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2015-03-10, 10:36 AM (ISO 8601)
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Re: [3.5 Base Class], [Mythos] "Make us Whole Again"
Taking a slight break from PEACHing the rest of the abilities (mainly since the Legendary and Exalted abilities can be so far-reaching and involved I keep thinking of new implications and so revising my opinions) I'll comment on some of your responses/changes made. Probably for the best since those changes are still (relatively) fresh and such.
Spoiler
CLASS SKILLS
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.
As for the Profession skill, remember, it's a catch-all skill for things that might not fit elsewhere, not just a pitifully small source of income. Profession (General) is usefull if you breed an army, and should that army conquer you may need to make rolls for Profession (Flesh Emperor). And if this class doesn't get Profession (Flesh Emperor) as a class skill who should? Who, I ask you? WHO?!? I'm joking. I'm half joking. I'm not joking at all. When eventually a roll for Flesh Emperor is made it cannot be lacking a class bonus. What are we, peasants?
Seriously though, these are two normally underused skills that have great utility with this class specifically. To not include them would be a bleeding shame.
Proficiencies
Meat shearing butchers scalpelI'm not quite following what you mean int he first paragraph about upgrading being cheaper at lower levels
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.
Either way, the point here was that you introduced a new ruleset for natural attacks in this mythos that goes against everything else in the class. Every other natural attack provided by the class (through grafts) adds them through Ozodrin features, and all natural attacks made through Ozodrin features are considered to be primary (ie. no -5 attack penalty and no x1/2 Str bonus on damage). Actually, I think that this is the only place in the entire class that specifies an attack as being secondary.
I understand that you want to skew the cost/benefit ratio to not make multiple natural attacks be the obvious choice but I think that this is the wrong way to do it. You are allowing a signature weapon to become a signature natural attack(s). A signature ability should never be considered secondary. And how do these additional attacks interact with the limit on number of natural attacks in Limb-Shredding Graft-Taker? This is unspecified and another point of balance that needs to be considered.
I think the problem here isn't with the base ability (adding creepy magical surgical tool power to a natural weapon) but with you trying to reinvent the wheel and balance yet another natural atack power. You already have a source of natural attacks (grafts, the heart of the class) that is already quite well balanced (features from Ozodrin limited in number by Limb-Shredding Graft-Taker). Have this mythos be about empowering what is already there, not about adding more of the same, especially when Limb-Shredding Graft-Taker does it far better.
Also, the wording should be cleaned up a bit. You want to make it sound like the single attack option is getting a bonus, not like the multiple attacks are getting penalized. You could go with something like...
"at the cost of an equivalent +1 of enchantment bonus you may apply the effects of this mythos (including the increase in damage die and bonus to Heal checks) to any two existing natural attacks. If applied to a single natural attack the damage increases as if gaining a size level (this is cumulative with the previous damage die increase) and Str bonus on damage becomes x1.5. These bonuses apply only to the affected natural attacks and not to similar attacks or features."
This does what you want it to do without the headache of trying to balance the inclusion of even more attacks on a class that can already be choked on them.
Think about adding an additional advanced manifestation that would allow the Kreikiri to add this mythos bonus to any weapon he is proficient with. It would add a good counterpoint to Hunter’s claw and allow people to do things like sprout serrations on the string of a shortbow to saw through a limb, or have the end of a mancatcher hold someones head still while the haft digs into the torso and works it like a chest-spreader. This would also provide an option for those who want to have a relatively unchanged Kreikiri (mad scientist type of thing) while being surrounded by freaks.
I have now spent way to much time on a relatively minor ability, but as-is it just sticks out and seems... jumbled maybe. Out of place. It just needs to be better integrated into the systems of this class instead of seeming like it was copied out of some other class that you never quite finished. Moving on.
True Surgeon’s Skill
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).
Limb-Shredding Graft-Taker
... and makes them unsuitable for all future harvesting...
I'm aware that you are concerned about this becoming a fountain of free Graft points but don't. The rate of Drain healing for regenerating creatures (1 point/week) is low enough that a troll harvest can only happen once every 1d6 weeks. That is a long time for the DM to screw with the players troll farm operation. Other options are either expensive (Restoration costs 100gp a cast, using that money to buy cattle would probably get a better gp/Graft point ratio) or high enough level to not be a real concern (Regenerate is a 7th ot 9th level spell after all, and you need to specify that this spell can heal all of the Con Drain from graft harvesting since healing ability drain is beyond the normal scope of the spell).
Perhaps if the wording were something like...
"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."
That clears things up a bit. What do you think?
You may limit the magic item’s use to 50 charges for only half the normal point cost, or to a maximum uses per day equal to X, where X is cost of magic items divided by the desired maximum uses per day.
To create a graft that grants a 20ft swim speed...
Any creature may be given no more natural attacks from grafts than 2+ ¼ of the HD of the Kreikiri Appling the graft, increasing to ¾ their HD at level 15 and the limit being removed at level 20.
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.
I would also suggest that you add a caveat under graft creation saying that a graft can be broken down into its component graft points with a minutes work or something like that. Over the life of the character he will be upgrading a lot of grafts. This will reward them for using grafts early and often, instead of saving up for just the right one.
One last thing...
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?).
Stable implement of empowerment
By spending four (+2 per time this manifestation is applied to a graft, so 4,6,8,10,12,ect.) points you may form...
I mentioned in my first post that I think you should add something like this...
"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."
An exception to the mutations that may be taken is the spell-like abilities and psi-like abilities mutations. Instead these mutations grant a single spell or psi (as appropriate) like ability useable once a day with a graft point cost of 2 per level of the spell but only adds an amount equal to the level of the spell/power to the implantation DC, instead of its normal value.
This class already has access to a wealth of powers and special abilities through normal grafts and now mutations. They even have access to spell-likes and such if they can find a creature to harvest them from, but at least that is under the control of the DM (what monsters you can find) and even then you have to pry those abilities from their steaming corpse. If they really need access to a specific spell then it can already be done through the much more expensive (and therefore much more balanced) existing mechanic of incorporating magic items.
Allowing the use of the Spell-like/Psi-like mutations in grafts does not add any new capabilities to the class whatsoever. It just removes all barriers to use and so shatters the (damn fine) existing balance of the class. Let spellcasters do the spellcasting. Please, please reconsider.
Skill-of-the-fleshThe creature does not need to meet the perquisites of the feat.
Monster-Making Beast-Lord
... or the creature may instead be immortal for +5 points...
... you spend your graft points to produce any number of grafts... grafts created at this time cease to be considered grafts in any way...
"During creation you may spend Graft points to add capabilities (and limbs, sensory organs, etc.) to a creature just as you would to 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."
This way the language clarifies that any upgrade to your grafting abilities (can add mutations, etc.) apply to creatures, and also that the creature is considered to be a single graft for feature stacking purposes. Previously you could add Skill-of-the-flesh once each to however many grafts to get around the stacking penalty. Wording like this negates that kind of shenanigans.
Enhanced Potential
Advanced form
Hidden Power
Cascade of Life
Man-is-monster restoration
The only real comments I have are that you just need to say how long the Heal check takes and remove the reference to grafts as I suggested above. In fact, just make this an additional option when harvesting Graft points. Say that the harvesting always counts as a vivisection (reduces graft points even on an already dead creature) that can retain the creatures mind on a Heal check of etc., etc.
Also, this is a manifestation of Monster-Making Beast-Lord, let it use those rules (remove reference to grafts as I mentioned above), it's more consistent. As for cost, just make it all half the cost of a normal creature. You are still, essentially, adding new racial features so it shouldn't be as cheap as a graft, but not as costly as making a creature whole-cloth.
Lastly, do you need to make the creation check as with a created creature? It isn't specified. Considering the time, costs, potential drawbacks, and initial harvesting check, I would say let it succeed automatically. Thoughts?
Beastmaster's Coiled LashBeast Mastering Hand
Anatomy-twisting bestial-genesis
If you are going to be straddling the line between Animal Companions and Henchmen (which, for the record, I think is a pretty brilliant idea) then you need to sharply define where it crosses from being one to being the other. That and bring it more in line with the rules for each.
Start with changing the base HD to Kreikiri levels -2 (as with henchmen) instead of equal to your level. This way it starts slightly worse than the equivalent animal companion (so not completely overshadowing another PCs class ability) but is infinitely more versatile. The HD catch up with Animal Companions at 11th and wind up being higher by 15th. This provides a nice pregression, not destroying the competition when you first get it bit staying relevent at higher levels. Say that HD size, BAB, saves, skill points, feats, and normal attribute increases (once every 4 HD) progress as per normal for their HD and creature type (adjusting alternate creature type costs to compensate) but that they gain Natural Armor Bonus, Str/Dex Bonus, Bonus Tricks (if of animal intelligence), and Special abilities as per the Animal Companion class ability of a Druid of the Kreikiri's level. Say that the companions Intelligence must be lowered to animal levels (1 or 2) using Decreased Potential (granting extra points as usual), is automatically considered to be unaging and so cannot select Cascade of Life (no breeding for you!).
As an option (or even as an advanced manifestation), the Kreikiri could grant the Companion sapience. For the cost of 100 Graft points (maybe more, maybe less?) the Intelligence limit may be removed. Should this option be chosen the Kreikiri may convert one HD into a class level of chouce at the cost of 25 Graft points. This option may me 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 these two options (sapience and HD conversion) must be paid from the Kreikiri's Graft point reserve, not with the points provided by this mythos, representing the additional effort required to uplift his fleshy experiment.
