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    Default [3.5] [Mythos] "Our Flesh Is The Flame Immortal!"

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    This is intended as supplementary material for "Mythos" classes, three of which are listed below.

    The Teramach
    The Kathodos
    The Olethrofex

    You can find a more central thread right here.


    New Race: Agalma

    Seven golden suns reside in the Outer Planes, one to each Upper Plane, one to Ysgard, and one to Arcadia, though their light is not visible throughout all the layers of those places. Then, an eighth hangs from the firmament of the Prime Material. Symbols of life and divine power, they hold even the hearts of celestials in awe, but their purpose is greater than being mere engines of fire and light. They are each a vault and siphon, containing one eighth of the most powerful and destructive being that has ever been, and drawing forth the tremendous energy this fraction of a being releases in the throes of its sleep, releasing it as flames so brilliant they cannot be gazed upon and so hot they warm the world far below them.

    Deep in the sweltering halls of each ancient, flying citadel beneath the burning exterior of the suns, cults of immortal beings dwell, priests of the shield-maiden whose body is the sun's prison, that guards the world from the danger within, and who guards the danger from itself, caretakers of the vaults, awaiting the prophecied day that their prisoner will be released.

    But that prophecied day has been a long time coming, and sometimes they get bored.

    Millennia ago, one of the sun-wardens of the Prime Sun took notice of odd blue flames that would issue irregularly from the seal upon the inner sanctum. They were not wild and frenetic like normal fire, but more slow, substantial, and opaque - they would pull themselves from the door, dancing in strange shapes about the chamber beyond, and then gradually gutter away and vanish.

    For days, the warden cloistered himself away from his comrades, watching the flames. After a time, he began to notice ephemeral patterns in the fire, like eyes and hands and mouths made of sparks and cinders. One such eye glared into his own, and he knew then that the fire was more than just heat and light, but something alive. Excited and terrified, the warden busied himself in the creation of a device that would house one of the flames and allow it to communicate with him. In the end, it appeared as a stone doll, dotted with pits and crevices, and missing features of its face.

    Leaving the doll before the seal, most of the flames continued to live and die and ignore it, but eventually one took notice, and crept itself down into the hollows of the statuesque device, filling the missing features with its own, and leaving thick, smokeless fire to smolder up from the thing's chasms and caverns. It spoke, and though it knew no life of its own before now, it had dreampt of the world and its many sorrows and injustices, and though it knew not its purpose, it knew that it had a purpose, and that it must find and fulfill it, lest is know no rest.

    The warden now had a guess at the creature's origin, and how its directionless zeal might follow from the convictions of the prisoner and prison that laid together before him. Unwilling to taint the creature with this knowledge, the warden lead this being of stone and flame to an exit from the citadel, and shoved it off to meet its destiny, where it descended as a falling star, clearly visible in the light of mid-day.

    Since then, the chambers beyond the inner sanctums of each of the eight suns have been filled with empty stone guardians by its wardens. Every so often, whatever lay beyond will spawn a flame with enough mind and purpose to claim a doll as its own, and the wardens will send it on its one-way journey to the plane below, to begin its search for its true purpose.

    This is the origin of all Agalma, but not all Agalma are created equally. Most are born with tremendous power, falling from the suns of the Outer Planes, to adventure across those fantastic landscapes as equals of its many angels and demons. But some less fortunate are born in the Prime Sun, fragile and feeble, and though they find purposes no less grand and world-changing in scope than their greater brethren, they are far less equipped to fulfill them, and are either destroyed in the pursuit, or burn themselves out in frustration over their impotence.

    Personality: Agalma have, as their defining trait, one thing that is of greater importance to them than anything else, that they will pursue with utter and inhuman zeal unto their dying breath. This makes them easily understandable to denizens of the Outer Planes, who are composed of belief and morality, but they can be somewhat intense and illogical to the minds of mortals, which are substantially more flexible. Outside of this single passion, Agalma can develop any manner of personality traits, pleasant or otherwise, but all are subordinate to the purpose.

