreikiri with a +2 dagger could alter it to a +1 defending dagger upon attaining level 11).

    You may only have one weapon affected by this mythos at a time but should you wish to replace it (such as if it is destroyed or lost) you may spend 1,000 mythos points to select a new weapon (removing the effect of this mythos from the previous weapon). Selecting a weapon with this mythos requires one minute focusing upon it.

    Advanced manifestations
    Hunter’s claw

    This manifestation grants you the ability to, instead of a weapon, select a single natural attack you possess. It is otherwise treated as normal for this mythos.

    Should you somehow loose access to this natural attack (suck as through the limb being severed), the required parts to use it (including any limb it may be attacked to).

    Implement of Alteration
    This manifestation grants you the ability to select any weapon you are proficient in as your ‘scalpel’.


    True Surgeon’s Skill
    Perquisite: -
    For the kyniteros to return its power must not just be removed from its vessels but also must be implanted into the Kreikiri. They need to slice and tear the flesh of others to restore themselves. This manifests as previously unknown anatomical knowledge, and despite kyniteros not being associated with the healing arts, it must grant this knowledge to the Kreikiri for its recreation to be successful and so this new mythos came of the tales of its avatar.

    This mythos grants Skill Focus (heal) as a bonus feat.
    For manifestations of this mythos what require a heal check, you may take twenty on these checks.

    Basic manifestations:
    Curing-surgeons-blade

    By spending a full minute preforming medical attention on a creature to attempt to cure them of one disease or poison of your choice that you have identified the target as suffering from. Once who have performed the minutes medical attention you make a heal check with a DC equal to the DC of the disease or poison +3. On a successful check the disease or poison is cured.
    Should this heal check fail the creature cannot be the target of this manifestation for 24 hours.

    Weakness-salving flesh-restoration
    By spending a full minute preforming medical attention on a creature to attempt to cure them of ability score damage. Once who have performed the minutes medical attention you make a heal check with a DC of 13+1/2 the HD of the creature who caused the damage. Success removes an amount of ability damage to a single ability score equal to the Kreikiris wisdom modifier.
    Should this heal check fail the creature cannot be the target of this manifestation for 24 hours.

    Wound-closing restoration
    By spending a full minute preforming medical attention you may make a heal check to remove hit point damage with a DC of 15. For every point you pass by you restore one point of damage, or two points of nonleathal damage, in any combination.
    Should this heal check fail the creature cannot be the target of this manifestation for 24 hours.

    Advanced manifestations:
    Flesh reknitting mastery

    Perquisite: Wound-closing restoration
    You may now use Wound-closing restoration as a standard action, which provokes attacks of opportunity, and has any bleed damage they are suffering from at this time stop.

    Additionally by holding a creatures severed body part to the stump you may reattach it and return it to full functionality as a full round action. The limb must not have been severed for longer than an hour to be reattached.


    Curse-breaking hand
    By spending a full minute preforming medical attention you may make a heal check to remove a single curse form a creature. The DC to remove such an effect is 15 +half the CL of the effect, + the casting stat of the caster (if any).
    Should this heal check fail the creature cannot be the target of this manifestation for 24 hours.

    Power-restoring-touch
    Perquisite: Weakness-salving-flesh-restoration
    When using Weakness-salving-flesh-restoration you may have it take an hour instead of a minute to use and increase the DC by +3. Should you do so it may restore ability drain as well as ability damage.


    Limb-Shredding Graft-Taker {Splintered}
    Perquisite: -

    The Kyniteros was broken. It was tore apart and everything contains its essence. And now that it has awoken it can take advantage of this to empower other creatures with its remnants all the while rebuilding itself.

    This grants the Kreikiri the ability to use parts from the corpses of the fallen to make alterations to improve other creatures. These ‘grafts’ begin as a pool of ‘graft points’ that represent a mass of undisclosed parts of various creatures (these do not degrade or decompose due to being sustained by the power of this mythos). To collect these points the Kreikiri has to spend half an hour dissecting/vivisecting a dead or helpless creature and storing the appropriate parts. To be suitable for gathering points from a creature must be in a state that it would count as having a body suitable for effects that require one, and it must be composed of solid organic matter (meaning that most elementals and constructs, and some undead are not suitable for harvesting).

    A number of graft points are made equal to 1d4 per HD of the creature, doubled after rolling for each size above medium, and halved per size smaller (rounding up). Vivisecting a creature (and leaving it alive at the end) causes it to be considered one size category smaller for the amount of Graft points received. The surviving creature takes d6 constitution drain and is left alive at zero HP. The constitution drain may be cured normally or with a Regenerate spell or similar effects (Regenerate heals all constitution drain from this ability but has no effect on any other form of ability drain), and creatures with regeneration heal from the drain at one point/week. Surviving a vivisection in this way makes a creature unsuitable for future harvesting until their constitution drain has been healed completely.

    The actual production of a graft is done as per the following method: you select one or more features available to an Ozodrin, and pay for the them and any augments you wish to add as if the points you had to spend were form points (you ignore any and all level-based requirements and limitations to adding the features and use the HD of the person with the graft for effective levels where otherwise necessary).

    You then may continue to upgrade the graft with an amount of magic items (whose effects are part of the graft) by using the points you have as the GP to spend on the items at a rate of 1 point = 2 GP. You may limit the magic item’s use to 50 charges for only half the normal point cost, or use other such modifiers as per magic item creation in the DMG with GM permission.

    Creating a graft requires 10 minutes for every 5 points spend in its construction (rounding up), not counting magic items that are added which instead add a number of hours to construction equal to their caster level.

    Features that apply a bonus based on the number of such feature possess, apply their effect from the sum total of all such features a creature possesses among all grafts. Augmentations and weapon enchantments from natural attacks only apply to the graft they are a part of.

    You may also apply appropriate negative attributes to a graft such as losing the ability to breathe air for one that allows you to breathe underwater. Only the person with the graft implanted can use the item. An individual graft is required to be a single continuous part, and so you cannot have a pair of replacement arms as a graft all on its own, but they could if you have some manner of connection between them which could be represented as a flesh feature, and so it could be, for instance, an exoskeletal chest piece with muscle supports: example grafts follow.

    To create a graft that gives gills and fins for aquatic exploration in the form of a section of replacement tissue on a creatures back you could use the following composition:
    • 2 flesh (4)
    • 1 condensed flesh (4)
    • 1 filtering flesh (water) (2)
    • Lumisous flesh (1)
    • 4 fins (8)

    To create a graft that grants a 40ft swim speed, the ability to breathe underwater, immunity to atmospheric pressure, +2 to escape artist checks, +1 natural armour and creates light for a total of 19 points. Such a graft would take 40 minutes to make have a DC 19 Heal check to implant.

    Or to make an arm with a claw attack and that can create water the following could be used:
    • 1 Limb (2)
    • 1 Claw (1)
    • 1 decanter of endless water (4,500)

    For a total of a 4,503 point graft that takes nine hours and ten minutes to construct, and with a DC 19 check to implant.
    To attach a graft you need a helpless or willing creature to attach it to, and to pass a heal check with a DC equal to the points spent on non-magic items or 10 whichever is higher, + the total CL of the magic item components. The GM may allow you to lower the DC depending on the severity of any drawbacks you apply. Attaching a graft takes one hour, and you may take-twenty on the roll, taking twenty hours. On a failed heal check; you may not attempt to attach that graft to any creature for 24 hours. A creature may only have a number of grafts equal to half its HD + its CON mod, and a Kreikiri may have two grafts more than their normal limit.

    Any creature may be given no more natural attacks from grafts than 2+ 1/3 of the level of the Kreikiri Appling the graft, increasing to 2/3 their HD at level 15 and the limit being removed at level 20.

    When attaching the graft you may choose whether the graft is an entirely new part of the creatures’ anatomy or if it is replacing a prior existing body part of analogous function. There is no mechanical difference but it is to be noted that replaced parts can often cause problems should they be removed and new body parts such as an additional limb can cause issues with disguise and such.

    A graft may be removed without a heal check, taking half an hour but the creature will suffer the effects that the missing parts and the method of removal would incur, usually CON damage and some bleed damage until effects are repaired. e.g. removing an organ means you could leave the person with an open chest cavity. You do not have to heal or aid the person in any manner and the GM decides what appropriate effects would be necessary to represent removal. A removed graft is immediately ready for attachment to a different creature.

    A graft on a dead creature has a 50% chance of being destroyed on the creature’s death should the body be in a suitable state to be resurrected, and may not be recovered if the body is destroyed, e.g. a disintegrate spell was used. Should a creature with grafts be resurrected, if the spell is capable of resurrecting a creature with a destroyed body, destroyed grafts are restored. In any other case a Regenerate spell can restore any grafts lost to death if used within 24hrs of returning to life.
    Additionally you may produce a graft that has no features for 1 point.

    Basic manifestations:

    Bounty of flesh
    When acquiring points for creating a graft you now roll D6’s instead of D4’s.

    Meat Reprocessing
    With a minutes work you may break down a graft into its component graft points.

    Stable implement of empowerment
    By spending four (+2 per time this manifestation is applied to a graft, so 4 for the first, 6 for the second, 8 for the third, ect.) points you may form an evolutionist mutation that is available without needing a specific feat to unlock (e.g. the plant mutator mutations) and attach it to a graft, giving its effect to the creature who receives the graft. This must be an appropriate mutation for the effect and intention of the graft

    For the purpose of placing mutations in grafts the graft maker is considered to have a mutator level equal to his Kreikiri level. The mutations granted by this ability use the Kreikiri’s mutator level to determine the limit for how many times they can be taken, but use the target's hit dice as his mutator level to determine the power of the mutations. These limitations are applied to the host of the grafts so any mutations in excess of the normal limit (having multiple identical grafts with the same mutations applied to the same creature) simply go dormant, though other aspects of the graft will remain active as normal."

    Additionally for forty points you may attach ability’s from a creature (as in any special qualities, attacks extraordinary abilities, and such) to the graft. The points used to add this ability do not add to the implant DC, but instead the DC is given an increase by +5.
    To do this you make a knowledge check of the variety to determine information about the type of creature the ability is from with a DC of 10 + the creatures HD, with up to a +5 modifier on the DC for creatures of a notably unusual anatomy (in the case of aberrations the baseline for ‘unusual’ are gibbering mouthers) and with access to a corpse of the creature the ability is sourced from that is suitable for harvesting graft points from.

    This check may be done once per such ability during the harvesting of Graft points, and if the check is failed the parts that form that ability are destroyed in the attempt to remove them, though Graft points gained are unaffected.

    Passing the check allows you to harvest enough material to attach the ability (whether extraordinary, supernatural, or spell-like) into a single graft (a single harvesting cannot be used to make multiple grafts with the same stolen ability). If the ability is an augmentation to an attack (such as a Ghoul's Paralysis) it augments only the attacks of the graft it is in. Other abilities (Fast Healing, Spell Resistance, Spell-Like Abilities, etc.) are provided to the graft owner as per normal."

    The GM is recommended to moderate what abilities are used with this ability, increasing the prices for anything that seems too much. An example this manifestations usage could allow you to make a graft that (somehow) contains the invisibility of an invisible stalker.

    Skill-of-the-flesh
    By spending ten points you may attach a single bonus feat to the graft, this may be done mutable times to the same graft, doubling the cost per application (so 10 for the first, 20 for the second, ect).

    The creature does not need to meet the perquisites of the feat, apart from those that are other feats.

    Abomination-making meat-master
    You may now have an additional number of grafts attached to a creature equal to half their HD, those who benefit from this manifestation take a -1 penalty to socialisation-based skills per graft they have from this ability (as in those they could not otherwise have without benefiting from this manifestation), such as disguise, diplomacy, and other such skills to which appearance could play a factor.

    Additionally the person with the graft changes their type to monstrous humanoid if they were previously humanoids or to magical beast if they were previously animals for the first three grafts they are granted by this ability, with other creatures’ types not changing. After the fourth such graft all creatures become aberrations in addition to their previous type, gaining the effects of both but not altering BAB, saves, HD, etc. Creatures that have their type change to aberrations from this ability also lose their maximum age, causing them to never die from age.

    Monster-Making Beast-Lord {Splintered}
    Perquisite: Limb-Shredding Graft-Taker

    This mythos allows the Kreikiri to create an entirely new creature. This uses the created creature ‘feature’ below (based on the the Entity feature of the Cosmic horror prestige class for the Ozodrin, see designers note for more information), with the modifications as written in the feature listed below, and treating the points you have for graft production as your form points.

    The creature will likely need training/instruction to perform complex actions beyond the original personality you designed for it, such as learning social norms or how many items work (e.g. doors, weapons, fire, etc.) should it lack skills that would suggest it has some instinctual knowledge of these matters. Created creatures are presumed to be fully functional from the moment of their creation, but may behave erratically for 24 hours after creation as they acclimatise to their existing. For creatures of INT 2 or less handle animal is needed to train them. Diplomacy or intimidate is needed for smarter ones as they have more choice over how they act.

    Should the creature be sent wild or otherwise abandoned by its creator (e.g. for mythos points), and has an intelligence score of at least 10 and a wisdom score of at least 14, it gains a level of Kreikiri after 4d3 months if it otherwise lacks class levels.

    Created creature:
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    The Created creature is a medium sized 2HD creature with a type of your choice (outsiders are native to a plane of your choice) that has a 10 in all ability scores before adding the following modifications: one stat gains +4, two gain +2, and one takes -2. You may make all choices regarding feats and skills; with any skills you put ranks in becoming class skills for the racial HD of the Created creature. The creature automatically has a torso, which costs 15 graft points, that are not calculated into how long it takes to create the creature or the heal check to determine successful creation. The torso can be any shape and may have a head at no additional cost.

    The creature also has internal organs and a way to breathe in a manner chosen at the time of creation (generally air or water, in which case it gains the aquatic subtype). A Created creature without eyes is blind, and a creature without a mouth cannot speak. A creature without limbs or tentacles has a land speed of 0ft, otherwise treat the Created creature’s base land speed as 20ft before applying other modifiers (the fact it will likely possess two legs increases the land speed to 30ft for most bipedal creatures). Creatures with no intelligence score are mindless. Note that most creature types must eat, so a creature that is not given a way to nourish itself will starve (what it eats is chosen on created within limits of what is possible for the creature). The Created creature is infertile. The creatures’ age categories are either the same as a race of your choice or the creature may instead be unageing for +5 points. A creature of intelligence 3 or higher understands a single language of your choice.

    You do not control the actions of the Created creature, although nothing stops you from creating an initial personality that wants to serve you. During creation you may spend Graft points to add any number of features and/or magic items (and potently evolutions) to a creature just as you would when designing a graft, and these become natural parts of the creatures’ anatomy, making up the basic appearance and form of the creature, as well as that of any offspring it may produce. The graft point cost for any features and augmentations contained within the creature is increased by five times its base cost, and magic items have their base cost tripled (for a net cost of x5 for features and augmentations, and x3 for magic items). The creature counts as a single graft for the purposes of stacking features and such.

    Augments:

    Enhanced Potential: cost 10

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    The creature receives a +2 racial bonus to a single ability scores.

    Special: You can apply this augment to the same creature multiple times, giving the creature an additional +2 to an ability score. This can either be the same ability score, in which case the cost becomes cumulative with the previous applications (so for +2 is 10 points, a total of +4 is 30, and +10 is 150, etc.), or to a different one.


    Decreased Potential: Cost -5

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    The creature receives a -2 racial penalty to a single ability scores.

    Special: You can apply this augment to the same creature multiple times. You cannot apply this augment if doing so would reduce one of the entity's ability scores to 0 or less, except for intelligence where it instead makes the creature mindless upon reaching zero.


    Advanced form cost 25

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    The creature gains an additional racial HD, possibly granting it additional feats/skills/etc.

    Special: You can apply this augment to the same creature multiple times. The price doubles per additional racial HD (e.g. 25, 50, 100, 200, etc.)



    Transient Skill cost 100

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    The creature gains a level in a class of your choice.

    Special: You can apply this augment to the same creature multiple times. Applying this augment more than once doubles the cost each time, resulting in the following costs: 100, 200, 400, etc.



    Hidden Power cost 10

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    The creature can conceal and/or release one or more of the features it was given during creation as a swift action. This is an extraordinary ability. Each purchase of this augment effect a single such feature (and associated augmentations) the creature naturally possesses, and it may be purchased additional times. You may place additional restrictions on this ability, such as a creature that can only use its tentacles at night.


    Cascade of Life cost (varies, see below)

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    This augmentation costs the same amount as half the created creatures graft point cost without this augment
    The creature is capable of reproduction. The creature is chosen by you to be either male or female, and can breed with any suitably gendered creature that possesses an identical construction (e.g the grafts used to create it) to itself. Reproduction takes an equal length of time as that of the race used for its age categories.

    For +50 points the created creature may gain the ability to reproduce with a specific type of creature within one size category and of the same type.

    Additional should you possess the ‘Flesh-Warping Lineage Exhonoration’ Excellency you may add the Modified gestation and/or Modified development augment for five times the price.

    You may choose the favoured classes, general alignment trends (such as "Always Chaotic Neutral"), starting language, etc of the race.
    Unageing creatures may note take this augment.


    To create a creature takes a number of hours equal to the total points used to produce the creature divided by 50 (rounding up), so for example for a creature that costs a total of 800 points it would take 16 hours. After this time you need to check whether the creation was successful, resulting needing a heal check with a DC of 20, + the total HD of the creature, + 1/2 the CL of the magic items added to its constituent grafts. On a failed check you are refunded all but 20% of the points.


    Advanced manifestations
    Flesh-altering master

    You may now spend graft points to add subtypes to your creatures. A subtype with no mechanical effect costs twenty points. One that grants minor mechanical benefits or those offset by some disadvantage costs around fifty points (e.g. fire, evil, ect). Subtypes that grant a comparatively large benefit cost up to one-hundred points. At GM determination some subtypes may have a higher than ordinary cost, at around a price range of 20-100 point for a subtype.

    Man-is-monster restoration
    You can harness the collective strings of the kyniteros to repair and replace the shattered body of the fallen. To do this you make a heal check on a dead or dying creature with a DC of 20 + 1 per point the targets hit points are below zero (dead targets add + 10 to the DC), +1 per day the creature is dead. You may take twenty on this check. You can only try this check until the corpse has a least sufficient material to create a zombie from. The heal check takes one hour.

    If you succeed the heal check you harvest the mind of the creature and salvage the majority of the body. the creature has a 50% chance of losing 1d4 limbs (randomly either left arm, right arm, left leg, and/or right leg, adjusting for non-humanoid body forms), as well as having a 50% chance of losing any of their racial traits, other than statistic modifiers, size, languages, type (but not subtype), and movement speeds. Following this each of the creatures’ ability scores are permanently reduced by 1d6-2 (to a minimum loss of 0, with creatures who become intelligence zero becoming mindless). Once this is done you may build the creature a new body by immediately adding any number of features and/or magic items (and potently evolutions) to the target of this manifestation , as per creating a creature with this mythos, but with only the half the normal points cost, finally you may add any of the augments of the ‘created creature’ feature to the target but without access to the ‘Transient Skill’ augment, and who thereafter is considered a creature you have made, but retaining their own mind and without need for another heal check for determining successful creation.

    After this is done, the creature may continue to act normally from this point onwards, essentially the creature has a new body similar to as if they were brought back to life with the reincarnate spell with their new Racal traits being those of the body along with whatever they retained for their old form. If the creature is no longer capable of pursuing its previous class or lifestyle they are advised to multiclass or find a new one, e.g. if you made them into a quadruped or something resembling a tree for some reason. The new body is so different, freakish or repugnant that when compared to their previous one, they are unrecognisable, but otherwise lacks any mechanical effects.

    Should the creature be dead and their soul is not able to inhabit the repaired body or somehow trapped (and only if prevented, if it is free to enter the body then it must, willing or not) the body successfully animates, but it lacks the consciousness of the original creature, who begins inhabit the body automatically should they become free to do so. If it lacks the consciousness, it is considered mindless and functions according to base impulses related to the original creature.

    Cry of the Consumed {Whole}
    Perquisite: -
    The kyniteros was far more than a simple killer, more than some crude brute, it was smart, it was cunning, its mind seethed with the countless memories of its countless prey, and so the Kreikiri in turn is also a being of remarkable intelligence, devouring the minds of the fallen in its own hunts, to use that knowledge to rebuild the kyniteros

    This mythos grants the Kreikiri a perfect recollection of all events that they have ever seen, they no longer have any memory blocks, forget any details or any other failures of the mind along similar lines, even resisting magical spells and other such effects that would unnaturally force it upon you, unless the level of the effect (eg. Spell level or equivalent) is more than half of the characters Kreikiri level. For effects that lack such a measurement, instead treat the level of the effect as its CR or similar value as apropriate.

    To represent this perfect recollection the DM should offer complete and perfect information on the suitable memories that are available to the character, potently allowing perception and knowledge checks to allow the character to make sense of, and gather more detail on, that topic that the player did not initially take such a check for, e.g. a memory of the Kreikiri , with their adventuring party fighting an undead spellcaster that was only later revealed to be a lich, could, after the event, choose to re-examine the events and could take a perception check to notice a faintly glowing charm on an item on the lich, and them take a knowledge(religion or arcana) check to determine that it was the liches phylactery, and so may be able to go back and destroy it before the lich returns.

    As an additional effect, this mythos ‘expands’ in its uses should you possess the ‘Power-stealing aberrant-liege’ mythos and its ‘Legend-burnout ash harvester’: first, it grants you perfect recollection of, not just your own, but the memories of all those from whom you have killed using the mythos (), and are able to take advantage of this information and examine it from their own perspective, as well as that of the memories original holder. Additionally the additional mental fortitude this gives grants you iron will as a bonus feat.

    Second: you gain immunity to effects that read, detect, and otherwise form a mental link with you (e.g. telepathy) as per your immunity to effects that would alter your memories, but you also immediately detect such effects and may choose to be affected by them. As a related effect any effects you do let through or are not immune to, the sheer influx of the residual minds, and the image of many dying moments assaulting the mental bridge temporarily causes the individual forcing it to suffer under the mental bombardment. This results in the source of the effect taking a will save with a DC of the number of creatures you have absorbed with ‘Stolen-power chimera-ascendant’, if they pass the creature is shaken for one round, if they fail they are paralysed for a number of rounds equal to 1+¼ the creatures you have absorbed power from, as they are griped in the final moments of all the creatures you have absorbed.

    This additional effect counts as a manifestation of this mythos.

    Beastmaster's Coiled Lash {Splintered}
    Perquisite: -

    Why is it that the kyniteros’s independent shards are so often out of your control? Why do they not wish unity? And with this problem this newfound ability gives the solution.

    This mythos grants several benefits. First, this grants you the ability to deal lethal damage with a whip and allows you to use one to damage creatures even when they possess an armour bonus or a natural armour bonus of +3 or higher, cease to provoke attacks of opportunity when attacking with a whip and you now threaten the area within your reach when armed with a whip.

    Additionally you gain an internal organic whip in one of your arms (faintly visible within a half-transparent sack or as a writhing tendril under your skin) that may be extended or retracted as a swift action. When you have this whip extended you may not use that hand for any other purpose than using the whip (but you do not drop any item in that hand).

    While the whip is extended you are counted as having a masterwork tool for the handle animal skill. The whip is considered a primary natural attack in all respects apart from using the abilities of a whip weapon, sized for a creature of your size category, and being able to make iterative attacks as per a manufactured weapon.

    Should the arm the whip is attached to be removed and later replaced with a different limb (likely with a graft), it mutates over an hour to regrow the whip.

    Advanced manifestations:
    Beast Mastering Hand

    You gain animal affinity as a bonus feat. In addition by spending a full round action you may attempt to command any creature with an intelligence of 1, 2 or – (mindless creatures gain a +2 bonus on the save) within reach of your whip. The target creature takes a will save. Should they fail, you then make a handle animal check with a DC of 10 + the target’s HD.

    The creature becomes under your control and will attempt to follow your commands (as per a Dominate Animal spell) for a number of minutes equal to the result of the handle animal check (or only one round should you have rolled equal to the DC), but after this the target will attempt to flee or attack you or the creatures around it, depending on the situation it is in and what its nature would dictate. The creature will not follow suicidal or obviously dangerous orders, but may be inclined to attack others.

    Should the creature leave the reach of your whip for two minutes the creature immediately becomes uncontrolled. Additionally should you take hostile action towards the creature (apart from using his manifestation), or have it reduced below 50% HP you must pass a DC 20 +animals CR handle animal check or have it immediate become uncontrolled.

    You may extend the duration the animal remains influenced by you by re-using this manifestation on the animal.


    Combat Tendril
    You treat the whip as if it was one size large larger for damage purposes (now dealing 1d4 damage for a medium Kreikiri), its reach increases by +5ft, and finally it may be used as an additional limb, unable to be replaced with a graft or to wield a weapon (essentially meaning it can now grab and manipulate objects as if it was a hand). Finally you may now select this whip as your selected weapon with the ‘Meat-shearing butchers-scalpel’ mythos.

    Paralytic Barb
    Perquisite: -
    Why do they flee? You just want to make them whole. Make them better. Make them more. Yet still they run, but they will not stand in your way, you will experiment, and harness, and restore, and you will be whole again.
    You choose a single arm, or similar prehensile limb such as a tail, and a part of which then grows into a sharp, if small, blade (this usually develops from the middle finger of a hand, which grows an inch or two and fuses with the nail). In other limbs it is usually a stinger on the tip of the limb, like that of a wasp or scorpion).
    This blade functions as a secondary sting natural attack that deals 1d3 damage, and that inflicts the following poison on a successful hit.

