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  1. - Top - End - #1
    Dwarf in the Playground
     
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    Default Mythos Homebrew: Bachus, the Mythic Bard

    The Bachus



    Special Rules On Becoming A Bachus
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    SPECIAL NOTE: This Mythos is based off of the Oramus Charmset created by Earthscorpion for Exlated. It took a lot of work to translate many of these concepts to 3.5, but it wouldn't be possible without their ideas. Only a few of these Mythos are my original content

    Hit Die: d10
    Skill Points: 6 + Intelligence Modifier
    Class Skills: Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Disguise, Escape Artist, Gather Information, Hide, Intimidate, Jump, Knowledge (Any), Listen, Perform, Ride, Search, Sense Motive, Use Magic Device, Spot, Swim, Tumble
    Proficiencies: Olethrofices are proficient with all simple and martial weapons, as well as light, medium, and heavy armor, and with all shields, including tower shields.

    Level BAB Fort Ref Will Special Mythos Excellencies
    1st +1 +2 +2 +2 The Abomination's Mythos, Mythos Known, Exceptional Mythos, Unliving Excellence, Paleblood Blessing I, Maddening Astral Piping, Madman's Insight +2 +1
    2nd +2 +3 +3 +3 +0 +1
    3rd +3 +3 +3 +3 Paleblood Blessing II +1 +0
    4th +4 +4 +4 +4 +0 +1
    5th +5 +4 +4 +4 Paleblood Blessing III +1 +0
    6th +6/+1 +5 +5 +5 +0 +1
    7th +7/+2 +5 +5 +5 Fantastic Mythos +1 +1
    8th +8/+3 +6 +6 +6 Horror Manifest IV +0 +1
    9th +9/+4 +6 +6 +6 +1 +0
    10th +10/+5 +7 +7 +7 +0 +1
    11th +11/+6/+1 +7 +7 +7 +1 +0
    12th +12/+7/+2 +8 +8 +8 +0 +1
    13th +13/+8/+3 +8 +8 +8 Legendary Mythos +1 +1
    14th +14/+9/+4 +9 +9 +9 +0 +1
    15th +15/+10/+5 +9 +9 +9 +1 +0
    16th +16/+11/+6/+1 +10 +10 +10 +0 +1
    17th +17/+12/+7/+2 +10 +10 +10 +1 +0
    18th +18/+13/+8/+3 +11 +11 +11 +0 +1
    19th +19/+14/+9/+4 +11 +11 +11 Exalted Mythos +1 +1
    20th +20/+15/+10/+5 +12 +12 +12 +1 +1

    The Outsider’s Mythos: A Bacchus's power is expressed in terms of one or more "Mythos", the building blocks of the legend that they are, and the stories that they have told and will tell. While any given Mythos varies from the rest, they share some similar traits. They are always Extraordinary abilities, and when they reference a difficulty class for an imposed saving throw, that saving throw is always calculated as (10 + 1/2 class level + Charisma modifier, unless otherwise stated). When a Mythos references a "level" that is not clearly defined in some other way, such as "character level", it refers to "class level" as in the number of levels one has in the Bacchus class. Unlike most Mythos classes, when the Bacchus references Allies it is including itself. When a Mythos grants a feat as a bonus feat, it is regardless of whether the character meets the prerequisites for that feat (unless otherwise stated), and if the character already possesses that feat (in some permanent fashion - via the normal allotment gained by leveling up, or through another Mythos, and so on, but not those gained temporarily, such as via a "Heroics" spell), they must replace the prior instance of that feat with another feat that they qualify for.

    Every Mythos has a Tier. The Tier of a Mythos ranges from 1 to 4, typically referred to as Exceptional, Fantastic, Legendary, and Exalted. The Exceptional Mythos of the Bacchus belongs to dreaming artists, blood drunk soldiers and ranting prophets. The Bacchus's Fantastic Mythos further reveal the truths of what lies Beyond the World’s Boundaries, driving their mad champion to serve them one or all. A Legendary Bacchus is a herald of the veil, a mad pharaoh or terrible sorcerer-priest who warps the world to pave the way for his unnatural masters. Once a Bacchus is Exalted, they have become like unto the great old ones themselves, lighting the world aflame in the ecstasy of their freedom.