This covers everything that you seem to be trying to do, initially working within the limits of a creepy Animal Companion and then providing the (costly) option to exceed those limits. An interesting side effect is that due to the mounting cost of converting HD to class levels this also acts as a reasonable limit on the capabilities of the characters henchman (some DMs don't like the idea of a player essentially having two full PCs).
You might want to add a limitation that once this Mythos is taken any existing Animal Companion, Familiar, Mount, or Henchman (from the Leadership feat or similar abilities, but not hirelings, loyal creatures, etc.) immediately leaves the character. Not allowing the stacking of uber-loyal minions is probably a good idea.
The creature type costs might need some treaking. Things like Animal and Humanoid should be listed as a 0 cost, Monstrous Humanoid and Magical Beast (both having full BAB, better HD, 2 good saves, Darkvision, etc.) should be 50, Dragons and Outsiders maybe 100. Balancing the costs of the others will need some thought. This also brings me to...
... as undead increase their HP using their CHA modifier which is relatively simple to buff...
Another thought, you might want to include a seperate value (with an '*' or something and a note) for Pathfinder. While 3.5 to 3.P is usually a pretty straightforward conversion these costs may need some tweaking. I'll have to give this some more thought before I can provide any really constructive criticism on creature type costs.
Continued experimentation
Also, were these always Basic manifestations? They are both significant enough upgrades that are not intrinsic to the base ability that I think you should make them Advanced manifestations. Just seems a better fit.
Organ-tearing freakish-overlordLord of warped fleshChange 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.
Storm-of-cuts life altering flurry... always dealing nonleathal damage, up to a maximum amount of such damage equal to their maximum HP (and thus sufficient to leave them unconscious).
Additionally at his time you may consider them a creature you made for the purposes of applying instincts from the ‘Mental-lords’ unity’ mythos,,,
... 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 may add or subtract a number of rounds duration up to your wisdom modifier...
You might want to change it to something like...
"... 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..."
Unless you're going for something else. Thoughts?
Once the creatures intelligence becomes zero it is replaced with ‘-‘and the mindless special quality, but retaining any bonus feats and skill bonuses the creature has, including those from grafts.
"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."
This way there are no feat paradoxes and a mindless Rogue can still be useful in a couple of ways thanks to muscle memory. Thoughts?
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 the creature stops taking intelligence drain it is treated as a creature you created for being release for mythos points...
... and it becomes zealously loyal to you, and its entire personality warps to consider what you did to it an improvement.
This line also steps all over the toes of Mental-lords’ unity. You have a good balance of having to carefully choose limited wording for limited instincts, leaving open all kinds of opportunities for roleplaying, creative interpretation, and shenanigans. That's even part of the basic balance of the class. You can make cool minions but it is really hard to make them into perfect mind-slaves. That one line throws all that right out the window. Please reconsider.
Mental-lords’ unity
Grafts: you may add a single instinct to a graft, the instinct effects the creature the graft is implanted into. The target is entitled to a will save to resist the instinct on the grafts initial implantation, with a +5 bonus if the instinct would force them to do something significantly against their nature, for example if forced to assist follow a cause they do not believe in. the creature must retake the save should the graft be removed and re-implanted. Each identical instinct the creature possesses (i.e. from implanting additional grafts with the same instinct) increases the DC of the save by +2.
How about no initial save. They had to be rendered helpless for at least an hour to have the instinct graft implanted so lets just let it take effect. The saves should be against individual triggerings of the instinct, not to permanently nullify the entire graft feature. Mindless and animal level intelligence creatures will follow the instinct automatically, no save, but creatures of intelligence 3 or higher can, as a Standard Action, roll a Will save to temporarily resist the instinct.
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). Might have to think of better wording here. I think that it's important that the voluntary attempt to reject the instinct should cost an action but that on a success they should be able to take some actual action (ie, their next full action).
If they fail the Will save then they must follow the Instinct for the next minute without getting any further saves. This would allow a would-be mind-slave to have those moments of conscience ("Leave before I kill you, I can't stop myself for long...") with the gamble that failure results in complete submission to the instinct.
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 a saving throw with a +2 bonus (similar to the Dominate spells) 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.
This way a creature (or player) always has the option to resist but at the potential cost of being unable to resist should they really need to resist. I think this would be much more interesting when used in actual play allowing the DM some options with NPCs, and even the players should this be turned on them.
The rest, limit on unsavable instincts in created creatures, description of instincts, conflicting instincts, all good. Only thing that I would add clarification on is the cost of this ability in a creature. You have already specified different effect for grafts and creatures, might as well list the creature cost as well for clarity. This is also an interesting balance point, do you want it to cost 250 or 150?
Mind-warping restructuring
... should the creature save against the instinct they are also immune to the application of that mythos tied to that instinct.
Illusionary land-realignment
Stitched nightmare
Unlike a normal graft the one gained from this mythos does not have to be a single structure but rather its effect may be anywhere on your body (essentially your entire body is this graft).
Also, I can't remember if the features of the Mythos carying over after Reincarnation and such was there before but if not, that change is pure gold.
I'll finish off the rest shortly™. I haven't lost interest, just been busy/lazy.
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2015-03-12, 05:32 AM (ISO 8601)
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Re: [3.5 Base Class], [Mythos] "Make us Whole Again"
Um, I think Paralystic Barb had some autocorrect issues while being written, because it seems like all instances of 'multiple' have 'mutable' instead. A lot of 'you may take this manifestation mutable times'.
Edit: Skill of the Flesh and Resculpting the Flesh also have this issue.
Edit Edit: Also, the title says this is a 3.5 class, but it references pathfinder things, like CMD, CMB, Bleed effects,and the Grab ability.Last edited by Necroticplague; 2015-03-12 at 05:38 AM.
Avatar by TinyMushroom.
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2015-03-15, 02:15 PM (ISO 8601)
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Re: [3.5 Base Class], [Mythos] "Make us Whole Again"
I'll get around to fixing these errors. as for the accidental pathfinder mechanic references, those are an accidental inclusion that came about as I generally play pathfinder, and my experience with 3.5 is actually mainly limited to translating mechanics and such over, so a few rule differences I missed must have worked their way in. I usually check things over to make sure the mechanics are correct with 3.5 rules.
Originally Posted by Quarian RexOriginally Posted by Quarian Rex
Originally Posted by Quarian Rex
as for all the stuff with 'Meat shearing butchers scalpel' I will clean it up and work in your idea for an additional advanced manifestation, thinking of causing 'Hunter’s claw' to instead transfer your weapon enchantments to a natural attack.
Originally Posted by Quarian Rex
Originally Posted by Quarian Rex
as dealing with resurrected characters and their grafts, I'l probably work it similarly to your suggestion.
as for the ability to 'break down' grafts i've intentionally not done that as I don't want graft point to become too cheep, but I might work it into a manifestation.
as for needing a manifestation to harvest particular creatures iv already added that you need something to touch the creature with first, so you already need to expend some resources for it.
i'll begin some alterations now, and reply to the rest of your comments tomorrow when I can think better (got a bit frustrated earlier when writing a mythos for something else).my homebrew signature:
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2015-03-16, 06:58 AM (ISO 8601)
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Re: [3.5 Base Class], [Mythos] "Make us Whole Again"
The "too cheep" concern is an odd one. The key is trying to find the sweet spot where the player has enough to experiment with (particularly at low levels) so that the capabilities of this class can be used right out of the gate without destabilizing the game economy (this can be used to make magic items after all). I think a lot of the balance is cooked right into the rules that you already have. For the most part the cost of the graft is equal to the DC of implantation, limiting the ability of large Graft point pools to unbalance things too much.
By the time the player can start making truly disruptive grafts (duplicating magic items that are significantly better that mundane options) he will already have to have arranged an excessively large Graft point income/pool since useful magic items cost thousands of Graft points (at least). Once the Kreikiri has a farm of collossal sized, self-replicating, limbless, flesh-beasts at his disposal many of the limitations of his craft will fall away. Until then he will be trying to scrape the resources he needs off of the carcasses of the last low-level orc encounter.
Due to the way you have Graft point harvesting set up the lower levels will be especially starved. One or two HD medium sized creatures (or even small if your DM likes goblins and kobolds) and limited combat encounters will result in an extremely limited resource pool probably for the first few levels at least. I'm not complaining here, I think the values for Graft point harvesting are probably bang-on, just pointing out that it is going to be a slow start for this class to get into its schtick. And this class is about experimentation. Adding tentacles/claws/fangs/wings/hooves/eyes to oneself/fellow PCs/the town drunk may turn out to be a bad idea (for whatever reason) and the ability to correct the mistake and have the ability to try again is paramount, even with limited resources (especially with limited resources). After all, you want to encourage players to make mistakes (they can be soooo much fun for all envolved) and that won't happen if they get into the habit of thinking of every graft as an irrecoverable investment.
As you may have guessed, I think this needs to be an option. That said, the thought of having it as a manifestation is damn good. If it's a basic manifestation of Limb-Shredding Graft-Taker then there is the added opportunity cost of choosing it over the other options. Forcing the player to choose between versatility and utility is always interesting.
as for needing a manifestation to harvest particular creatures iv already added that you need something to touch the creature with first, so you already need to expend some resources for it.