    Physical Description: The true form of an Agalma is insubstantial, beginning its life as featureless, smokeless, sourceless, blue fire. As they absorb more experiences and gain more personality and more sense of themselves, this form develops further distinguishing traits. Some Agalma become flaming chariot wheels studded with eyes, while others are thick, tangled knots of fiery feathered wings, and still others are thousands of miniature swords, spears, and hands crossed in spiralling fractals of fire without end or beginning. No two are the same, and a handful might even resemble a human. The form more often seen, however, is the humanoid stone statue that an Agalma's true self resides in. This statue is bound to that particular Agalma and comes alive when the two are joined, becoming something between mineral and flesh. Each statue is always created not-quite-complete. One statue might, for example, have a stone mouth, but no eyes, and so when the Agalma resides within, blue fire fills the upper half of the statue's face, and perhaps otherworldly eyes as well. All have crevices and pits scattered to and fro, such that blue fire issues from all along the statue's limbs in irregular patterns. Some statues are crude and blocky, while others are finely sculpted in the shape of men and women of exquisite physique, others are androgynous, and a few take a more abstract definition of 'humanoid', twisting, narrowing, and bulging in forms that could not support natural biological life.

    Relations: Agalma are rare, and few know of what they are on sight. Mortals often identify them (correctly) as otherworldly constructs to be feared, while less mortal things have probably seen stranger. Truly, one's relations with an Agalma are predicated entirely on one's orientation towards that Agalma's purpose. Those whose goals coincide can find a fast, valuable friend. Those that are opposed will find a quick, ruthless enemy.

    Alignment: Agalma are typically unconcerned with their alignment. They follow the pursuit of their purpose, and take whatever cosmic judgment it might entail. If an Agalma's purpose is to protect the innocent and downtrodden, they will likely be recognized as Good by the greater universe, and not care. If their purpose is to drown lost children, they will probably fall into the category of Evil, and will likewise not care. If their purpose is to collect and hoard every left shoe in existence, they might become anything. And still not care.

    Lands: The Agalma are too few to have lands inhabited primarily by their race. And most can't get along with one another anyway.

    Religion: Worship of a deity would require the Agalma to recognize a higher power than themselves, and by extension, their purpose, and they cannot do that. Unless their purpose is actually to worship a particular deity, which it could be.

    Language: Agalma are born with automatic knowledge of Common and Celestial, harvested from whatever source they come from. Any further languages will depend on the lands they travel after birth.

    Racial Traits:
    • An Agalma has two forms, its True Form and its Statue Form.
    • An Agalma's True Form is an Outsider (Incorporeal), and its home plane is whatever plane its statue-body resides on. An Agalma that is banished back to its home plane while on the same plane as its statue-body is teleported to it, and forced to assume its Statue Form. It can change forms again afterward as normal. An Agalma that is banished while their statue-body is destroyed is slain instead. An Agalma's Statue Form is a Construct (Living, Augmented Outsider).
    • Both of an Agalma's Forms are Medium size.
    • An Agalma's True Form has a 20ft Fly speed with Perfect maneuverability, and no base land speed. Its Statue Form has a 30ft base land speed.
    • True Form (Ex): An Agalma's natural state is its True Form. In this form, it cannot hold or equip objects, and can take no actions that are not purely movement, perception (such as a Search check), or socially based (such as an Intimidate check). It cannot cast spells or activate Spell-Like or Supernatural abilities. and cannot damage another creature, even incorporeal ones. As a standard action, while adjacent to or in the same space as its statue-body, it can squeeze itself into the proper shape to inhabit its spiritually-sensitive inner workings. While adjusted in this way, it may then spend a full-round action to possess the statue-body, entering its Statue Form.
    • Statue Form (Ex): An Agalma's statue-body, while not being possessed, is mostly simple stone, giving it a Hardness of 8 and 50 hit points. When an Agalma possesses their statue-body, these statistics are removed, and the composite Statue Form uses the Agalma's own hit points and other statistics. An Agalma suffers no penalties for possessing a damaged statue-body, so long as it is not destroyed, and damage dealt to an Agalma's Statue Form is usually dealt to the Agalma's spiritual integrity, and does not greatly degrade the statue itself. Certain attacks that dismember and disintegrate may cause a statue-body, once the Agalma leaves it, to have reduced hit points. While in their Statue Form, an Agalma has the same range of motion and senses as a standard humanoid creature. By meditating for 5 minutes, an Agalma may release their True Form from their statue body again.
    • Living Construct Subtype: Agalma Statue Forms are Constructs with the [Living] subtype. Unlike normal Constructs, they have a Constitution score, are not immune to mind-affecting effects, critical hits, nonlethal damage, stunning, ability damage, ability drain, death effects, or necromancy effects, and do not have low-light vision or darkvision. However, they retain the Construct immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, sickening, and energy drain, and do not need to eat, sleep, or breathe (although they may still do those things if they wish). They can be affected by effects that target living creatures as well as those that target constructs. Damage dealt to an Agalma's Statue Form can be healed by a Cure Light Wounds spell, or a Repair Light Damage spell, for example, but they may also be harmed by both Disable Construct and Harm. However, spells from the healing subschool and other effects that heal hit point damage or ability damage via the application of positive energy provide only half their normal effect.
    • Agalma heal damage naturally while in their True Form, but not while in their Statue Form.
    • An Agalma cannot be raised or resurrected by normal means. Upon death, their fire is extinguished and they leave no soul behind. All that they were is simply dispersed as motes of energy into the world. However, if an Agalma's statue-body is still intact, or can be repaired after being destroyed, a Revive Outsider (SpC, MotP) spell cast over it will cause the Agalma to reconstitute itself and return to life through sheer will to continue pursuing its purpose. Instead of requiring a piece of the Outsider's home plane as a material component, the caster must supply an object that symbolizes that the Agalma's purpose has yet to be fulfilled and still requires a champion.
    • Great Purpose (Ex): Every Agalma is born with a purpose, and each Agalma is born without knowing what it is, but knowing that it has one. This singular reason for being takes the forefront of their thoughts in most occasions, either a drive to go out and experience a variety of things in the world in order to discover what their purpose is, or once they've found it, to pursue that purpose as thoroughly as they possibly can to the exclusive of most else. An Agalma that has discovered their purpose may knowingly choose to act in opposition to it, but takes four points of Charisma burn with each such defiant act, as their fire twists and tears itself apart with the betrayal. They only take this damage a maximum of once per hour, but if this burn drops them to 0 Charisma or less, they die. This damage only occurs through intentional acts of will. Being tricked into accidentally opposing one's purpose does not cause damage, nor does being mind-controlled into doing so, nor does a simple mistake or misunderstanding. An Agalma that fulfills their purpose to the extent that it is literally impossible for that purpose to be pursued any longer reaches a state of perfect and absolute peace, and ceases to be, having achieved everything they were ever meant to.