    Barb Venom:
    Type: injury DC: as normal for mythos abilities
    Initial and secondary damage: D2 DEX

    Barb venom triggers its secondary damage on the round following the initial damage and again each round for five rounds. Should the target pass two of the saves the poison ceases its effects.

    When a creature is reduced to zero dexterity by this poison they also become Unconscious from this poison always lasts for one hour; with additional doses resetting the duration should the target fail another save.

    Should the limb the sting is attached to be removed, you may regrow it over 24 hours on a different applicable limb, or, should the original limb be replaced with a different limb (likely with a graft), it mutates over an hour to regrow the sting. You are immune to your own poison

    Basic manifestations
    Virulent Venom

    Your venom now lasts for two additional rounds. You may take this manifestation multiple times with the expenditure of mythos points, with its effects stacking, up to a maximum of 10 minutes of total time poisoning.

    Potent Venom
    Your venom’s dexterity damage increases by a die step and its DC increases by +1. You may take this manifestation multiple times expenditure of mythos points, with its effects stacking up to a maximum of d12 DEX damage.

    Weakening Venom
    Your venom now deals d2 strength damage during the initial damage in addition to dexterity damage. You may take this manifestation multiple times expenditure of mythos points, each time the STR damage increases by a die step to a maximum of d12 STR damage.

    Secrete Venom
    Any slashing or piercing weapon you wield in the limb containing the sting weapon may automatically be coated with the poison as a free action .

    Venom Squirt
    You gain the ability to project your venom over short distances. You may, as a standard action, spray your venom in one of the following manners. Either option may only be used once every d3 rounds, sharing a cooldown.

    • It may be sprayed as a 30ft cone, in which case the DC is reduced by three and the damage is reduced by two die steps (minimum one point of DEX damage).

    • Or it may be fired directly as a ranged touch attack with a 10ft range increment.
    In either case the target(s) hit by the venom have a percentage chance of being unaffected equal to 10+ double their armour bonus + their shield bonus. Additionally your venom now permanently becomes a contact poison.
    Last edited by ThreadNecro5; 2015-03-18 at 05:22 PM.
    my homebrew signature:
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  3. - Top - End - #3
    Dwarf in the Playground
     
    NecromancerGuy

    Join Date
    Mar 2014
    Location
    Scotland
    Gender
    Male

    Default Re: [3.5 Base Class] "Make us Whole Again"

    Kreikiri Fantastic Mythos
    Spoiler
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    Anatomy-twisting bestial-genesis {Splintered}
    Perquisite: Monster-making beast-lord

    The kyniteros is slowly waking within you. It is pushing at your senses, urging you to cast of this weak shell of meat to advance beyond, into true glory. But where to begin? There are so may possibilities but all so limited. You are not enough, yet are too much to risk upon a path of degradation. So you build a second vessel, less connected to the kyiteros, but one to see how you could evolve. And in this you see potential…

    This mythos grants you an animal companion, counting your Kreikiri level -2 as your druid level. Additionally instead of selecting a normal animal to use you instead create a creature for free with ‘Monster-making beast-lord’ that always has a number of hit dice equal to your Kreikiri level. Unlike normal animal companions this creature may be of a type other than animal (selected on creation), but uses the HD, saving throws, BAB, and other such levelling-based progression as normal for its type instead of the animal type. It has the Natural Armor Bonus, Str/Dex Bonus, Bonus Tricks (if of animal intelligence), and Special abilities of an animal companion of a druid equal to your Kreikiri level. Some types incur a cost in order to select them, as shown on the table below:

    Type Cost
    Vermin, aberration, animal, humanoid, giant 0
    Magical beast, monstrous humanoid, fey 15
    dragon, outsider, plant 40
    Ooze, elemental 60
    Undead and construct 100

    Additionally animal companions of the vermin or ooze type lose their immunity to mind effecting effects if they possess an intelligence score. Ooze animal companions also gain 60ft of blindsight at no additional cost. An animal companion with intelligence three or higher is fully sapient.

    You have a number of points to create it with equal to your kreikiri levelx25+15 and it is automatically considered unageing at no additional cost. You may re-create this animal companion every time you increase a level. This creature may have an extra graft attached to it at a single time than is normal for its HD. This creature is otherwise treated as a normal animal companion in all respects. Unlike other created creatures the animal companion may not take the Advanced Form or Transient Skill augments.

    Should this animal companion be destroyed it can be replaced through the expenditure of a number of graft points equal to the amount it cost to create and three hours of work.

    Advanced Manifestations:
    Continued experimentation

    Your animal companion may now have an additional number of grafts attached at a single time equal to 2 +1 per four kreikiri levels you possess.

    Might imbuing structure
    During construction the Kreikiri may convert one of their animal companion’s HD into a level of a class level of choice at the cost of 25 Graft points. This option may be chosen multiple times with the cost doubling for each additional HD converted (25 for the first, 50 for the second, 100 for the third, 200 fourth, etc). Any requirements for these class levels (in the case of PRC's and such) must be met by the creature before they can be selected. The costs for this option must be paid from the Kreikiri's Graft point reserve, not with the points provided by this mythos.

    Re-genesis gambit
    Should you die you gain the ability to be reborn through the body of your animal companion. Upon your death your animal companion may gain points as per your ‘Limb-shredding graft-taker’ mythos, but cannot spend them or use the mythos in any other way. This represents the companion consuming mass from the harvested creatures. It does not possess any points you have. Once it has an amount equal to 20 points per character level you possess, your character (but not any equipment you had) is regurgitated by the creature (or if is too small some similar process is done instead, for example it could regurgitate a thick pulp and shape it into your body not unlike a wasp making a nest). Your character only retains grafts if their full value in points is also used in your regrowth. Your animal companion may consume themselves to add their value in points (including grafts) to your regrowth. Should this be the case, your animal companion is destroyed in the process, and it takes double the cost to create a new one the next time you do so.

    Power-stealing aberrant-liege {Whole}
    Perquisites: -
    The kyniteros sought perfection. It sought that belonged to others, the power to pass beyond death. The power to move mountains. The power to bend the very earth to your whim. And today the kyniteros has awoken. The Kreikiri walks the earth. And it sees its prey, reborn anew, as it was. And this time it will not be stopped. This grants the Kreikiri the ability to drain the power of the legends of the other beings that walked in the day of the kyniteros.

    To do this you, as a standard action, make either a melee touch attack that deals no damage or a single normal attack with the weapon you have affected with the Meat-shearing butchers-scalpel (or one of the natural attack(s) it can be converted into, should it be in that form) mythos should you have it. should this attack roll hit, it means the target must take a Will save, and by every point they fail by they lose an equal amount of mythos points, up to the amount they have, and you gain an equal amount as to what they lost. If you hit you are also granted knowledge of weather the target has any mythos-based abilities from a class.

    Creatures that have been effected by an effect that empowers someone using a mythos are classed as having an amount of mythos points equal to 1/4th of the amount of mythos points it would cost to purchase the mythos used, unless some other points-based medium is used in the mythos, using the value of points used instead, e.g. a creature with a Kreikiri–granted graft counts as having an amount equal to the amount of points used to make the graft. Once all the equivalent amount of MP possessed by the target is drained by the effects of this mythos, the target becomes unable to benefit from the mythos they were effected by for 3d10 hours after which it again becomes useful. You may not gain mythos points with this mythos from a subject you caused to become an eligible target unless outside sources were involved, such as if you created a creature that later became a teramach or Kreikiri itself, without your involvement, e.g. you cannot use this on someone who is only eligible through a graft you gave them.

    Advanced manifestations
    Legend-burnout ash harvester

    Whenever you use this mythos and the target has no mythos points but who possesses the capacity to gain mythos points, they instead loose hit points equal to the amount of mythos points they would have lost. A target killed by this effect is reduced to dust, and so is unsuitable for harvesting, resurrection and other such effects that would require a body. You may only ever gain a number of mythos points in this way from a single target equal to their maximum HP, and do not gain any points from temporary HP. An amount of HP equal to your Kreikiri level multiplied by five is the maximum amount of HP that the target may lose per use of this mythos. If this manifestation’s use results in the loss of hit points in the target, you may not use this mythos again, on any target, for 1d4 rounds.

    Leach of legends
    Now whenever you gain mythos points from this ability the amount you gain is multiplied by 5, and so is the amount the target loses.

    Feast of mortal flesh (requires Legend-burnout ash harvester)
    You may now use this mythos on beings without any mythos abilities whatsoever, draining their HP as per Legend-burnout ash harvester.

    Bestial shredding-blur
    The kyniteros constantly strived to grow against its limits, always looking for more. It could break its limitations and continue its eternal quest.

    You gain the ability to make iterative attacks with your natural attacks, at the cost of taking a penalty on all attack rolls equal to double the amount of extra attacks per natural attack.

    Advanced manifestations:
    Many-toothed whirlwind
    You gain two weapon fighting and multiattack fighting as bonus feats. In audition you no longer have to meet the dexterity presquite for improved and greater two weapon fighting

    Organ-tearing freakish-overlord {Splintered}
    Perquisites: Limb-shredding graft-taker

    In those ancient days, it was unbound by form. It sought to grow, so did the kyniteros, but then it fell. Now its mortal vessel has begun to make it whole again. But, as this weak flesh shall learn, that was only the beginning…

    This mythos expands your options when using Limb-shredding graft-taker to create a graft or creature, depending on the manifestations chosen. Additionally this mythos allows you to equip one additional graft to yourself at any one time.

    Basic manifestations
    Matter Mastering All-Surgeon
    When harvesting graft points and you may now extract graft points from any creature despite their bodies’ composition.

    Lord of Warped Flesh
    You gain access to features and augments available through any Ozodrin prestige class (e.g. menacing manor, or the esoteric features), apart from those of epic level prestige classes. For the purposes of menacing manor features you may designate an area as your building plot (see menacing manor) by exchanging a stomach feature(s) with the square feet of building plot available equal to twice the number of small sized creatures that can fit in the stomach(s) exchanged. The building plot otherwise follows the normal rules.

    Trophy of Worldly Champions
    You may access the mutations list of any mutations that require feats to acquire (such as the plant mutator line) for the purposes of the Stable-implement-of-empowerment manifestation.

    Eldritch Living-Weapon
    Magic items attached to a graft have their cost halved.

    Storm-of-cuts life altering flurry {Splintered}
    Perquisites: Monster-making beast-lord
    Ironic isn’t it? How the world teams with your spoils. And how the ungrateful masses all strive to use your stolen gifts against you. The wild animal hunting with tooth and claw. The human bandit who uses your stolen adaptability to try to take an advantage against you. The angry mob so resistant in your attempt to reclaim your spoils and make them whole. But, thinking of this, you realise something. The echoes of you, of the kyniteros, in them are, ultimately, you. And why are you attacking yourself? And so decided that, if you must, you will need to give these rebellious threads something of an… attitude adjustment.

    This mythos allows you to use the ‘Limb-shredding graft-taker’ mythos on a non-willing creature. To do this you announce that you are using this mythos before making a full attack action. With this mythos you make the attack(s) as normal, adding your wisdom modifier in addition to your strength modifier for damage purposes, but always dealing nonleathal damage, up to a maximum amount of such damage equal to their maximum HP (and thus sufficient to leave them unconscious).

    In a flurry of cutting, stitching and grafting, you may immediately create any number of grafts that are all immediately attached to the target with no checks required, up to the normal limit on grafts for the target. You can spend up to a number of points on graft production equal to the damage dealt.

    Should the creature be given grafts containing instincts from the ‘Mental-lords’ unity’ mythos, the creature takes a -1 penalty on the save for each individual feature type attached to the creature.

    After the grafts are attached, the target must pass a will save or be subject to an effect identical to a non-magical confusion spell that lasts for 2d6 rounds, to which you subtract a number of rounds duration up to the victims wisdom modifier (note that a negative wisdom modifier will result in a longer duration), and you may use the handle animal skill to "Handle" them to perform a task if you share a language, and to “Push” them if you do not, as if they were an animal (as per the skill). The effect of the Confusion is suspended while performing such a task and its duration continues to decrease.

    Should this creature fail the will save against the Confusion and stay in your possession (which for this mythos’s purposes is anything that involves intentionally working towards your desires or spending a significant time around you) they begin taking d3 intelligence drain per day, even if immune, that can only be cured through a wish or miracle. Once the creatures intelligence becomes zero it is replaced with ‘-‘ and the mindless special quality, but retaining any feats it has, and skill ranks are modified as if the creature had an Intelligence of 1 (but due to being mindless, it cannot use intelligence based skills).

    You may allow a creature to be left with an intelligence score by paying mythos points equal to 150 per point of intelligence you desire a creature to have (up to their starting level), for example 150 for an intelligence of 1, or 1500 for an intelligence of 10, etc.

    Once a creature whom you spent mythos points on to leave with an intelligence score stops taking intelligence drain, it becomes zealously loyal to you, and its entire personality warps to consider what you did to it an improvement. No matter the creatures final intelligence score, once it ceases taking intelligence drain it is treated as a creature you created for being released for mythos points.

    Mental-lords’ unity {Splintered}
    Perquisite: -
    The dispersed shards of the kyniteros are converging. Its rebuilt servants need to be unified. They need control. And so the Kreikiri may now infuse a number of driving instincts to its creations to ensure control.

    With this mythos the Kreikiri gains the ability to add a number of ‘instincts’ to a graft or created creature, should you have the appropriate mythos to create them. An instinct is a distinct variety of mental ‘programming’ that forms a command that the creature with it will usually follow unerringly as part of its natural disposition.

    The exact specifics vary depending weather the target of this mythos is a graft or a creature you have created:

    Grafts:
    Spoiler
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    you may add a single instinct to a graft, the instinct effects the creature the graft is implanted into. When a creature with an instinct from a graft possesses an intelligence score of 3 or higher, they may use a standard action to attempt to resist the instinct.

    When the creature attempts to resist the instinct they take a will save. Success means that they can act without regard to the instinct for a number of rounds (not counting the current round) equal to their Wisdom bonus (min. 1). If the creature fails the Will save then they must follow the Instinct for the next minute, during which time they are unable to make further attempts to resist the instinct. Each identical instinct the creature possesses (i.e. from implanting additional grafts with the same instinct) increases the DC of the save to resist an instinct by +2.

    A subject forced to take actions against its nature (a parent about to kill its offspring, a Drow forced to protect an elf villiage) receives an immediate saving throw to resist with a +2 bonus without having to use an action. If this occurs within a minute of a previously failed Will save against the instinct then no save is allowed, as per above. Subjects are aware of this and can make choices accordingly.


    Creature:
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    you may add up to a number of instincts equal to ¼ of your Kreikiri level. These are added during construction and may not be changed later. The instincts serve in part form the core of the personality and temperament of the creature and, should they breed, their offspring.


    To determine the specifics of an instinct you may choose a sentence of up to ten words. Examples include ‘follow {name}’s orders’, ‘kill everything that you see’, or ‘guard here from intruders’, and that becomes an order the creature obeys. Creatures may (consciously or not) obey instincts literally or as according to loopholes in the wording of an instinct, or otherwise in a manner that is valid to the instinct but not as intended.

    Should instincts directly conflict with each other (eg, when a creature with the instincts 'Kill anyone who enters the room' and 'Obey your master' is told by their master not to attack someone who enters the room) the creature is left in a state of non-magical Confusion (as per the spell, with no save allowed) until the conflict is removed. On a confusion result of 'Acts normally' the instinct it obeys it is randomly selected.

    Each instinct costs 50 graft points to add to a graft, and 150 to add to a creature. Each instinct attached to a graft/creature adds +1 to the implantation/creation DC (as appropriate), instead of the normal increase the graft point cost would cause.


    Basic manifestations
    Mind-warping restructuring

    When adding instincts to a graft or creature, you may pay 30 graft points to add a condition from the following list that applies to the creature.
    Conditions:
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    Blinded
    Confused
    Cowering
    Dazed
    Dazzled
    Deafened
    Exhausted
    Fatigued
    Helpless
    Frightened,
    Nauseated
    Panicked
    Paralyzed
    Shaken
    Sickened
    Unconscious


    The condition comes into effect when a particular ‘trigger’ is performed. A trigger can be any single specific circumstance (selected when this manifestation’s effects are used) you desire. Example triggers could include ‘attacks master’, ‘at night’, ‘below half hit points’, or ‘on hearing the word for {word} in {language}).

    After the trigger is selected the effects duration must be chosen, from the following list: 1 round, 1 minute, 5 minutes, 10 minutes, 30 minutes, 1 hour. This is how long the condition applies for.

    An example of this in use is below:

    When creating a creature, a Kreikiri pays 50 graft points to give a creature the instinct of 'Kill anyone who enters the room' and then, using this manifestation, pays 30 graft points to add the condition of ‘Unconscious’ with the trigger of ‘attacks master’ and duration of ‘1 minute’. The result is that when the creature is created, should it attack the Kreikiri, it falls Unconscious for a minute.

    When a creature affected by a condition from this manifestation it immediately knows what caused the condition, as well as feeling extremely unpleasant for the duration for the condition. This results in the creature likely being discouraged from preforming this action again unless it was forced to do so form an instinct.

    The effects of this manifestation may be applied once per instinct.

    Illusionary land-realignment
    With this manifestation, when adding instincts to a graft or creature you may, instead of an instinct that issues an ‘order’ of some nature; instead create an instinct that alters the creatures’ perception is some manner. Example instincts this allows you to create include: ‘Cannot sense creatures displaying the seal of {organisation}’, ‘cannot detect the exits of the structure it inhabits’, or ‘sees all creatures as {monster type}, apart for {individual or type of creature}. The alteration to perception must be expressed within ten words or less.

    No matter the evidence otherwise; a creature will believe the conditions of an instinct over any rationality, it will never regard creatures it cannot detect, it will never use an exit it cannot perceive, it will treat any false structures it sees as real, etc.

    in the case of structures, if it cannot physically do what the fake structures around it would suggest, the creatures mind imitates what should happen, e.g. if a fake door is opened, and the area behind it appears to the creature as a passage, but is actually a blank wall, the creature will believe itself to actually be traveling through that passage (or if it possesses some ability to do so, it may carve out an actual passage through the wall with claws, tools, or such, believing the time it takes digging is just it clearing the passage or unsteady footing).

    These instincts still otherwise function as normal instincts

    Ever-shifting protean-mastery {Whole}
    Perquisites: Limb-shredding graft-taker
    The kyniteros was not bound by piecing itself out of harvested flesh, it was able to manifest its power at a moment’s notice, unbound by form.

    This mythos grants the Kreikiri the ability to store a number of grafts internally and withdraw them into itself.

    This functions by allowing you to, when creating a graft, elect to ‘internalise’ it is you wish. Should you do so you immediately make a roll to attach it with a +4 bonus, and it only takes a minute to assemble and ‘attach’ it, additionally it is forever unavailable to you or anyone else outside of the effects of this mythos once internalised. You may store a number of grafts equal to half your Kreikiri level and each may cost no more than 10 points per Kreikiri level you possess to construct. You may swap, retract or equip one of your internalised grafts as a full round action. You must supply the points to produce the grafts yourself, and must not have one of your internalised grafts equipped to equip another one. You may destroy a single internalized graft in order to empty the space it takes up in this mythos as a free action. An internalised graft does not take up any of your graft slots.

    Advanced manifestations:
    Adaptive arsenal

    Whenever you swap your internalised grafts you may equip two at a single time rather than one.

    Quick mutation
    You may now swap between internalised grafts as a swift action.

    Stitched nightmare
    Perquisite: Limb-shredding graft-taker

    The kyniteros was unbound in form, it was an exemplar of atavistic greed, not only desiring power but able to take it. What are you doing? Roaming around in this pathetic meat suit? Yes you made it better, and perfection is starting to leek its way out, but the kyniteros was never meant to be constrained by this retch. It needs a worthy vessel to herald its rebirth. You have to fix it. You have a plan, to replace weak flesh with ancient might

    You may now, at any time, spend 50 graft points to perform a permanent, one-time, surgical procedure on yourself that twists your body into something superior to what you were before; this horribly mutilates and twists your prior appearance causing you to take a -10 penalty on disguise checks without magical aid (e.g. any spell or effect that duplicates Disguise Self or otherwise causes you to take on a full-body transformation to mimic a different creature). The benefits of this transformation are that you gain any three mutations (as per an evolutionist but ignoring mutator level limitations and not counting towards the limit of the number of times you may possess that mutation) and a single option form the following list: (movement speeds grant limbs and structures required for their use, with specifics chosen by the you, e.g. fly speed could grant wings, or give you an internal gas filled organ among other possible manifestations of it.)

    • Gain fast healing 1

    • Gain 30ft burrow speed

    • Gain 30ft fly speed (average)

    • Gain 30ft climb speed

    • Gain +2 natural armour

    • Gain a single natural attack that deals 2d4 damage for a medium kreikiri, which is always considered
    primary, as well as the limbs required to utilize the attack should you need them.

    • Gain an elemental subtype of your choice.

    • Gain a bonus feat of your choice

    Additionally you stop ageing and remove any previous ageing penalties, but continue to accrue any bonuses. Additionally you no longer need to eat or drink, and now only need to rest for half as long as is normal, e.g effects that require eight hours to recharge now only need four.

    Should you ever be subject to an effect that would permanently change your original form (e.g. a reincarnation spell or baleful polymorph, the effects of this mythos and the physical changes it caused in you carry over into the new form) for example if a human Kreikiri with this mythos was reincarnated into an orc, they would have the body of an orc with the same physical alterations as from this mythos (which likely could mean that the change in race is near unnoticeable due to how much the altered body could diverge from the original).
    Last edited by ThreadNecro5; Yesterday at 05:58 PM.
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  4. - Top - End - #4
    Dwarf in the Playground
     
    NecromancerGuy

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    Default Re: [3.5 Base Class] "Make us Whole Again"

    Kreikiri Legendary mythos
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    Eternal-legends-defeated supremacy returned {Whole}
    Perquisite: Power-stealing aberrant-liege

    When you gain this mythos you select one mythos using class that you have used Power-stealing aberrant-liege on, and whom you must have killed with the mythos. You add the exceptional mythos of this class to your list of exceptional mythos that you may learn.
    Once you may access exalted mythos from the Kreikiri class you gain access to that classes fantastic mythos. Once you can access sempherial mythos you may access legendary mythos from that class. Once you have gained all levels of a class that grants sempherial mythos and have 40 non-racial hit dice you may access that classes exalted mythos.

    You may only use the mythos gained by this mythos should you have used Power-stealing aberrant-liege to kill a member of the class that grants the mythos and has a sufficiently high level to learn the ranks of mythos themselves. For example until you have killed a teramech has is able to use fantastic mythos with Power-stealing aberrant-liege, you cannot use any fantastic mythos from the teramech class that you have learned.

    Mythos added from this class cost an extra 50% to learn using mythos points, with the cost increasing by 10% each time a mythos from that class is learned. You may gain access to the excellences of that class for the same pricing as for the exceptional mythos of that class.

    You may learn this mythos again my spending double the original cost In mythos points to purchase this mythos again after meeting the presquite with another mythos using class, otherwise all effects are as normal apart from all costs of granted mythos being doubled. Mythos not originally from the Kreikiri class may not be gained through levelling up in the Kreikiri class.
    You are also affected by any class features from the class that the mythos is from that are relevant to its function, e.g. the teramach’s Monstrous Rage class feature.

    Disassociated undying-flesh {Splintered}
    Perquisites: -

    The kyniteros was tore apart, and yet did not die. Yes if you cut of the head, it will die, but all of it is a head, and a heart, and a brain. And as its existence as shattered shards prove, the kyniteros, had no physical need of its broken body, and as your every step, and every breath prove it will always join into an inevitable whole once more.

    This mythos grants you immunity to bleed, paralysis and sleep effects, a permanent 50% chance to avoid critical hits and precision based effects (such as sneak attack), gain damage resistance of X/- (where X is your Kreikiri level) against nonlethal damage. And finally for no part of your body to be classed as vital, for example you are able to survive with a removed heart, head, lungs, brain, and such and you do not bleed out or suffer any other negative effects of a severed/broken arm, leg, head, except for that body part is now absent.

    You retain consciousness and sensation (including pain and touch) throughout all parts of your body despite distance or damage. If you are rendered unconsciousness due to nonleathal damage or negative hit points you are still fully aware of your surroundings and can use manifestations of this mythos, but otherwise may not act. You can always sense the direction, but not the distance to any of your body parts.

    Each severed body part is considered a separate creature identical to you in all ways but the following. It is usually two size classes smaller than you are (but may be smaller or larger by GM determination up to one size below yours), but does not receive statistic alterations. It has an amount of HP equal to (¼ your HD)d6 (e.g. at lv16 each 4d6 hp) and takes a -6 penalty on all attack rolls (should it actually structurally be capable of attacking, the body part must have a joint or some other method of movement to be able to attack and possesses a 5ft movement speed.