What I'm saying here is that having unrestricted harvesting access complicates the DMs job and so makes it even less likely for this particular homebrew to be accepted (it already allows the creation of permanent buffs and actual, permanent, creature creation). Give the DMs a break and give them the opportunity to decide which encounters can enhance the PCs abilities and which will not. Drawing a line between harvesting flesh, and harvesting the flesh of the fleshless, is a logically consistent option is all. Consider it is all I ask.
... reply to the rest of your comments tomorrow when I can think better (got a bit frustrated earlier when writing a mythos for something else).
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2015-03-16, 05:54 PM (ISO 8601)
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Re: [3.5 Base Class], [Mythos] "Make us Whole Again"
now for the second part of my reply, i'll probably also need a third as iv little time.
as for your suggestion to limit the harvesting of certain creatures, iv added that, with the 'Organ tearing freakish overlord' mythos removing the limitation. seems an appropriate time considering what the manifestations could allow.
it seems that this ability has implications I did not realize, also I suppose the use of wands would work for getting spells, I personally always forget about them.
as you said it is unlikely to come up, and if it is going to be needed, then it is probably something that is fundamental to the creature's function. as for the name, generally isn't unageing what immortality usually refers to in the game?
will work this in then., also will make the other changes for the augments.
will make it work more along the same line as everything else when doing the changes.
will make the previously suggested changes. as for the targets that it would be used on, I was intending it to be used on any sort of suitable creature the player wanted to acquire for grafitng and such, or for taking control of a creature in a dungeon crawl situation.
i'll be making a number of clarifications with this ability. as for creature types, it does allow any type, its just that the ones shown in the table have an additional cost. as for the creature types not changing the characteristics that's intended to have the different creature types only offer the traits of their type, and to help balance the creature types.
i'm not sure what you mean by a henchman, do you mean something like a cohort?, Iv searched for a feat for something that references a henchmen but cant find one. as for the later changes you suggested i'll add them, with the specification of if the creature is INT 3 or more they are fully sapient.
[QUOTE=Quarian Rex;18936783]As an option (or even as an advanced manifestation), the Kreikiri could grant the Companion sapience. For the cost of 100 Graft points (maybe more, maybe less?) the Intelligence limit may be removed. Should this option be chosen the Kreikiri may convert one HD into a class level of chouce at the cost of 25 Graft points. This option may me 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 these two options (sapience and HD conversion) must be paid from the Kreikiri's Graft point reserve, not with the points provided by this mythos, representing the additional effort required to uplift his fleshy experiment.
now this here is interesting, i'll ad it in.
will also amend creature type costs.
will use this then
Ill do the remainder of your comment at a later date, probably after all the changes here are done.my homebrew signature:
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2015-03-17, 10:54 AM (ISO 8601)
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Re: [3.5 Base Class], [Mythos] "Make us Whole Again"
Nice. Good place to add it. Just make sure that it's a basic manifestation instead of part of the base ability. It forces more choices and seems like a comparable option to the other manefestations.
it seems that this ability has implications I did not realize, also I suppose the use of wands would work for getting spells, I personally always forget about them.
as for the name, generally isn't unageing what immortality usually refers to in the game?
i'll be making a number of clarifications with this ability. as for creature types, it does allow any type, its just that the ones shown in the table have an additional cost. as for the creature types not changing the characteristics that's intended to have the different creature types only offer the traits of their type, and to help balance the creature types.
All these things can already be created. For the cost of a Fantastic Mythos you are allowing one of these creations to get a buff and have baked in loyalty. I think that's a fair trade. No need to stack on additional limitations.
i'm not sure what you mean by a henchman, do you mean something like a cohort?, Iv searched for a feat for something that references a henchmen but cant find one.
Looking forward to seeing the changes.
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2015-03-21, 06:29 PM (ISO 8601)
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Re: [3.5 Base Class], [Mythos] "Make us Whole Again"
will now finish my reply, I have completed the changes I mention in prior posts. if I have missed any please point them out.
used your wording. the original idea behind my wording is that if you wanted to you could lengthen the duration if you used the mythos to just, for example, grab a villager or guard or someone to that effect and use them as an expendable distraction.
fixed the wording.
I forgot to specify that this only effects creatures whom you payed mythos points to have retain their intelligence.
by this to you mean limit the instinct to one/time you pay for instincts on creatures?
will make your suggested changes. what you are saying was what I originally wanted to do, but couldn't find a wording that I was satisfied with.
will also make the changes to the manifestations.
will corect this.
thats new wording, I realized that would be an important thing to be specific about as it is a one-time procedure, so it would be rather crippling if you could loose it.
edit:
also slightly altering how 'Ever-shifting protean-mastery' works to better work with how graft production works (Limb-shredding graft-taker has went through a few different variation since Ever-shifting protean-mastery was written). as you may have noticed it still references a roll to create grafts instead of to attach them. making it so that you immediately make a roll to attack the graft to yourself as an internalized graft with a +4 bonus, and if you fail you may not attempt to make another internalized graft for 24 hours.Last edited by ThreadNecro5; 2015-03-26 at 05:22 PM.
my homebrew signature:
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2015-04-14, 11:53 AM (ISO 8601)
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- Jun 2010
Re: [3.5 Base Class], [Mythos] "Make us Whole Again"
Apologies for slow-posting. I've been getting distracted by shiny things in the real world but I do really want to see this class finished. To that end...
Great job so far. Everything is much more clear. I'll just go through a quick rundown of some of the changes made. This should be quick, most issues I found just seem to be spelling/copy-paste errors.
On that note, when you get some time you should do a Ctrl+f search for the letter 'k'. You seem to have a habit of hitting 'k' instead of 'h' when typing, leading to fun things like such->suck and attach->attack.
Spoiler
Meat shearing butchers scalpel
Hunter’s clawShould 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).
Limb-Shredding Graft-TakerAny 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.
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...
Also, just remove the bolded parts of this line...
Should a creature with grafts be resurrected, if the spell is capable of resurrecting a creature with a destroyed body, destroyed grafts are restored.
Monster-Making Beast-Lord
Created creatureYou do not control the actions of the Created creature, although nothing stops you from creating an initial personality that wants to serve you (see Mental-lords’ unity for more information).
Cascade of LifeFor +50 points the created creature may gain the ability to reproduce with a specific type of creature (or specific subtype in the case of Humanoids and Outsiders) within one size category and of the same type. The offspring will always breed true, sharing the characteristics of the created creature.
Man-is-monster restorationTo 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.
For example, current language results in...
Harvesting someone stabilized at -3 Hp would be DC 23 (20 + 3 for negative Hp)
Harvesting someone recently dead from Hp damage would be DC 40 (20 + 10 for neg. Hp + 10 for being dead)
Harvesting someone dead for 2 days from a death effect (no Hp damage) would be DC 32 (20 + 10 for being dead + 2 for time)
Perhaps change the wording to something like...
"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 (up to a max. of + 10 to the DC, or if the target is dead), +1 per day the creature is dead. "
This would provide a non-Epic DC and cover any niche cases that would do weird things to the DC (like someone using Delay Death spell, or if the group was using Pathfinder up-to-minus-Con-score death and dying rules)
Beastmaster's Coiled Lash
Beast Mastering HandThe 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 how much you exceeded the DC of the handle animal check (or only one round should you have rolled equal to the DC)
Paralytic Barb
Venom Squirt• 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.
Either option is far better than the DM having to break down the AC totals on every target.
Anatomy-twisting bestial-genesis
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.
"This mythos grants you an animal companion, counting your Kreikiri level 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 -2."
... would balance the power of the creature.
As for the creature type costs... looks good. The only thing I keep coming back to is the cost for Undead/Constructs. It seems a little high considering how bad most of their features are (Wizard BAB, crap saves, limited Hp, etc.) but even with that I would only recomend going down to 80, and even that I'm not sure about. This is one of those things that will need some playtesting. The key thing is that the Kreikiri can now afford to give an Undead/Construct minion a full set of limbs when he first picks up the mythos.
Power-stealing aberrant-liege
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.
I realize your concern about an infinite river of Mythos Points but this is similar to Storm-of-cuts life altering flurry vs. the cutlery smashing Teramach. The return on investment here is going to be relatively small and with some minor adjustments it should be well within the realms of balance.
Just make it known that this is an assault upon the targets very being, that the Kreikiri is scraping off a piece of their essence, consuming it as they watch, and that it feels just like it sounds. State that continued use of this on someone (and it will have to be used continually on a target, considering the relatively small amount of MP siphoned per use) is equivalent to being tortured and will have a suitable effect on the targets disposition towards the Kreikiri. This way he can't enhance minions/henchmen/party members and then harvest MP without consequence.
The Mythos Points available should be adjusted a bit as well. Currently you can siphon 1/4 the MP value of an empowering ability and the full Graft Point cost of grafts and such. I would suggest a change to 1/5 value for each. This way Leach of legends allows the Kreikiri to essentially get full access to the potential power. Also, the ability to 'double-dip' needs to be addressed. Specify that the MP harvested from empowered creatures is finite and does not regenerate with time. Further, any grafts that have been fully drained should be incapable of being re-harvested, crumbling into useless dust should it be attempted. This way you have a one-way Graft Point -> Mythos Point conversion method of varying efficiency. A last thought on the base ability is that you should probably state that created creatures are not considered to be empowered for the purposes of this ability. The Graft Points used in their creation are now their racial abilities, no more empowering than stonecunning on a dwarf.