    New Feat: Child of the Celestial Vault
    Prerequisite: Agalma, One Mythos
    Benefit: You were born of pure power and energy released by the union of two great mythic beings. All Agalma are destined for greatness, but unlike them, you may have realized the power necessary to actually achieve that destiny.

    In your True Form, you may now possess your statue-body and assume your Statue Form as a single swift action, rather than requiring a standard action followed by a full-round action.

    Choose one Mythos-granting class that you have levels in. You may treat the following Mythos as if they belonged to that class.

    Exceptional Mythos
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    Devoted Spirit Seed Progenitor
    Prerequisite: -

    Your mother is the primal steel from which the Devoted Spirit discipline was forged millennia after her dormancy. Its forms and movements are a retelling of her ancient tale, of relentless, selfless, unbreakable faith in a cause, but this story is one your body already knows.

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

    Upon acquiring this Mythos, you learn the Iron Guard's Glare stance and the Vanguard's Strike maneuver from the Devoted Spirit discipline. These use the normal rules for martial maneuvers and stances, except as noted above.

    At 3rd level, your inherent mastery of these fundamental principles deepens. While in your Iron Guard's Glare stance, the penalty you apply to attacks made against your allies applies to all enemies that can see you within 60ft, rather than merely those you threaten. Furthermore, when you damage a creature with your Vanguard's Strike, their Energy Resistances and Damage Reductions are reduced by 5 each, to a minimum of 0, for the same duration as the granted attack bonus, against the actions of your allies. Energy Immunities possessed by the target are instead reduced to Resistance 20 to the same energy type.

    Skychild Reliquary Synchronization
    Prerequisite: -

    The children of the vault whose hearts are most attached to this world are driven to inhabit the stone bodies created for them by their parents' wardens. But though each such Agalma is puissant enough to bring the stone to life and articulate it as a mortal would their own flesh, the degree to which their true self and their statue self touch upon one another in the spiritual sense is only around 1%. Some attain greater proficiency with practice and self-reflection.

    Those that reach this height gain a Spirit Buffer, a special pool of hit points that holds a maximum of (higher mental ability score modifier x class level) points. It begins with 0 points in it. However, externalizing your vitality in this way permanently lowers your normal hit point maximum by (class level).

    A Spirit Buffer cannot be healed by any means other than reaching a new level of Synchronization since your last Descent (see below). Reaching a new level of Synchronization restores your Spirit Buffer to its maximum. When you take hit point damage, damage is applied first to your Spirit Buffer, then to any temporary hit points you might have, then to your normal hit points.