    All your body parts share one set of actions, and so should you decide to move one (or more) using a move action another part may not make a charge in that round for example. Should you attack you must divide the attacks you would have if you were whole between your body parts and only the source of a natural attack may make that attack. For example if you make a full attack and have three normal attacks a claw attack, and a tail slap, and you are separated into two severed arms (one with a claw and one holding a shortsword), and the rest of your body with a graft granting a tail slap you would make a claw attack with that arm, however many attacks your BAB grants you with the arm holding the sword, and a single tail slap with the body. You may choose for a body part to not take part in an action. In the case of full round actions all relevant parts must be within 5ft of point of interaction with the action space
    and only a single one may be made.

    A severed body part may be reattached to the relevant part as a full round action (for example a hand to an arm). You are not considered dead until all parts, no matter how small, of your body are.

    Advanced manifestations
    Mutagenic mutilation (requires Ever-shifting protean-mastery)

    When you have a body part severed from you, that part may (as a swift action) activate a single internalised mythos as per ‘Ever-shifting protean-mastery’ that no other body part (including your main body) has in use. Additionally any body part that has an internalised graft active may attack despite restrictions on how it could move or other such matters, as long as the graft it has allows it to attack in some manner. An example of this in use is that you could make a pair of wings to form from the nerves of a separated eye, and have it fly around should you possess an internalised graft that contains wings.

    As a side effect of this manifestation is that your internal anatomy is rendered truly unnatural (or at least more so) for your race, appearing as (among other potential appearances): a mass of tendrils, an entirely solid black mass, or any other unnatural form. This means that it is immediately obvious to anyone that you are something different than a normal member of your race, as long as you are either significantly injured or under half your maximum HP.

    Regenerative restorations
    Whenever you heal naturally you gain an additional two hit points. Additionally you increase your rate of natural healing to 1/hour.
    Additionally may choose to regrow any severed body part that is rendered unavailable to you. When you choose to do this the original part immediately withers and decays into a black sludge, and the body part begins regrowing, this takes 1d2 weeks at which point the body part is nearly fully formed, but diminished in size, resulting in a regrowing arm being treated as a size lower than normal for all purposes related to this arm (e.g. the arm of a medium creature is considered that of a small creature). For a severed leg you reduce your movement speed by 10ft (per leg). otherwise the shrunken body part has no mechanical penalty. After d10 days it has grew back to full size and function.

    Division of fragments
    When you possess at least one dismembered body part, you may elect it to be effected by this manifestation as a free action on your next round, or as a swift action at a later point. You may have a number of such body parts at a single time equal to 1/4th of your Kreikiri level.

    A body part effected by this mythos gains a +10ft movement speed, and 20ft blindsight. In addition these body parts gain a normal set of actions to themselves as an individual creature.

    Horror raising mutant master {Splintered}
    Perquisite: Limb-shredding graft-taker
    Every 24 hours you gain a graft point, as per those of Limb-shredding graft-taker. Additionally you may spend 10 mythos points in order to gain a graft point.

    Advent manifestations
    Endless meat


    Whenever you gain a graft point with this mythos you gain an additional one, not counting those gained through this manifestation or by spending mythos points. You may purchase this manifestation multiple times, its effects stacking each time.

    Flesh flowing like the tide
    Whenever you create a graft, harvest graft points or create a creature with Monster-making beast-lord the actions only take a full round action.

    Creeping flesh-fortress {Whole}
    Perquisites: Monster-making beast-lord

    You are almost ready; someday soon the resurgent kyniteros may yet hunt again. You have harvested enough of its might, coxed out from weak flesh, to begin the formation of a true avatar that shall usher in a golden age of perfection and unity of its scattered fragments. The final pieces will fall into place, just as soon as the world is consumed to make it whole.

    As a full round action, you may spend 50 graft points to produce a ‘flesh node’ a small ball of unusual matter that is anchored to the ground by tendrils that is placed in an area within the Kreikiri’s reach . This node produces a thick carpet of material similar to strands of butchered or necrotic flesh over any surface it is on, including up walls and ceilings, that expands 5ft outwards in all directions every 12 hours that the flesh node exists until the mass covers a 60ft radius in all directions from its point of origin. Once it has expanded to this point it slows to spreading 5ft every d6 days. You may concentrate as a full round action to grant yourself 5ft blindsight from everywhere this material grows (as long as it is sourced from your flesh nodes rather than another Kreikiries), including across planes.
    This fleshy material and the flesh nodes themselves may be destroyed through a sunder combat manoeuvre. The standard material has 10hp/inch and a hardness of 5. The nodes have 10hp +10 for every Kreikiri level you have and have a hardness of 10. Should the node be destroyed the material they support will begin to deteriorate by having all squares of the material be destroyed at a rate of 1hp/minute to all squares within 5ft of the nodes prior position, and then once they are destroyed, affecting all the squares within 5ft of those positions, and so on until all of the material is destroyed or the space overlaps that of another node. In addition to the above the flesh node and the matter it produces possess a vulnerability to fire.

    By default the material produced will spread on a horizontal plane until it reaches a point where it must travel vertically in either direction, and keep spreading, and has a default thickness of an inch where it has spread. You can influence the material by spending a minute in concentration and choosing one of the following options:

    • The material may be made thickener or thinner by one inch.

    • The area may grow 1ft in a direction of your choice, including straight up, in which case a small inch thick wall begins to form that can be thickened with additional applications of this option, or even across open spaces.

    • May harden the material, which increases its HP/inch to 30 and its hardness becomes 10, but prevents further growth from that point. Each use of this affects the most external one-inch layer of the material on that square. Reversing this is preformed identically to originally applying this effect. This hardened material may be worked like metal and often resembles a carapace of some creature, bone, or similar form.

    • May alter a 5ft area to contain a simple mechanism that allows for the opening or closing of a gap in the material. Possible uses include creating doors, chests, windows, ect. These may only be opened or closed by you and those you choose to allow. Doing so is a mental action that uses up a swift action.

    The effect takes 2d4 hours to apply and at any given use you may only affect a number of individual 5ft squares equal to your level but the same square may be affected more than once/use. Each time you apply one of these effects it resets the time until the area next grows.

    Advanced manifestations:
    Sentinels

    When you are altering the area of flesh your node produces you may spend five squares worth of alterations to produce one of the following objects. Each object is anchored to the substance produced by the node, and is destroyed if removed. it can also make some actions as if it was a creature, as listed in its description. When sundering such an object you must roll to hit against its armour class as normal, and this AC is its normal, touch and flat footed AC. When you create each effect you may spend graft points to give it a bonus on all attack rolls and CMB, damage rolls and/or AC equal to a +1 bonus in a single category per 3 points spent.

    Guardian:
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    The guardian is a large sack of flesh that contains a number of tentacles. Every round the guardian will attack an enemy target, as is chosen by its creator or simply the closest target if the creator is unavailable with one of the following attack forms once/round.

    Melee: 2 tentacles +5 (1d6+2 plus grab)

    Ranged: spike +5 (1d6, crit:19-20)

    The guardian has an AC of 16, 5HP/HD you possess and a hardness of 10

    SQ: constrict (tentacles, 1d6+2) reach: 40ft (tentacles)
    CMB: +4


    Nest:
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    The nest is a pod that contains three tendrils that end in luminescent sacks which house a number of explosive worm-like creatures. Every round the Nest will fire three shots, as detailed below, at one or more enemy targets, as is chosen by its creator or simply the closest target if the creator is unavailable, defaulting to firing all three at a single creature.

    Should the nest start its round with an enemy creature within 15ft it immediately retracts into an armored shell at its base, only becoming active again once a creature is not within 15ft of it at the start of its round. When within the shell it gains resistance 5 to all elements, gains +4 armour class, and increases its hardness by two.

    Ranged: pod +5 (2d4+2, +1d6 fire)
    The nest has an AC of 14, 10HP/HD you possess and a hardness of 10


    Cyst
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    The cyst is a stump-like creature that produces a number of explosive pods and hurls them at an enemy target (range increment is 10ft), as is chosen by its creator or simply the closest target if the creator is unavailable with the following attack form, usable every 1d4+1 rounds. Unless otherwise directed it will refuse to target an area that would hit an allied creature.

    Ranged: explosive sack +4, 15ft radius (3d6+2) DC18 REF save for half
    The nest has an AC of 14, 10HP/HD and a hardness of 10


    You can only produce one of these objects every d12 days and it takes d20 hours to develop.

    Commanding these objects is a free action used when concentrating to use your blindsight from the matter produced through this mythos.

    Uneven footing
    The terrain that makes up the material hampers the movement of those whose presence is unwanted. This reduces the base speed of all creatures other than you, creatures you’ve created (through any means available to you) and those you specifically allow, by 10ft.

    Everywhere at once
    When you are concentrating to benefit from your blindsight, you may transport yourself to any area you can see and that is covered by the fleshy material, as a full round action.

    Resistant node
    Your flesh nodes and the matter they produce lose their vulnerability to fire, and gain +2 hardness.

    Tentacle node
    2d6 days after creation any flesh node you create will have developed a long tentacle that can defend the area. Unless you specifically command it otherwise (a swift action when concentrating or within sight of the node), your flesh node will make a single tentacle natural attack with the grab quality as if it was a creature, to the nearest creature within its reach, using your BAB, strength modifier, CMB, and CMD when needed.

    The tentacle deals d6 damage and has 40ft reach. Every five times the material the flesh node produces grows, the tentacle gains +1 to its effective CMB and CMD, increases its reach by 10ft, and increases its damage by a die step. This can occur up to a maximum number of times equal to half your Kreikiri level.

    When not in use the tentacle is retracted into the node, and is unable to be seen.

    Should you possess the ‘Conversion chambers’ Excellency, you may now create a conversion chamber permanently affixed to a node, with both now considered to be sharing a space. Any creature the tentacle reduces to negative HP is then placed in the chamber, automatically stabilising if it has not already done so and increasing its HP to zero is it was lower.

    Always watching
    You are now always considered to be concentrating on the matter produced by your flesh nodes for the purpose of this mythos when it would benefit you (i.e your blindsight is always active and such).

    Extrude flesh
    You may, as a full round action, choose to destroy a single 5ft by 5ft block of the material created by one of your nodes in order to gain two graft points. You must be able to touch the material to do this.

    Dominion of air
    Your flesh nodes may now produce particles that infest the air around them. This causes any area of open air area within a 10ft area of a flesh node to be treated as if it was covered by the substance for the purposes of concentrating to gain blindsight from this mythos. Additionally the area causes any creature inside it to become fatigued until they spend an hour outside of the area should they spend five hours inside it, and lowers light levels by one step. These later effects do not affect creatures with a Kreikiri-granted graft, who are a created creature or that are a Kreikiri themselves.

    The area affected by this manifestation expands by 5ft in all directions one per week, but may not expand farther than the substance produced by the flesh node, and if it could not expand without breaking this limitation it does not expand at all that week.

    Dominion of water
    The material produced by your flesh nodes may now expand into water as if it was solid land. Such water is treated as if it was covered by the material is all ways bit is still functionally water and may not be influenced in any of the normal ways available to the material on normal ground, but may be influenced (as normal) to turn the top or bottommost inch into a normal solid example of the material in a 5ft square, or the procedure may be reversed allowing you to convert an inch of the solid material into water.
    When it is expanded onto the material always fills a 5ft block of water in its entirety, and the water itself often takes on a black or blood red colouration.

    Creatures with a Kreikiri-granted graft, who are a created creature or that are a Kreikiri themselves may drink from such water as a full round action to gain fast healing 1 for one round. Unless fed form a river, spring or other water source (or it is the ocean) a 5ft block of water can only be used in this way three times before being consumed. Roughly one gallon of such water is sufficient to trigger this effect should it be stored.

    Infectious presence (requires Necrotic meat-mutation)
    Your disease may be spread through the material produced by your flesh nodes. Any creature that eats the material is exposed and must save against the disease.

    Should you possess the dominion of air manifestation any creature within the vapour is exposed to the disease and must save again once an hour.

    Should you possess the dominion of water manifestation any creature that drinks the water is exposed to the disease and infected creatures may benefit from the fast healing effect.

    Necrotic meat-mutation
    Perquisite: Monster-making beast-lord

    Your body becomes host to a mutational disease. This disease is spread through your body fluids and though any natural attack you possess, using the mechanics listed below:

    It is a disease who’s save DC as is normal for mythos-based effects. Once a creature is infected, the disease only forces the first fortitude save after 3d4 days, with further saves occurring only 1/month. The effects of the disease on a failed save are 1d2 charisma drain.

    The visible symptoms of the disease are that the victim’s entire body begins going through temporary spontaneous mutations, at first only things like hair colour or skin texture may be effected, but later entire vestigial limbs may develop and retract, their limbs develop new joints, and eventually the infected individual becomes a horrifying sight of jumbled, ever-shifting flesh and erupting organs, looking almost as if a swarm of writhing insects has burrowed beneath their skin. Despite the effects on someone’s looks, and likely their mental state, a canny individual can make use of their situation. Once a creature has took five points of charisma damage from the disease they increase their natural reach by 5ft, for every three points of such damage they take they increase all their physical statistics by one point, and they gain a bonus on intimidate checks equal to the amount of charisma damage they have taken.

    Unfortunately (for the victim anyway) however the infected who reach an advanced stage of infection, having a charisma of 7 or lower and after a minimum of a month infected, develop an unending compulsive hunger, gaining a bite attack that deals 1d6 damage for a medium creature. That drives them to consume any and all food available, but that still does not reduce the hunger. The only way a creature may relieve themselves of their hunger is by consuming the body of a creature that has been dead for no less than 24 hours. The infected creature can consume the body unnaturally quickly taking 15 minutes for a small sized creature, with +15 minutes per size larger or half that time per size smaller. After eating the creature the infected individual gains a number of graft points (identical to yours but they lack any means to use them) identical to how many you would have gained should to have harvested the corpse for graft points, taking into account any modifiers you possess into the roll such as making the dice used d6s or such, with the alteration that all dice rolled are maximised (should the consumed creature possess graft points they are gained by the consumer as well). Once the creature has consumed point’s equal to the amount of charisma drain they possess X10 they regain a point of charisma drain and cease their hunger until they need to make a save for the disease again.

    This continues until the creature has been infected for 3d10 years or their charisma becomes zero, at which time the true effects of the disease become apparent upon the victim slipping into a coma and begins to mutate over a minute. At this time you immediately become aware of this creature and subsequently become aware of their location and of what the creature has seen in the past minute. You may then immediately create a creature, as per ‘Monster-making beast-lord’, without having to pay the 15 points to construct the creatures body, and using the amount of graft points the creature has (and only that creature, not any of yours) combined with what they would grant should you harvest them but with the dice rolled maximised. This creature is treated as one you created in all ways and for resurrection purposes the creature who was infected (whose body became the new creature) is treated as if their body was raised as an undead creature for spell effects. When creating a creature due to this disease you must spend at least half the graft points available. Any unused points are granted to the Kreikiri the disease originated from.

    Creatures created from the infected bodies are considered allies to each other, and will likely engage in pack tactics if of animal level intelligence, and will cooperate to greater degrees if smarter, and such creatures may retain their original mind if you desire them to (but now loyal to you and the other infected creatures, supporting them over any prior loyalties they possessed).

    Once the disease is cured any charisma drain the infected creature took becomes charisma damage and can be healed normally and any graft points the creature accrued are lost and granted to the Kreikiri.

    Advanced manifestations:
    Virulent plague

    You gain ability focus (Necrotic meat-mutation) as a bonus feat. In addition your disease now becomes magical, now requiring a remove curse spell in additional to a cure disease spell to cure it.

    Outbreak
    All creatures created though your disease gain the ability to spread the disease through their bodily fluids and natural attacks identically to the Kreikiri. Additionally you select one of your natural attacks. When used to transmit the disease the DC is increased by +2.

    Dead men tell no secrets but those of flesh
    When an infected creature dies their death throws produce a number of thrashing limbs that target all creatures within 10ft. have the creature roll an attack roll against any creature in this radius apart from creatures you created and you, with every creature hit taking 2d6 damage.

    For every creature that dies as a result of this (as well as any corpses in the area affected) is fused with the now dead infected creature that is immediately considered to have consumed those corpses for graft points. After this the creature immediately becomes a creature as if their charisma becomes zero.

    Nightmarish genesis
    Whenever the disease causes a creature to be formed, it only takes one round to do so.

    Unbound creation
    Your disease now ignores immunity to disease.

    Living-world shintai
    Perquisites: Creeping flesh-fortress, Monster-making beast-lord, Anatomy-twisting bestial-genesis

    You unite with the perfect metaphor of yourself, the near reborn kyniteros, and the blur where one meets the other. The world expanding net that forms the heart of your rebuilt titan-zygote, from which the lesser avatars of you make their home, the lair from which your hunts begin and end.

    When acquiring this mythos you immediately gain a free manifestation of your choice for ‘Creeping flesh-fortress’. Additionally you select any flesh node you own and you are immediately transported to its location and fused with it.

    By being fused with the flesh node you essentially overwrite its location with yourself and You are treated as the flesh node for all effects, with any additional hardness you gain becoming DR/-.

    Additionally you gain the following list of traits:
    • You gain two tentacles identical to the one granted by the Tentacle node manifestation, except the number of times they can grow is
    increased to your class level, as is the tentacle you gain from that manifestation should you possess it.

    • You gain a +6 bonus to your constitution statistic and regeneration 1/-.

    • You become completely tied to the location of the flesh node you selected and thus cannot move independently move away from it.

    • The entirety of the area(s) covered by the fleshy material produced is considered a part of your body for all beneficial purposes (so for example your may be treated as standing in any of those eligible locations for effecting you. The site of your original body is still treated as normal.

    • The material produced by flesh nodes halves the time between whenever it grows (no matter the cause) and it and the flesh nodes gain fast healing 1.

    • You gain the constant sharing of all senses with your animal companion and the ability to use any mythos you have that requires activation through your animal companion (as if you shared its location.

    In order to ‘uproot’ yourself from the fused material you must spend a minute regenerating your limbs and form. Once you do so all flesh nodes you created take a point of damage that may not be reduced in any way every hour until you replant yourself, tacking the same amount of time a uprooting yourself. When uprooted you regain mobility, reduce your constitution by four, lose your regeneration and all flesh nodes and the material they produce lose their fast healing.

    Should all flesh nodes within a mile of you be destroyed and you are reduced to sufficiently low hip points to be dead, you immediately uproot and return to half of your maximum hit points.

    Should you possess the ‘From-a-single-cell rebirth’ mythos when you may reform your ‘body’ in any area covered by the fleshy material.
    Atheistically this mythos’s effects generally appear as a part of the environment coming alive whenever you take action, as the site of your original body usually blends into the surrounding environment.


    Kreikiri Exalted mythos

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    Critical mass expansion {Splintered}
    Perquisites: Creeping flesh-fortress

    The kyniteros’s sundered shards are within all, it is everything - you are everything. Soon all shall be one.
    On taking this mythos the speed at which the material created by Creeping flesh-fortress naturally spreads is doubled (but not that of growth you intentionally trigger).

    Additionally you may now convert the bottommost layer of the ground that the material grows upon into more of the material, effectively replacing it. This is done identically to any other way you can influence the material but cannot be reversed without magic such as a wish or miracle.

    Basic Manifestations
    Self is all realization

    You may now gain mental control over some of your created creatures. You may select a number of hit dice of such creatures (upon gaining this mythos you select from any creatures you have created) equal to quadruple your Kreikiri level + any mythos advancing prestige classes you possess. The creatures you control have their senses permanently linked to you while controlled and constantly follow your exact desires and intentions as you choose. Upon creating a creature you may choose to make them among the creatures you are in total control of, with excess HD becoming uncontrolled and behaving as normal for them.

    Glorious flesh-cathedral

    The speed at which the material created by Creeping flesh-fortress naturally spreads is doubled again, and the speed of the material you influence develops at now quadruples.


    Flesh-altering monstrosity masterpiece {Whole}
    Perquisite: Stitched nightmare

    You are an imperfect vessel. You are forced to act on the level of insects. They act as if you are one of them, having to follow their codes and their society, to live as they do. You are no insect. You are a scion off perfection. You are the return of perfection. And so you made yourself perfect.

    You now no longer have a limit on the maximum number of grafts you may possess at a time. Additionally when you purchase a manifestation of this mythos using mythos points, it is 25% cheaper than normal.

    Any physical alterations developed from manifestations of this mythos immediately apply themselves to any grafts you attach to yourself if you wish them to.

    Basic Manifestations:
    Depths Leviathan

    You gain qualities that make you resemble an amphibious or aquatic being or some other creature that inhabits a watery environ. The Kreikiri often grows webbed digits or a fluked tail. Particularly monstrous versions usually develop features reminiscent of deep sea life.
    You gain the aquatic and amphibious subtypes, a swim speed equal to your land speed +20ft, and you grow a size category with no ability score adjustments and should it cause you to grow beyond colossal, you instead increase your space by 10ft, your reach increases by 5ft, and you count as a size category larger for all other effects based on size.

    You also gain the following list of traits:
    • +1 natural armour.
    • Immunity to cold.
    • Gain a +2 untyped bonus to your wisdom score.
    • You become immune to the effects of water pressure.
    • You are considered native to the plane of water whenever it would benefit you.

    Additionally, should you possess ‘Living-world shintai’ all flesh nodes and the material they produce gain immunity to cold, and all creatures you create or possess a graft you created with the aquatic subtype are immune to the effects of water pressure.


    Cavern stalking terror
    You gain qualities that make you resemble a burrowing or other creature that dwells underground. The Kreikiri often has their upper body develop and their hide thickening or growing body nodules among their troglodytic features. More inhuman versions may gain a body of solid rock or grow into some heavy-set beast or strangely elongated creature.

    You gain darkvision 30ft or increase the distance of persisting darkvision by 30ft, a burrow speed equal to your land speed, that may move through stone at half its normal speed, and metal at a quarter of normal speed, and you grow a size category with no ability score adjustments and should it cause you to grow beyond colossal, you instead increase your space by 10ft, your reach increases by 5ft, and you count as a size category larger for all other effects based on size.

    You also gain the following list of traits:
    • +1 natural armour.
    • Immunity to acid.
    • Gain a +2 untyped bonus to your constitution score.
    • Tremorsense equal to your darkvision.
    • You are considered native to the plane of earth whenever it would benefit you.

    Additionally, should you possess ‘Living-world shintai’ all flesh nodes and the material they produce gain immunity to acid, and all creatures you create or possess a graft you created gain 30ft blindsight.

    Sky-swooping horror beast
    You become capable of flight and your body alters itself to better live airborne.

    The Kreikiri often gain features reminiscent of a bird or insect, but any other alteration for flight are possible. In all cases the Kreikiri develops vast pinions or some more unusual method of flight.

    You gain your choice of a fly speed equal to your land speed (perfect), or a fly speed equal to your land speed +20ft (average). You also grow a size category with no ability score adjustments and should it cause you to grow beyond colossal, you instead increase your space by 10ft, your reach increases by 5ft, and you count as a size category larger for all other effects based on size.

    You also gain the following list of traits:
    • +1 natural armour.
    • Immunity to electricity.
    • Gain a +2 untyped bonus to your dexterity score.
    • You become immune to the effects of air pressure from high altitude.
    • You are considered native to the plane of air whenever it would benefit you.

    Additionally, should you possess ‘Living-world shintai’ all flesh nodes and the material they produce gain immunity to electricity, and all creatures that you create or who possess a graft you created that possess a fly speed increase the speed by 10ft their maneuverability by one step.

    World-aflame empowerment

    You are now able to survive at extreme temperature, appearing symbolic of flames themselves.
    The Kreikiri often gain minor features that make themselves somehow appear more fierce, even feral, mainly though they become partly wreathed in flame, or even have body areas not unlike molten rock in appearance.

    You gain the ability to cover yourself is flames, causing any creature who physically touches, including via natural attack or unarmed strike to take 2d6 fire damage from the fire and must take a reflex save to avoid catching fire additionally with a successful hit in melee you also deal 2d6 fire damage and force a creature to save against being lit on fire. A creature lit on fire takes d6 fire damage for the next 1d4 rounds and burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Additionally when covered in flames you may light a flammable object on fire with a touch, and on such objects your flames ignore hardness. Your fires may spread subject to GM disgression.

    Activating and deactivating your flames is a standard action.

    You also gain the following list of traits:
    • +1 natural armour.
    • Immunity to fire.
    • Gain a +2 untyped bonus to your strength score.
    • You now ignore any effects that would block your vision that are based of flames, smoke or something otherwise burning.
    • You are considered native to the plane of fire whenever it would benefit you.

    Additionally, should you possess ‘Living-world shintai’ all flesh nodes and the material they produce gain immunity to fire, and all creatures you create or possess a graft you created gain fire resistance 10.

    Stratosphere-breaching terrible genesis (requires Sky-swooping horror beast)
    You become something alien, reaching out beyond this world to hunt and grow beyond
    Your body changes, gaining any variety of odd physical augmentations. You no longer have to breathe, and survive in a vacuum, and gain the following special quality:

    Starflight
    You can travel through space. You fly through at incredible speeds, although exact travel times vary, a trip within a single solar system normally takes 3d20 months, while a trip beyond normally takes 3d20 years (or more, at the GM's discretion)—provided you know the way to its destination.

    Additionally, should you possess ‘Living-world shintai’ you may cause an effect to emanate from any individual flesh node or area covered by the material they produce, covering a 10ft area in which gravity does not to function and no air is present (e.g. objects keep moving, people have to hold their breath and such). additionally all creatures you create or possess a graft you created may choose whether to be effected by the lack of gravity, and may choose what direction gravity pulls towards for themselves when within he effected area as a swift action at the start of their turn, and do not need to breathe.