Legend-burnout ash harvester
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.
As for the 1d4 round wait period, not necessary. Under just about every combat situation using this ability is sub-optimal. It is a standard action (so no full attacks on a character who probably has a boat-load of natural attacks) with very limited damage potential (the only way to increase it is by boosting the DC, not an easy thing to do). Waiting between attacks is done to space out powerful abilities that can unbalance combat (like breath weapons). That does not apply to this ability, even after the heavy investment of Leach of legends. If the player wants to limit combat output for small long-term gains (remember, it takes thousands of MP to actually be useful) then that is a decision that I think they should be free to make.
Storm-of-cuts life altering flurryOnce 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.
I see where you want this to go though, and I think you can do a better job with the mechanics you already have. How about once a creature whom you spent mythos points on to leave with an intelligence score stops taking intelligence drain, it is considered to be a created creature for the purpose of grafts containing instincts from the Mental-lords’ unity mythos added during the use of Storm-of-cuts life altering flurry. Specifiy that instances of Mental-lords’ unity mythos added during Storm-of-cuts life altering flurry do not count toward the maximum that can be applied to a created creature. This adds a beautiful risk vs reward dynamic, integrates your existing systems, and avoids the problem of perfect control. As an added kicker you can say that once Int drain has stopped (and been paid for etc.) the Kreikiri can still "Handle" or “Push” them using the Handle Animal skill regardless of current Int or creature type. When around the one who remade them a victim will always feel, and respond, as little more than a beast.
You should also address the mindless option. Currently there isn't too much reason to spend MP for low Int when you can just leave them mindless for free, following whatever instincts you managed to give them with Mental-lords’ unity. How about saying that any creature that gets to the mindless state due to this Mythos is overcome with the pain of its transformation and violently lashes out at anything animate around it, including the Kreikiri. This way you can have cages filled with kill-crazy death-beasts that can be sicked on ones foes, via Handle Animal, but are just as dangerous to their master if they do not have something else to chew on.
Ever-shifting protean-mastery
Let these grafts, and only these grafts, be used to their full potential. Due to their limited number and high feature limit it will greatly encourage hyper-specialization of the grafts and therefore create interesting choices for the Kreikiri, rather than becoming the more general jack-of-all-trades that the external grafts would otherwise encourage.
As a balance point to the automatic attachment of these Grafts I suggest you change the combined creation/attachment time to something like 8 or 24 hrs so that the hyper-specialization requires some forethought.
I'll see if I can get a PEACH on the Excellency’s in the next few days and then on to the higher Mythos.
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2015-04-21, 01:15 PM (ISO 8601)
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Re: [3.5 Base Class], [Mythos] "Make us Whole Again"
good to see your back, and yes hitting the wrong Keys tends to be a problem of mine, I usually relay on spell check to sort these things so stuff like that tends to leak through, I'l get to work on the errors.
will fix this, must have gotten distracted.
whenever I try the math myself it always breaks down and I cant calculate it (I have one of those brains that just sort of turns of when math is involved). I think adding wording along the lines of 'recalculated with 2/3 their HD instead of 1/3 at level 15.' should sort out any confusion while preventing me form having to do any math that is likely to be incorrect and thus causing more confusion.
will fix this. my old gaming group's only resurrection was a reincarnate spell so these spells are not something I am familiar with terminology wise.
this was another manifestation of my lack of familiarity with resurrection spells. will fix this as well.
will correct this, its leftover wording from what the feature was based off. will remove this part.
will add this in. by type I originally meant that in the general usage, rather than mechanical, definition.
will do this.
I think I did, will re-add the wording.
will fix with the first sugstion.
will adjsut the costs and add the HD reduction.
will add in your thoughts
will remove the limitations then.
I like your ideas here, still on the fence of the final paragraph's suggestions.
will do this.
as a final thing to ad, iv also changed 'Flesh-altering monstrosity masterpiece' I wound up posting an older version of they mythos and accidentally deleted the correct version, which is slightly different and fixes a few pathfinder/3.5 rule mix-ups that worked their way in.
and thanks again for the continuation of your PEACH.my homebrew signature:
here on page 9
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2015-04-23, 08:22 PM (ISO 8601)
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Re: [3.5 Base Class], [Mythos] "Make us Whole Again"
Here is what I wonder about.
• 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"If you can't slam with the best, then jam with the rest" - Charles Barkley
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2015-04-23, 09:10 PM (ISO 8601)
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Re: [3.5 Base Class], [Mythos] "Make us Whole Again"
There isn't a requirement for the adult and child forms to have the same grafts, so there's an increase in versatility from having different uses an adult and child. So you might have children that are practically invisible being scouts for their considerably more magical adults.
Avatar by TinyMushroom.
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2015-04-23, 10:11 PM (ISO 8601)
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Re: [3.5 Base Class], [Mythos] "Make us Whole Again"
That makes sense.
Another question. Assume a player wants to play as Keikiri created creature. What is their LA? Can they replace one HD with HD of class level as some can? How do you determine the CR?"If you can't slam with the best, then jam with the rest" - Charles Barkley
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2015-04-24, 11:45 PM (ISO 8601)
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- Jun 2010
Re: [3.5 Base Class], [Mythos] "Make us Whole Again"
On to the Excellencies.
Spoiler
Resculpting the flesh
As an afterthought, how about adding some synergy with Man-is-monster restoration? Perhaps if the Kreikiri has this Excellency when harvesting a creature with Man-is-monster restoration he has the option to remove/retain any racial traits that survive/are lost the initial purge with an appropriate Heal check. Remaking a Drow or Orc? Make sure that that pesky light-blindness doesn't make it to the New-Flesh (we can make him better, we have the technology...). Trying to re-engineer some Trolls into appropriate bodyguards? Better keep that Regeneration or you might as well scrap this one. Maybe a DC 15 + HD of the harvested creature for each ability to be retained and DC 10 + HD for each trait removed? Just some thoughts. Tell me what you think.
Legend-hungering (titan)-devourer
'Perquisite: Power-stealing aberrant-liege with either Legend-burnout ash harvester or Feast of mortal flesh Advanced manifestations.'
Specify the Advanced manifestation requirements to avoid someone legally purchasing this and being unable to use it.
Adapted (ability) evolution
Magic-manipulating fleshcrafting
As an afterthought, if you agree with me about changing this to Fleshcrafting Prodigy or somesuch, how about add an option that if this ability is taken by a Kreikiri who does not have Limb-shredding graft-taker (gasp!) then they gain the ability to harvest Graft Points as if they did. I know it's a bit a niche thing but I think it could be quite useful. Granting minions a level of Kreikiri to gather resources but lacking the ability to challenge their master seems to be a good option to provide a future Flesh Emperor.
All-knowing master of beasts
Conversion chambers
You need to change the prereq to Monster-Making Beast-Lord. The Kreikiri should know how to make creatures before he creates such a specialist creature. When giving the stats, just spell it out. Going through the long division of what features you were thinking about when stating up the chamber is an excercise in aggravation. For instance, the default Mouth feature provides a bite attack one size smaller than the creature it is on (small in this case, doing 1d4 damage) but the Chambers' does damage as a creature one size even smaller (tiny, doing 1d3) and has grab and swallow whole (again, on a tiny mouth). You then say that the Chamber is considered to be one size larger for the purposes of swallow whole (which normally allows swallowing of creatures one size smaller) without saying whether that is applied to the chamber itself or the mouth (a DM could easily, and reasonably, assume that medium creatures cannot fit through a tiny mouth). In the end, you have the player/DM scrambling through multiple books and homebrew to find info that should be presented in the stat block. And at the end of that search, the most logical interpretation of your wording is that the default Conversion Chambers can affect nothing larger than cats (not what I think you were going for).
Have something like...
'At the cost of 100 graft points as per the ‘Monster-Making Beast-Lord’ mythos you may produce a ‘Conversion Chamber’, this is a structure that uses the statistics of a 4 HD medium sized aberration with no movement ability, a 10 in all physical stats, a 1 in charisma and wisdom, and the mindless special quality. The Chamber has a single bite attack dealing 1d4 nonlethal damage with the grab and swallow whole (d6 nonlethal untyped damage, unable to inflict any lethal damage, and stomach HP is equal to half the chambers) abilities and with a +15 Racial bonus to grappling. Additionally the creature has the powerful build special ability, grappling as a large creature and allowing its swallow whole ability to affect medium sized creatures.'
This is just a slight rewording of what you had but there is no longer any confusion about what can and cannot be done.
... 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. More Graft Points may be added to the Chamber by the Kreikiri (or anyone else) at any time to allow further graft production.
This would provide all kinds of gaming goodness on both sides of the table. Not only having logistical options for the rising Flesh Emperor, but also for the sucessors of a once great Empire. Can you imagine dozens, if not hundreds, of living sacrifices to the ancient Conversion Chambers (perhaps under the guise of a rite of passage?) to empower a single Priest-King or proven warrior?
This is the kind of thing that I love about this class. Not only does it make a fascinating PC, but every second ability inspires a new bloody campaign.
Back to the crunch. The 24 hr implant time is equivalent to a Kreikiri taking 20 so that is fine, and the Fort save is an interesting balance point to a manual implantation. Nice job.
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 (and swallowing up to huge sized targets)...
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.