    Raising your Synchronization level is a swift action, and you may raise it to any level you have access to as a single swift action, you need not sequentially move from one level to the next if you do not wish to do so. You cannot lower your Synchronization level without using a Descent (see below).

    As a full-round action, you may begin your Descent, which reduces your Spirit Buffer to 0, decreases your Synchronization back to its basic 1%, and forces you to remain at 1% Synchronization for 8 hours before you may increase your Synchronization again. Changing into your True Form and then returning to your Statue Form while at a higher-than-1% Synchronization automatically triggers Descent.

    This Mythos confers the ability to achieve a Paragon Level of Synchronization, representing about 5% synchronicity between the Agalma's forms, as opposed to the Base Level of 1%. At this level, your form becomes somewhat more awe-inspiring, your fires blazing forth with increased intensity, and weaving themselves into a few small accents, or perhaps a single larger one, such as an ominous burning wheel, clusters of shining feathers, or floating eyes. A rare few Agalma are accented not by new features, but by the scouring of old, temporarily losing their face, or perhaps having their neck and wrists disappear, causing their hands and head to levitate as if by will alone.

    While at Paragon Level or higher, once per round, as a free action, you may produce one of the following effects if your Spirit Buffer still has points in it. These will be referred to as 'Spirit Flames' in later abilities.
    • Judgment: You launch a bolt of blue fire at a target within 60ft as a ranged touch attack. On a successful hit, the target takes 1d6 fire damage.
    • Clemency: You wreathe yourself or an ally within 60ft with protective blue fire than grants them Fire and Cold Resistance 5 until the beginning of your next turn.
    • Mercy: You cauterize the wounds of a target within 60ft with a blast of controlled flame. They are instantly Stabilized and cease to bleed from ongoing bleeding effects (such as those caused by a Barbazu's Infernal Wound ability).


    Unquestionable Loyalty
    Prerequisite: -

    You gain Iron Will as a bonus feat.

    You are immune to Mind-Affecting Effects that would interfere with your ability to pursue your purpose. However, you take a -10 penalty on saving throws against Mind-Affect Effects that would compel you to pursue your purpose more thoroughly than you currently are. (For example, an Agalma whose purpose is to fight valiantly against the forces of Hell would take a penalty against a Suggestion to go find some devils to kill, even if they were, say, currently saving orphans from a burning building, because that act is unrelated to their purpose.)

    If a Mind-Affecting Effect would attempt to compel you to somehow directly oppose your purpose, not only is the effect negated, but you may choose to enter a Rage for 1 minute. At the beginning of the Rage, you unleash a tremendous, murderous presence that forces all that can see or hear you to make a Will save or become Shaken for the duration of your Rage. If the creature that targetted you with the Mind-Affect Effect can see or hear you, if they fail their Will save, they Cower for 1 round, in addition to being Shaken. You gain a +4 bonus to your Strength and Dexterity while in this Rage. The creature that originally targetted you with the Mind-Affecting Effect must be considered an enemy for the duration of the Rage.

    Weaponized Chassis Training
    Prerequisite: -

    Through an extensive training regimen, you have learned to use your stone body more effectively in battle. You gain Improved Unarmed Strike and Superior Unarmed Strike (ToB) as bonus feats.

    Furthermore, your Statue Form is now considered to be wearing armor at all times. Choose one variety of armor (such as Leather, Breastplate, or Full Plate), which cannot be changed later - your Statue Form now functions as if you were wearing a masterwork example of that armor in all respects, save that it weighs nothing to you, and you may still wear armor over your Statue Form. In this case, you use the better of the two armors Armor Bonuses, and the worse of the two armors Maximum Dexterity Bonus, Armor Check Penalty, Arcane Spell Failure Chance, and Speed Reduction.

    Your Statue Form's virtual armor can be enchanted as a normal suit of armor. If you wear a suit of armor over your Statue Form's virtual armor, these enchantments are suppressed, and you use the external armor's enchantments instead. Your virtual armor cannot be targetted separately from you, although area-based effects, such as an area Dispel Magic can disrupt any magics put on it.

    You may choose for your Statue Form's armor type to be 'no armor', in which case you gain the other benefits of this Mythos, but no special armor rules.

    Finally, as a full-round action, while in your Statue Form, you may increase your spiritual mass, causing your entire body to function as if it possessed the Ghost Touch property, becoming real and solid to incorporeal creatures. This does not effect your equipment (except for your Statue Body's virtual armor). You may switch this effect off as another Full-Round Action.