    Some Mythos, in addition to their initial stated effect, have Basic and Advanced manifestations. When a Bacchus gains access to a Mythos with a list of Basic manifestations, they may choose one such manifestation, and they gain that benefit immediately as well. This choice may not be changed later. When a Bacchus gains access to a Mythos with a list of Advanced manifestations, they may choose one such manifestation, and they gain that benefit upon achieving their next level of Bacchus. This choice may be changed at any point before receiving the chosen manifestation itself, but not after (choosing beforehand is just an easy way to mark it down on your character sheet so you don't forget that you'll be getting something later).

    Mythos Known: A 1st level Bacchus begins play with two Exceptional Mythos that he qualifies for if this is his first level in a PC character class. At higher levels, he gains additional Mythos as noted on the Bacchus class table.

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

    a Bacchus also has the ability to learn more Mythos, above the ones automatically allotted to him by leveling up by performing certain tasks. The first is to expend resources funding or performing works of art, furthering the spread of knowledge or caring for the mad. Performing at a concert, funding archeology expeditions or opening a mental hospital are all valid methods. The second is to study magical items or phenomena to the point of their destruction. Disecting a dragon to see how it produces flames or tearing apart a magical war to determine what runes power it are valid methods by which this need may be met.
    Resources expended or denied in these fashions, which are utilized earnestly and without intention to recollect on them for personal gain, have their gold piece value recouped as an identical number of Mythos Points.

    By spending 1,000 Mythos Points, and 250xp, a Bacchus may learn an Exceptional Mythos. A Fantastic Mythos requires 5,000 Mythos Points and 500xp. A Legendary Mythos takes 10,000 Mythos Points, and 1,000xp. And an Exalted Mythos takes 20,000 Mythos Points and 2,000xp.

    For half the listed price for a given Tier, a Bacchus may learn a Basic or Advanced manifestation of a Mythos they already know of that Tier.

    Learning Mythos above the standard amount requires astounding, nearly single-minded devotion to the story of the Bacchus. One may only utilize this ability while more than half of his effective character level (ECL) is devoted to levels in the Bacchus class.

    Eldritch Excellence: As denoted on their class table, a Bacchus gains a certain number of abilities known as "Excellencies". These tend to be more general, generic, and passive than a Mythos, but are useful nonetheless, and are drawn from their own separate list, unsegregated by Tiers. Like a Mythos, a Bacchus may learn more Excellencies above their allotted amount. Each one costs 1,000 Mythos Points and 100xp, plus an additional 1,000 Mythos Points and 100xp for each time a new Excellency is innovated beyond the first. (So, 2,000mp and 200xp for the second, 3,000mp and 300xp for the third, etc.)


    Paleblood Blessing: It would be a mistake to assume that the destruction of an Bachanial’s flesh is all that is required to defeat it. It is so much more than meat and bones. It is a thing from beyond, unbound by the petty rules of causality which govern the rest of the world. At first level, a Bacchus adds their Charisma modifier as a bonus to their Armor Class, so long as they wear light or no armor, as the combatants instictively turn away from the terrible truth that their existence fortells.

    At 3rd level, a Bacchus may substitute their Charisma modifier in place of their Constitution modifier for determining the number of hit points they recieve at each level. They may apply this benefit retroactively.

    At 5th level, a Bacchus may substitute their Charisma modifier in place of their Constitution modifier for determining their Fortitude saving throw bonus.

    At 8th level, an Bacus gains Force Of Personality as a bonus feat (CA).

    Madman’s Insight
    Prerequisite -
    The Dragon Beyond the World is not crazed. He simply hears the piping of the creatures of the Beyond. Upon learning this Mythos, the character changes in the following permanent ways:

    The Bacchus’s hearing now extends out into the Ethereal and Astral planes, allowing the Bacchus to hear what is occurring in those areas where they overlap his location. This does not grant the capacity to detect them with any other sense or interact with them, though.
    The Bacchus’ sensory organs shift and grow, allowing him to perceive the subtle harmonics of the world. As long as the Bacchus can hear, he has Blindsight as an extraordinary ability.

    The chittering of unseen and unreal things is a perpetual distraction, only silenced by melodies. The Bacchus suffers a -1 penalty to all Concentration and Listen checks when he cannot hear music.