    Inhuman majesty
    You become both strangely compelling and terrifying to others
    The Kreikiri often gain features that make them seem familiar to others and at the same time express some aura that makes others somewhat more subservient to them.

    You also gain the following list of traits:
    • +1 natural armour.
    • Gain a +5 untyped bonus on bluff, diplomacy, gather information, and intimidate checks.
    • Gain a +2 untyped bonus to your charisma score.
    • You gain the frightful presence ability, with creatures who fail the save becoming shaken for 5d6 rounds. Should they fail the save by five or more they are frightened instead.

    The frightful presence is triggered as a swift action, and on use you may choose to either have it affect all creatures within 60ft who are not kreikiri, created creatures, or effect a single creature of your choice who is aware of your presence and whom you can see.

    Aberrant derangement
    You become somehow odd to the perception of those around you.

    The Kreikiri may gain features that make them (even more) unsettling to gaze upon, but just as often gain no immediate identifiable physical changes but instead their mind will always alter in perspective, making common morality meaningless to them.

    You also gain the following list of traits:
    • +1 natural armour.
    • Gain a +2 untyped bonus to your intelligence score.
    • You may always be treated as the most beneficial alignment for all effects that take it into account. You may also chose to be unaffected by any alignment-based effects.

    Flesh-arsenal realization
    Your body alters to gain a more feral or otherwise heavily armed look, your natural weaponry likely enlarges and more will develop, or you could gain an appearance that more resembles that of a warrior of some nature you are accustomed to.

    You also gain the following list of traits:
    • You gain your choice of a natural attack that deals d6 damage or to increase the damage of one natural attack you possess by a die category.
    • You gain two combat feats (as per those of a fighter) as bonus feats

    Additionally, should you possess ‘Living-world shintai’ all flesh nodes gain +20 hit points and the material they produce gains +10 hit points, and all creatures you create or possess a graft you created gain a bonus combat feat (chosen by them).


    From-a-single-cell rebirth
    Perquisite: Disassociated undying-flesh (regenerative restorations)

    Of the day when the kyniteros fell, what one would note was the truly exceptional methods needed to ensure its death. And in odd mimicry this event now shall its scion be able recover from all blows, undefeated by death for having come too far to fall now.
    You gain diehard as a bonus feat. Additionally, if you are killed, you are resurrected, as if by a (nonmagical) true resurrection spell some time later, as detailed below. You appear in the location of your remains, or the largest portion should they be dismembered.
    The circumstances that determine if and how long it takes for you to resurrect are determined though the following method:

    You select an item, material, detail and place to function as the conditions that must be met to kill you. Generally these conditions are in some way meaningful to the Kreikiri and this should be enforced by the GM to ensure no circumstances are chosen that are simply too unlikely to be thought of or otherwise occur (besides being ridiculous), such as being polymorphed into a gopher, in space, by an awakened snail. For each category you select a single condition.

    Item:
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    First you choose an item that will meet your item condition. The item must be of a general variety (but your other conditions may change this), examples item include: A type of weapon (such as a longsword, or sling), in which case the Kreikiri must be killed with it or struck within a minute of death. Another option for an item is some small bauble or other such item, such as a holy symbol, or a ring or a standard bearing a particular groups symbol.

    In the case of these items the object must be obviously worn or otherwise ‘used’ by the Kreikiri’s would-be-killer.

    Alternatively you may choose magic (or similar effect such as psionics or martial disciplines to fulfill this condition, selecting a school of magic (or the systems equivalent), to be the requirement for this condition to be achieved, such as conjuration or such. In this case the Kreikiri must be killed with the effect, die while it is in effect, or be affected by it within a minute of death. This condition is met though either a directly cast spell, or by having a magic item or other source cast the spell (or equivalent).
    Instead of an ‘item’ as in a physical object, this condition may contain a certain method of death in which the Kreikiri must die to meet this condition, such as being drowned.



    Material:
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    The material condition specifies any exact details, and allows elaboration of, the item requirement (but despite the name is not always an actual special material). Generally this will require the item to either: be made of a specific special material, such as cold-iron, or otherwise a specific material such as glass. Another way this can manifest itself is that the item must fit a particular description, e.g. must contain a particular type of gemstone, be made of a certain wood or have the bones of a dragon integrated into its construction. Alternatively the item may require a specific enchantment in order to meet this requirement. This condition can also specify a type of damage, such as bludgeoning.

    Should you have chosen magic (or similar) for the item category, you may select a specific type of effect that must be met by the condition selected in the item category, for example inflict spells, ect.

    The item must actually be capable of achieving the selected requirement in the material condition.


    Place
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    The place condition is a specification of an area which will meet this condition. Example areas that could meet the place condition are either: notable ‘types’ of geographical feature, both man-made and natural, such as a glacier, volcano, a type of forest, or similar notable structure existing somewhere in the world. Alternatively a specific structure may be required to meet this condition, such as a specific mountaintop, city, plane, or otherwise a meaningful area. Should the area be destroyed its previous location meets this condition


    Detail
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    The detail requirement allows for you to select any other specific requirement for your death. This can be any effect appropriate, e.g., it could mimic the material requirement (essentially giving a second one), or otherwise add some other requirement, such as a specific detail of your would-be killer (for example a certain birthmark, some spiritual requirement such as ‘pure of heart’ or to be a member of a certain organisation or class), to only having this condition active for a particular week of the year, or when certain planets are aligned or a particular constellation is visible from your place of death.


    When you die and no conditions are met you are resurrected d6 days later. Should one condition be met you resurrect d4 weeks later. Should two be met you resurrect 2d6 months later. Should three be met you resurrect d10 years later. Should all be met you do not resurrect. When you resurrect you are restored to full HP, and all ability damage/drain is removed.

    The following conditions affect the length of time needed for you to resurrect. (They stack, but only one effect based on body damage may be in effect. Events after death do not increase time needed to resurrect). Should the time needed to resurrect become decades, it takes d100 before resurrection. Should it become centuries it takes d10.

    Condition Modifier
    Death is from a death effect Double the time until resurrection
    Heavy damage to your body (e.g. disembowelled, limbs torn off, burnt alive, etc.) Double the time until resurrection
    Near complete destruction of your body (e.g. only a few limbs and flesh left, an arm, etc.) Increase the length of time needed to resurrect by one ‘step’ (days-weeks-months-years-decades).
    Complete destruction of your body Increase the length of time needed to resurrect by one step (going from days-weeks-months-years-decades-centuries).
    Death by a critical hit Double the time until resurrection

    when you are killed with an effect that you will resurrect from, a visually impressive effect may occur that will cause your body to be somehow preserved until you resurrect. This effect should hint at your place condition in some way, e.g. a glacier meeting the condition could mean you are ‘cocooned’ in a layer of ice or a blizzard breaks out for a few seconds after which your corpse is gone (hidden somewhere within about 50ft). Specific mechanical effects are chosen by the GM. Generally this should have few effects other than making your corpse hard to find. After the first time you resurrect with this mythos you are physically altered in a way that hints to the place condition you selected. This causes a -2 penalty on disguise checks but otherwise has no mechanical effect.

    When you resurrect with this mythos, and would do so in an environment that would naturally injure or kill you as an intrinsic part of it (such in lava but not if surrounded by hostile creatures), you are immune to the effect until either 24 hours have passed or you are a mile away from the environment that triggered this effect after which you regain vulnerability to the hazard.

    When you are resurrected through this mythos you retain any grafts you have, as well any items you were carrying.

    Example death requirements that can be used with this mythos are listed below:

    Example 1
    Item: Longsword
    Material: blade must be white dragon bone
    Place: glacier
    Detail: blade must be left impaled through the Kreikiri’s heart (or closest equivalent)

    Example 2
    Item: burned at the stake
    Material: fire
    Place: the town square of a specific town
    Detail: the fire must be lit upon a live treant, who must have died from the fire by the time the fires die

    Example 3
    Item: executioners axe
    Material: holy enchantment
    Place: a specific city
    Detail: the killing blow must be from a someone previously beheaded by the axe used.

    Last edited by ThreadNecro5; 2015-01-13 at 06:51 PM.
    my homebrew signature:
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  5. - Top - End - #5
    Dwarf in the Playground
     
    NecromancerGuy

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    Default Re: [3.5 Base Class] "Make us Whole Again"

    Kreikiri Excellency’s

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    Resculpting the flesh
    Perquisite: - True-surgeons-skill

    The kyniteros was not a being to accept what it began with. No it strived to become better, faster, stronger, smarter. And so its influence will drive its scions to rebuild themselves into something altogether more.

    This Excellency removes any and all weakness Racal traits you possess, such as an elemental vulnerability or light sensitivity.

    Additionally this Excellency may be took mutable times. Should this excellency be took a second time or if you have no Racal weaknesses the first time you take it, you gain either: a +2 bonus on one skill of your choice and always count as having the required tools on hand, or an additional class skill. Other Racal bonuses you have from other sources stack with this excellencies effects. In addition you may have an additional amount of grafts attached to you equal to half the times you have taken this Excellency.

    You may take this Excellency a number of times equal to once per skill, not counting times used to make a skill into a class skill. Once you have at least one Legendary Mythos known, this Excellency may be purchased a second time for each skill, granting skill focus in that skill as a bonus feat.

    Each time you take this Excellency your body alters slightly, to make it visibly more capable at the selected skill. For example if climb is selected your hands may grow slightly and have your nails harden into suitable climbing tools, or for disguise you may become able to slightly alter your features and produce various pigments form your body.

    Legend-hungering (titan)-devourer
    Perquisite: Eternal-legends-defeated supremacy-returned

    The kyniteros stole the myths of many creatures over time, and it angers yet over how it failed to gain those of others. And now it returns, and it will take its due.

    This is not one excelency, but a template describing a theoretically infinite number of different excellences, one for each ‘mythic race’ feats that exists. 'Legend-hungering (Mountain)-devourer' and ‘Legend-hungering (Protean)-devourer', despite using the same rules, are two completely different excellences.

    This Excellency grants a single ‘mythic race’ feat whose ‘racial’ presquites (those whose effects correspond with the race it is of) that applies to a creature that you have killed with ‘Power-stealing aberrant-liege’. For example a killed kolbold could grant ‘The Legacy of Fallen Blood’. This Excellency may be taken multiple times.


    Adapted (ability) evolution
    Perquisite: -

    Choose one of Strength, Dexterity, or Constitution. This Excellency may be purchased once for each Ability Score, granting a +2 enhancement bonus to the chosen ability.

    Once you have at least one Legendary Mythos known, this Excellency may be purchased a second time for each Ability Score. This second purchase increases the enhancement bonus by 4, to a total of +6.

    Magic-manipulating fleshcrafting
    Perquisite: -

    When you create a graft that mimics one or more magic items the additional DC increase from it is reduced by two to a minimum of +1

    All-knowing master of beasts
    Perquisite: -

    Whenever you make a knowledge check to gain details about a type of monster you add half your Kreikiri level to the result of the die roll. Should you possess the ‘Cry of the consumed‘ mythos this bonus increases to your full Kreikiri level.

    Additionally you gain a bonus to attack and critical hit confirmation rolls equal to the number of details you gain on a knowledge check made to gather information on a creature, and half this number on damage rolls.


    Conversion chambers
    Perquisite: Limb-shredding graft-taker

    At the cost of 100 graft points as per the ‘Limb-shredding graft-taker’ mythos you may produce a ‘conversion chamber’, this is a structure that uses the statistics of a medium sized creature with no movement ability, a 10 in all physical stats, a 1 in charisma and wisdom, and the mindless special quality with 4 aberration hit dice and a bite attack that only deals nonlethal damage, and does so as if a size smaller with the grab and swallow whole (d6 nonlethal untyped damage, stomach HP is equal to half the chambers) abilities and with a +15 Racal bonus to grappling. Additionally the creature is considered a size category larger for the purposes of its swallow whole ability.

    During the creation of the chamber (which takes two hours) you ‘spend’ a graft you currently are carrying (or create on the spot), which is then permanently copied into the chamber.

    At this same time you may store any number of graft points, to a minimum of equal to that used to create the graft. From then on, any creature that is placed in the ‘stomach’ is sealed inside for 24 hours unless they are cut out before that. Once a creature is sealed within the chamber for 24 hours they are then immediately required to take a fortitude save or have an identical copy of the graft attached to them, should a sufficient number of graft points be available within the chamber to produce it.

    Should you possess ‘Mental-lords’ unity’ mythos you may place a single instinct within the chamber upon creation. Should you do so, the target gets an additional will save at a -4 penalty to not be afflicted with the instinct you selected. The target makes this second save after determining whether they got the graft. If they do not obtain the graft they do not need to make this save and do not gain the instinct.

    For an additional 100 points the chamber may be huge sized. For 200 it may be gargantuan for 300 it may be colossal. If the chamber has more than one creature inside all are required to take saves (and the chamber must currently store a number of graft points equal to that of the amount used to build graft to be added equal to each creature (e.g. a chamber that would grant a graft worth five graft points and that contains two creatures would have to store ten point, three creatures would mean fifteen, etc.). A creature may choose to fail the save. You may convert a stomach feature on a creature or graft that you create into a chamber for +50% cost for the chamber. In such a case the creature must be at least one size larger than the chamber and the chamber may not be targeted separately from the creature.

    Building a better beast
    Perquisite: Monster-making beast-lord

    All creatures you create gain +2 to an ability score of your choice when you build them. If you possess an animal companion, it gains either +2 to two ability scores or +4 to a single one. You may purchase this Excellency once per mythos tier you may access, but in the case of your animal companion you may not choose the same ability score twice in a row. After the third time you purchase this Excellency you treat any creature you have given over five grafts to (potently including yourself) as a creature you have created, allocating statistic boosts as if they were your animal companion.

    Fresh meat
    Perquisite: Limb-shredding graft-taker

    Whenever you harvest graft points from a creature you gain +1 point per HD the creature possesses. You may purchase this Excellency once per mythos tier you may access.

    No escape for the hunted
    Perquisite:-

    You add half your level (minimum 1) to Survival skill checks made to follow tracks and you gain the scent ability with an effective range of 60ft and treating all scents made in the past week as being fresh tracks for the purposes of tracking with the survival skill (generally DC 10 without other modifiers also in effect).

    Tongue of the savage
    Perquisite:-

    You gain the wild empathy ability, as per a druid, treating your druid level as your Kreikiri level, with the alteration that it may be used on any creature with intelligence two or lower, including mindless creatures.

    Structure shifting alterations
    Perquisite:-

    Over an hour you may perform a surgical procedure on a willing or helpless creature, that will alter the creature’s features in any way possible as if that creature was affected by a disguise self spell, with the exception that the effect is permanent, nonmagical, entirely physical rather than an illusion, and only affects the creature itself and not equipment. This Excellency can create essentially any alteration to the humanoid form, but any unnatural (as in not normal for the creature variety) physical structures are cosmetic only. Otherwise the effect is treated as a natural part of the creature is question, be it having their hair made blue, weight loss, gender changing or even adding non-functional limbs. The effects of this Excellency generally shouldn’t cause any mechanical effect besides the disguise bonus.

    Unbound by tales of others
    Perquisite: must possess a mythos that grants some manner of weakness (as in a purely negative trait that grants no beneficial effect, and one that is not a limitation to a different effect) and that is a mythos that is not normally part of the normal list available to a Kreikiri , must be able to access fantastic mythos.

    You select one weakness-causing mythos you possess that meets the perquisite criteria, such as the mythic vampires ‘Hemophiliac Dark Metamorphosis’, or the Teramach’s rage causing mythos’s. You may now, as a swift action, choose to disable or re-enable the ability to use or benefit from the mythos’s effects, but are still considered to know for all purposes. You may take this Excellency multiple times, selecting a different eligible mythos each time.

    Weakness-sheering revivification
    Perquisite: Unbound by tales of others, must be able to access legendary mythos.

    You select one mythos selected with ‘Unbound by tales of others’ you know, its effects that would be considered a weakness are permanently removed, but its other effects are still available. You may take this Excellency multiple times, up to the number of times you have selected ‘Unbound by tales of others’

    Abominable Sewn-Flesh Displacement
    Perquisites:-

    You gain graft flesh as a bonus feat with the addition that you may ignore racial perquisites on the category of grafts you may use from the feat. You may also spend mythos points and graft points as well as GP, in a 1-to-1 ratio and in any combination when using the feat. You may take this Excellency multiple times, choosing a new category of grafts learn each time.

    Masterful body control
    Perquisites:-

    You gain immunity to bleed, may hold your breath for a number of minutes equal to your Constitution score at a time, and gain a +2 bonus on saves against poison and disease.

    Flesh-Warping Lineage Exhonoration
    Perquisites:-

    When a creature to which you have attached a graft (including grafts from the graft flesh feat should you possess it) reproduces, now known as the P generation, its offspring each have a 50% chance of possessing an identical copy of the grafts of that parent (roll individually for each graft, and for both parents should both have grafts). For each graft the offspring receive a further d4 is rolled to determine when the grafts effects become available (1- from birth, 2-a week to a year after birth, 3- early-mid childhood, 4-upon puberty). Grafts available from birth can cause potential problems for the mother should her race produce live young.

    Should the resulting graft-bearing offspring (the F1 generation) then continue on to reproduce, each of their offspring (the F2 generation) in turn have a 50% chance of inheriting the parents grafts, and those they do gain access to them at the same time as the parent (i.e they share the equivalent result from the d4 roll).

    Should the resulting offspring of the F2 generation (the F3 generation) reproduce their children behave as above but have a 75% chance of inheriting grafts from the parent(s) and the mother cannot be harmed by the offspring’s grafts should she herself possess grafts with the same effect(s).

    The final generation (the F4) behave as the F3 generation but have a 100% chance of inheriting grafts and otherwise ‘breed true’, as do their offspring. Eventually a new race can come into being after several more generations, whose racial traits are based on the grafts of the P generation, but altered for PC use, such creatures along with their ‘purestrain’ counterparts can continue to exist independently.

    Additionally when designing a graft you may add the following additional augments for the listed costs:

    Modified gestation: cost- 5 graft points
    Spoiler
    Show
    The creature’s young are produced in a different way that what is normal for that creature. Should both creatures possess this quality the mothers version takes precedence. The following options are included for how the creature reproduces. Choose one:

    Live young- the creatures young develop within the mother, similar to most mammalian humanoids. This has no alterations to development

    Laying eggs- the creature lays eggs into the external environment like most birds, reptiles and fish. This has no alterations to development

    Mitosis- the creatures splits into two or more creatures to reproduce. This option requires the creature to be able to reproduce asexually.

    Infertile- the creature is entirely incapable of natural reproduction.
    The time reproduction takes for the young to be born/hatch/whatever is unaltered. Once this time has occurred the young are born and develop as a normal infant of their race (besides possible grafts)

    Additionally for the listed cost the following options may be added:

    • The creature may be made to reproduce asexually for 15 graft points (unless it reproduces using mitosis the creature must be biologically female). Such creatures may reproduce whenever they chose, either a minimum wait time of twice the gestation period.

    • The time needed to reproduce may be lengthened; this reduces the cost of applying this quality by -1 for every additional month added (shorter increases may be added but grant no discount) and does not stack with reducing the time needed for gestation. Any excess reduction may be spending towards the modified development quality.

    • The time needed to reproduce may be reduced; this reduces the cost of applying this quality by +10 for every week you reduce it by (shorter increases may be added but grant no discount) and does not stack with increasing the time needed for gestation.


    Modified development: cost- varies (see below)
    Spoiler
    Show

    The creatures’ development and ageing is altered to some degree.

    Extending the lifespan of the creature costs ten points per year added to their maximum lifespan, to an age category of your choice, including their childhood (the time anywhere below their races adulthood).

    Reducing the lifespan reduces the cost of this quality by -5 for every two years you remove, which may be from any age category, including their childhood (the time anywhere below their races adulthood).

    Altering their age categories costs five points for every year to altered, which may be removed from one age category and added to any other.

    These alterations may never reduce an age category to shorter than five years for a creature of intelligence three or higher.
    Additionally for the listed cost the following options may be added:

    • The creature may stop ageing upon reaching adulthood for 25 points.

    • The creature may be ‘born’ fully mature and grow to full size within minutes, starting with basic knowledge to allow it to function (basically what its skill ranks, feats, and natural abilities would suggest), costing 100 points.

    • The creature possess a larval stage that it stays in for at least half of its childhood, designed by you as a creature with a number of graft points spend on it equal to half of what the creature itself cost + however many additional points you wish to spend (at the time of selecting this option). For at least the last 10% of the creatures’ childhood it is in some form of a developmental stage such as a pupa or growing limbs for its adult form, you determine any limitations of this development form e.g. immobile. This costs 4 points


    A creature may only be affected by a single copy of each of the above qualities.



    changelog and other notes
    Spoiler
    Show

    as upon the time of writing this it is late, I will have to finish up for the night and will finish formatting this sometime tomorrow (probably, im currently ill and some days are better than others).

    also should anything reference a mythos that is not yet posted, it will likely also be done when I cover the formatting.


    07.01
    done the formatting and added legendary mythos.

    10.01
    banner is added, added a few tags to the legendary mythos, and the first two exalted mythos are up, hopefully around three more will be written.

    13.01
    added another exaulted mythos, and at the time of writing am about to sort out some typos.

    08.02
    made more corrections.

    18.02
    more corrections and have added some of the suggestions to improve the class.

    21.02
    added some of the suggestions to improve the class for several mythos. exceptional mythos seem complete unless other issues or suggestions are pointed out

    23.03
    more stuff fixed.

    01.03
    That should be the fantastic mythos done. also removed references to a mythos that was removed in some excellency's

    15.03
    made some minor proficiency and class skill additions.
    Last edited by ThreadNecro5; 2015-03-15 at 02:19 PM.
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    Default Re: [3.5 Base Class] "Make us Whole Again"

    Ah. There we go. I posted before, but deleted it when I saw you weren't done yet. Now, what was I saying was that you could clean up your Table a little bit by making everything having to do with Mythos in your table part of the "The Kyniterosis Mythos" ability, then calling it out as part of that ability in the text (maybe in a spoiler or something).

    EDIT: Oh! Don't forget to add the "Mythos" tag to your thread.
    Last edited by Primal Fury; 2015-01-06 at 09:06 PM.
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    Default Re: [3.5 Base Class] "Make us Whole Again"

    WOOOOOOOOOOOOOOOOO! I'm so hype, I can't even believe it!

    Also, I made a banner for you.

    Spoiler: HERE YOU GO
    Show

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    Default Re: [3.5 Base Class] "Make us Whole Again"

    Quote Originally Posted by Primal Fury View Post
    Ah. There we go. I posted before, but deleted it when I saw you weren't done yet. Now, what was I saying was that you could clean up your Table a little bit by making everything having to do with Mythos in your table part of the "The Kyniterosis Mythos" ability, then calling it out as part of that ability in the text (maybe in a spoiler or something).
    I'l wait for a second opinion on this, what Ive currently got is what seems to be the standard for Mythos class tables so far.

    Quote Originally Posted by Primal Fury View Post
    EDIT: Oh! Don't forget to add the "Mythos" tag to your thread.
    I'l get right on that.

    Quote Originally Posted by Kymme View Post
    WOOOOOOOOOOOOOOOOO! I'm so hype, I can't even believe it!
    glad to hear it, wasn't aware there was hype for this.

    Quote Originally Posted by Kymme View Post
    Also, I made a banner for you.

    Spoiler: HERE YOU GO
    Show
    excellent, thank you. now how do I add it?, just copy/paste the information you have between [IMG] labels when editing the original post?

    in the meantime I will be writing a few more Exalted mythos.
    Last edited by ThreadNecro5; 2015-01-07 at 01:11 PM.
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    Default Re: [3.5 Base Class] "Make us Whole Again"

    Quote Originally Posted by ThreadNecro5 View Post
    glad to hear it, wasn't aware there was hype for this.
    Well, I'm pretty exited about it. I enjoy the whole concept of this class.

    Quote Originally Posted by ThreadNecro5 View Post
    excellent, thank you. now how do I add it?, just copy/paste the information you have between [IMG] labels when editing the original post?

    in the meantime I will be writing a few more Exalted mythos.
    You are quite welcome. All you've gotta do is right click the image, go to "copy image url" and then paste it in the little window that opens up when you click the image picture (its got a little tree on it, and a black dot in the four corners).

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    Default Re: [3.5 Base Class], [Mythos] "Make us Whole Again"

    Okay, I'm not sure about this part right here:
    The first is to expend resources acquiring materials (including immaterial things such as knowledge) for use in hunting creatures for grafts or as targets, such as for buying suitable traps or paying for specially crafted arrows for your quarry (their first use or expenditure gains a number of mythos points equal to their cost in GP).
    What you have here rewards the Kreikiri for spending gold on weapons and traps that can actually be used in combat. The Teramach destroys the item, the Kathados gives to the poor or spends gold on a pilgrimage, while the Olethrofex spends gold on funeral rites. These characters are pursuing a type of asceticism, giving up their worldly possessions to come closer to achieving the perfection inherent in that specific narrative. I think you have the right of it with respect to spending gold on acquiring knowledge, but the traps and arrows don't feel quite right.