    Fantastic Mythos
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    Devoted Spirit Root Progenitor
    Prerequisite: The 'Devoted Spirit Seed Progenitor' Mythos

    You learn the Foehammer, Shield Block, Entangling Blade, and Defensive Rebuke maneuvers of the Devoted Spirit discipline.

    Furthermore, your intuitive mastery of the Devoted Spirit provides additional power to your Defensive Rebuke maneuver. While it is active, foes you strike suffer its usual effects, but for the same duration they cannot avoid Attacks of Opportunity from you by using the Withdraw action, Tumble checks, 5ft steps, the Spring Attack feat, or any other ability that allows them to avoid Attacks of Opportunity while willingly moving. Forced movement that does not usually provoke Attacks of Opportunity still does not.

    Earth-Shackles-The-Sky Synchronicity
    Prerequisite: The 'Skychild Reliquary Synchronization' Mythos

    You gain a new level of Synchronization: Perfect Paragon, which represents about 15% synchronicity. Your fires begin to seethe and travel across your body in fiery rivers. At this level, your Judgment Spirit Flame deals additional fire damage equal to your class level and your Clemency Spirit Flame provides Fire and Cold Resistance 10. While your Spirit Buffer has more than 0 points in it, you also have a Fly Speed equal to your land Speed with Perfect maneurverability.

    If you are level 9 or higher, you gain another level of Synchronization: Eminent Paragon, which represents about 45% synchronicity. At this level, you may activate your Spirit Flames twice per round, rather than once, though they must have separate targets. Such is your power that the fires of your soul project ribbons of blue light in an aurora around yourself, which waft gently and beautifully while you are at rest, and ignite into madly whipping storms of fire when you turn to violence.

    If you are level 11 or higher, you achieve the final and greatest level of Synchronization: Ultimate Paragon. You have finally achieved what you believe to be 100% synchronicity between your body and soul, reaping mighty rewards from your peerless dedication. Your form changes drastically. Some Agalma are shrouded in a cloak of eye-pocked wings, their head replaced with a single horizontal chariot wheel of fiery irises, while others become a circular river of hungry flame, within which dwell batterys of limbs to do their bidding, and yet others become featureless mannequins with only the suggestion of humanity, accompanied by mandalas of swirling feathers and gnashing teeth. And then there are those rare few that are effaced, pitted through their heads or torsos with a hole or holes so thorough that they may be seen right through.

    At this level, you may activate your Spirit Flame thrice per round, with separate targets. Your Judgment Spirit Flame burns hot with cosmic energy, ignoring Fire Resistance and Immunity, and your Clemency Spirit Flame applies its Resistance to Fire, Cold, and Electricity.


    Legendary Mythos
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    Perpetual Perihelion Synchronicity
    Prerequisite: The 'Earth-Shackles-The-Sky Synchronicity' Mythos, Must have been born in a Sun beyond the Prime Material Plane

    Though you have reached the apex of your kind's evolution, the Ultimate Paragon form, as one of its elite, forged from the fires of one of Heaven's Seven Suns, you can reach even further.

    After achieving this Mythos, you must spend 24 consecutive hours in your Ultimate Paragon form. At the end of this time, you become so perfectly at ease with your heightened state that your lesser forms lose their worth entirely.

    You lose your Spirit Buffer, but increase your maximum hit points by ([highest mental ability score modifier x class level] x 2), and all of your abilities that require your Spirit Buffer to have more than 0 points in it become continuously active, so long as you maintain a high enough level of synchronization to use them.

    Agalma with this Mythos rarely leave their Ultimate Paragon form, having become completely at home in it.

    REACH HEAVEN THROUGH VIOLENCE!
    Prerequisite: The 'Earth-Shackles-The-Sky Synchronicity' Mythos, Must have been born in the Prime Material Plane's Sun

    As one of the weakest of your kind, born in the Mortals' Sun, 'ease' is not the nature of your destiny, but rather the hardship that crushes all but a few of those of your insignificance. And yet it is this same hardship that has molded and refired you into something those who were born great cannot understand.

    You gain a new level of Synchronization: Prime Paragon, representing 101% synchronicity, surpassing the power that the universe has deemed that you are permitted to have, and that your body believes that it is capable of. The fires of your soul are drawn inward, fusing with and transforming the stone of your body, leaving you with a plain, simple appearance very much like your original, unsynchronized statue form, but more perfect and formed of what seems like seething molten gold, with eyes of a peaceful summer sky, in which lazy white clouds drift.