    Characters who are Mad are Obvious to Bacchus. The nature of their insanity is not Obvious, however.

    Such insight makes his motives strange and his behaviour peculiar. The Bacchus suffers a penalty to all actions to explain the motives or reasoning behind his actions equal to (½ his Bacchus level rounded down) to characters who are not Mad. Non-Mad characters suffer the same penalty on any sense motive checks made against him.
    MADDENING ASTRAL PIPING
    Keywords: Symphonic
    Prerequisites: None

    The transcendental music of Bacchus was never meant for lesser beings. Thus it brings madness to minds too small to understand the ineffable. The Bacchus becomes a carrier for Cosmic Insight. Most of the time this lies latent within him, and he is not contagious and does not display symptoms.

    As an Extraordinary Effect, the Bacchus may cast Charm Person on every character who hears his music, as if he were a bard of his Bacchus level. There is no limit on the number of times this may be used per day. Such power comes at a price however, and those who are affected by this music contract Nosgnosia, that feared disease of the mind.

    Observers with Knowledge (The Far Realm) or Perform (music) may recognize the uncanny notes of this music by beating a DC 20 roll.

    If the Bacchus is ever affected by any spells or abilities which cause madness he loses control over his Cosmic Insight. He immediately displays the symptoms of the disease and may spread it via its normal vectors.

    CONCEPT: The Mad
    The Dragon Beyond the World calls the delusional and crazed to him. Their skulls are split open by truth, and their eyes stare out at his forbidding cosmos. His music drifts into their fractured minds and fills up their empty vessels. For the purposes of Bacchus Mythos, the following categories of being count as Mad:

    Those cracked and warped in mind. This includes characters with derangements, characters currently suffering from mind-affecting spells or abilities, and any character with feelings of “Fearful Fascination” towards the Bacchus.
    Those who have glimpsed the terrible unconstrained nature of the impossible reaches of the cosmos. This category includes any character suffering from Nognosia or who knows any Bacchus Mythos. Also included are any outsiders, or those who serve them, such as a Warlock with an outsider patron.
    This includes any character’s currently under the effects of spells or abilities which change their alignment, as well as any character who works for an organization whose alignment is counter to their own.
    Those whose very natures are turned on themselves, spurring them to endless writhing futility. Such characters include all creatures with the fey subtype, as well as any creatures native to Limbo.
    Those currently under the effect of mind or perception altering substances such as certain strands of mushrooms or alcohol.
    DISEASE: Nognosia
    Those who listen to the music of Bacchus and dwell upon it find that their humours become disturbed. Their dreams are filled with vistas that escape their minds on waking. It is not truly a sickness - instead, it is the reaction of a mind ill-adapted to the cosmic melodies that describe the impossibilities of the Dragon Beyond the World.

    Symptoms: Nognosia is a disease of the mind, not the body, and so it does not harm one's health, save indirectly. Rather, it kills through the fears and unnatural rages it stirs up in it's victims. Those affected by this disease experience extreme agitation, strange fancies and fears, which leads to paranoia and increasing violence.
    Vector: There is always a single source of contagion in Nognosia. It can invariably be traced to one early victim who spreads the disease through her community. From there, it takes those closest and spreads exponentially through even casual contact such as conversation. The more people infected with Nognosia in a community, the worse the disease is., In times of chaos, Nognosia often appears.

    It infects outsiders as if they were mortal.
    Last edited by Rogthnor; 2019-10-09 at 12:39 PM.

  2. - Top - End - #2
    Dwarf in the Playground
     
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    Default Re: Mythos Homebrew: Bachus, the Mythic Bard

    EXCEPTIONAL MYTHOS
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    ANCIENT AND FIRSTBORN
    Prerequisites: None

    Bacchus was self-birthed into a shapeless world. Only he could confine himself to form, and so it has been ever since.

    The Bacchus may use this mythos whenever he makes a promise or oath. His words carve into the world, binding him along with it. While the mythos is active, anyone who hears the oath spoken automatically understands that the Bachanial is absolutely and undeniably sincere. The Bachanial is unable to willingly break the oath while he maintains this mythos, and any effects or abilities that would make him act against the oath automatically fail. This definitionally includes any diplomacy rolls to convince him to go against it, as well as mind-effecting spells or abilities used to this effect. It does not nullify those on it's own. He may still be targeted by charm person, but even while under the effect of that spell he will never break his oath.