'You may add the abilities of a Conversion Chamber to a stomach feature on a creature or graft that you create for +50% of the total cost of the chamber, Increasing the implantation DC by +10 as if it were a magic item. The Stomach feature must be large enough to contain a creature of the Chambers size and the size of the Mouth attached to this Stomach limits the size of creature that can access the Chamber (ie. the basic Stomach feature can fit a huge Conversion Chamber, accomodating up to 16 medium creatures so long as it was attached to a large mouth feature, or a small mouth if equipped with the Entryway augment to allow access for medium creatures). The Conversion Chamber/Stomach uses the hosts HP and abilities as per a normal graft (rather than the 4 HD of a standard Conversion Chamber) with the limitation that the +15 Racial bonus to grapple only applies within the affected Stomach.'
This is a little more wordy but it spells everything out and gives a concrete example, which I think is necessary. Considering the sheer cost of the chamber it should be treated like a magic item for graft DC purposes.
Building a better beast
Fresh meat
No escape for the hunted
Tongue of the savage
Structure shifting alterations
Unbound by tales of others
Weakness-sheering revivification
Abominable Sewn-Flesh Displacement
If you want something like this to work you need to incorporate it into the existing graft system. Perhaps say that you select one type of magical graft normally acessible through the Graft Flesh feat (Fiendish, Undead, Abloeth, etc.) without regard to racial prerequisites. When making grafts through Limb-shredding graft-taker that duplicate a selected magical graft (including any limitations, if any) then the Graft Point cost of this magic item component is halved. This is cumulative with any other enhancements/atlerations to the Kreikiri's graft making capabilities (such as Eldritch Living-Weapon).
This can help balance the overpriced nature of magical grafts, provide what you seem to be going for, and avoids introducing a new system (magic item creation) that is already covered by grafts.
Masterful body control
Flesh-Warping Lineage Exhonoration
You have a four stage system to turn grafts into inherited traits. It's relatively simple (which is good) and easy to resolve on paper. Due to the way it is presented though, it will become a bookkeeping nightmare in actual play. Why? Because players, that's why. No one will wait till F4 before re-augmentation. As soon as they reach F1 any grafts that did not carry forward will be reattached and/or rebred with a more complete specimen (there is no incest when it comes to hermaphroditic, force-grown, tentacled, warbeasts). By the time F4 is achieved for all the desired grafts you will have to set up a genealogy website to track all of the seperate F-strains.
Keep the mechanics, just simplify the application. Instead of having the F1-4 classifications apply to the breeding generations, have them apply to the individual grafts themselves. Tracking the changes becomes so much easier. And try changing the F- designations to something more flavourful/meaningful. How about something like Retained->Tumorous->Inherited->Natural. Something like that will provide a clear mental picture of the progress and so is much easier to keep track of. Wording on something like this can be a bitch, so let me see if I can suggest something...
Spoiler
'A Kreikiri can now allow the gifts of his craft to spread through the generations. When creating a graft the Kreikiri may add an free augmentation to make it a Legacy graft. When a creature to which you have attached a Legacy graft (including grafts from the graft flesh feat should you possess it) reproduces, its offspring each have a 50% chance of possessing an identical copy of the graft(s) of that parent (roll individually for each graft, and for both parents should both have grafts) that loses the Legacy augment and gains an augment called Retained. For each Retained 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. A Retained graft still counts against the graft limit (and can exceed it), can be removed as a normal graft (removing the Retained augment and gaining Legacy) and attached to another creature as per normal.
Should a creature bearing a Retained graft then continue on to reproduce, each of their offspring in turn have a 50% chance of inheriting the parents Retained graft, and gain access to them at the same time as the parent (i.e they share the equivalent result from the d4 roll). Grafts inherited in this way lose the Retained augment and gain the Tumorous augment. A Tumorous graft still counts against the graft limit (and can exceed it), can be removed as a normal graft (removing the Tumorous augment without a replacement augment) and attached to another creature as per normal. After having bonded to this degree with it`s host the graft is no longer capable of breeding through with another, or restarting the process should it be reattached.
Should the host of a Tumorous graft reproduce their children behave as above but have a 75% chance of inheriting Tumorous 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). Grafts gained in this way lose the Tumorous augment and gain the Inherited augment. An Inherited graft still counts against the graft limit (and can exceed it), can be removed as a normal graft, but cannot be attached to another creature. They can then be reconverted to Graft Points if the Kreikiri is capable of doing so (with the Meat Reprocessing manifestation for example) but are otherwise useless after being torn from their host.
If an Inherited graft is passed on to one more generation the offspring have a 100% chance of gaining the Inherited grafts from the parent(s) and the mother cannot be harmed by the offspring’s grafts even if she herself does not possess grafts with the same effect(s). Grafts gained in this way lose the Inherited augment and gain the Natural augment. A Natural graft does not count against the graft limit and cannot be removed as a normal graft. The abilities of a Natural graft are now considered to be racial traits in all respects and no longer counts as a graft in any real way (ie. it can no longer be siphoned for Mythos Points by Power-stealing aberrant-liege and similar) and will always breed true in any further offspring. The host of a Natural graft is essentially the progenitor of a new strain of his former race.
A creature can have multiple grafts all at different levels of integration and each graft is tracked seperately.'
Spoilered because it's long. That covers just about every potential conflict that I can think of and still follows the basis of your original system. Let me know what you think.
Modified gestation
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)
'The time gestation takes for the young to be born/hatched/whatever is standard for the mothers race. Once this time has occurred the young are born and develop as a normal infant of their race (besides possible alterations due to Modified development, see below). Should gestation periods for a creature not be known, assume 9 months for a medium sized creature. Double this time for each size above medium, and halve it for each size below. For game purposes, assume that the mother cannot become pregnant again for a period of half the gestation time after birth.'
Now you have a baseline to modify, a baseline that covers unknowns as well. The change in gestation time based on size seems to hold up pretty well for the smaller things (cats, a tiny creature, have an actual gestation time of @63 days, which is pretty bang on), but tends to get long for the bigger stuff. Consider it a balance point if you want to breed dragons.
Live young
Laying eggs
Mitosis
Since instant maturation is a paid option under Modified development then default mitosis should probably split into children. Children with the memories/experience of adults. The act of reproduction would simultaneously be an act of rejuvenation. That is interesting.
This could also lead to a form of serialized immortality. Imagine a kingdom watching their Emperor/priest caste/royalty/what-have-you enter the Temple once a generation to ritually battle their dark half/sins/guilt to regain their youth, little knowing that it is a death duel between complete equals as only one is allowed to leave (getting flashbacks to Hugh Jackman in The Prestige here as well).
A balance here might be that recovery until another bout of mitosis can be initiated will take triple normal gestation time (possibly longer if the copies need to reach adulthood first). Another consideration is that the mitosis option will probably need the greatest investment in Modified development to be functionally useful in an actual game. Either way, this needs much more consideration than it has currently recieved. Let me know what you think.
• 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.
'Such creatures may reproduce whenever they chose, subject to the gestation and recovery times of their method.'
The asexual portion already has a graft cost. The gameplay value of the feature is negligible (telling a creature to breed with a mate, or to initiate asexual reproduction are functionally identical) and so should not have any penalties to recovery time.
• 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 gestate may be lengthened; this reduces the cost of applying this quality by -1 for every additional month added (shorter increases may be added but provide no points), affecting recovery time as per above. Optionally, for the same cost, the penalty may be doubled (to 2 months) and applied to either gestation or recovery time, without affecting the other. Any excess reduction may be spent towards the modified development quality.'
Similarly for the next one...
'• The time needed to reproduce may be reduced; this increases the cost of applying this quality by +10 for every week you reduce it by (smaller reductions may be added but grant no discount to the cost), affecting recovery time as per above. Optionally, for the same cost, the benefit may be doubled (to 2 weeks) and applied to either gestation or recovery time, without affecting the other. Any reduction below one week would then become an appropriate reduction measured in days (to a minimum gestation/recovery time of 1 day).'
This is just a minor extension of your original balance but provides many more options.
Modified development
These alterations may never reduce an age category to shorter than five years for a creature of intelligence three or higher.
'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). Smaller reductions may be made but do not provide any Graft points. For a creature of intelligence three or higher these reductions may never shorten their childhood to shorter than five years.
Altering their age categories costs five points for every year altered, which may be removed from one age category and added to any other. Any alterations that would result in a creature of intelligence three or higher reducing their childhood to shorter than five years have their cost doubled.
Any reduction below one year would then become an appropriate reduction measured in months. Any reduction below one month would then become an appropriate reduction measured in weeks. Any reduction below one week would then become an appropriate reduction measured in days (to a minimum of 1 day). '
That should cover everything. Let me know what you think.
• The creature may stop ageing upon reaching adulthood for 25 points.
The option for insta-growth seems to be exactly where it needs to be. Clear, concise, and the cost seems about right.
• The creature possesses a larval stage...
The only recomendation I have is to open up the options a little bit. Perhaps for double the cost (8 Graft points) you could have a seperate larval form apply to another age category, following the same restrictions as above. This would allow things like the Neogi (becoming grotesque breeders in old age) and other such fun.
Just make sure that you add the example at level 15. Either 12 attacks at level 15 (2+2/3 per level) or 10 attacks at level 15 (2/3 per level). Going with 10 attacks using just 2/3 levels is probably a bit more balanced, but in that case you really need to add the example because it may not be obvious that the change in math was intended. When seeing you go from X + [A Fraction] to just [Some Other Fraction] there can be confusion as to whether the missing 'X +' was a typo or not. The example removes all of that confusion.