    In this form, while you have more than 0 points in your Spirit Buffer, you can no longer use your Spirit Flames, but the pure energy that pours forth from your body grants all allies within 60ft Immunity to Fire, Cold, and Electricity, and Fast Healing 1, as well as yourself, the Fly speed granted by this Mythos' prerequisite is doubled, and when you make a Full Attack, you may make an additional two attacks at your highest base attack bonus, and all critical hits that you threaten are automatically confirmed.

    Regardless of the number of points in your Spirit Buffer, this form produces bright light out to 150ft.

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    Bugbear in the Playground
     
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    Default Re: [3.5] [Mythos] "Our Flesh Is The Flame Immortal!"

    Wow. I think I might have found my new favorite Mythos race. What is the inspiration for it?

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    Default Re: [3.5] [Mythos] "Our Flesh Is The Flame Immortal!"

    Quote Originally Posted by roko10 View Post
    Wow. I think I might have found my new favorite Mythos race. What is the inspiration for it?
    It appears to be an angel, from Kill Six Billion Demons. Awesome.

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    Default Re: [3.5] [Mythos] "Our Flesh Is The Flame Immortal!"

    Quote Originally Posted by roko10 View Post
    Wow. I think I might have found my new favorite Mythos race. What is the inspiration for it?
    Quote Originally Posted by Kymme View Post
    It appears to be an angel, from Kill Six Billion Demons. Awesome.
    In the beginning, it was definitely the Angels from KILL SIX BILLION DEMONS that gave me the spark of inspiration. But I've been working on them for a few months now (their Synchronicity Mythos have gone through many iterations), and especially back when I started working on them, there was very little information on how the Angels in KSBD work. There's still very little information, but more now.

    So, I mixed in some Shounen Fighting Anime and some inspiration from the aesthetic of Peter Mohrbacher's Angelarium Angels and ye olde scary Hebrew Angels to get their trademark Mythos. Unquestionable Loyalty and the Devoted Spirit Mythos are pulled from my work-in-progress Athrastos class, whose patron is also where the Agalma get the majority of their narrative.

    At this point, they don't particularly play like KILL SIX BILLION DEMONS Angels, but the whole spirit-in-stone-vessel thing is certainly taken from there.

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    Default Re: [3.5] [Mythos] "Our Flesh Is The Flame Immortal!"

    Quote Originally Posted by Xefas View Post
    At this point, they don't particularly play like KILL SIX BILLION DEMONS Angels, but the whole spirit-in-stone-vessel thing is certainly taken from there.
    Since you mentioned it, I'm curious: How do you think those Angels would play?

    Also, I'm probably going to buy the Book of Emanations since you mentioned the Angelarium, so thanks for that.
    Last edited by Primal Fury; 2015-10-22 at 04:32 PM.
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    Default Re: [3.5] [Mythos] "Our Flesh Is The Flame Immortal!"

    Quote Originally Posted by Primal Fury View Post
    Since you mentioned it, I'm curious: How do you think those Angels would play?
    I'm not sure. As I said, we don't have a ton of information on them. 82 White Chain Born in Emptiness Returns to Subdue Evil knows some kind of super-kung-fu (47 Empty Palms), but I don't think that has anything to do with being an Angel. They can also do a banishing ritual thing, but again, I think that's something anyone could probably learn.

    We'll probably find out more when the RPG comes out. (Although it looks like an Apocalypse World hack?)

    Also, I'm probably going to buy the Book of Emanations since you mentioned the Angelarium, so thanks for that.
    I'm considering it too. But money is tight.

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    Default Re: [3.5] [Mythos] "Our Flesh Is The Flame Immortal!"

    Quote Originally Posted by roko10 View Post
    Wow. I think I might have found my new favorite Mythos race. What is the inspiration for it?
    Pree Asma. Yis-Asram, The Bloodied One.
    Yis-Prama, Hansa and Prat-Pavam, Who Temper My Heart.
    Yisun Artu Vyam.
    Forgive me for this violence I am about to inflict.


    Really great webcomic. Very mythos feel to it.

    I made an extreme high pitched noise when I saw the title of this thread, as I've wanted to play a semi-KSBD style angel since I first saw them.

    Quote Originally Posted by Xefas View Post
    I'm not sure. As I said, we don't have a ton of information on them. 82 White Chain Born in Emptiness Returns to Subdue Evil knows some kind of super-kung-fu (47 Empty Palms), but I don't think that has anything to do with being an Angel. They can also do a banishing ritual thing, but again, I think that's something anyone could probably learn.

    We'll probably find out more when the RPG comes out. (Although it looks like an Apocalypse World hack?)
    I personally feel like they're at least moderately more powerful than a regular person, seeing as how a devil who could easily kill twenty or so kung-fu powered mercenaries considers intervening in a fight between two of them to be utterly insane.