    Alternatively, the Bachanial may use this mythos to sanctify an absolute statement. Rather than breaking the oath, this use of the mythos guards against any behaviour that treats the statement as false. Either way, this mythos only cares for the letter of the Bachanial's words, not any perceived "spirit".

    Any supernatural, extraordinary or magical abilities which reveal the truth (such as Zone of Truth) treat this statement or oath as true. The Bacchus could kill the king in full view of a crowd, yet this Mythos would allow him to convince any magical ability, and himself, that he was innocent.

    Ending this Mythos before an oath is fulfilled is far more painful than activating it, and requires that the Bacchus cast Energy Drain on himself as a Bard of his Bacchus Level.

    The Bacchus may purchase this mythos up to (Essence) times, each further purchase allowing him to maintain one additional oath or truth.


    ENDLESSLY WAILING FLUTIST
    Prerequisites: -

    The souls of Bacchus play pipes and flutes and countless other instruments to accompany the ceaseless music of their progenitor. While this Mythos is active, the Bacchus enjoys the following effects.

    The Bacchus may make music as a free action. This does not give him the ability to activate symphonic mythos as anything but a free action.
    The Bacchus ignores all penalties from using improvised or inferior musical instruments, for he can sense the music in all things. The Bacchus is always considered to be working with masterwork instruments when making the perform check. He no longer has a 20% chance of failing to play music if deaf.

    The Bacchus may use Perform in place of Diplomacy, Intimidate and Use Magic Device skills, the beauty of his celestial notes moving men and magic alike to obey his whims.

    Glorious Cosmic Symphonies
    Keyword: Symphonic
    Prerequisites: -

    The Music of Bacchus is beautiful and distracting as a dream, inebriating as the wine which serves in his sacred rites. Is it any wonder that so many lose sight of the world, lost in the glory of his melody?

    The Bacchus may use his music to cause one or more targets to become fascinated with him. When the Bacchus activates this charm every creature within 90 ft who can hear the Bacchus must make a Will save against this result or else become fascinated. The distraction of a nearby combat or other dangers prevents the ability from working.

    If a creature’s saving throw succeeds, the Bacchus cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the target is compelled to stay and dance or join in the music, throwing all abandon to the wind. The creature may take no other actions for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bacchus to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.
    Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. This ability is an enchantment (compulsion), mind-affecting ability.
    Obviously, this mythos does not affect the Bacchus herself, but it does affect her allies.

    Advanced:
    Pied Piper Led Astray: The Bacchus may compel fascinated creatures to follow them, leading the dancers whither they will go. As long the Bacchus keeps playing all fascinated creatures will attempt to follow him to the best of their ability, though they will cease to do so if it would put them in immediate physical harm.
    Symphonic -
    Mythos with the Symphonic keyword require music to take effect. Such Mythos automatically terminate if the Bacchus stops playing music for any reason, and do not affect those who cannot hear it's songs. Unless otherwise stated, the Bacchus can only have one symphonic Mythos active at once, as each is tied to a specific musical style which clashes with that of other songs.

    Starting a Symphonic Mythos is a standard action, but does not require concentration. The Bacchus may maintain the music with no effort. While a symphonic Mythos is active, the Bacchus cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. A deaf Bacchus has a 20% chance to fail when attempting to use a symphonic mythos.

    Symphonic Mythos may never effect more than (Charisma + Bacchus Level) creatures. Note that this uses charisma, not charisma modifier.

    Unless specified in the text, Symphonic Mythos do not discriminate between allies and enemies, effecting them all equally.

    If a Symphonic effect calls for a saving throw, the Bacchus uses a performance roll to determine the DC of that check. This saving throw must be made each turn of combat, regardless of whether or not the target succeeds. Success prevents the effect for that turn, while failure means the target is affected by the Symphony.


    THOSE TWIRLING FIGURES
    Keyword: Symphonic
    Prerequisites: Glorious Cosmic Symphonies

    Those caught by the melodies of the Entelechial Chorister will dance until they lose all sense and sanity. \\
    The Bacchus is the musician and guides the dance. Characters who fail a will save fall under the Bachu’s compulsion and have their Move actions controlled by the Bacchus’s player. Every time a creature targeted by this effect takes a move action, they must succeed on a Will saving throw. Should they succeed they may move as normal. Should they fail, the Bacchus controls their move actions. The Bacchus may not use this Mythos to put a character in immediate physical harm (such as moving them off a cliff or into lava), but they may otherwise move them as they wish. Putting a character within range of another character’s attack is not considered immediate harm.