    Maybe donating gold to... doctors focusing on vivisection/healing? Not sure at the moment.
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    Default Re: [3.5 Base Class], [Mythos] "Make us Whole Again"

    Quote Originally Posted by Primal Fury View Post
    Maybe donating gold to... doctors focusing on vivisection/healing? Not sure at the moment.
    Donating gold and supplies to medical facilities for research, butchers for keeping their businesses open, and farms for keeping the crops fertilized (possibly with corpses).

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    Default Re: [3.5 Base Class], [Mythos] "Make us Whole Again"

    I'm thinking I may end up scrapping my Occassus and instead submitting some of its Mythos to this. >.> My lack of inspiration and time combined with some overlapping themes makes me think it might be a better option. We'll see.
    Never can find my towel...

    So it goes.

    Healing is like accounting, but with life and death.
    -Self

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    Default Re: [3.5 Base Class], [Mythos] "Make us Whole Again"

    Quote Originally Posted by Primal Fury View Post
    Okay, I'm not sure about this part right here:

    What you have here rewards the Kreikiri for spending gold on weapons and traps that can actually be used in combat. The Teramach destroys the item, the Kathados gives to the poor or spends gold on a pilgrimage, while the Olethrofex spends gold on funeral rites. These characters are pursuing a type of asceticism, giving up their worldly possessions to come closer to achieving the perfection inherent in that specific narrative. I think you have the right of it with respect to spending gold on acquiring knowledge, but the traps and arrows don't feel quite right.

    Maybe donating gold to... doctors focusing on vivisection/healing? Not sure at the moment.
    Quote Originally Posted by Adam1949 View Post
    Donating gold and supplies to medical facilities for research, butchers for keeping their businesses open, and farms for keeping the crops fertilized (possibly with corpses).
    I actually like these ideas (the fact I was not entirely satisfied with the currant idea anyway helps), they should be added by the time either of you are reading this.
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    Default Re: [3.5 Base Class], [Mythos] "Make us Whole Again"

    I'm going to try and put down all of my constructive criticism for the information you posted as of right now over the next week or so.

    I'll start with the class table. Frankly, it's too narrow. I think that it would look much better if you widened it from 500 to ~800 or so. Also, you didn't capitalize Perfection in the table entry for the Sundered Perfection class feature. At level 6, you've written 4 in the Base Attack Bonus column. It ought to have a + sign in front of it. Level 12 and level 17 are also missing + signs. At level 12 there is a +8 in the Special column that probably shouldn't be there.

    Moving down to the class features entries, the K in "The kyniterosis Mythos" should probably be capitalized. Also, there ought to be an apostrophe at the end of 'Kyniterosis' to indicate possession.

    Don't Exalted Mythos cost 2,000 xp to learn? You have 20,000 written under "Mythos Known".

    And now I'm going to make a start on the Exceptional Mythos.

    Spoiler: Meat-Shearing Butcher's Scalpel
    Show
    For starters, I think that you should capitalize the Mythos name and add a hyphen and an apostrophe like I did in the above.

    The enhancement to damage and counting it as a masterwork tool are both thematic and powerful. I assume the only way to remove this Mythos from a weapon would be to have the Kreikiri wielding it die?

    The enhancement bonus progresses in a bizarre way (a holdover from when this Mythos was Fantastic Tier, perhaps?). I'd recommend a +1 at third level and every 3 levels thereafter (for a high-power weapon) or a +1 at fourth level and every 4 levels thereafter (for more of a sidearm or weaker weapon). That's all up to you, however. Trading enhancement bonuses for specific abilities is a good very good idea.

    Spending Mythos points to increase the power of the weapon could turn out well, but it could also result in a Kreikiri running around with a +15 weapon at level 10 or something. I don't know at the moment, and I think that making the mythos points -> enchantments scale the same way as normal is a splendid way to keep it balanced, but I'm still a bit concerned that a +7 base + whatever you buy with mp might be too much.

    I think that a flat mp cost to get a new weapon after your old one is destroyed is much more player-friendly than a steadily increasing cost, especially when there is no real way to predict what the weapon's total enchantment bonus will be at any given level will be. It might be alright to keep it, though, if there was some kind of advanced manifestation that renders your weapon indestructible or something of that stripe. Also, you misspelled abilities in the first sentence. The last sentence of this paragraph seems kind of out of place. Is it referring to selecting a new weapon if the old one breaks?

    And now onto its guaranteed manifestation, Hunter's claw. (You should capitalize the word claw, here. There are quite a few (easy-fix) errors when it comes to the names of the Kreikiri's Mythos and manifestations.)

    It basically does the same thing as the normal Mythos (increasing damage by one step and lets you enchant stuff) except it applies all of that stuff to a natural attack (or two) at the cost of one enhancement point. I'm curious as to the stipulation of [identical enchants, or opposite enchants] when it comes to a pair of natural weapons. Is there a reason for that extra?

    In the second sentence of the second paragraph, you should change the word 'on' to 'upon'. I think that is the more appropriate word to use. Also, I think that you ought to give this manifestation the prerequisite that the Kreikiri must have a natural attack to get it, and gains it immediately if it gets a natural attack at a later date.


    Aaaaand my critique on the first Mythos is complete. I want you to know, ThreadNecro, that I'm PEACH-ing your class because I like it's concept and themes, and I want to try and help polish it into a diamond that can sit proudly beside Xefas' classes. If you'd like me to stop, or communicate my critiques through PM, feel free to tell me so.
    Last edited by Kymme; 2015-01-10 at 11:24 PM.

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    Default Re: [3.5 Base Class], [Mythos] "Make us Whole Again"

    Quote Originally Posted by Kymme View Post
    I'm going to try and put down all of my constructive criticism for the information you posted as of right now over the next week or so.

    I'll start with the class table. Frankly, it's too narrow. I think that it would look much better if you widened it from 500 to ~800 or so. Also, you didn't capitalize Perfection in the table entry for the Sundered Perfection class feature. At level 6, you've written 4 in the Base Attack Bonus column. It ought to have a + sign in front of it. Level 12 and level 17 are also missing + signs. At level 12 there is a +8 in the Special column that probably shouldn't be there.

    Moving down to the class features entries, the K in "The kyniterosis Mythos" should probably be capitalized. Also, there ought to be an apostrophe at the end of 'Kyniterosis' to indicate possession.

    Don't Exalted Mythos cost 2,000 xp to learn? You have 20,000 written under "Mythos Known".

    And now I'm going to make a start on the Exceptional Mythos.

    Spoiler: Meat-Shearing Butcher's Scalpel
    Show
    For starters, I think that you should capitalize the Mythos name and add a hyphen and an apostrophe like I did in the above.

    The enhancement to damage and counting it as a masterwork tool are both thematic and powerful. I assume the only way to remove this Mythos from a weapon would be to have the Kreikiri wielding it die?

    The enhancement bonus progresses in a bizarre way (a holdover from when this Mythos was Fantastic Tier, perhaps?). I'd recommend a +1 at third level and every 3 levels thereafter (for a high-power weapon) or a +1 at fourth level and every 4 levels thereafter (for more of a sidearm or weaker weapon). That's all up to you, however. Trading enhancement bonuses for specific abilities is a good very good idea.

    Spending Mythos points to increase the power of the weapon could turn out well, but it could also result in a Kreikiri running around with a +15 weapon at level 10 or something. I don't know at the moment, and I think that making the mythos points -> enchantments scale the same way as normal is a splendid way to keep it balanced, but I'm still a bit concerned that a +7 base + whatever you buy with mp might be too much.

    I think that a flat mp cost to get a new weapon after your old one is destroyed is much more player-friendly than a steadily increasing cost, especially when there is no real way to predict what the weapon's total enchantment bonus will be at any given level will be. It might be alright to keep it, though, if there was some kind of advanced manifestation that renders your weapon indestructible or something of that stripe. Also, you misspelled abilities in the first sentence. The last sentence of this paragraph seems kind of out of place. Is it referring to selecting a new weapon if the old one breaks?

    And now onto its guaranteed manifestation, Hunter's claw. (You should capitalize the word claw, here. There are quite a few (easy-fix) errors when it comes to the names of the Kreikiri's Mythos and manifestations.)

    It basically does the same thing as the normal Mythos (increasing damage by one step and lets you enchant stuff) except it applies all of that stuff to a natural attack (or two) at the cost of one enhancement point. I'm curious as to the stipulation of [identical enchants, or opposite enchants] when it comes to a pair of natural weapons. Is there a reason for that extra?

    In the second sentence of the second paragraph, you should change the word 'on' to 'upon'. I think that is the more appropriate word to use. Also, I think that you ought to give this manifestation the prerequisite that the Kreikiri must have a natural attack to get it, and gains it immediately if it gets a natural attack at a later date.


    Aaaaand my critique on the first Mythos is complete. I want you to know, ThreadNecro, that I'm PEACH-ing your class because I like it's concept and themes, and I want to try and help polish it into a diamond that can sit proudly beside Xefas' classes. If you'd like me to stop, or communicate my critiques through PM, feel free to tell me so.
    I think iv got all the typos you pointed out and the table is widened, and I'l fix/clear up the wording the mythos tomorrow sometime (about to go to bed) as for the reason why on the natural attacks you can have opposing enchantments in to give a nod to the kyniterosis' divided nature (like in the Sundered perfection class feature).

    edit:
    when I first typed this I also forgot to mention you seem to have misread the effects of the manifestation (I had a case of bad word choice near the begging which I cleared out now) it was supposed to grant the natural attacks themselves as part of the effect , and allow you to swap between them and the mythos' normal form (the weapon).

    also thanks for the continued PEACH-ing you are doing, I knew it would need quite a bit of work and refinement on posting, and the class itself is rather ludicrous in scope.

    im also adding a note about natural attacks granted by the class that lists the attacks damage (depends on weather the attack is primary or secondary, and increases depending on size class, similar to as in Pathfinder) unless otherwise noted in the relevant mythos, it will help save space and to standardize things a little.

    A problem I'm having is that I have ran out of space for exalted mythos, iv had to cut down ones size and have no room to post another two that will be written later. do you know how to correct this at all? perhaps try to fit the rest onto the same post as the excellencys?
    Last edited by ThreadNecro5; 2015-01-14 at 04:06 PM.
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    Default Re: [3.5 Base Class], [Mythos] "Make us Whole Again"

    Maybe I'm just missing it but where is Stolen Power Chimera Ascendant?

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    Default Re: [3.5 Base Class], [Mythos] "Make us Whole Again"

    Wow so much Mythos content I'm almost becoming giddy.

    This will require some time to digest but I like the base mechanics at least.

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    Default Re: [3.5 Base Class], [Mythos] "Make us Whole Again"

    Quote Originally Posted by Scaileanna View Post
    Maybe I'm just missing it but where is Stolen Power Chimera Ascendant?
    it is a mythos that was so large that I couldn't finish and was being bogged down with writing, by the time anyone reads this I should have removed all mention of it. I thought I already had until I could finish writing it but its just unbalance-able, overly large and needlessly complex.

    so long story short (and in probably more coherent language), it is a dead mythos idea that got left in, I might just change the effect and re add it, possibly as a second shintai.

    Quote Originally Posted by JKTrickster View Post
    Wow so much Mythos content I'm almost becoming giddy.

    This will require some time to digest but I like the base mechanics at least.
    good to here, im aware some stuff (probably a lot) will need tweaked and rebalanced.

    so if anyone sees some errors or anything like that just mention it and I'l deal with it.
    Last edited by ThreadNecro5; 2015-01-19 at 06:22 PM.
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    Default Re: [3.5 Base Class] "Make us Whole Again"

    Here are my reviews of two more mythos!

    Spoiler: Critiques in blue
    Show
    Quote Originally Posted by ThreadNecro5 View Post
    True Surgeons Skill This should be written 'True Surgeon's Skill'. And if you want to get really wacky, you could make it 'True-Surgeon's Skill'.
    Perquisite: -
    For the kyniteros to return its power must not just be removed from its vessels but also must be implanted into the Kreikiri. They need to slice and tear the flesh of others to restore themselves. This manifests as previously unknown anatomical knowledge, and despite kyniteros not being associated with the healing arts, it must grant this knowledge to the Kreikiri for its recreation to be successful and so this new mythos came of the tales of its avatar.
    This mythos grants skill focus (heal) as a bonus feat, and an increase of its maximum ranks of heal the Kreikiri can have by three.

    There should be an entire line of spacing between the fluffy bits of this mythos and the actual benefit. Skill Focus should be capitalized. I'd normally say that just getting one feat is sort of under-powered, but I see the meat of this mythos is in its manifestations.

    Basic Manifestations:
    Curing Surgeons Blade

    By spending a full minute preforming medical attention you may make a heal check, if you gain a higher result than the DC of one disease or poison (of your choice) that you have identified the target as suffering from +3, you immediately cure it. A single creature may only benefit from this 1/day +1 per four Kreikiri levels

    The wording here is kind of odd. This basically gives you the ability to cure diseases and remove poisons by spending 1 minute working on the subject and making a DC (equal to that of the disease/poison + 3) heal check, right? Also, the limit on how many times somebody can benefit from this seems a bit arbitrary. Maybe just put in a clause that says if the procedure doesn't succeed, you can't try to remove the same disease from a person that day?

    Weakness-Salving Flesh-Restoration
    By spending a full minute preforming medical attention you may make a heal check to remove ability damage with a DC of 13+1/2 the HD of the creature who caused the damage. Success removes d2 points of ability damage. A single creature may only benefit from this 1/day +1 per four Kreikiri levels

    d2 points of ability damage is kinda weak. You should increase it to the Kreikiri's Intelligence modifier/Wisdom modifier or whatever ability score they use.

    Wound-Closing Restoration
    By spending a full minute preforming medical attention you may make a heal check to remove hit point damage with a DC of 15. For every point you pass by you restore one point of damage, or two points of nonleathal damage, in any combination. A single creature may only benefit from this 1/day +1 per four Kreikiri levels.

    Once again, the /day limits seem somewhat arbitrary. Can people take 20 on this heal check?

    Advanced Manifestations:
    Flesh Reknitting Mastery
    Perquisite: Wound-closing restoration
    You may now use Wound-closing restoration as a full round action

    This is pretty cool, but it feels kind of weaksauce to me. You should state whether or not this full-round action provokes attacks of opportunity.

    Curse-Breaking Hand
    By spending a full minute preforming medical attention you may make a heal check to remove a single spell with a duration of over one day. The DC to remove such an effect is 15 +half the CL of the effect, + the casting stat of the caster (if any). A single creature may only benefit from this 1/day +1 per four Kreikiri levels.

    Removing curses is pretty cool. I think you should state that this removes curses, as opposed to spells. Removing spells from things opens up a huge can of worms that I don't think this Mythos should have to deal with.

    Power-Restoring-Touch
    Perquisite: Weakness-salving-flesh-restoration
    This functions as Weakness-salving-flesh-restoration and shares uses of it, but takes one hour to use; the DC is three higher than normal and will restore ability drain as well as ability damage.

    This seems alright to me.

    Master Apothecary
    Select one other manifestation of this mythos that has a limitation of the uses per day on a single target of 1/day +1 per four Kreikiri levels. You may now use it +1 time per day on all targets.

    I feel like this is unnecessary if you remove the per day caveats on all of the abilities. People might complain that unlimited out-of-combat healing is gamey or cheaty, but I really don't think that a hard and fast limit like this is the best idea.

    Beastmasters Coiled Lash {Splintered} This should be written 'Beastmaster's Coiled Lash'.
    Perquisite: -
    Why is it that the kyniteros’s independent shards are so often out of your control? Why do they not wish unity? And with this problem this newfound ability gives the solution.

    This mythos grants several benefits. First, this grants you the ability to deal lethal damage with a whip and allows you to use one to damage creatures even when they possess an armour bonus or a natural armour bonus of +3 or higher, and you now threaten the area within your reach when armed with a whip.

    A necessary mechanical fix. Seems alright to me.

    Additionally you gain an internal organic whip in one of your arms (faintly visible within a half-transparent sack or as a writhing tendril under your skin) that may be extended or retracted as a swift action. When you have this whip extended you may not use that hand for any other purpose than using the whip (but you do not drop any item in that hand).

    I think this should be a manifestation, so that people can opt out of having a weird fleshy tentacle thing.

    While the whip is extended you are counted as having a masterwork tool for the handle animal skill. Additionally you increase the maximum ranks of handle animal you may have by +3. The whip is considered a primary natural attack in all respects apart from using the abilities of a whip weapon.
    Should the arm the whip is attached to be removed and later replaced with a different limb (likely with a graft), it mutates over an hour to regrow the whip.

    Increasing the maximum ranks you can have in a skill is a bad idea. I'd just leave it as counting any whips you use as masterwork weapons of the Handle Animal skill.

    Advanced manifestations:
    Beast Mastering Hand

    You gain animal affinity as a bonus feat. In addition by spending a full minute you may attempt to command any creature with an intelligence of 1, 2 or – (mindless creatures gain a +2 bonus on the save) within reach of your whip. The creature you are attempting to command takes a will save, and should it fail you make a handle animal check, which is then reduced by a value equal to a single d20 roll.

    The creature becomes under your control and will attempt to follow your commands for a number of minutes equal to the result of the handle animal check, but after this will attempt to flee or attack you or the creatures around it, depending on the situation it is in and what its nature would dictate. The creature will not follow suicidal to obviously dangerous orders, but may be inclined to attack others.

    Should the creature leave the reach of your whip for two minutes the creature immediately becomes uncontrolled. Additionally should you take hostile action towards the creature (apart from using his manifestation), or have it reduced below 50% HP you must pass a DC 20 +animals CR handle animal check or have it immediate become uncontrolled.

    You may extend the duration the animal remains influenced by you by re-using this manifestation on the animal.

    This seems interesting. I think that some of the DCs should scale of of animal HD, though.

    Combat Tendril
    You treat the whip as if it was one size large larger for damage purposes, its reach increases by +5ft, and finally it may be used as an additional limb, unable to be replaced with a graft or to wield a weapon. Finally you may now select this whip as your selected weapon with the ‘Meat-shearing butchers-scalpel’ mythos.

    This seems like a solid manifestation, too.

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    Default Re: [3.5 Base Class], [Mythos] "Make us Whole Again"

    Now that I think about it... Why did you choose Elesh Norn? Why not Jin-Gitaxias, or Vorinclex? They have more of a science-y, or "survival of the fittest"-y focus, whereas Elesh Norn is all about religion.
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    Quote Originally Posted by Primal Fury View Post
    Now that I think about it... Why did you choose Elesh Norn? Why not Jin-Gitaxias, or Vorinclex? They have more of a science-y, or "survival of the fittest"-y focus, whereas Elesh Norn is all about religion.
    Look here. The Flesh Singularity seeks to join all beings together into a single divine existence... by stripping everything of its flesh and sewing it all together. Elesh Norn is the only truly notable creature among the White-aligned Phyrexians, and also the current dominus of New Phyrexia as a whole. It's a pretty neat fit, really.
    Last edited by vasharanpaladin; 2015-02-07 at 07:25 PM.

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    Well shut my mouth and call me Betsy, that's pretty cool. Thanks VP.
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    Default Re: [3.5 Base Class], [Mythos] "Make us Whole Again"

    Quote Originally Posted by Primal Fury View Post
    Now that I think about it... Why did you choose Elesh Norn? Why not Jin-Gitaxias, or Vorinclex? They have more of a science-y, or "survival of the fittest"-y focus, whereas Elesh Norn is all about religion.
    Quote Originally Posted by Primal Fury View Post
    Now that I think about it... Why did you choose Elesh Norn? Why not Jin-Gitaxias, or Vorinclex? They have more of a science-y, or "survival of the fittest"-y focus, whereas Elesh Norn is all about religion.
    I decided on her as she seems more representative of a high level Kreikiri in what she does, the Machine Orthodoxy is about unification (of a horrific sort), and so it relates to the Kreikiri's continued rebuilding of the kyniteros as well as in how a Kreikiri 'unites' people (or at least parts of them in many cases) through the grafts and making new creatures, not to mention how the Kreikiri is making them part of something greater (e.g. the mythos itself, or literally a 'greater' being).

    another reason was that the concept of the 'flesh singularity' relates to my ideas for the classes 'holocaust sun' equivalent epic level prestige class.

    from a stylistic point of view Elesh Norn also seems a more recognizable character (from what iv noticed I have seen her mentioned more than the other leaders of New Phirixia, as well as seeming to function as an iconic Phyrixian in general), and she serves as an image of a character who could serve as inspiration for a more 'reserved' or 'elegant' image of a Kreikiri with many grafts, compared to the Necromorths or The Thing who are a more standard 'big face-eating monster' sort of look.

    but Jin-Gitaxias and Vorinclex are also very good sources of inspiration for a Kreikiri as well and any could have been used in the banner, the three Phirixians actually sum up the three 'basic' ways I imagine a Kreikiri being roleplayed.


    Edit: only after posting this I saw vasharanpaladin's comment, and yes that explains the main point better than I did, so thanks.

    Quote Originally Posted by Kymme View Post
    Here are my reviews of two more mythos
    I'll start work on the corrections, but iv a couple of comments to make:

    Quote Originally Posted by Kymme View Post
    so that people can opt out of having a weird fleshy tentacle thing.
    Why would someone not want it? a player could even just keep it retracted and use a normal whip if they want. plus for me at least the mythos wouldn't seem right without it coming as part of the mythos.

    Quote Originally Posted by Kymme View Post
    I think that some of the DCs should scale of of animal HD, though.
    I dot understand what you mean by this. please elaborate.
    Last edited by ThreadNecro5; 2015-02-07 at 08:17 PM.
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    Quote Originally Posted by ThreadNecro5 View Post
    Why would someone not want it? a player could even just keep it retracted and use a normal whip if they want. plus for me at least the mythos wouldn't seem right without it coming as part of the mythos.
    I was thinking that some people might want to avoid the fleshwarping aspect of this class, but looking at the banner has changed my mind. I say embrace the fleshwarping.

    Quote Originally Posted by ThreadNecro5 View Post
    I dot understand what you mean by this. please elaborate.
    I'll retract that statement. It basically works out the fact that animals tend to have large amounts of hit dice, but low CRs (looking at you, dinosaurs).

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    Default Re: [3.5 Base Class], [Mythos] "Make us Whole Again"

    Holy CrapSnacks I love this class! I am a huge fan of monster making classes (not to mention the mutable glory that is both the Ozodrin and the Evolutionist) and this one seems to have a perfect mix of utility, depth, and maddness without going into territory that would make a DM want to throw a chair at you. Kudos.

    That being said, there are a lot of interesting mechanics at work that need a lot of clarification. What follows will be a moronically long PEACH (for which I appologize) that I hope will help.

    Spoiler
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    Quote Originally Posted by ThreadNecro5 View Post
    Fluff
    Good fluff. It fits in well with the rest of the Mythos lore and is interesting. What more does one need? My only suggestions would be to capitalize Kyniteros (tis the name of the First, he deserves the respect) and to clean up the language a little bit for readability. For example, "...and seeing the unrivalled power of the kyniteros could only try and claim it...". Without the 'of' it sounds like the Kyniteros was trying to take its own power... and that's not right.

    CLASS SKILLS: Craft (any), Handle animal, Heal, Hide, Knowledge (all), Listen, Move Silently, Ride, Search, Spot, Use magic device
    Proficiencies:The Kreikiri is proficient with all simple weapons, war razors, handaxes, whips and spiked chains. They are not proficient with any armour or shields.
    Skill points and selection are good for the intent of the class. Might I suggest adding Profession? It is a standard on just about every class and can provide a good cover as the town doctor or butcher who has weird stuff in the basement. Consider adding Disguise as well. Having that skill along with the Structure shifting alterations excellency covers most needs for cosmetic flesh-shaping artistry.

    For the proficiencies... I'm torn. I get the mad scientist vibe that you're going for (though that can be limiting), and that this is essentially a buffer class, but he will need to get into the fight early in his career and often. All that flesh doesn't harvest itself after all, and the Kyniteros did start out as a successful hunter. Humans can't do that naked. To that end I strongly suggest adding light armor proficiency and one martial or exotic weapon proficiency of choice. With the light armor (and their NA bonus) they should be able to get to where the meat is, and with the weapon proficiency they can approach the subduing of said meat in a more thematically appropriate way. Want to only approach your twitching prey after it has been perforated via Longbow? Poke away. Want the Scythe to be your symbol as you reap the harvest of flesh? Cut a bloody swath. Want to swing a Mancatcher to find 'volunteers' for vivisection? Catch and release is the most humane option I hear. You get my point.

    The kyniterosis' Mythos
    Standard crunch for a mythos class. Please just change the name. Most of the other mythos classes name their mythos something short, recognizable, suitable, pronouncable, etc. Don't get me wrong, Kyniterosis is a great name... for the fluff. You just need something catchier for your most basic class ability. How about The Fleshtaker's Mythos or somesuch? Catchy, applicable, and I can say it without having to look up the spelling. Just a thought.

    Also, what was the thinking for using Wisdom as the primary stat? Not criticizing, just wondering what your thoughts were.

    Mythos Known:

    The second is to release a created creature into the wild, honouring the division of the kyniteros’ power (earning a number of mythos points equal to 1/10th of the graft points used to create the creature.
    This. This right here is pure gold. With the inclusion of this minor benefit (and, really, it is pretty minor) you have singlehandedly done what almost every other monster making class has failed to do. Give you a reason to keep making monsters. Not just to add to your personal army (that the DM will eventually banhammer/nuke), but to add to an unsuspecting nature, breaking ecosystems and making the world a wierder place. Capital job old chap.