I like your ideas here, still on the fence of the final paragraph's suggestions.
The problem occurs when the Kreikiri gains access to a large number of bodies (given temporary control of a section of the King's army, finds a secluded villiage, left in charge of POWs after a large battle, etc.). While maintaining a creatures' inteligence at the cost of 150 Mythos points per point does not sound like a lot (and indeed it isn't) it is a limiter on what can be controlled.
Think about getting ahold of just 500 soldiers. Even just by hiring mercenaries this is quite achievable. Insuring loyalty through Mental-lords’ unity and maintaining Intelligence 3 so they can be directed with language would cost 225,000 Mythos points. That's a harsh sum. Want to economize? Specifically directing their actions with Mental-lords’ unity (added either with Storm-of-cuts life altering flurry or with later grafts) would allow a minimum intelligence of 1 to be sufficient for most purposes and that would cost 75,000 Mythos points. Still a large amount but might be worth it in some circumstances. Now, what is the difference between Int 1 and a docile Int '-' mindless creature? Behaviour-wise the mindless one would be easier to control, wouldn't wander around, and wouldn't get distracted. Ability-wise the mindless trait also provides immunity to all mind-affecting effects. These are some pretty large advantages over Int 1. How much do these advantages cost? Nothing. The cost of doing this to 500 mercenaries? Nothing. 1,000? Nothing. 10,000? Nothing.
A Kreikiri can convert 5,000+ creatures in a 10 hour period (and that's giving generous lunch/stretching breaks) using Storm-of-cuts life altering flurry. It would take about a week to lobotomize an average person (faster for less intelligent subjects or if the Kreikiri was also using another form of Int drain to accelerate the process) then you have instinct driven flesh-bots. Docile mindlessness results in cheap, nigh-infinite minion control. This is all of the bad.
If, on the other hand, mindlessness results in murder-fueled-hate-machines who attack any animate object that isn't a product of Storm-of-cuts life altering flurry, unless following some very specific instincts or directly being handled/pushed by their 'master', then things become much more interesting. Can they be used as a disciplined army? Nope, they'll break ranks and attempt to murderize anything that moves. Can they be an occupying force? Nope, they'll turn on the population as soon as you look away. Can they take watch while you sleep? Nope, as soon as someone has an eye-twitch from REM sleep they get a face full of death-beast. Are they useless? Nope. Being pursued by an army because you are a walking abomination? Move fast, get a few days lead on them and find yourself a villiage. Start the conversion/lobotomy process. By the time the army gets there you can open the holding pit and release your horde of Reavers (ala Firefly) and/or Necromorphs with a Push to 'get Them!'. Chaos/anihilation ensues. Escape/vengence is assured. Surviving Reavers/Necromorphs are now a plague upon the country-side, perhaps even being a threat to their creator at some inconvenient later date. Such fun!
You still get to horribly disrupt the game to get out of desperate situations but now the DM has interesting story hooks and beasties to use against you, instead of an instant player controlled army that he has to figure out how to counter.
From a gameplay perspective the Mindless-Murder-Beast of interesting consequence option has far more advantages over the Mindless-Docile-Minion of cheap freeness.
Just my attempt to push you off that fence. Thoughts?
iv also changed 'Flesh-altering monstrosity masterpiece'...Last edited by Quarian Rex; 2015-04-25 at 06:53 AM. Reason: Forgot DC on Conversion Chambers
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2015-04-28, 04:32 PM (ISO 8601)
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Re: [3.5 Base Class], [Mythos] "Make us Whole Again"
not sure weather to class racial statistic penalties as a weakness, I'll have a look at some creatures with level adjustment before I make a choice here (as a lot of the monsters have more penalties than average in some scores the potentially significant increase they may receive may be unbalancing, at least to do so all at once. as an idea what to you think about each purchase of the Excellency allow one -2 of racial penalties to be removed.
I like the synergy idea.
ok, make the change.
will add Wisdom. never noticed that in the other classes.
I like the suggestion for change, I never considered the idea of passing around graft points. What if I caused the excellency to grant an additional augment augment for created creatures that allows them to harvest graft points, while also adding wording to Limb-Shredding Graft-Taker that allows creatures capable of harvesting graft points to give them to one another?
on an unrelated note, I am now wanting to add a graft point based economy run by a Nation of Kreikiri' to my home game.
yes that wording is better than my currant one and I will also provide a pre-written stat block for a chamber during my edit to make things easier at the table.
am liking the above ideas, will ad them in.
will do that.
the reason large seems to be skipped was that the chambers were originally going to be large sized and the wording here got left in.
will use the wording here, says what I want the ability to do in a way that makes sense. I really must thank you for all the example wordings you give really helping out editing the class, so thanks.
will go for this idea. the original idea behind this excellency was simply to give the class some way to access the prior-existing system for the magical grafts (when I wrote this I was running out of ideas).
aye, will do so.
ok, will use the adjusted wording. not entirely happy with the concept of 'farming grafts' but I can see the logic in doing so and it is an interesting ability to work with.
I intended exactly how long gestation took to be the sort of thing the GM would decide. the inclusion of a default is a good idea however. I will also correct the terminology.
will add the suggested ability.
will make the added suggestions. the HP and harness seem about right and I can add the option to increase the hp and hardness.
I will clarify the details of this. will also point out that the original creature is effectively destroyed and several copies are made (1d4+1, or a number based on a graft point cost?). will probably also make a point in noting that, should the original creature be a PC, one of the new creatures retains sufficient Emery to grant it the originals class levels (and functions as the replacement character).
will add the wording
will add in your wording.
I like the flexibility that is offered by this.
will point that out.
[/SPOILER]
nice idea, did not consider allowing additional life cycle stages. will add.
clarified, but open to removing the '2+' part and leaving it just 2/3.
I am also using your ideas with Storm-of-cuts life altering flurry, they've inspired a mythos for the epic level prestige class.my homebrew signature:
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2015-04-30, 04:24 PM (ISO 8601)
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Re: [3.5 Base Class], [Mythos] "Make us Whole Again"
I understand the concern here, but I would counter that Excellencies themselves are not cheap (additional purchases become more and more expensive with each purchase) so getting rid of a -2 penalty per purchase seems too minor. How about getting rid of all the penalties associated with a single attribute per purchase? That way a character of questionable ancestry will still need multiple purchases to account for racial/template deficits but can free up key attributes (like Wisdom on a Kreikiri) without massive investment.
I like the suggestion for change, I never considered the idea of passing around graft points. What if I caused the excellency to grant an additional augment augment for created creatures that allows them to harvest graft points, while also adding wording to Limb-Shredding Graft-Taker that allows creatures capable of harvesting graft points to give them to one another?
I am now wanting to add a graft point based economy run by a Nation of Kreikiri' to my home game.
yes that wording is better than my currant one and I will also provide a pre-written stat block for a chamber during my edit to make things easier at the table.
will use the wording here, says what I want the ability to do in a way that makes sense. I really must thank you for all the example wordings you give really helping out editing the class, so thanks.
ok, will use the adjusted wording. not entirely happy with the concept of 'farming grafts' but I can see the logic in doing so and it is an interesting ability to work with.
will make the added suggestions. the HP and harness seem about right and I can add the option to increase the hp and hardness.
I will clarify the details of this. will also point out that the original creature is effectively destroyed and several copies are made (1d4+1, or a number based on a graft point cost?). will probably also make a point in noting that, should the original creature be a PC, one of the new creatures retains sufficient Emery to grant it the originals class levels (and functions as the replacement character).
I really like the idea of them being copies, not just offspring. That leads to retaining memories/levels. This also leads to chaos since no DM wants a player to re-enact Agent Smith from the third Matrix movie. How about when the character divides it results in two identical copies of the character but each suffers two levels/HD of level loss that cannot be restored by any means (other than normal Xp gain of course). This way you have all the fun of instant shared-memory twins, and questioning what it truly means to be an individual, but facing severe diminishing returns should a character decide to populate a country with himself.
You also need to figure out what to do with the various biological resources. Mythos points chould be split evenly, with odd amounts going to the PC. Graft points are technically actual gooey bits and so would be dealt with like any other posession. Grafts, though, need special attention. Baseline grafts should be assigned randomly to either creature. The Legacy and integrated grafts have to be treated differently though. The Retained through to Natural grafts were all something the creature was born with and so should be grown on each copy creature, but still have a chance of further integration. Legacy grafts would be like baseline grafts in that they are not automatically kept, but still provide a chance for integration.
What would this look like in play? Lets have a 13th level character named Robert get a Mitosis graft. Robert currently has 3 grafts, a normal graft, a Legacy graft, and a Retained graft. After coming to terms with becoming asexual, Robert decides to initiate Mitosis. After the gestation period (9 months since it wasn't modified, and during which he put on a few pounds but not much) he enacts a scene straight out of a Cronenberg movie. In his place are two teenage versions of himself covered in gore (teenage because I can't see a grown, viable, organism splitting into pre-mature, non-viable, organisms). We will call them Bob and Bobby, and both are 11th level and retain all of their prior memories and experiences. The normal graft can only go to one so Bob randomly gets it. The Legacy graft gives both a chance to inherit it (30% chance for each of them), going to whoever does not inherit, or rolled randomly as a normal graft if neither inherit. In this case, Bobby inherited a Retained copy but Bob did not, so the Legacy graft automatically goes to Bob. Lastly, the Retained graft is checked for inheritance on both (50% chance). In this case both failed the roll (so neither gets a Tumorous version) but both keep the retained versions of the graft. They can't initiate another Mitosis for 15 years (until they reach adulthood since their development was not modified), and even if they had instant maturation they would still need to wait 27 months due to recovery time.