    Heart-Pounding Madness
    Keyword: Symphonic
    Prerequisites: Maddening Astral Piping
    The Music of Bacchus fires the blood and intoxicates the mind, driving men to act with reckless abandon and enact terrible violence.

    All allies receive a +1 morale bonus on saving throws against Mythos and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six Bacchus levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th).

    Advanced:
    Hysterical Strength: Character’s who benefit from this Mythos gain +2 Strength, but lose the ability to cast spells and use magic devices, and are compelled to attack their foes in melee combat.

    Minds Elevated above Pain: Character’s who benefit from this mythos gain the diehard feat and become selectively immune to emotion affecting abilities. This immunity does not pertain to emotion or mind affecting abilities granted by this class, nor any which replicate some form of mental illness.

    Swiftness of Fevered Though: Character’s who benefit from this mythos benefit from a +10 to movement speed

    Break Enchantment
    The Bacchus may cast Dispel Magic as a Bard of his level.

    TTHINKING OUTSIDE THE WHEEL
    Keyword: Symphonic
    Prerequisites: Maddening Astral Piping
    It is the nature for those of the far realm to act as muses, for their alien logic grants thoughts and dreams unseen in the great wheel.
    Any ally who hears the Bacchus play gains a +2 competence bonus on skill checks as long as he or she continues to hear the Bacchus’ music. This is a mind affecting ability.

    ENNUI BEYOND JOY
    Prerequisites: Ancient and Firstborn
    TREASURES BEYOND POSSIBILITY
    Prerequisites: Ennui Beyond Joy

    Some things the Primordials created were so beautiful and so wonderful that Bacchus returned them to the Beyond, so that no other could see them. In this way, he thought to ward off his growing weariness with their great endeavour. Touching an item she owns, the Bachanial activates this Mythos whereupon it disintegrates like a dream in the morning. She inhales the resulting sleep vapours and from thereon the object exists within her nightmares of the Beyond, in her sleep-hoard.

    The Bacchus may store up to 500 pounds of material in this way, though each item must be able to fit in a portal that is roughly 2 square ft in size.

    While she has an item internalised in this manner, she may materialize it as a swift action, switching it with another item she holds if she so desires. The exchange is nonsensical and illogical, obeying only dream-logic. This creates an Illusion in onlookers that the stashed item had never been present and the one retrieved from the character’s sleep-hoard had been here all along.
    WHISPERS IN DARK MINDS
    Prerequisites: -

    Is it truly insanity to see what others do not? This mythos supplements an attempted investigation action to study observable evidence that would otherwise take up to 15 minutes.

    The character gains the Investigation Feat for free and may investigate a scene as a swift action. In addition, she now benefits from eidetic memories and may revisit places and things she has seen in her dreams. When doing so she acts in all ways as if she had been transported back to the location or object in question, allowing her to notice otherwise impossible details, such as checking behind a dresser which she did not look behind in reality, or reading through a book whose cover she has seen.

    The Brachial automatically fails to explain conclusions reached through the use of this Mythos to anyone who is not Mad. It may seem obvious to her that the killer garotted the victim with the curtains, but nothing she says will convince others - and they may even suspect that she did it herself from her uncannily clear knowledge of the case.


    THAT HORRIFIC WISDOM
    Prerequisites: -

    If men and beasts were wiser, none would ever venture near the Dragon Beyond the World and his twisted tongue. Because men are not wise, though, they seek knowledge from the ineffable. This Mythos supplements an attempt instruct, educate or reveal truths to a character, doubling the Bacchus’ roll on the attempt. This explicitly enhances other Mythos, such as Action Beyond Thought or Preacherborne Delusions.
    ACTION BEYOND THOUGHT
    Prerequisites: -

    The pliable minds of madmen are influenced by Bacchus, even chained as he is. How dreadful would his dominion be if he were free? This mythos allows the Brachial to cast Command and Suggestion as if he were a caster of his level using Charisma. Unlike a normal use of these spells, the Character does not have to explicitly spell out his instructions, hiding his orders in innocuous conversation or strains of music. His target must be able to hear him however. Regardless of how the spell is performed, the target is only made aware that magic has been used against them if they succeed on the will save by 10 or more.