    Sundered Perfection
    *Fluff*

    {Whole} is a representation of the kyniteros as a hunter and as a singular being searching for perfection. this results in you gaining +1/4 of a permanent increase to a single ability score for each manifestation of a {whole} mythos you have. should the mythos not possess any manifestations you instead count has knowing a single manifestation of that mythos for this class features' purposes.
    I'm not sure how I feel about this ability. At first it seems incredibly potent, then when you look at the actual abilities it is so late game that it becomes almost useless. Look at the breakdown of options for {Whole} mythos. There is a single instance in Exceptional Mythos, 5 in Fantastic, 11 in Legendary , and 9 in Exalted mythos. Almost all of those are coming from only two powers, Creeping flesh-fortress (10 instances) and Flesh-altering monstrosity masterpiece (9 instances). These are Legendary and Exalted powers, respectively, and so have extremely high costs associated with them as well.

    What I'm trying to say here is double the increase from +1/4 to +1/2. By 12th level you could have a max of +3 to attributes (only +1 under the current rules). That's useful but not a balance problem. To get any more than that a player would need to buy Creeping flesh-fortress at 13th, wait till 14th (since all of its manifestations are advanced) then lose his nut buying every manifestation in the power. After all that he would only get another +5 to attributes. Not gamebreaking at that level and a small consolation for investing so heavily in a power that is no longer useful when he leaves home (as adventurers are prone to do). In short, this is an interesting ability, just make it vaguely worthwhile.

    {Splintered} is a representation of the kyniterosis fate, to be split and shared, a collective being. This causes the Kreikiri to gain a bonus on checks to create creatures or to attach grafts equal to half of the number of your mythos with the {Splintered} label.

    As an unrelated ability you gain an untyped bonus to your natural armour equal to your wisdom modifier.
    Similar to the previous ability, good idea on the bonus, just laking in usefulness. You are giving a fraction of a bonus for a power selection (not manefestation selection as with {Whole}), on a skill check, and only applying it to a niche use of that skill. The hassle of the bookkeeping outweighs the benefit of the bonus. Just make it +1 on Heal checks per {Splintered} power selected. Done. Useful and no headaches.


    Kreikiri Exceptional Mythos

    Meat shearing butchers scalpel
    This is interesting. I was originally going to gripe about the bonuses being too low (classes that give a primary weapon ability that is less effective that you could have reasonably purchased at a given level give me brain plague) but you know what? This class isn't a Soulknife. +1/3 levels is good. I suggest that you ammend the mythos point enhancing options to only be able to add enchantments that have a flat cost, no additional '+' abilities. Not only does this remove a lot of Min/Max headaches (like cheesily trying to get/spend a crap-ton of Mythos points early level because upgrading is cheaper), but this low level ability is no longer a one-stop shop for melee offence, and so no longer treading on the more melee focused classes. Also, you currently have this limited to one-handed weapons. Just add Light as it seems to have been omitted.

    For the Hunter’s claw manifestation I think you should make some slight changes. Currently you can only make this into new natural attacks, not enhance existing ones. This class is all about adding grafts and attacks and such. Put them together man! Basic natural attack grafts are cheap, no need to add yet another version. Just let this be an enhancement to an existing natural weapon (graft, feat, racial, whatever) and call it a day. If you add it to one attack you should get full bonuses, if it is added to two identical natural attacks then it can be at -1 (similar to a Soulknife dual wielding). While we're here please change how you're referring to the damage profiles for some attacks. Please go with Greater and Lesser instead of Primary and Secondary. In the current wording of the ability is sounds like a pair of claws will be at -5 to hit (as per the norm with secondary natural attacks).

    True Surgeon’s Skill
    This is good. Versatile, it has options, stays relevent at later levels, and isn't too crazy at lower levels. Only thing that I'd add would be Flesh Reknitting Mastery having a slightly broader scope. You know how to heal faster? How about all other used of True Surgeon’s Skill can be done in half the time as well?

    Limb-Shredding Graft-Taker {Splintered}
    Awww Yisss. This ability and the next are the class definers. You took some big risks here and (I think) they paid off. This is also one of the places that needs the most clarification. And please change any 'ododren' references to Ozodrin. People who are unfamiliar are probably yelling at Google right now.

    First, lets look at harvesting. There is a lot left unsaid here. How much of a body do you need to harvest? If the body has enough flesh to be animated as a zombie it has enough to harvest sounds good (what do you think?). You mention vivisection. Does harvesting automatically kill them (and do they get a save?). And does it have to? Can you harvest from something and keep it alive? Get half the graft points but the donor is left at 1 hp and has ability damage? If it kills them normally can they be kept alive with readied Cure spells? What about fast healing? What about regeneration? Can we have Troll farm harvesting? Please say yes.

    What can we harvest from? As written it seems like everything. Golems, and Treants, and Vampires, oh my! Is that what you want? Considering influence from New Phyrexia I think you might and that's fine by me. For the mythos though you might want to split things up a bit. Have the base ability able to harvest from all the "normal" stuff, including corporeal undead (flesh is flesh, right?) but exclude Constructs, Plants, and Elementals (and maybe Outsiders too? I don't know, I'm on the fence about that one). Add a basic manifestation to be able to harvest them (call it Reap the Neverborn perhaps?). The amount of graft points for harvesting seems about right as well, though it will need playtesting.

    The costs for incorporating magic item effects into grafts seems pretty good too. Expensive but doable with effort. You do need clarification on the effects of the restrictions though. If you make a magic item effect charged (50 charges, cost 1/2 unlimited use base price) or subject to uses per day [Divide by (cost = 5 divided by charges per day)] does that have an effect on the graft point cost in the same way as gold cost in the DMG/Core book? I think it probably should. You should probably also note that things like Weapon Enhancements should apply only to the features in that graft, not those in other grafts).

    Clarify how the grafts interact. The effects of seperate discrete limbs/organs should be cumulative (seperate Fin grafts should allow faster swimming, seperate Basic Eye grafts should stack the bonuses for the total number of eyes, etc.) but augmentations should not be able to stack across grafts (things like Concentrated Spit and Iron Flesh should be limited by what you can fit into a single graft).

    For the examples, please add more info and make sure that everything adds up. These will be templates for a very deep system. Make sure that they are right and explain as much as possible.

    For example...
    • 2 flesh (4)
    • 1 engorged flesh (8)
    • 1 condensed flesh (8)
    • 1 filtering flesh (water) (2)
    • Lumisous flesh (1)
    • Four fins (8)


    To create a graft that grants a 20ft swim speed, the ability to breathe underwater, immunity to atmospheric pressure, +2 to escape artist checks, +1 natural armour and creates light for a total of 25 points.
    The actual total Graft cost here is 31, will take 70 mins to create and require a DC 31 Heal check to implant. You could also remove condensed flesh (8) and engorged flesh (8), instead adding condensed flesh (4) to gain pressure immunity without size change. This would reduce the Graft cost to 19, take 40 mins to make and have a DC 19 Heal check to implant. This is also an important lesson in efficient graft construction. The first version would not be doable by a lower level character. The second would.

    Or to make an arm with a claw attack and that can create water the following could be used:

    • 1 Limb (2)
    • 1 Claw (1)
    • 1 decanter of endless water (4,500)


    For a total of 4,503 points
    The Graft point cost is good at 4,503 but it would be enlightening to see that it would take 150hrs and 10mins to make and need a DC 19 (min DC 10 for features + CL 9 for Decanter) to implant. Note that when it comes to time spent crafting, Graft making is less that half the speed of actual magic item crafting (480 equivalent gold per day vs. 1,000 gold per day for magic crafting). I suggest bumping it up to 10mins per 10 Graft cost (or 1min per 1 Graft point if you want to get finicky). This sort of thing might seem like a pain but it can really help to explain a new system.

    To attach a graft you need a helpless or willing creature to attach it to, and to pass a heal check with a DC equal to the Graft points spent on features and augments or 10 whichever is higher, + the total CL of the magic item components. The GM may allow you to lower the DC depending on the severity of any drawbacks you apply. Attaching a graft takes one hour, and you may take-twenty on the roll, taking twenty hours. A creature may only have a number of grafts equal to half its HD + its CON mod, and a Kreikiri may have two grafts more than their normal limit.
    Bolded part is mine. Be clear in these parts. Vagueness is the enemy of a new system. This would be a good place to specify some kind of limit on natural attacks. As currently written, due to the relatively low cost of features one can get a truly asinine number of attacks even at level 1. This is not good if you ever want the class to be used in a game. How about you can add a number of additional natural attacks/attack capable limbs (doesn't matter whether you are attacking with an additional claw or sword, both count) equal to Wis bonus (min of 1) +1/3 levels. Guaranteed to add some offence but not get too stupid too quick. What do you think?

    As for graft removal, is the graft intact and ready for implantation elsewhere? Do you just get the graft points? What about harvesting a creature with grafts? How about you gain the full Graft point value of the graft if it is deliberately removed or if you vivisect for Graft points, but only half after the creature is dead (instead of 50% change of being destroyed)? If there are any special abilities in the graft from Stable-Implement-of-Empowerment then you have to repeat the Knowledge check to reharvest.

    Basic Manifestations:
    Bounty of Flesh
    Simple, useful, good.

    Stable-Implement-of-Empowerment
    This is a beautiful manifestation. Options galore. Still in need of some clarity though. The mutation cost, is it cumulative or no? If I take 3 mutations does it cost 8 Graft points (4+2+2) or 18 (4+6+8)? I think it should be the later. You should also state that this counts as a feature cost for the purpose of implantation DC (this distinction will be more important later). You should also limit the mutations available, for instance, no Basic Mutations allowed (they are there as a mutation sink and to make the Evolutionist class better than Commoner. Adding them to any other class would be OP), and nix the specific mutations 'Spell-like Abilities' and 'Psi-like Abilities'. The Kreikiri is powerful and versatile enough without allowing cheap access to craftable, customizable spellcasting. Besides, they already have that option through the much more expensive duplication of magic items.

    As far as balancing mutation selection you should probably take a page out of the High Evolutionary PRC and say something like...

    "For the purpose of placing mutations in grafts the graft maker is considered to have a mutator level equal to his Kreikiri level. The mutations granted by this ability use the Kreikiri’s mutator level to determine the limit for how many times they can be taken, but use the target's hit dice as his mutator level to determine the power of the mutations."

    Does the 40 Graft point cost for creature abilities apply to implant DC? Right now it looks like it does and that is crazytown. How about adding a flat +5 to DC per ability (as if they had a CL 5, similar to what you did with the magic items). Actually, just specify that each stolen ability is considered to be a magic item addition with a flat Graft point modifier and DC nodifier. This distinction will be important later under Created Creature.

    This check may be dome once per such ability and if the check is failed the parts that form that ability are destroyed in the attempt to remove them. A pass of this check grants the parts for attaching one appropriate ability, such as a spell like ability, special quality or extraordinary ability to a graft, best tracked as a separate held item until used. The parts for the ability may be extended to add that ability to the graft (at no more than one such ability per graft), giving it to any creature who whom the graft is implanted into.
    I understand what you're going for here but there are things unsaid and the language needs to be cleaned up. How about something like this...

    "This check may be done once per such ability during the harvesting of Graft points, and if the check is failed the parts that form that ability are destroyed in the attempt to remove them, though Graft points gained are unaffected.

    Passing the check allows you to harvest enough material to implant the ability (whether extraordinary, supernatural, or spell-like) into a single graft (a single harvesting cannot be used to make multiple grafts with the same stolen ability). If the ability is an augmentation to an attack (such as a Ghoul's Paralysis) it augments only the attacks of the graft it is in. Other abilities (Fast Healing, Spell Resistance, Spell-Like Abilities, etc.) are provided to the graft owner as per normal."

    Maybe something like that. I think that covers your intent but avoids confusing language (I hope).

    Skill-of-the-Flesh
    Good, useful, solid ability. Price seems about right. Just need to specify how you want to handle prerequisites. Should probably go with prereqs needing to be met. Although... think about saying that Attribute prereqs do not need to be met. That would give you the effect of having the Kreikiri forcing his subjects to exceed their capabilities in interesting ways (having a weak monkey-thing start Power Attacking, having a barely sentient ogre-beast-creature instinctively adopt the defensive posture of Combat Expertise, etc.).

    Abomination-Making Meat-Master
    More grafts is always good. The change in creature type is a nice touch. Did you mean for creatures to get less powerful at high graft amounts? Aberration is a bit of a crap creature type and a strict downgrade of base stats for most things. I would probably say that the change to Monstrous Humanoid/Magical Beast would change base stats (BAB, saves, HD, etc.) but that the change to Aberration would not change creature abilities other than adding Darkvision if it wasn't already there. You might want to remove the maximum age from a creature once it gets to Aberration. They can get older and more feeble but they are no longer part of nature and just won't die...

    Monster-Making Beast-Lord {Splintered}
    This is pure maniacal glee in a can. And you had the stones to make it avaiable at first level. Good job sir.

    Of course, this only works because you have no direct control over what you make. Which makes sense, you are making life here, not animating minions. And life can be weird.

    Anyway, there are some formatting issues. Take the Created Creature section, and the last paragraphs, and place that before any of the manifestations. Right now it looks like it is exclusively part of the Man-is-Monster Restoration manifestation.

    The creature will likely need training beyond its original personality.
    Explain this. This right here is the kind of stuff that causes bickering at the game table. Does it need a day to get its bearings and figure out how to use the proficiencies its creature type starts with? Will it take 3 months to get it potty trained? This is the difference between an interesting RP moment that leads to something useful and a regretful expense that is a burden to the entire party.

    Should the creature be sent wild or otherwise abandoned by its creator (e.g. for mythos points) it gains a level of Kreikiri within 4d3 months, along with the addition of +2 WIS to its statistics and, should it’s intelligence be lower, increase its intelligence to three as well as gaining the ability to speak common, or some other language appropriate for the region it is in. Should the creature have been mindless it retains its immunity to mind effecting effects.
    I see what you're doing here but please rethink it. If every time I release a bacon-flavoured-bear-squid into the wild it will eventually become another monster maker then that is a nightmare for the DM. Say if a freed creature ever acquires an Int 12 and Wis 14 it awakens the seed of Kyniteros within them and within 4d3 months, etc., etc. If you're going to release an exponentially expanding wave of fleshshaping maddness across the world, at least let it be on purpose.

    Created Creature:
    Base HD, choosing creature type, Elite stat array, all good. Starting with a torso (head optional) for maximum building potential is great as well. Perhaps limit the creature types available to what you can harvest Graft points from as I mentioned inder Limb-Shredding Graft-Taker. The base capabilities, specicically movement, are good. Just add a note that the first 2 legs that are added gain an additional +5ft bonus to movement, bringing the total to 30ft for a medium sized biped. You should at least be able to replicate the base capabilities of a human.

    We need to talk about what you do from there. As per what you have written, you can only make a stat modified multiple amputee of varying fertility, that just so happened to have a crapload of grafts to make it into a viable organism. This is not good, especially when combined with other aspects of this class (specifically Flesh-Warping Lineage Exhonoration where the offspring have a very good chance of being born without the grafts providing limbs, eyes, a mouth...). That just gets weird. Not good weird. Bad weird.

    Also, you have established rules for grafts (a limit of 1/2 HD + Con bonus number of grafts), do not confuse things by giving these guys a limit of 10 +1/5 additional Graft points spent. It's unnecessary and makes people think the rules for grafts have changed half way through the class. Just add features and such directly to the creature. These will dictate what the creature actually is for the purposes of breeding and such.

    Since the creation DC isn't based on Graft point expenditure (I think that was a good call), you need a reason for the Kreikiri to not just stack ALL the Graft points into one possibly self-replicating creature of unstoppable horror. To do this, jack the costs. Jack'em way up. I'm thinking that a good balance point would be 5x the cost of Features and Augments and 3x the cost of Magic Items effects. This may sound like a lot, but hear me out. Features are cheap. Even at 5x cost you won't break the bank trying to make Uruk-hai 2.0 to help in the establishment of New Mordor. If however you want to make a 20 HD self-replicating Dragon-Kraken whose eyes are Mirror of life trapping, that will be a game-breaking labour of love that the DM will have plenty of time to screw with/deal with. It also presents some interesting choices for players, giving them an opportunity to make a more simplified organism that can then be further specialized/upgraded with further grafting (What's that? The new batch of Uruk-hai just hatched? We need more Dragoons, so send them over the the Fleshvats for their Battlechitin!).

    Augments:
    Enhanced Potential
    Change the cost to 10 (as per above) and make the cost cumulative (like in your example), not doubling. There will be the need for a lot of stat mods and none of them are free (size change with the Flesh feature does no provide stat mods) so no need to go completely gonzo. That would make your example have a cost of 10+20+30= 60 Graft points for a +6 modifier.

    Decreased Potential
    This is good and serves its purpose. Just get rid of the last sentence as it will serve no purpose. And of course change the cost to -5.

    Advanced form
    Base cost of 25 will lead to a cost progression of 25, 50, 100, 200, 400, 800, etc. Since HD are the main boost to a creatures power I think this is Ok.

    Transient Skill
    Having a base cost of 100 that doubles per level seems to be good. What I said for HD is even more so for actual class levels. 700 for 3 Class levels seems fine. Maybe.

    Hidden Power
    Cost to 10 and shift the wording to something like,

    "The creature can conceal and/or release one or more of its Features as a swift action. This is an extraordinary ability. Each purchase of this augment effect a single Feature (and associated augmentations) the creature naturally possesses, and it may be purchased additional times. You may place additional restrictions on this ability, such as a creature that can only use its tentacles at night."

    Cascade of Life
    This is the big one here. This is the one that lets you put all your eggs in one basket and then have the basket multiply. I don't think that this is a feature that should have a flat cost. That would either be prohibitive for a minor creature or trivial for something that is already breaking the bank. I think that if they breed it should double the Graft point cost of the creature. Again, Uruk-hai 2.0 is still possible and achievable, but the baby Tiamat being cooked up in the basement might be better off unable to lay eggs.

    As for reproduction... simplify it and restrict it. You already have a reproduction/gestation/development ability in the Flesh-Warping Lineage Exhonoration Excellency. Use it and flesh it out. By default, this ability should probably require sexual reproduction between opposite gendered but otherwise identical creatures. For a cost (50 Graft points?) you should allow reproduction with a specific creature (or creature subtype) that shares a Creature Type. Thus you would have to make a Humanoid if you wanted to breed it with Humans (but Elves wouldn't work), and a Monstrous Humanoid if you wanted to breed it with a Harpy (but not a Minotaur). This would provoke some strategic thinking from the player as it might be better to make a weaker Humanoid that the stronger Monstrous Humanoid for breeding purposes.

    As for the rest (gestation/development/lifespan manipulation, tri-sexual mating requirements, force-grown asexual mitosis, etc.) leave that for Flesh-Warping Lineage Exhonoration. Just add a note that if Cascade of Life has been added to a creature then the options from Flesh-Warping Lineage Exhonoration can be added (at tripple cost as per magic items perhaps?).

    Enhanced lifecycle
    Replace all of this with a reference to Flesh-Warping Lineage Exhonoration as per above.


    The newly created creatures mind is mostly feral within the parameters you designed it with and requires training for it to be of great usage.
    I've said it before, I'll say it again, this sort of thing needs to be sorted out. The time for fluff is at the beginning of the Mythos. This is the time of the crunch. What does the quoted sentence even mean? Is it unable to use racial/class abilities and feats? Will it attack you? Can it speak? How long does this last? Be specific here. Personally I think you should just get rid of statments like this. You are engaging in a nigh-divine act of creation (and, if you accept my suggestions, paying an arm and a leg to do so), let the fruits of those labour stand on their own. If it is given a level of Fighter, let it don armor, pick up a blade, and stride into battle from the moment it opens it's eyes. If you make something with animal inteligence (because until hugher levels that is the best way to maintain control of your creations) then take the time to train it, but if you grant a creature intelligence let it use it. If you have seen the movie Momento, think of it like that. When they come into being they have no context for anything, but they know what they are, what they can do, and who made them. What happens from then is where it gets interesting.

    To create an creature takes a number of hours equal to the total points used on the grafts you include divided by 10, rounding up (so for example for a creature with grafts costing 38, 40 and 6 points it would take 9 hours.) after this time you need to check whether the creation was successful, resulting needing a heal check with a DC of 20, + the total HD of the creature, + the number of individual grafts it contains. On a failed check the points spent are wasted.
    If you agree with what I've been saying so far then this part needs to be adjusted. Since the base cost for features has been multiplied by 5 then the time to create will be a number of hours equal to the total Graft points used on the creature from all sources divided by 50 (round up). The DC should be 20 + the total HD of the creature + 1/2 the total CL (round down?) of all magic item effects being added to the creature. The real danger here is essentially breeding magic items so lets incorporate that into the DC. Also, considering the increase on cost losing all Graft points on a failed check seems harsh. How about lose 20%?

    Advanced manifestations
    Flesh-Altering Master
    I like this. It adds a lot of possibilities. change the cost to be a range from 20-100 and you're good.

    Man-is-Monster Restoration
    I have to say it... this manifestation is a mess. I get the whole Frankenstein/Six Million Dollar Man thing that you are going for but this is the worst possible way to do it. It's cumbersome, scales horribly, irrevocably takes a hatchet to someones character sheet and then tries to make them play the smoking ruin. That may have sounded more harsh than I intended.

    I don't know if you can salvage this but I'll point out some of the things that stick out most. First, having the DC be based on total damage on a dead or dying creature is insane. Hp scale so much faster than skill checks that after 1st level it is an excercise in futility. If you really want to do it this way just have the DC be based on the absolute value of the negative Hp. Depending on the death this will be a respectible DC (especially after modifiers due to death and time dead) but nothing crazy. You say that a natural 20 that doesn't succeed still has a 50% chance of success and that you can take 20 to achieve this but how long does the initial harvesting take?

    Next comes the bafflingly bad part of the ability. You have a 75% chance to lose every single thing that makes a character what they are. Every racial trait, every feat, every skill, every class level, every single class ability in the few class levels that you manage to retain. And your ability scores? Not even a chance to retain them. 2d6 points gone from each. Not damage, not drain, just gone. With the now shattered scraps of what once was a character the Kreikiri must now hemorrhage massive ammounts of Graft points (even before my recomendations class levels and attributes were some of the most expensive additions) with the impossible task of trying to restore what was taken (impossible because there is no way to return lost class abilities or skill points, and no Kreikiri worth his salt will have enough spare Graft points laying around to do a good job of this). Sure, you can add some tentacles or wings and whatnot but you could have done that with grafts anyway.

    To add insult to injury you force the soul back into the crippled husk that it just left. No save. No chance to deny the 'resurrection'. A broken Barbarian with a 75% chance of being unable to Rage. A imbecile Wizard with a 75% chance of being unable to cast a spell. This is the most Trollish thing I have seen in a long, long while. I really want to hear the story about the jerk in you gaming group and their Mary-Sue character that made you create this ability just to be used on them.

    In all seriousness though, this ability is not your best work. It not so good. I move on now.

    Cry of the Consumed {Whole}
    I like this one. It provides some interesting effects that I haven't seen before. Being able to make perception/knowledge checks on your memories (or those you have consumed) provides some great opportunities in the game.

    Beastmaster's Coiled Lash {Splintered}
    Fun with flesh whips? I like it. Just need some clarity on some things. You now threaten the entire area of the whips reach, this is good, but does using the whip still provoke attacks of opportunity as if using a ranged weapon? As written it still does. Was this your intent?

    The whip is considered a primary natural attack in all respects apart from using the abilities of a whip weapon.
    Elaborate. Do you still get iterative attacks? I think so but this statement confuses things. When you say Primary attack are you refering to your damage chart in the first post? If you are changing the damage spell it out. Also reinforces the need for you to not use Primary and Secondary as the names for your damage values.

    Advanced manifestations:
    Beast Mastering Hand
    This is a good ability but the mechanics just seem a little cumbersome/backwards. A full minute seems too long of an activation time for this. If you can spend this much out of combat time with an animal you might as well keep rolling Handle Animal and train it. This seems like ir should be a quick and dirty battle of wills/training session.

    Have it take a Full-Round Action to make a Handle Animal check against DC 10+target creatures HD. Target creature makes a Will save or be effected similar to Dominate Animal for 1 min for every point your Handle Animal check was above the DC with a minimum duration of 1 round if you only hit on or below the DC. This allows the Kreikiri to punch above their weight by Dominating dinosaurs or what-have-you but such a beast will need constant close range maintainence to keep in line. Pray it doesn't roll a 20 on the Will save.

    Combat Tendril
    As above, clarify the damage aspect. Is damage 1d3->1d4 as per Whip or 1d6->1d8 as per your Primary natural attacks? Also, if the original Fleshwhip still provokes attacks of opportunity, this would be the place to get rid of that limitation.

    ... it may be used as an additional limb, unable to be replaced with a graft or to wield a weapon.
    What do you mean here? Does it now officially count as a Tentacle feature? Can it be augmented (increasing reach and such) with supplementary grafts? Or do you just mean that it is now prehensile and can grab stuff? Clarity my man.


    Paralytic Barb
    This is good. Quite good really. You are essentially doing Pathfinder poison here and that is good. With the saves change them to needing to be consecutive so you don't have to keep track of saves fron 6 rounds ago.