    If you want to look at the PDF that was released, you can take a gander here.

    As the writer said, I'm not keeping this under wraps - I'm posting it only to $10/month or higher patrons only as promised since its an early copy, but you're more than welcome to pass it off to anyone who wants a copy - the final book will be free after all.
    Last edited by Zale; 2015-10-22 at 05:00 PM.
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    Default Re: [3.5] [Mythos] "Our Flesh Is The Flame Immortal!"

    Hmm... 'Angels' with barriers around their bodies, alien forms, and (potentially) unknowable purpose...

    Dammit, now I want to play a miniature NGE-style Angel. Any advice on how to do so?

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    Default Re: [3.5] [Mythos] "Our Flesh Is The Flame Immortal!"

    Quote Originally Posted by InfiniteNothing View Post
    Hmm... 'Angels' with barriers around their bodies, alien forms, and (potentially) unknowable purpose...

    Dammit, now I want to play a miniature NGE-style Angel. Any advice on how to do so?
    You know, I was thinking the EXACT same thing.

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    Default Re: [3.5] [Mythos] "Our Flesh Is The Flame Immortal!"

    Quote Originally Posted by Zale View Post
    I personally feel like they're at least moderately more powerful than a regular person, seeing as how a devil who could easily kill twenty or so kung-fu powered mercenaries considers intervening in a fight between two of them to be utterly insane.
    Oh, yeah, definitely. Their particular kind of inherent power may not translate too terrifically into D&D's 1-to-20 zero-to-demigod-in-six-months level schema, though. KSBD strikes me as something you would do in a game where player characters start as demigods, and then progress in power more horizontally than vertically. Occasionally vertically, but mostly horizontally.

    Hmmm... I have an idea.

    If you want to look at the PDF that was released, you can take a gander here.

    As the writer said, I'm not keeping this under wraps - I'm posting it only to $10/month or higher patrons only as promised since its an early copy, but you're more than welcome to pass it off to anyone who wants a copy - the final book will be free after all.
    That's cool. And it looks pretty much 100% what I expected it to look like. It even has the class-based-racial-features like Dungeon World.

    Quote Originally Posted by InfiniteNothing View Post
    Hmm... 'Angels' with barriers around their bodies, alien forms, and (potentially) unknowable purpose...

    Dammit, now I want to play a miniature NGE-style Angel. Any advice on how to do so?
    All the Evangelion Angels were quite varied. Get big, get a cool schtick, and give the right presentation?

    And don't accidentally take Twin-Souled Berserker Fuselage Extrusion, which I have just realized both Omphalions and Agalma qualify for, which I had not intended (but am not quite opposed to?).

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    Default Re: [3.5] [Mythos] "Our Flesh Is The Flame Immortal!"

    Okay, allow me to specify. Ramiel. Flying fortress with a ridiculously powerful ranged weapon (that happens to double as a point-defense system, but I'll settle for just the ranged attack part)

    Side note, any chance for a manifestation that allows you to recover points in the Spirit Buffer without going to a new Synchronization level?
    Last edited by InfiniteNothing; 2015-10-23 at 03:54 PM.

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    Default Re: [3.5] [Mythos] "Our Flesh Is The Flame Immortal!"

    Quote Originally Posted by InfiniteNothing View Post
    Okay, allow me to specify. Ramiel. Flying fortress with a ridiculously powerful ranged weapon (that happens to double as a point-defense system, but I'll settle for just the ranged attack part)
    Alright, this is going to be kind of involved, but I think I can get you pretty close.

    First, you need to secure the at-will giant death beam. The bigger the better, and so I suggest Teramach 20. Eat a sun and get Unconquerable Swallowed-Sun Prana. The bigger and angrier you are, the bigger the beam, and you'll end up being decidedly in excess of Colossal size (see below).

    For the body, you're going to need the Landlord feat (Stronghold Builder's Guide), a ~30-40?ish bonus in the Use Magic Device and Use Psionic Device skills (via cross class skills and, this is important, slotless magic items that grant a +30 competence bonus to these skills) and the following items:
    Scroll of Polymorph Any Object
    Scroll of Dispel Magic
    Power Stone of Astral Seed
    Power Stone of Mind Switch

    Use Landlord to build a diamond-shaped fortress (Evas are about 140ft tall, so go a little bigger), preferrably with magically treated, airtight, ethereal-solid Obdurium walls, along with whatever else you can afford. Make sure to get the upgrade that allows your fortress to fly.