    Characters observing the interaction can reveal what happened to the target with a successful diplomacy roll against a DC equal to (Brachial Level + Perform)

    If the Brachial attempts to hide their command, then observers must roll sense motive and beat the Bachanial’s bluff roll (or performance if hidden in music). If the event occurred in the past, then characters use gather information instead of sense motive.

    THAT CRAZED KING
    Prerequisites: Action Beyond Thought

    Those whose minds Bacchus has touched recognise his frightful power. Those who consider themselves sane ignore him. Who is madder? This Mythos is a natural mental influence which affects the minds of onlookers with an Illusion. Mad characters believe that the Bachanial is a figure both wise and terrifying, who must be appeased. Other characters believe that the Bachanial is cracked but harmless and he can be safely dismissed as an eccentric or a vagabond. Recognising this as an Illusion requires a will save against the Bachanial’s Perform Roll.

    At level 10 this Mythos upgrades. While this Mythos is active, it also affects any representation of the Brachial or description of him. Graven idols are dismissed as poorly-made junk or amusing trinkets to be kept in an art collection by the sane, while the Mad fear them and yet try to placate the terrifying icons.
    PATHS OUTSIDE WISDOM
    Prerequisites: Ancient and Firstborn

    Space meant little to Bacchus when he wandered through every realm that Is and Is Not. The twisted vistas he sees seldom catch his attention, though lesser minds would shudder to perceive them. This Mythos enhances movement, multiplying the Bacchus’s non-combat speed by the Bacchus’ ranks in (Knowledge (Arcane or Divine)) and negating reductions in travel speed applied by the environment through which he passes. He travels over mountains and through deserts as swiftly as over a road. This does not give him the ability to travel across barriers through which he would have no means of crossing however. Sneaking into a city would still require a stealth roll (though a player could explain this success as travel through one of his many secret routes) and crossing large bodies of water still requires a boat (unless this Mythos makes the trip short enough they could swim instead). These trips take the form of strange shortcuts through impossible spaces and down roads which only exist for the Bacchus, rather than moving any faster.

    At seventh level this Mythos automatically upgrades. The Bacchus may now lead others down his maddening paths. He may accelerate the journey of up to (Knowledge Divine or Arcane) creatures who accompany her in the same manner. Mounts with riders are not counted towards this limit. The unnerving sights on these alien roads means all non-mad characters who accompany him must make a will save or contract NOgnosia.

    Basic:
    Secret Shortcuts:
    The Brachial and their party are near impossible to track for their paths lead them through stranger spaces a hair’s width from reality. Any character attempting to track the party while suffers from a -10 penalty and must make a successful will save to avoid contracting Nognosia. This affects even the mad, for Bacchus ill-treats his servants who disobey him.
    Parade of 1001 Impossibility:
    It is said that when the moon is full and the stars are right, a portal to the Far Realm may open and a veritable parade of creatures may pour forth from Beyond. The Bachanial has learned to shape the stars to his will. The Bacchus may now lead (Bachanial Level) * (Knowledge Arcane and Divine) creatures down his stranger paths.

    THAT DAMNED INSPIRATION
    Prerequisites: Whispers in Dark Minds

    Malra, the Scribe Insensate, 3rd soul of Bacchus, takes the form of a rail-thin madwoman. Every day she blinds and deafens herself, so that she may record the inaudible mutterings and unseeable visions of her greater self.
    The Bacchus has learned to partake of the same divine revelations. The character retreats from the world, driven insane by the melodies of the unreal. With everything she has, she scribbles down what she hears, trying to conceptualise that which cannot exist. She fails, of course, but her ravings provide useful inspiration.

    Activating this charm is a free action, and disabling it is the same. Upon activation, the Bacchus suffers an irresistible self-targeted compulsion to sleep and eat only what is required and devote all her time to her work, and automatically fails any attempt to explain to others what she is doing. If she spends more than four hours away from her work, this Mythos prematurely terminates.