    Unconsciousness from this poison always lasts for one hour; with additional doses resetting the duration should the target fail another save.
    This requires some comment. At no time does the poison mention inflicting unconsciousness. At 0 Dex one is completely paralysed, but not unconscious. If this poison causes someone to pass out for an hour when it causes Dex damage to someone already at 0 Dex (which I think is your intent) explicitly say so.

    The poison may be reapplied by the Kreikiri during the use of any mythos or manifestations that require surgery, but doing so extends the time took by +10 munities per application.
    Just get rid of this line altogether. It serves no purpose and is just a bookkeeping hassle/timesink. For example, if taking 20 on a graft implantation (a 20 hour procedure) using this would cost another 4 hours to keep them out cold. For no reason. Once at 0 Dex the patient (victim?) is paralyzed for the day (till they heal at least 1 point of ability damage) and cannot disrupt the procedure. Keeping them unconscious is merely a courtesy, one that should not take 10 mins to apply a quick nick.

    Basic manifestations
    These are all good and don't really need any elaboration.


    That is it for the first part. I'll get to the other mythos and excellencies soon(ish).

  26. - Top - End - #26
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    NecromancerGuy

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    Default Re: [3.5 Base Class], [Mythos] "Make us Whole Again"

    Quote Originally Posted by Quarian Rex View Post
    Holy CrapSnacks I love this class! I am a huge fan of monster making classes (not to mention the mutable glory that is both the Ozodrin and the Evolutionist) and this one seems to have a perfect mix of utility, depth, and maddnesswithout going into territory that would make a DM want to throw a chair at you. Kudos.

    That being said, there are a lot of interesting mechanics at work that need a lot of clarification. What follows will be a moronically long PEACH (for which I appologize) that I hope will help.
    yep, its always good to hear someone liking your homebrew, and the long PEACHing is not a problem. i should point out now that I wil only be able to make changes tomorrow, as I will be going to bed after I write this.


    Quote Originally Posted by Quarian Rex View Post
    Good fluff. It fits in well with the rest of the Mythos lore and is interesting. What more does one need? My only suggestions would be to capitalize Kyniteros (tis the name of the First, he deserves the respect) and to clean up the language a little bit for readability. For example, "...and seeing the unrivalled power of the kyniteros could only try and claim it...". Without the 'of' it sounds like the Kyniteros was trying to take its own power... and that's not right.
    i'll get to work on fixing capitalization issues (they'll tend to crop up in my stuff) , and with the bit you quote (if its the bit I think it is) its supposed to refer to the Kyniteros wanting to try to take the Monsters power.

    Quote Originally Posted by Quarian Rex View Post
    Skill points and selection are good for the intent of the class. Might I suggest adding Profession? It is a standard on just about every class and can provide a good cover as the town doctor or butcher who has weird stuff in the basement. Consider adding Disguise as well. Having that skill along with the Structure shifting alterations excellency covers most needs for cosmetic flesh-shaping artistry.
    many of the other mythos classes lack the Profession skill, I always thought the whole 'town doctor' angle could be covered by the heal skill. as for disguise i'm not to sure, mundane disguises doesn't seem that related to the narrative of the Kyniteros, but I can wait for a second opinion or mull the die over.

    Quote Originally Posted by Quarian Rex View Post
    For the proficiencies... I'm torn. I get the mad scientist vibe that you're going for (though that can be limiting), and that this is essentially a buffer class, but he will need to get into the fight early in his career and often. All that flesh doesn't harvest itself after all, and the Kyniteros did start out as a successful hunter. Humans can't do that naked. To that end I strongly suggest adding light armor proficiency and one martial or exotic weapon proficiency of choice. With the light armor (and their NA bonus) they should be able to get to where the meat is, and with the weapon proficiency they can approach the subduing of said meat in a more thematically appropriate way. Want to only approach your twitching prey after it has been perforated via Longbow? Poke away. Want the Scythe to be your symbol as you reap the harvest of flesh? Cut a bloody swath. Want to swing a Mancatcher to find 'volunteers' for vivisection? Catch and release is the most humane option I hear. You get my point.
    you make a good argument here, the light armor proficiency also seems strangely fitting, getting used to wearing another creatures skin before another creature becomes your skin.

    Quote Originally Posted by Quarian Rex View Post
    Humans can't do that naked
    they can't? now someone tells me!

    Quote Originally Posted by Quarian Rex View Post
    Standard crunch for a mythos class. Please just change the name. Most of the other mythos classes name their mythos something short, recognizable, suitable, pronouncable, etc. Don't get me wrong, Kyniterosis is a great name... for the fluff. You just need something catchier for your most basic class ability. How about The Fleshtaker's Mythos or somesuch? Catchy, applicable, and I can say it without having to look up the spelling. Just a thought.
    weel see if I can think of something, but the Olethrofex uses its titans name.

    Quote Originally Posted by Quarian Rex View Post
    Also, what was the thinking for using Wisdom as the primary stat? Not criticizing, just wondering what your thoughts were.
    I used it because its the statistic used in the heal skill and in the more 'nature-y' classes like druids which seems appropriate.

    Quote Originally Posted by Quarian Rex View Post
    This. This right here is pure gold. With the inclusion of this minor benefit (and, really, it is pretty minor) you have singlehandedly done what almost every other monster making class has failed to do. Give you a reason to keep making monsters. Not just to add to your personal army (that the DM will eventually banhammer/nuke), but to add to an unsuspecting nature, breaking ecosystems and making the world a wierder place. Capital job old chap.
    thanks

    Quote Originally Posted by Quarian Rex View Post
    I'm not sure how I feel about this ability. At first it seems incredibly potent, then when you look at the actual abilities it is so late game that it becomes almost useless. Look at the breakdown of options for {Whole} mythos. There is a single instance in Exceptional Mythos, 5 in Fantastic, 11 in Legendary , and 9 in Exalted mythos. Almost all of those are coming from only two powers, Creeping flesh-fortress (10 instances) and Flesh-altering monstrosity masterpiece (9 instances). These are Legendary and Exalted powers, respectively, and so have extremely high costs associated with them as well.

    What I'm trying to say here is double the increase from +1/4 to +1/2. By 12th level you could have a max of +3 to attributes (only +1 under the current rules). That's useful but not a balance problem. To get any more than that a player would need to buy Creeping flesh-fortress at 13th, wait till 14th (since all of its manifestations are advanced) then lose his nut buying every manifestation in the power. After all that he would only get another +5 to attributes. Not gamebreaking at that level and a small consolation for investing so heavily in a power that is no longer useful when he leaves home (as adventurers are prone to do). In short, this is an interesting ability, just make it vaguely worthwhile.
    yeah, iv got to agree with you here, this was originally balanced with a mythos that never came to fruition in mind, and the limitations were left in place.

    Quote Originally Posted by Quarian Rex View Post
    Similar to the previous ability, good idea on the bonus, just laking in usefulness. You are giving a fraction of a bonus for a power selection (not manefestation selection as with {Whole}), on a skill check, and only applying it to a niche use of that skill. The hassle of the bookkeeping outweighs the benefit of the bonus. Just make it +1 on Heal checks per {Splintered} power selected. Done. Useful and no headaches.
    i'll do this to.

    Quote Originally Posted by Quarian Rex View Post
    This is interesting. I was originally going to gripe about the bonuses being too low (classes that give a primary weapon ability that is less effective that you could have reasonably purchased at a given level give me brain plague) but you know what? This class isn't a Soulknife. +1/3 levels is good. I suggest that you ammend the mythos point enhancing options to only be able to add enchantments that have a flat cost, no additional '+' abilities. Not only does this remove a lot of Min/Max headaches (like cheesily trying to get/spend a crap-ton of Mythos points early level because upgrading is cheaper), but this low level ability is no longer a one-stop shop for melee offence, and so no longer treading on the more melee focused classes. Also, you currently have this limited to one-handed weapons. Just add Light as it seems to have been omitted.

    For the Hunter’s claw manifestation I think you should make some slight changes. Currently you can only make this into new natural attacks, not enhance existing ones. This class is all about adding grafts and attacks and such. Put them together man! Basic natural attack grafts are cheap, no need to add yet another version. Just let this be an enhancement to an existing natural weapon (graft, feat, racial, whatever) and call it a day. If you add it to one attack you should get full bonuses, if it is added to two identical natural attacks then it can be at -1 (similar to a Soulknife dual wielding). While we're here please change how you're referring to the damage profiles for some attacks. Please go with Greater and Lesser instead of Primary and Secondary. In the current wording of the ability is sounds like a pair of claws will be at -5 to hit (as per the norm with secondary natural attacks).
    I'm not quite following what you mean int he first paragraph about upgrading being cheaper at lower levels, but its probably just a case of my bad wording or the need of a comma somewhere cause an unforeseen interaction.

    as for the secondary attacks they were to be treated as all seconder natural attacks are. most things iv seen that offer two natural attacks are like this while a single attack is primary.


    Quote Originally Posted by Quarian Rex View Post
    This is good. Versatile, it has options, stays relevent at later levels, and isn't too crazy at lower levels. Only thing that I'd add would be Flesh Reknitting Mastery having a slightly broader scope. You know how to heal faster? How about all other used of True Surgeon’s Skill can be done in half the time as well?
    i'll keep this as it is as its still nigh-unlimited healing. as an idea I think I could make it also stop bleed effects and allow you to reattach severed limbs.

    Quote Originally Posted by Quarian Rex View Post
    Awww Yisss. This ability and the next are the class definers. You took some big risks here and (I think) they paid off. This is also one of the places that needs the most clarification. And please change any 'ododren' references to Ozodrin. People who are unfamiliar are probably yelling at Google right now.
    this mythos is one that went though a lot of different wordings, so it may be a bit disjointed. I will fix it as I do the rest. as for the spelling error it seems my dyslexia strikes again.

    Quote Originally Posted by Quarian Rex View Post
    First, lets look at harvesting. There is a lot left unsaid here. How much of a body do you need to harvest? If the body has enough flesh to be animated as a zombie it has enough to harvest sounds good (what do you think?). You mention vivisection. Does harvesting automatically kill them (and do they get a save?). And does it have to? Can you harvest from something and keep it alive? Get half the graft points but the donor is left at 1 hp and has ability damage? If it kills them normally can they be kept alive with readied Cure spells? What about fast healing? What about regeneration? Can we have Troll farm harvesting? Please say yes.

    What can we harvest from? As written it seems like everything. Golems, and Treants, and Vampires, oh my! Is that what you want? Considering influence from New Phyrexia I think you might and that's fine by me. For the mythos though you might want to split things up a bit. Have the base ability able to harvest from all the "normal" stuff, including corporeal undead (flesh is flesh, right?) but exclude Constructs, Plants, and Elementals (and maybe Outsiders too? I don't know, I'm on the fence about that one). Add a basic manifestation to be able to harvest them (call it Reap the Neverborn perhaps?). The amount of graft points for harvesting seems about right as well, though it will need playtesting.
    I will get to clarifying this as well. as for what you can harvest, yes you can harvest anything and everything. I should add the limitation that a ghost touch weapon is needed to harvest incorporeal creatures however.

    Quote Originally Posted by Quarian Rex View Post
    The costs for incorporating magic item effects into grafts seems pretty good too. Expensive but doable with effort. You do need clarification on the effects of the restrictions though. If you make a magic item effect charged (50 charges, cost 1/2 unlimited use base price) or subject to uses per day [Divide by (cost = 5 divided by charges per day)] does that have an effect on the graft point cost in the same way as gold cost in the DMG/Core book? I think it probably should. You should probably also note that things like Weapon Enhancements should apply only to the features in that graft, not those in other grafts).

    Clarify how the grafts interact. The effects of seperate discrete limbs/organs should be cumulative (seperate Fin grafts should allow faster swimming, seperate Basic Eye grafts should stack the bonuses for the total number of eyes, etc.) but augmentations should not be able to stack across grafts (things like Concentrated Spit and Iron Flesh should be limited by what you can fit into a single graft).

    For the examples, please add more info and make sure that everything adds up. These will be templates for a very deep system. Make sure that they are right and explain as much as possible.
    the issues here have been noted and will be corrected.

    I have to apologize that I will need to end this reply here but this is taking longer than expected and it is late. as I said corrections will be made tomorrow. overall I agree with your changes and will comment on the second half of your PEACHing once iv finished the changes above.
    my homebrew signature:
    here on page 9

  27. - Top - End - #27
    Dwarf in the Playground
     
    NecromancerGuy

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    Default Re: [3.5 Base Class], [Mythos] "Make us Whole Again"

    Ok, I've think iv added all of the first set of changes, and now I'll reply to the second half of your comment.

    Quote Originally Posted by Quarian Rex View Post
    Of course, this only works because you have no direct control over what you make. Which makes sense, you are making life here, not animating minions. And life can be weird.
    yep this lack of control is a major source of what can almost be called balance for the implications of this ability, and the reason handle animal is a class skill, but iv also just realized you'll need diplomacy for smarter creatures, so i'm adding a new class skill.

    Quote Originally Posted by Quarian Rex View Post
    Anyway, there are some formatting issues. Take the Created Creature section, and the last paragraphs, and place that before any of the manifestations. Right now it looks like it is exclusively part of the Man-is-Monster Restoration manifestation.
    the formatting here worked better on the word document I keep the 'master copy' on but I will adjust it for here.

    Quote Originally Posted by Quarian Rex View Post
    Explain this. This right here is the kind of stuff that causes bickering at the game table. Does it need a day to get its bearings and figure out how to use the proficiencies its creature type starts with? Will it take 3 months to get it potty trained? This is the difference between an interesting RP moment that leads to something useful and a regretful expense that is a burden to the entire party.
    that being corrected

    Quote Originally Posted by Quarian Rex View Post
    I see what you're doing here but please rethink it. If every time I release a bacon-flavoured-bear-squid into the wild it will eventually become another monster maker then that is a nightmare for the DM. Say if a freed creature ever acquires an Int 12 and Wis 14 it awakens the seed of Kyniteros within them and within 4d3 months, etc., etc. If you're going to release an exponentially expanding wave of fleshshaping maddness across the world, at least let it be on purpose.
    I will add your idea. also making a mental note for a creature to stat up some time.

    Quote Originally Posted by Quarian Rex View Post
    Base HD, choosing creature type, Elite stat array, all good. Starting with a torso (head optional) for maximum building potential is great as well. Perhaps limit the creature types available to what you can harvest Graft points from as I mentioned inder Limb-Shredding Graft-Taker. The base capabilities, specicically movement, are good. Just add a note that the first 2 legs that are added gain an additional +5ft bonus to movement, bringing the total to 30ft for a medium sized biped. You should at least be able to replicate the base capabilities of a human.
    I originally thought of using that idea for creature types but decided it would be too much bookkeeping for to little gain. I will also make that mention.

    Quote Originally Posted by Quarian Rex View Post
    We need to talk about what you do from there. As per what you have written, you can only make a stat modified multiple amputee of varying fertility, that just so happened to have a crapload of grafts to make it into a viable organism. This is not good, especially when combined with other aspects of this class (specifically Flesh-Warping Lineage Exhonoration where the offspring have a very good chance of being born without the grafts providing limbs, eyes, a mouth...). That just gets weird. Not good weird. Bad weird.
    I forgot to add a note that the grafts added during initial creation are a natural part of the creatures body and cease being actual grafts. as for the crimes against nature that Flesh-Warping Lineage Exhonoration creates, that's what happens when an ability is born of sudden inspiration and a name idea someone gave me instead of being something I planned around existing. will fix it.

    Quote Originally Posted by Quarian Rex View Post
    Also, you have established rules for grafts (a limit of 1/2 HD + Con bonus number of grafts), do not confuse things by giving these guys a limit of 10 +1/5 additional Graft points spent. It's unnecessary and makes people think the rules for grafts have changed half way through the class. Just add features and such directly to the creature. These will dictate what the creature actually is for the purposes of breeding and such.
    I'll make it clearer.

    Quote Originally Posted by Quarian Rex View Post
    Since the creation DC isn't based on Graft point expenditure (I think that was a good call), you need a reason for the Kreikiri to not just stack ALL the Graft points into one possibly self-replicating creature of unstoppable horror. To do this, jack the costs. Jack'em way up. I'm thinking that a good balance point would be 5x the cost of Features and Augments and 3x the cost of Magic Items effects. This may sound like a lot, but hear me out. Features are cheap. Even at 5x cost you won't break the bank trying to make Uruk-hai 2.0 to help in the establishment of New Mordor. If however you want to make a 20 HD self-replicating Dragon-Kraken whose eyes are Mirror of life trapping, that will be a game-breaking labour of love that the DM will have plenty of time to screw with/deal with. It also presents some interesting choices for players, giving them an opportunity to make a more simplified organism that can then be further specialized/upgraded with further grafting (What's that? The new batch of Uruk-hai just hatched? We need more Dragoons, so send them over the the Fleshvats for their Battlechitin!).
    will jack the points. I now also consider the possibility of the Dragon-Kraken's existence the reason I give ride as a class skill.

    Quote Originally Posted by Quarian Rex View Post
    Change the cost to 10 (as per above) and make the cost cumulative (like in your example), not doubling. There will be the need for a lot of stat mods and none of them are free (size change with the Flesh feature does no provide stat mods) so no need to go completely gonzo. That would make your example have a cost of 10+20+30= 60 Graft points for a +6 modifier.
    will do.

    Quote Originally Posted by Quarian Rex View Post
    This is good and serves its purpose. Just get rid of the last sentence as it will serve no purpose. And of course change the cost to -5.
    Quote Originally Posted by Quarian Rex View Post
    Cost to 10 and shift the wording to something like,

    "The creature can conceal and/or release one or more of its Features as a swift action. This is an extraordinary ability. Each purchase of this augment effect a single Feature (and associated augmentations) the creature naturally possesses, and it may be purchased additional times. You may place additional restrictions on this ability, such as a creature that can only use its tentacles at night."
    will do something similar to this.

    Quote Originally Posted by Quarian Rex View Post
    This is the big one here. This is the one that lets you put all your eggs in one basket and then have the basket multiply. I don't think that this is a feature that should have a flat cost. That would either be prohibitive for a minor creature or trivial for something that is already breaking the bank. I think that if they breed it should double the Graft point cost of the creature. Again, Uruk-hai 2.0 is still possible and achievable, but the baby Tiamat being cooked up in the basement might be better off unable to lay eggs.

    As for reproduction... simplify it and restrict it. You already have a reproduction/gestation/development ability in the Flesh-Warping Lineage Exhonoration Excellency. Use it and flesh it out. By default, this ability should probably require sexual reproduction between opposite gendered but otherwise identical creatures. For a cost (50 Graft points?) you should allow reproduction with a specific creature (or creature subtype) that shares a Creature Type. Thus you would have to make a Humanoid if you wanted to breed it with Humans (but Elves wouldn't work), and a Monstrous Humanoid if you wanted to breed it with a Harpy (but not a Minotaur). This would provoke some strategic thinking from the player as it might be better to make a weaker Humanoid that the stronger Monstrous Humanoid for breeding purposes.

    As for the rest (gestation/development/lifespan manipulation, tri-sexual mating requirements, force-grown asexual mitosis, etc.) leave that for Flesh-Warping Lineage Exhonoration. Just add a note that if Cascade of Life has been added to a creature then the options from Flesh-Warping Lineage Exhonoration can be added (at tripple cost as per magic items perhaps?).
    I prefer your ideas, will include.

    Quote Originally Posted by Quarian Rex View Post
    I've said it before, I'll say it again, this sort of thing needs to be sorted out. The time for fluff is at the beginning of the Mythos. This is the time of the crunch. What does the quoted sentence even mean? Is it unable to use racial/class abilities and feats? Will it attack you? Can it speak? How long does this last? Be specific here. Personally I think you should just get rid of statments like this. You are engaging in a nigh-divine act of creation (and, if you accept my suggestions, paying an arm and a leg to do so), let the fruits of those labour stand on their own. If it is given a level of Fighter, let it don armor, pick up a blade, and stride into battle from the moment it opens it's eyes. If you make something with animal inteligence (because until hugher levels that is the best way to maintain control of your creations) then take the time to train it, but if you grant a creature intelligence let it use it. If you have seen the movie Momento, think of it like that. When they come into being they have no context for anything, but they know what they are, what they can do, and who made them. What happens from then is where it gets interesting.
    will remove this part, and thanks for the movie recommendation.
    .
    Quote Originally Posted by Quarian Rex View Post
    If you agree with what I've been saying so far then this part needs to be adjusted. Since the base cost for features has been multiplied by 5 then the time to create will be a number of hours equal to the total Graft points used on the creature from all sources divided by 50 (round up). The DC should be 20 + the total HD of the creature + 1/2 the total CL (round down?) of all magic item effects being added to the creature. The real danger here is essentially breeding magic items so lets incorporate that into the DC. Also, considering the increase on cost losing all Graft points on a failed check seems harsh. How about lose 20%?
    will include these ideas.

    Quote Originally Posted by Quarian Rex View Post
    I like this. It adds a lot of possibilities. change the cost to be a range from 20-100 and you're good.
    will to this a spart of the point cost increase.

    Quote Originally Posted by Quarian Rex View Post
    I have to say it... this manifestation is a mess. I get the whole Frankenstein/Six Million Dollar Man thing that you are going for but this is the worst possible way to do it. It's cumbersome, scales horribly, irrevocably takes a hatchet to someones character sheet and then tries to make them play the smoking ruin. That may have sounded more harsh than I intended.
    yeah, iv no idea what I was thinking with this. it will receive heavy alteration and improvement.

    Quote Originally Posted by Quarian Rex View Post
    Next comes the bafflingly bad part of the ability. You have a 75% chance to lose every single thing that makes a character what they are. Every racial trait, every feat, every skill, every class level, every single class ability in the few class levels that you manage to retain. And your ability scores? Not even a chance to retain them. 2d6 points gone from each. Not damage, not drain, just gone. With the now shattered scraps of what once was a character the Kreikiri must now hemorrhage massive ammounts of Graft points (even before my recomendations class levels and attributes were some of the most expensive additions) with the impossible task of trying to restore what was taken (impossible because there is no way to return lost class abilities or skill points, and no Kreikiri worth his salt will have enough spare Graft points laying around to do a good job of this). Sure, you can add some tentacles or wings and whatnot but you could have done that with grafts anyway.
    this manifestation will be made better, the possibility of leaving a creature in a horrible wreck of a life with your help is however an intentional, if badly implemented, option.

    Quote Originally Posted by Quarian Rex View Post
    To add insult to injury you force the soul back into the crippled husk that it just left. No save. No chance to deny the 'resurrection'. A broken Barbarian with a 75% chance of being unable to Rage. A imbecile Wizard with a 75% chance of being unable to cast a spell. This is the most Trollish thing I have seen in a long, long while. I really want to hear the story about the jerk in you gaming group and their Mary-Sue character that made you create this ability just to be used on them.
    the loosing of such significant class features wasn't thought of when I wrote this. the forcing the creature back to life thing however is very intentional (see Fran and the Dark Eldar in the character banner).


    Quote Originally Posted by Quarian Rex View Post
    Fun with flesh whips? I like it. Just need some clarity on some things. You now threaten the entire area of the whips reach, this is good, but does using the whip still provoke attacks of opportunity as if using a ranged weapon? As written it still does. Was this your intent?
    I originally never noticed that it threaten attacks of opportunity, and will mention that it does not (or should I make it part of the combat tendril manifestation?).

    Quote Originally Posted by Quarian Rex View Post
    Elaborate. Do you still get iterative attacks? I think so but this statement confuses things. When you say Primary attack are you refering to your damage chart in the first post? If you are changing the damage spell it out. Also reinforces the need for you to not use Primary and Secondary as the names for your damage values.
    will explain this better. as for the damage value chart it specifies that its values only apply when the mythos itself does not state a damage value itself.
    .
    Quote Originally Posted by Quarian Rex View Post
    This is a good ability but the mechanics just seem a little cumbersome/backwards. A full minute seems too long of an activation time for this. If you can spend this much out of combat time with an animal you might as well keep rolling Handle Animal and train it. This seems like ir should be a quick and dirty battle of wills/training session.
    perhaps make it three rounds?

    Quote Originally Posted by Quarian Rex View Post
    Have it take a Full-Round Action to make a Handle Animal check against DC 10+target creatures HD. Target creature makes a Will save or be effected similar to Dominate Animal for 1 min for every point your Handle Animal check was above the DC with a minimum duration of 1 round if you only hit on or below the DC. This allows the Kreikiri to punch above their weight by Dominating dinosaurs or what-have-you but such a beast will need constant close range maintainence to keep in line. Pray it doesn't roll a 20 on the Will save.
    I'll think this over.

    Quote Originally Posted by Quarian Rex View Post
    As above, clarify the damage aspect. Is damage 1d3->1d4 as per Whip or 1d6->1d8 as per your Primary natural attacks? Also, if the original Fleshwhip still provokes attacks of opportunity, this would be the place to get rid of that limitation.
    will specify.

    Quote Originally Posted by Quarian Rex View Post
    What do you mean here? Does it now officially count as a Tentacle feature? Can it be augmented (increasing reach and such) with supplementary grafts? Or do you just mean that it is now prehensile and can grab stuff? Clarity my man.
    is prehensile, will elaborate.


    Quote Originally Posted by Quarian Rex View Post
    This requires some comment. At no time does the poison mention inflicting unconsciousness. At 0 Dex one is completely paralysed, but not unconscious. If this poison causes someone to pass out for an hour when it causes Dex damage to someone already at 0 Dex (which I think is your intent) explicitly say so.
    I goofed p here and will add that the poison inflicts unconscious when the target is paralysed.