    Use the Scroll of Polymorph Any Object (which can effect an object up to 100 cubic feet per caster level, so no problem) to turn the fortress into a monkey.

    Use the Power Stone of Astral Seed to create a back-up psicrystal brain for your consciousness after you die.

    Get real angry and snap your own neck, activating the Astral Seed backup, which puts your brain in a psicrystal.

    As a psicrystal, loot your own corpse for the slotless item of +30 Use Psionic Device and activate the Power Stone of Mind Switch (psionics don't have somatic or verbal components, so you should have no problem as a psicrystal) to switch minds with the fortress-monkey.

    Go into enough Rages so that you can smash your former-psicrystal body with your new monkey body. Loot your item of +30 Use Magic Device from your original corpse.

    Use your Scroll of Dispel Magic to dispel the Polymorph Any Object on your monkey body, turning you back into a flying diamond-shaped pseudo-invincible death fortress.

    You are now, permanently, a flying diamond-shaped pseudo-invincible death fortress, and you have all of your Mythos, so you are very angry and can shoot massive sun beams out of yourself.

    Side note, any chance for a manifestation that allows you to recover points in the Spirit Buffer without going to a new Synchronization level?
    If I made something that did that, it would be very minor. There's supposed to be a choice between ramping up slowly during the day (telling people that this isn't even your final form 4-5 times), and deciding that you need everything right now, but missing out on longevity. If I wrote a way to maintain your full power all the time, it would defeat that choice. And, of course, I did, it's Perpetual Perihelion Synchronicity. You just miss out on crossing the bishounen line via the other Legendary Mythos.

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    Default Re: [3.5] [Mythos] "Our Flesh Is The Flame Immortal!"

    ... I did say miniature version... I figured going Ultimate Paragon would allow the whole 'shapeshifting diamond shape' bit... and by 'fortress' I meant 'being that's really frigging hard to hurt' as opposed to an actual fortress, though you did cover that...

    Sorry, if I sound nitpicky as hell, but any way to do this without relying on mind-altering effects (i.e. Rage effects) or abusing spells and possibly-unallowed psionics?

    (I will be taking note of your idea, though. For use as an antagonist if nothing else, since I'm struggling to see it being usable regularly by a player.)

    On the topic of manifestation, you could always just allow healing spells to refill the buffer. I never said it had to be self-refilling.
    Last edited by InfiniteNothing; 2015-10-23 at 06:35 PM.

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    Default Re: [3.5] [Mythos] "Our Flesh Is The Flame Immortal!"

    Quote Originally Posted by InfiniteNothing View Post
    ... I did say miniature version... I figured going Ultimate Paragon would allow the whole 'shapeshifting diamond shape' bit... and by 'fortress' I meant 'being that's really frigging hard to hurt' as opposed to an actual fortress, though you did cover that...

    Sorry, if I sound nitpicky as hell, but any way to do this without relying on mind-altering effects (i.e. Rage effects) or abusing spells and possibly-unallowed psionics?
    Ultimate Paragon would definitely cover that, yeah.

    I think Kathodos has the best kit, mechanically, for what you want, even though the fluff might be weird. Tumultuous Geokinema Assault gives you big, powerful AoE lasers. Countersquall is a bit like the 'point defense', interrupting an enemy with, you guessed it, a big laser, potentially fizzling spellcasters and such in the process. Wind-Fire Sky Stride gives you the easiest access to flight of all Mythos classes, and Omphalic Monument Skin and Skin Like Adamant help with tankyness.

    For maximum tankitude, consider starting with a Jagannatha and taking the Anthology feats to put the relevant Kathodos stuff on your Mythos list. The Jagannatha's defensive kit will get you very tough (including a nice Touch AC, which is nice), and quite large, if you want that too.
    Last edited by Xefas; 2015-10-23 at 06:46 PM.

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    NecromancerGuy

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    Default Re: [3.5] [Mythos] "Our Flesh Is The Flame Immortal!"

    Um, anthology feats? Can't say I'm familiar with those. Think you could provide a link?

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    Default Re: [3.5] [Mythos] "Our Flesh Is The Flame Immortal!"

    Quote Originally Posted by InfiniteNothing View Post
    Um, anthology feats? Can't say I'm familiar with those. Think you could provide a link?
    They were introduced with my thread about Titans. They're in a spoiler at the bottom.

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    Default Re: [3.5] [Mythos] "Our Flesh Is The Flame Immortal!"

    Ah, okay. Thank you. I appreciate all this, really.

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