    At the end of the week, she rolls her (Knowledge (Arcane or Divine)), in lieu of a craft check to make a magic item. This ends the Mythos. Success means that her scribblings and ravings have produced a blueprint for an item, musical composition or sorcerous spell which is entirely novel and has never existed before. This blueprint grants half the total required successes on any attempt to craft this item. The Dungeon Master and player should design the precise functionality and required exotic ingredients her blueprint describes - the character has no control over this. Her ravings may not be combined with any other blueprint. If she fails the roll, what her ravings describe cannot physically exist, and any project which tries to use her blueprints automatically botches.

    The ravings describe maddening things no man should know, and are a vector for Cosmic Insight if read or used in a project. Any artefact or spell produced from such a blueprint obviously draws upon strange, otherworldly principles. A character who makes a Knowledge (Arcane or Divine) roll and beats a DC 25 can recognise the Bachanial nature of the project.

    Basic:
    Perfection of Alien Form: A character using the blueprint cannot fail a crafting check to create the item. Should they fail their crafting check, that number in SP represents the progress they have made.

    METEORIC SHOWER BOMBARDMENT
    Prerequisites: -

    When Bachus descends upon a land, stone and ice falls from the clouds as the natural order inverts. Purchase of this mythos enhances any ranged attack the Bacchus performs, doubling his range, ignoring cover, and adding converting it's damage to arcane.The Bachanial launches their projectile upwards where it vanishes into the Beyond, only for countless impossible duplicates to descend wreathed in celestial phenomena.

    OMEN CLOUDBURST

    Prerequisites: Wreathed By Portents

    Sometimes portents of bad luck mark very swift misfortune indeed. This Mythos supplements a ranged physical attack. Should the attack hit the target, omen weather surges from the blow in a localised cataclysm. On the Bacchus’ next turn every creature within 20 ft of where the projectile struck must make a reflex save or take (Bacchus level/2 *1d6) Arcane damage. If the projectile struck a target they may remove it as a standard action. The Bacchus is immune to her own omens. If a character takes any levels of damage from the environmental hazard, they become immune to divination effects until a day has passed as the Bachanial energy renders his destiny impossible to comprehend.

    Advanced: For the next seven turns, the affected area is wracked by the omen. Anyone who enters the area or who starts their turn there must make a reflex save or take the same damage as the initial attack.

    HARBINGER OF DESOLATION
    Prerequisites: Omen Cloudburst

    The breath of Bachus is the substance of stars that never shine on Creation, and from his eyes come meteors and asteroids made of strange matter. The character defines the form of the devastating celestial phenomenon she can manifest upon purchasing this Mythos. It may take the form of polychromatic breath, comets fired from her eyes, or javelins of exotic light. From now on, Regardless of its precise form, though, the attack has a range of 120 feat, a to hit bonus equal to your charisma modifier, and it deals (Bacchus level/2 *1d6) Arcane damage on a successful hit.

    If you have a ranged weapon, you may add any magical abilities it has onto this attack. The enhancement bonus may not be added.

    Characters may buy this Mythos multiple times at the cost of a basic manifestation. Each subsequent purchase grants the players an additional form the attack may take.

    Last edited by Rogthnor; 2019-10-09 at 12:37 PM.

  3. - Top - End - #3
    Dwarf in the Playground
     
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    Default Re: Mythos Homebrew: Bachus, the Mythic Bard

    FANTSTIC MYTHOS
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    Fantastic
    Paleblood Infusion
    Keyword: Symphonic
    Prerequisites: Heart-Pounding Madness
    It is the nature of the far-realm to seep through the cracks of our reality and twist it to our own. These incursions are hard to detect, for they follow a logic alien to our own.

    The music of the Bacchus contains the essence of the far realm, and those who hear it find their blood congealing into a thick, pale paste in their veins granting their muscles strength and their bodies a twisted half-life.

    Allies who hear this Mythos gain 2d10 temporary hit die (apply their fortitude bonus) and a +2 competence bonus to attack rolls and a +1 bonus to fortitude rolls. This fortitude bonus is included in the roll.

    The changes this song effects are slow to fade. Characters who benefit from this Mythos continue to do so for 5 rounds after it ends. This Mythos cannot stack with itself.