    Quote Originally Posted by Quarian Rex View Post
    Just get rid of this line altogether. It serves no purpose and is just a bookkeeping hassle/timesink. For example, if taking 20 on a graft implantation (a 20 hour procedure) using this would cost another 4 hours to keep them out cold. For no reason. Once at 0 Dex the patient (victim?) is paralyzed for the day (till they heal at least 1 point of ability damage) and cannot disrupt the procedure. Keeping them unconscious is merely a courtesy, one that should not take 10 mins to apply a quick nick.
    will remove.
    my homebrew signature:
    here on page 9

  28. - Top - End - #28
    Pixie in the Playground
     
    MindFlayer

    Join Date
    Jun 2010

    Default Re: [3.5 Base Class], [Mythos] "Make us Whole Again"

    Continuing with the PEACH, this time for the Fantastic Mythos. I thought it would have gone quicker/been shorter but I had to take a few days to mull over some of the mythos before I could gather my thoughts.

    Spoiler
    Show

    Quote Originally Posted by ThreadNecro5 View Post
    Kreikiri Fantastic Mythos

    Anatomy-twisting bestial-genesis {Splintered}
    This is a great feature. I like it a lot. Just need more clarity.

    When making the companion does it have to be created as an Animal creature type? If not then it needs to be said. Do you need to drop Intelligence to animal levels? If not then say so. Since its HD automatically equal the class level just mention that the Advanced Form and Transient Skill augments are not available.

    And, of course, if you agree with my suggestions for Monster-Making Beast-Lord then the Graft points available for creation will need to go up to levelx25+15 (with the +15 adjusted depending on whether you change the cost of a torso).

    Basic Manifestations:
    Continued experimentation
    Nice option. 'Nuff said.

    Re-genesis gambit
    This is the kind of glorious sexy-pants, useful weirdness that I come to homebrew for. Don't change a thing.

    Power-stealing aberrant-liege {Whole}
    This is one of those abilities that looks a lot more useful than it really is. It only really comes into its own once you have all of the manefestations and even then it is of medium usefulness. And I am quite fine with that. Its good as is.

    Bestial shredding-blur
    I have to admit, I don't really get the base ability. I mean, mechanically I understand what is happening. I just don't see why this is particularly useful. You have a fairly clunky way to squeeze in some extra attacks at significant penalty. Why not just add extra limbs and attack normally? Am I missing something?

    Also, how are you picturing this visually? Multiple claw hands on the same wrist? Claw hand on elbow?

    Advanced manifestations:
    Sea of live blades
    This is a fairly potent ability, effectively multiplying ones natural attacks. In fact, it is a slightly worse version of the main ability that does the same thing without the unprecedented oddness of multiple natural attacks on the same limb. Unless there is something I am grossly overlooking, it might be an idea to scrap the main ability and replace it with this manifestation.

    Many-toothed whirlwind
    A useful addition. Also, if you make Sea of live blades the main skill this becomes the perfect complement as an advanced manifestation.

    Organ-tearing freakish-overlord {Splintered}
    More grafting options? All good.

    Basic manifestations
    Lord of warped flesh
    Change ododren ->Ozodrin. Might want to restrict it to non-epic prestige classes. Already stole a big prize from one. Best not to push ones luck.

    Trophy of worldly champions
    Simple, useful, almost a must have ability.

    Eldritch living-weapon
    Another indispensable ability.

    [size]Storm-of-cuts life altering flurry {Splintered}[size]
    Might want to fix the size formating on the title of this one. Great ability (good idea, I like what it initially does) but there are some odd consequences of how it's being done. Do you realize that this gives a 7th level character up to 20mins of effective Confusion/Dominate on anyone they can inflict a single point of damage on with no Spell Resistance check and no Save (the saves you have are just to determine how complete the control is, not to break it). Let that sink in for a moment. I don't think that was exactly what you were going for here (or maybe it was, I'm not sure).

    Also, the nature of the initial ability makes the vast majority of the (somewhat clunky and unintuitive) rules for control a moot point. There is a very good chance that the victim of this mythos will be unconscious for at least an hour, if not already dead. Remember, any nonlethal damage over a characters max. Hp becomes lethal. Even mild optimization (not hard for someone who can add additional natural attacks willy-nilly and probably has a hefty Wis bonus) will result in the ability to absolutely shred mooks. In the event that you cannot drop someone (the dice gods frowned upon you, you be a wuss, or you took on the BBEG) be more reasonable about the outcome. Something like Will save vs non-magical Confusion with a duration of 5-Wis bonus rounds (min. of 1 round). During this time the Kreikiri who transformed them (and no-one else) can use the Handle Animal skill (to "Handle" them to perform a task if you share a language, and to “Push” them if you do not) as if they were an animal (as per the skill). The effects of Confusion are suspended while performing such a task.

    This provides temporary advantage during combat but doesn't allow you to turn Darth Vader into your be-tentacled lapdog. Granted, this leaves out a lot of the mind-slave minion making stuff that was in here. And that it perfectly fine. Want to know why? This...
    Additionally you may consider them a creature you made for the purposes of the ‘Mental-lords’ unity’ mythos.
    You already have a minion mind-control mythos. Let it be used. Granted, the control can't be automatic (actual created creatures are born with the instincts, these are inflicted) so a Will save will be needed. It doesn't have to be an easy save though. How about a -1 penalty on the save for each different type of feature added during the transformation (no additional penalty for augmentations or extras of the same feature)? The mind is easier to break if it can no longer even recognize the flesh housing it. This also effectively raises the bar for effective servant making. Not only do you need to inflict enough damage to afford the 40 Graft point cost of Mental-Lords’ Unity but also additional features to make it more likely. Another side benefit is that optimizing the save will probably make the the victim look like a cross between an Otyugh and a Gibbering Mouther. Rather appropriate for something made in a single round don't you think?

    A creature that fails the save and is then kept can still suffer the Int drain (as every day they are around of the cause of their suffering they lose a little more of what they used to be...) to eventually become mindless, governed only by the instints that you have implanted via Mental-Lords’ Unity. As for a released creature gaining Kreikiri levels, you already have that covered in the release of creatures. No need to repeat yourself or create different rules now. See the previous post for my comments on that mechanic.

    As an afterthought, how about including an option to halt the Int drain on a minion at the cost of mythos points (say somewhere between 100-1,000 depending on how common an option you want this to be)? Could be useful to stop a favoured minion from falling into the mental abyss. What are your thoughts?

    Lastly...
    You do not gain mythos points for abandoning a creature crated by this mythos unless you have kept them for a month.
    Get rid of this. I understand the concern (quick and easy mythos points becoming a fountain of imbalance) but I don't think such concern is necessary. The mythos gained by this ability is strictly controlled by the DM due to it being an attack. What I mean is that this is only successful if the creature survives, and the creature only survives if it takes no more that double its max. Hp in damage (less if it's already damaged). Have a player who busts out a TO build that does 10,000 damage on a full attack? Irrelevant. Even a Red Dragon Wyrm only has an average of 391 Hp. If a Kreikiri could drop it to only a couple of Hp without going over, and used all of those Graft points (@780) and then released it, that would only be 78 Mythos points. Considering the effort (and the fact that the game would have jumped the shark if Red Wyrms are being dropped on a full attack) this is nothing. Going to try this with a bag of rats? They will die before you get a single point. Go up to cows? You can get a few points each until you have anihilated the herd. Not a problem. No more that a Teramach raiding villiages for everything not nailed down then spending his days a week later smashing cutlery and cookware. Are they geting a bennefit? Yup. Is it a big enough bennefit to be a problem? Nope. At least the Kreikiri is filling the world with cool stuff to kill later.

    Mental-lords’ unity {Splintered}
    Another very cool ability that needs clarification of terms. First, you need to define the cost to be a magic item cost and not a feature cost for the purposes of graft implantation (like under special ability harvesting in Stable Implement of Empowerment). I don't think that a +50 to the DC is what was intended. Or was it? This is an interesting balance question. Do you want the Kreikiri to make mind slaves with relative ease (as with normal graft implantation) or do you want to make it a more involved process that would need Conversion Chambers (since they can implant without a roll)? You have some options here. Either way, you'll need to spell it out. You need to be clear when it comes to mind-slave production.

    You are using the word 'instinct' for two seperate things here (the name of the purchased ability and for the three components of that ability) and this is causing the chaos. How about calling the 50 Graft point feature an Urge Nexus (or some other name) and staying with Instincts for its 3 components.

    Before saying what the difference is between using this with a graft vs. creature, explain fully what the instincts are and what they are capable of.

    To determine an instinct you may initially choose up to three sentences that would form an order or suggestion of a course of action, each with a total of ten words available between them. Examples include ‘follow {name}’s orders’, ‘kill everything that you see’, or ‘guard here from intruders’. These sentences form your first three instincts.
    See, this is confusing. "To determine an instinct you may initially choose up to three sentences.... These sentences form your first three instincts", equals instinct-ception. The first sentence also sounds like each instinct can be composed of up to 3 sentences (with a combined total of 10 words between them) collectively describing 'an order or suggestion of a course of action'. Not sure if this is what you mean or if you meant each of the 3 instincts is a single sentence of up to 10 words. Clarification is needed.

    Since these are going to be relatively simple commands/instructions there should be a way for poor word choice to backfire somehow. How about any time any instincts directly conflict with each other (eg, when a creature with the instincts 'Kill anyone who enters the room' and 'Obey your master' is told by their master not to attack someone who enters the room) the creature is left in a state of non-magical Confusion (as per the spell, no save) until the conflict is removed. And the suppressed violence of the inflicted urge results in the creature pursuing the most violent of its conflicting instincts on a confusion result of 'Acts normally'.

    This would add some interesting game possibilities as finding out all the instincts programed into an enemies' created shocktroops may prove key in taking down a vastly superior force. By engineering a situation where instincts are in conflict the PCs could sit back and watch an army tear itself appart. Of course, this can also be used against the PCs as well.

    This would also be a great place to introduce psychosomatic effects and perceptual editing. Say that an instinct can be used to inflict a status effect (or remove one inflicted by this ability) when tied to a trigger (such as 'Upon hearing [abyssal word for toe fungus] you will be Blind for 5 minutes' or 'If you attack your creator you will be Nauseated'). The 10 word limit will prevent a lot of word-lawyer abuse and the presence of an effective off-switch for your creations could be incredibly useful (and used against you).

    Perceptual editing could be used to edit cretain things out of a creatures senses. Things like 'You cannot sense anyone wearing the Baron's seal' for a guard beast who will kill all it sees, or 'You cannot find your way out of the Labyrinth' for your new Minotaur.

    Actually, each of these could be advanced manifestations or something as well. Just some ideas.

    A last thought on this, limit the stacking of this feature. Perhaps only one Urge Nexus (with 3 Instincts) can be placed into any graft. This will limit the direct control as well as limiting hassel at the gaming table. It also stops any programers in your gaming group from trying to overwhelm you with if/then statements. In this context adding, "up to a number of instincts equal to ¼ of your Kreikiri level", to created creatures seems like a well balanced addition. The line about loopholes is great.

    You may ‘buy’ an additional instinct for 10 mythos points for every word it contains.
    Just get rid of this. It doesn't really fit and allows exceeding the 10 word limit (which I think is a great balance mechanic).

    Ever-shifting protean-mastery {Whole}
    This works and the value is obvious. In fact, it's so useful/obvious that the idea of making this an Exceptional Mythos might have some merit. Being the only one able to hide grafts (even from the very begining of their career) might be a good way to demonstrate their mastery of grafts, while others are merely users of them. This isn't really a firm recomendation, just a thought.

    Stitched nightmare
    I like this mythos. It's good to have an ability that heralds the transition from mere mortal to something more. Some clarification needed though. When performing the procedure do you need to make the implant roll? I do not think so but spell it out. In fact, you might want to remove any reference to this being a graft at all. A graft is something that takes up a graft slot (It already costs a Fantastic Mythos, no need for the slot cost) and can be extracted and placed into someone else. I don't think that was the intent here. I know that you clarify that it is irremovable, unalterable, etc., but if the ability doesn't actually follow any of the rules for grafts, why even say that it is one. It is perfectly fine to say that prior knowledge of flesh manipulation (grafts) allows insight into a greater, one-time, transformation that transends his previous ability.

    As written, the -10 disguise penalty seems to apply to a lot more than I think you intended. How about changing the example in that sentence, '(e.g a spell)', to '(e.g. any spell or effect that duplicates Disguise Self or similar negates the penalty for the duration of the spell or effect)'. This covers polymorph effects, Eberron Changelings, and the Structure Shifting Alterations excellency, to name but a few.

    ... contains any three mutations (as per an evolutionist but ignoring mutator level limitations)...
    This is the big selling point of this feature. The ability to overcome level limitations on a few mutations. This would allow someone to take a mutation available once every 10 levels three times at 7th level. This opens up many interesting options. If this wasn't your original intention, I suggest that you go with it. It turns an unremovable low-to-mid level graft into something worthy of it's mythos tier. Actually, I think you should expand this a little and say that these mutations do not count towards the mutation limits of normal grafts [ie. a 7th level Kreikiri could gain the Powerful Form mutation three times with this ability, providing +6 to Str, without affecting his ability to have it up to two more times, for an additional +4 Str, on one or more grafts (two times because Powerful Form can be selected once per six levels, so twice at 7th level)].

    As for the additional option, they are all good abilities but not the main attraction. Two things though. Does the flight speed require/grant wings or can it be wingless (this can be important in a lot of situations and should be stated)? Does the bonus feat need to meet requirements?



    Glad to see that you have responded to the previous post and equally glad to see that my comments seem to be helpful. I'll comment on changes made after I PEACH the rest of the abilities. Which should be soon™.

  29. - Top - End - #29
    Dwarf in the Playground
     
    NecromancerGuy

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    Default Re: [3.5 Base Class], [Mythos] "Make us Whole Again"

    Quote Originally Posted by Quarian Rex View Post
    Continuing with the PEACH, this time for the Fantastic Mythos. I thought it would have gone quicker/been shorter but I had to take a few days to mull over some of the mythos before I could gather my thoughts.
    thank you for the continued PEACHing. taking a while is not a problem. iv finished adjusting the exceptional mythos apart from how I'm adding to 'Limb-shredding graft-taker' that on a failed heal check you may not attempt to attach that graft to any creature for 24 hours (a bit arbitrary, I know, but it seems fair to me). i'll be making adjustments to a few mythos after writing this and the rest I'll do in the following days.

    Quote Originally Posted by Quarian Rex View Post
    This is a great feature. I like it a lot. Just need more clarity.

    When making the companion does it have to be created as an Animal creature type? If not then it needs to be said. Do you need to drop Intelligence to animal levels? If not then say so. Since its HD automatically equal the class level just mention that the Advanced Form and Transient Skill augments are not available.

    And, of course, if you agree with my suggestions for Monster-Making Beast-Lord then the Graft points available for creation will need to go up to levelx25+15 (with the +15 adjusted depending on whether you change the cost of a torso).
    il fix this.

    As for types of the animal companion, you choose the type but some types are getting a cost associated with them. im not entirely sure of the pricing to use so im pricing acording to rough benefit, with dragon being relatively cheeps, plant, elemental and ooze more expensive, and construct and undead significantly more expensive, with undead slightly more so, as undead increase their HP using their CHA modifier which is relatively simple to buff, while constructs need to increase their size which, while rather simple, has problems of its own that should make it cheaper than the undead type.

    Quote Originally Posted by Quarian Rex View Post
    This is one of those abilities that looks a lot more useful than it really is. It only really comes into its own once you have all of the manefestations and even then it is of medium usefulness. And I am quite fine with that. Its good as is.
    good, I have noticed an oversight in the wording of a manifestations that allowed Legend-burnout ash harvester to be used on non mythos-using creatures without Feast of mortal flesh, so I will fix that.

    Quote Originally Posted by Quarian Rex View Post
    I have to admit, I don't really get the base ability. I mean, mechanically I understand what is happening. I just don't see why this is particularly useful. You have a fairly clunky way to squeeze in some extra attacks at significant penalty. Why not just add extra limbs and attack normally? Am I missing something?
    I will make use of your revision of this mythos, the original effect was because of how you can apply more than one feature to a graft, but that I had in mind when writing this mythos was not how it actually worked is most cases, and so was far more a corner case situation than expected.

    Quote Originally Posted by Quarian Rex View Post
    Also, how are you picturing this visually? Multiple claw hands on the same wrist? Claw hand on elbow?
    visually this mythos is not not actually any physical change but rather an outright improvement in skill with natural attacks, the idea being they were moving significantly faster that before with the attacks (and thus able to do more of them), the Kyniteros as a creature that always made itself better in some shape or fashion, and so this mythos was breaking some limitations on natural attacks.

    Quote Originally Posted by Quarian Rex View Post
    Change ododren ->Ozodrin. Might want to restrict it to non-epic prestige classes. Already stole a big prize from one. Best not to push ones luck.
    probably a good idea, prevents the abuse of anything that may be written in the future as well.

    this marks the end of the mythos I'll be fixing today, the rest will be done later.

    Quote Originally Posted by Quarian Rex View Post
    Might want to fix the size formating on the title of this one. Great ability (good idea, I like what it initially does) but there are some odd consequences of how it's being done. Do you realize that this gives a 7th level character up to 20mins of effective Confusion/Dominate on anyone they can inflict a single point of damage on with no Spell Resistance check and no Save (the saves you have are just to determine how complete the control is, not to break it). Let that sink in for a moment. I don't think that was exactly what you were going for here (or maybe it was, I'm not sure).
    yeah a save is a good idea.

    Quote Originally Posted by Quarian Rex View Post
    Also, the nature of the initial ability makes the vast majority of the (somewhat clunky and unintuitive) rules for control a moot point. There is a very good chance that the victim of this mythos will be unconscious for at least an hour, if not already dead. Remember, any nonlethal damage over a characters max. Hp becomes lethal. Even mild optimization (not hard for someone who can add additional natural attacks willy-nilly and probably has a hefty Wis bonus) will result in the ability to absolutely shred mooks. In the event that you cannot drop someone (the dice gods frowned upon you, you be a wuss, or you took on the BBEG) be more reasonable about the outcome. Something like Will save vs non-magical Confusion with a duration of 5-Wis bonus rounds (min. of 1 round). During this time the Kreikiri who transformed them (and no-one else) can use the Handle Animal skill (to "Handle" them to perform a task if you share a language, and to “Push” them if you do not) as if they were an animal (as per the skill). The effects of Confusion are suspended while performing such a task.
    I will use this idea, will also add the limitation that the target may not take lethal damage from this mythos.

    Quote Originally Posted by Quarian Rex View Post
    You already have a minion mind-control mythos. Let it be used. Granted, the control can't be automatic (actual created creatures are born with the instincts, these are inflicted) so a Will save will be needed. It doesn't have to be an easy save though. How about a -1 penalty on the save for each different type of feature added during the transformation (no additional penalty for augmentations or extras of the same feature)? The mind is easier to break if it can no longer even recognize the flesh housing it. This also effectively raises the bar for effective servant making. Not only do you need to inflict enough damage to afford the 40 Graft point cost of Mental-Lords’ Unity but also additional features to make it more likely. Another side benefit is that optimizing the save will probably make the the victim look like a cross between an Otyugh and a Gibbering Mouther. Rather appropriate for something made in a single round don't you think?

    A creature that fails the save and is then kept can still suffer the Int drain (as every day they are around of the cause of their suffering they lose a little more of what they used to be...) to eventually become mindless, governed only by the instints that you have implanted via Mental-Lords’ Unity. As for a released creature gaining Kreikiri levels, you already have that covered in the release of creatures. No need to repeat yourself or create different rules now. See the previous post for my comments on that mechanic.

    As an afterthought, how about including an option to halt the Int drain on a minion at the cost of mythos points (say somewhere between 100-1,000 depending on how common an option you want this to be)? Could be useful to stop a favoured minion from falling into the mental abyss. What are your thoughts?
    now this idea I like, will be working it in. as for the stopping the intelligence drain idea, i'm thinking that when the creatures intelligence stops decreasing it becomes unerringly loyal to you, your keeping of it distorting its mind until it sees you as its master and what you did to it as a blessing or improvement.

    Quote Originally Posted by Quarian Rex View Post
    Lastly...

    Get rid of this. I understand the concern (quick and easy mythos points becoming a fountain of imbalance) but I don't think such concern is necessary. The mythos gained by this ability is strictly controlled by the DM due to it being an attack. What I mean is that this is only successful if the creature survives, and the creature only survives if it takes no more that double its max. Hp in damage (less if it's already damaged). Have a player who busts out a TO build that does 10,000 damage on a full attack? Irrelevant. Even a Red Dragon Wyrm only has an average of 391 Hp. If a Kreikiri could drop it to only a couple of Hp without going over, and used all of those Graft points (@780) and then released it, that would only be 78 Mythos points. Considering the effort (and the fact that the game would have jumped the shark if Red Wyrms are being dropped on a full attack) this is nothing. Going to try this with a bag of rats? They will die before you get a single point. Go up to cows? You can get a few points each until you have anihilated the herd. Not a problem. No more that a Teramach raiding villiages for everything not nailed down then spending his days a week later smashing cutlery and cookware. Are they geting a bennefit? Yup. Is it a big enough bennefit to be a problem? Nope. At least the Kreikiri is filling the world with cool stuff to kill later.
    you make a convincing argument here, will be done.

    this marks the end of the fist part of the reply, the rest will be done when iv finished the alterations above.
    Last edited by ThreadNecro5; 2015-02-24 at 03:12 PM.
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    Default Re: [3.5 Base Class], [Mythos] "Make us Whole Again"

    now for the second half of the reply, I have already made the changes to the mythos at the time of writing so im stating my changes.

    Quote Originally Posted by Quarian Rex View Post
    Another very cool ability that needs clarification of terms. First, you need to define the cost to be a magic item cost and not a feature cost for the purposes of graft implantation (like under special ability harvesting in Stable Implement of Empowerment). I don't think that a +50 to the DC is what was intended. Or was it? This is an interesting balance question. Do you want the Kreikiri to make mind slaves with relative ease (as with normal graft implantation) or do you want to make it a more involved process that would need Conversion Chambers (since they can implant without a roll)? You have some options here. Either way, you'll need to spell it out. You need to be clear when it comes to mind-slave production.

    You are using the word 'instinct' for two seperate things here (the name of the purchased ability and for the three components of that ability) and this is causing the chaos. How about calling the 50 Graft point feature an Urge Nexus (or some other name) and staying with Instincts for its 3 components.

    Before saying what the difference is between using this with a graft vs. creature, explain fully what the instincts are and what they are capable of.
    with this iv clarified and otherwise reordered this mythos to make it make a lot more scene. also added your other suggestions

    this mythos will take a bit before I update it as i'm still working on the manifestation ideas.

    Quote Originally Posted by Quarian Rex View Post
    I like this mythos. It's good to have an ability that heralds the transition from mere mortal to something more. Some clarification needed though. When performing the procedure do you need to make the implant roll? I do not think so but spell it out. In fact, you might want to remove any reference to this being a graft at all. A graft is something that takes up a graft slot (It already costs a Fantastic Mythos, no need for the slot cost) and can be extracted and placed into someone else. I don't think that was the intent here. I know that you clarify that it is irremovable, unalterable, etc., but if the ability doesn't actually follow any of the rules for grafts, why even say that it is one. It is perfectly fine to say that prior knowledge of flesh manipulation (grafts) allows insight into a greater, one-time, transformation that transends his previous ability.

    As written, the -10 disguise penalty seems to apply to a lot more than I think you intended. How about changing the example in that sentence, '(e.g a spell)', to '(e.g. any spell or effect that duplicates Disguise Self or similar negates the penalty for the duration of the spell or effect)'. This covers polymorph effects, Eberron Changelings, and the Structure Shifting Alterations excellency, to name but a few.
    I've sorted out the wording and added your suggestions, slightly altered the wording of the bit regarding the disguise check penalty as your wording sounded a but odd to me, I knew what you mean however (I think) so iv just tweaked word choice into what makes sense to me.

    Quote Originally Posted by Quarian Rex View Post
    This is the big selling point of this feature. The ability to overcome level limitations on a few mutations. This would allow someone to take a mutation available once every 10 levels three times at 7th level. This opens up many interesting options. If this wasn't your original intention, I suggest that you go with it. It turns an unremovable low-to-mid level graft into something worthy of it's mythos tier. Actually, I think you should expand this a little and say that these mutations do not count towards the mutation limits of normal grafts [ie. a 7th level Kreikiri could gain the Powerful Form mutation three times with this ability, providing +6 to Str, without affecting his ability to have it up to two more times, for an additional +4 Str, on one or more grafts (two times because Powerful Form can be selected once per six levels, so twice at 7th level)].

    As for the additional option, they are all good abilities but not the main attraction. Two things though. Does the flight speed require/grant wings or can it be wingless (this can be important in a lot of situations and should be stated)? Does the bonus feat need to meet requirements?
    that was what I intended, also added your small expansion to it and clarified that you chose any physical alterations that take place (so thinks like how you fly and such).

    edit: that is me done with the fantastic mythos, please give an opinion on the manifestations for Mental-lords’ unity if you have the time, as I'm sure they can be streamlined, but i'm not sure how.
    Last edited by ThreadNecro5; 2015-03-01 at 12:45 PM.
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