The end result is that Mitosis would be extremely efficient for graft integration but have a horrible, unavoidable, cumulative cost (level loss) on the affected character. This is a unique opportunity and I think it is very capable of being balanced. What do you think?
A though about your mentioning the 1d4+1 copies and such. Think hard about allowing twins/litters and that sort of thing. That will be heavily abused. It is a significant force multiplier when breeding a new army. During early drafts of my PEACH for Modified Gestation I was going to recomend an option to allow multiple births but no matter how I worked it I came back to the conclusion that I (or someone like me) would use that option to break the game.
clarified, but open to removing the '2+' part and leaving it just 2/3.
I am also using your ideas with Storm-of-cuts life altering flurry, they've inspired a mythos for the epic level prestige class.
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2015-04-30, 06:31 PM (ISO 8601)
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Re: [3.5 Base Class], [Mythos] "Make us Whole Again"
Here are some comments from happy buyers.
I, being a fun guy, used the Graft and Monster-creating Mythos, turning them into a feat for a character in my campaign. Of course, my DM is keeping me busy so I don't use it much... Though it could also be because it IS level 1. It is nice to play as Ozodrin doctor... kek.
I have slightly changed the rules of it but the main idea remains the same, except it requires having access to the features or studying the organs, limbs and creature Types and subtypes.
Yes, it will shape up to quite a high power game later on, but it is only because this ability... IS SO FUN! I would have played Keikiri itself... But I don't want to force the whole might of Mythos class on my unprepared DM, it would make him go crazy.
I must thank you plenty for creating this class, it's idea and its mythos."If you can't slam with the best, then jam with the rest" - Charles Barkley
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2015-04-30, 06:52 PM (ISO 8601)
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Re: [3.5 Base Class], [Mythos] "Make us Whole Again"
ok, the removing penalties by source is a good idea that fixes my worries about the idea, so will use that.
will include your idea of adding the ability to harvest points to the excellency.
i've just thought of some basic details on how to add it to the campaign and some degree of structure. I will put some of the mental notes and ideas I have in a spoiler box below.
Spoiler
campaign details: will be using in my solo pathfinder campaign with my nephew, playing an orc fighter/ranger gusalt (or however you spell it) who has the highest body count of a LV2 non-caster you've ever seen, and is one murder away from becoming CE.
planning to set it underground (for campaign simplicity as that's where my player(s) are. will mainly be an immense cavern system containing about four city's (and maybe a few towns). one city will be beside an underground lake.
main population will be mongrelmen (or beings who might as well be) with a significant number of inherited grafts, but will have a wide number of creatures, created and natural (I like the variety it will allow). in a society with the number of weird creatures it would support race, as well as appearance, deformity and other such body issues would be a non-issue.
each city is lead by a Kreikiri of about 10-15th level, and the main 'capital' city is a Kreikiri of 19th level (perhaps the original founder of the nation who created the other leaders).
may include some conflict with stuff from the abyss as I currently have the player facing two rival demon lord cults.
a lucrative business could likely be found in hunting creatures for the Kreikiri' to convert into graft points
in terms of life for the commoners it would likely be that cosmetic grafting would be common (treated like ear piercings, or perhaps even as mundane as hair dye), as well as more practical grafting being used my most members of society. working would be mandatory (as someone who is not otherwise useful could in theory find themselves used as spare parts), with people sorted into what jobs they would be good at (and potently modified as necessary/desired)
money would likely be traded as pure graft points between Kreikiri', while the common people would probably use simple common-use grafts as trading material, with banking and basic grafting being carried out by a caste of level 1-3 Kreikiri overseers.
legal issues would probably also be handled by the overseers. I could see being vivisected for graft points a rather common punishment for a major crime. all corpses would likely be sent away for graft point conversion.
food would likely be confined to fungi and cavern-dwelling plants, meat being too valuable to be eaten when it could instead become graft points (it could even be seen as a somewhat scandalous action by some). obligate carnivores would subsist on a diet of specially-created meat-beasts who would likely also be a main graft-point source.
that's all my ideas so far, most of these were though of as I typed them..
i'd already added it when I noticed this was written. I think its correct and decently formatted (used the formatting style of the 3.5 SRD).
I am going for your suggestions in the prior post, I simply stated I was a tad worried about breeding grafts, but see no reason to nerf the idea or reduce the chance of inheritance.
ok.
i'm liking your idea here, whenever I write about ideas for the mitosis option i'm always being caught between 'proper' mitosis and something more like budding.
glad to hear, as far as what it is its basically the natural evolution of Living-world shintai combined with some psionic ability. by the end of the class you should be becoming something akin to the brethren moons from the dead space games (yes: moons, plural). as expected the class will have the side effect of breaking your campaign setting.my homebrew signature:
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2015-04-30, 07:25 PM (ISO 8601)
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Re: [3.5 Base Class], [Mythos] "Make us Whole Again"
good to hear your enjoying playing around with stuff from the class, I can say that it has came to reflect my GMing mindset quite well of giving players a load of toys to play around with, so between that, it being fun to play, and having someone (more or less) actually play the thing, the Kreikiri can now officially be called successful homebrew .
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2015-04-30, 08:31 PM (ISO 8601)
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Re: [3.5 Base Class], [Mythos] "Make us Whole Again"
"If you can't slam with the best, then jam with the rest" - Charles Barkley
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2015-05-03, 12:50 PM (ISO 8601)
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Re: [3.5 Base Class], [Mythos] "Make us Whole Again"
that is me made the changes to the excellencys.
I am also announcing that I will be unable to check back in here for a few days, about three or so, due to staying with a relative.my homebrew signature:
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2015-05-06, 07:30 AM (ISO 8601)
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Re: [3.5 Base Class], [Mythos] "Make us Whole Again"
Just a quick review of some of the recent changes. Everything looks great and most of what I have to say is basically nitpicking, but hopefully useful nitpicking.
Excellency's
Spoiler
Resculpting the fleshEach time you take this Excellency you lose all the permanent negative statistic modifiers you possess form a single source, for example race, template, etc.
Fleshcrafting Prodigy
Structure shifting alterationsThis Excellency can create essentially any alteration to the humanoid form, but any unnatural...
Flesh-Warping Lineage Exhonoration
Also, a note should be made about the DCs of Modified gestation and Modified development. While both options can become quite expensive they do not add any real mechanical advantage (other than a strategic one, which doesn't apply in a combat encounter) and so should probably not modify the implantation/creation DC much. Perhaps say that Modified gestation and Modified development each count as a CL 2 magic item (regardless of the number of graft points spent within each augment) for the purposes of implantation/creation.
Modified gestation
Laying eggsThe HP of the egg is halved per size the parents are smaller than medium (rounded up) and doubled for each...
Mitosis
Kreikiri Fantastic Mythos
Spoiler
Power-stealing aberrant-liege... having an amount of mythos points equal to 1/5th 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 1/5th the value of points used instead, e.g. a creature with a Kreikiri–granted graft counts as having an amount equal to 1/5th the amount of points used to make the graft.
Storm-of-cuts life altering flurryOnce the creature becomes mindless it is also driven onto a feral state in which it will violently lash out at anything animate around it that is not itself another creature in this state, including the Kreikiri who caused its suffering. Mindless creatures created in this way can still be 'Pushed' (as per the Handle Animal skill, regardless of creature type) by the Kreikiri who initiated this Mythos at any time, and it can be applied to multiple creatures in the same area (so long as the Kreikiri can be percieved). These mindless creatures, being Mindless, have trouble focusing on a task for long.
Pushing such a creature to preform any trick other than 'Attack' will only work for 1d3 rounds before the creature forgets what it was doing and seeks something to maul (including the Kreikiri). Even the 'Attack' trick will only hold the creatures attention until its current target is incapacitated, after which it will attack those who have injured it/are closest (again, including the Kreikiri). The duration of the creatures attention is not known by the Kreikiri. Further sucessful attempts to push the creature reset the duration of the control.
That sounds like all kinds of fun.
Mental-lords’ unityCreature:
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. A creature is unable to resist these inborn instincts in any way, though further instincts added through grafts may be resisted as normal
Mind-warping restructuring
Conditions:
Helpless
Ever-shifting protean-masteryThe 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.
*Campaign Notes*
This part did get me thinking though...
food would likely be confined to fungi and cavern-dwelling plants, meat being too valuable to be eaten when it could instead become graft points...
That leaves a lot of leftover meat. I mean a lot. This could have some interesting implications for your society. While the peasantry might be told that meat is far too precious for them, those in power (and anyone involved in harvesting) will know better. This could later be an interesting plot point, potentially leading to uprising, when the population realizes that they are being kept weak/hungry not out of necessity, but due to choice. Interesting.
as far as what it is its basically the natural evolution of Living-world shintai combined with some psionic ability. by the end of the class you should be becoming something akin to the brethren moons from the dead space games (yes: moons, plural). as expected the class will have the side effect of breaking your campaign setting.
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2015-05-07, 10:32 PM (ISO 8601)
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Re: [3.5 Base Class], [Mythos] "Make us Whole Again"
To me, Bestal Shedding Blur still makes no sense. So if I want to attack two more times with my bite, I get a -4 penalty? Or does it stack with iterative attack penalty so it would be -4/-9/-14 ?
"If you can't slam with the best, then jam with the rest" - Charles Barkley
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2015-05-08, 02:21 PM (ISO 8601)
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Re: [3.5 Base Class], [Mythos] "Make us Whole Again"
will fix this, I personally usually refer to the ability scores as statistics.
will do
will correct this, I said humanoid originally as my original thought behind the excellency was 'well someones going to ask how they could do plastic surgery and iv been looking to add an option for minor surgery, so this idea should work'
makes sense, will make the swap.
good idea.
will add.
thank you.
will correct this.
nice idea, it should like it could make for some tense moments on the table.
will do.
ok.
must have got left in when I pasted in new information.
another idea I have had is the founder-city itself using a graft with the puppet feature to act as its 'face' to the public, as well as others to act as an additional 'face in the crowd' option to interact with the people.
well the people in the cities wouldn't be kept weak due to how a Kreikiri could not want weak servants. outside of cities could still be possible with the forgotten peoples of the society beginning a political rebellion. in the main creator-city it would certainly be interesting as the city itself would be making natural attacks and altering itself in battle. not to mention that forming a rebellion inside the city would be impossible as the walls and streets are literally listening in on you (and probably visibly watching too).
also to reply to yasahiro I will specify in that mythos.Last edited by ThreadNecro5; 2015-05-08 at 02:29 PM.
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2015-05-08, 04:27 PM (ISO 8601)
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Re: [3.5 Base Class], [Mythos] "Make us Whole Again"
You should make it clear to new readers what the theme of the class is. The name says nothing, the fluff is a wall of text that is mostly background, and the banner just looks like kind of gross people.
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2015-05-08, 09:40 PM (ISO 8601)
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Re: [3.5 Base Class], [Mythos] "Make us Whole Again"
I realized a dumb.
What is the DC for Will save a creature has to make if you use Power-stealing mythos on them?"If you can't slam with the best, then jam with the rest" - Charles Barkley
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2015-05-09, 07:08 PM (ISO 8601)
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2015-05-11, 05:36 PM (ISO 8601)
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Re: [3.5 Base Class], [Mythos] "Make us Whole Again"
perhaps something like 'mythic fleshwarper' could work? It sums up the basic abilities of the class. I could also add a note as to whom each banner character is.
edit:
Without a reply, I have decided that I may as well include a note as to the identities of the banner characters to help people gain a feeling of the class.Last edited by ThreadNecro5; 2015-05-19 at 01:04 PM.
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2015-05-22, 07:00 PM (ISO 8601)
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Re: [3.5 Base Class], [Mythos] "Make us Whole Again"
Continuing with the first of the Legendary mythos.
Spoiler
This is an interesting, if incredibly niche, ability. The chances of getting homebrew into most games? Slim. The chances of said homebrew being the basis of a campaign (or even having a presence outside of the PC)? Slim to none. Despite that, this can be a great ability in the right situation. Just loosen up with the penalties a bit. Only giving access to exceptional mythos and charging an extra 50%? Ok, harsh, maybe unnecessary. Having the price go up 10% every time you take one? That's just petty. And requires excessive bookeeping and annoying math (as opposed to the fun math). Just to gain access to the most basic abilities of another class. Some of those abilities are pretty sweet, don't get me wrong, but none are game-changers at this point in the game.
As for getting it multiple times, stop the madness, don't double the costs. This is an extremely niche ability that provides no actual powers or abilities by itself (it only allows the further purchase of additional powers). No need to charge through the nose for it.
Also, have you seen this... http://www.giantitp.com/forums/shows...76&postcount=1
Specifically the feats at the bottom. That feat chain, available starting at level one, is more flexible and offers greater access than this Legendary Mythos. I think that is a problem. This mythos just seems like too little, too late.
I like the idea behind this mythos, consuming and using the powers of other mythos users, but the mechanics need a retooling. You need something that seems like it is worthy of a Legendary Mythos.
How about whenever you kill a Mythos user with Legend-burnout ash harvester you may gain one of their Mythos or Excellencies, of no higher level than the Kreikiri can already access. Upon purchase of this power the Kreikiri may store one Mythos and one Excellency. Either of these powers may be replaced every time a suitable target dies due to Legend-burnout ash harvester. Add two Advanced manifestations, one allowing you to store one additional Mythos, and another allowing 2 more Excellencies.
State that so long as the Kreikiri has access to a mythos from a specific class they also have any needed class abilities specific to those mythos. For example, gaining a Monster's Mythos from a Teramach would grant the Monstrous Rage class ability (but not the Scarred Flesh or Primitive Brutality class abilities), while gaining any of The Abomination's Mythos from an Olethrofex would also grant Death's Torn Tapestry (but not Horror Manifest). This way the stolen powers are fully functional.
Something along these lines will provide enough versatility and use to be worthy of its level. What do you think?
Disassociated undying-flesh {Splintered}
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.
Since dismemberment is so rare in actual gameplay you need to say what happens when the character tears off one of their own limbs. Once a Kreikiri gets this power they will be leaving bits of themselves around. How will this be accomplished?
Also, explain what happens if a significant portion of your body is destroyed (burned at the stake, Disintegrated, dropped into lava, etc.). As it currently stands you may be playing a sentient thumb for a full level till you can get Regenerative Restorations. In fact, you might just want to turn all of the advanced manifestations into basic manifestations. That gives the user an immediate opportunity to deal with any life-as-a-thumb type situations.
You might want to add the option to eat yourself a new body (similar to Re-genesis gambit) so long as you have a mouth. If you don't have a mouth? That's what Mutagenic mutilation is for.
The more I think about it, you need to think of this as a fleshy Lich transformation, because that's kind of what it is. The problem with that is that the base ability gives you a phylactery (your entire body) but no way to reform yourself. This really needs all of the manifestations to be Basic.
Advanced manifestations
Mutagenic mutilation (requires Ever-shifting protean-mastery)
Regenerative restorations
Whenever you heal naturally you gain an additional two hit points.
'Whenever you heal naturally you heal an additional two points of damage (hit point or Ability damage).'
That, conbined with healing every hour, makes this the true recovery option. The boost to only Hp healing was just too lackluster.
The second point is that regrowth times are just way too long. When it comes to downtime a lot of it is hand-waived but (in my experience) most of it isn't. That is almost a month of game-time where the character is out of action. Speed this up and make it more intuitive. How about 24 hrs to get the shrunken parts version and another 48 hrs to fully recover, three days total. Long enough to have bodypart loss become meaningful, not so long that the entire campaign needs to come to a grinding halt.
Division of fragments
Horror raising mutant master {Splintered}
Advent manifestations
Endless meat
Also, Advent->Advanced.
Flesh flowing like the tide
Will continue soon. Things are busy and Creeping flesh-fortress is deserving of much consideration.
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2015-05-26, 02:49 PM (ISO 8601)
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Re: [3.5 Base Class], [Mythos] "Make us Whole Again"
I suppose you are right here, I did set the cost rather high.
really like your idea here, more manageable than what I already have and work in like with several of the design themes I've used for the mythos. will use.
I will clarify this. what I meant by this was (I think, i'm sure it was late when I wrote this) that all parts involved in the full round action must be within 5ft of the save being acted upon/what the action is effecting. your full attack example being the most common of such cases.
perhaps I could just make it a full round action? maybe add a little damage if you recommend some cost to doing so.
will make the manifestations basic. as for the eat-yourself a new body idea I could make that a manifestation, or include it as a part of another manifestation or the base ability (personally I think add to base ability as its simple to add and adds that regenerating yourself feature), what would you recommend?
will make the suggested changes.
will make the change then.
autocorrect dun goofed again...
don't worry, take your time. and tanks again for the PEACH.my homebrew signature:
here on page 9
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2015-05-26, 10:55 PM (ISO 8601)
- Join Date
- Jun 2010
Re: [3.5 Base Class], [Mythos] "Make us Whole Again"
I see where you're going here but I might urge you against it. This is a high enough level ability that I don't think you need any unintuitive proximity based limit on how these bits can interact. At this point in their career, if a Kreikiri wants to tear off their own arm, throw it across the room to grapple someone, while he bites the head off of a mook, I think that is a perfectly appropriate form of multitasking. So long as you are clear about what can be done with an individual part (need the actual natural weapon on the severed limb to attack with it, need an entire arm to grapple, not just a thumb, etc.). Actually, you might want to allow some options with this sort of thing as well.
Say that if an attack is being made with less than the required amount of flesh then it suffers a -5 to hit/manuver check (kind of like a secondary natural attack) and does half damage. That way you can still have someone grapple with just your severed hand (hello Evil Dead), or have a single severed claw finger furiously gouging into some poor buggers' eye. Optimal? No. Fun/flavourful? Yup. You are still limited by the characters' actual action economy so there is no real way for this to be broken. Thoughts?
perhaps I could just make it a full round action? maybe add a little damage if you recommend some cost to doing so.
will make the manifestations basic. as for the eat-yourself a new body idea I could make that a manifestation, or include it as a part of another manifestation or the base ability (personally I think add to base ability as its simple to add and adds that regenerating yourself feature), what would you recommend?