    Quodlibet
    A Bachanial is a master of all forms and styles of music, able to seamlessly meld disparate compositions to form a cohesive whole. As an orchestra is formed from the combination of many separate instruments, so too have you learned to weave clashing melodies to form a song greater than the sum of its parts.

    Bachanial’s with this Mythos may choose to activate two Symphonic mythos at once, allowing both to effect all who hear it.


    FEARFULLY REVEALING WALTZ
    Keywords: Symphonic
    Prerequisites: Endlessly Wailing Flutist

    The music of Bacchus opens all doors of perception. For all who can hear his music, there is no difference between immaterial and material states of being. Affected characters exist in the material and the immaterial at the same time, and so may see, hear and interact with both states at once, and so on.
    All creatures who hear this music may interact with incorporeal creatures as if they had the ghost touch ability and vice versa, and may see and interact with coexistent planes as if they were present in both.
    On the material plane, this allows, or forces, characters to interact with inhabitants and structures in the astral and ethereal planes (or vice versa).
    Characters who materialize inside structures are shunted to the nearest open space without taking damage.

    In addition, the Bacchus’s music no longer travels through so base a medium as air. It moves on more transcendental planes. His music cannot be silenced, and can be heard clearly despite local conditions. The din of a battle, the roar of a crowd, even the depths of space are not enough to silence his sound.

    Kin of the Cosmos
    Keyword: Symphonic
    Prerequisites: Heart-Pounding Madness
    The Bacchus may choose to change the bodies of those who listen to more closely resemble the forms of his kin. As long as the Bacchus sings, the minds and bodies of his allies warp and twist. Their limbs become fluid and twisted, allowing them to move and react in ways that should be impossible, and their minds become more twisted still.

    All allies affected by this mythos gain a +4 morale bonus on saving throws and a +4 dodge bonus to their AC.

    As with Heart-Pounding Madness, these changes linger, and the effect lasts for 5 turns after the Bacchus has ceased to sing.


    Eldritch Truth
    Keyword: Symphonic
    Prerequisites: Heart-Pounding Madness
    The music of Bacchus is a gateway to knowledge best left forgotten, but to those who grasp its great power may be given.

    All allies affected by this mythos have their attacks enhanced by the might of the far realm. To the sane it seems as if nothing has changed, but the mad see their blows surrounded by a corona of color for which they have no reference.

    When an ally affected by this mythos makes a successful attack, they deal an extra 1d6 damage. This damage increases to 2d6 at level 3, and increases by 1d6 every three levels thereafter. This damage is subject to spell resistance

    As with Heart-Pounding Madness, these changes linger, and the effect lasts for 5 turns after the Bacchus has ceased to sing.

    SONOROUS FORBIDDING CHANT
    Keywords: Symphonic
    Prerequisites: Fearfully Revealing Waltz

    Before the Primordial War, the stars would be driven from the sky by the terrible melodies of Bacchus. Oh, how the Maidens seethed as they had to herd them back into their rightful places. The Bacchus makes music that drives characters away from him. This mythos acts as an expansion of Fearfully Revealing Waltz, allowing the Bacchus to afflict those who fail that save with Fear (as the spell) instead of it's usual effect. This decision is indiscriminate. The Bacchus must cannot choose to frighten some and fascinate others, he must choose between the two effects. This Mythos stacks with itself. Each time a character fails the will save their fear worsens by one step.

    Through different melodies, the Bacchus may exclude specific types of being from the effects. She may choose to exempt a broad class of being, such as gods, humanoids or demons, or be more specific and only exclude balors, elves from the nation of Carcosa, or people named Jim.

    Advanced:
    Flee the Nightmare to Arrive at Terror: Mad character’s who flee due to this Mythos’s effects find themselves running for 7 days without food or rest, only to find themselves lost in the Far Realm.

    SLEEP-FORGE GULLET
    Prerequisites: Treasures Beyond Possibility

    Within the forge of his nightmares, Bacchus dreamed up many moon gods and moon goddesses and watched as all save one were slain. It is telling that the Dragon Beyond the World never tried to raise his hand against his child, even in the Primordial War. This Mythos enhances its prerequisite. When the Brachial sleeps, she may carry out whatever actions she can manage using the contents of her sleep-hoard within the unreal vistas of her dreams. She may continue her research using books in her sleep-hoard, continue to train her skills using a sword, or work on raw materials with her crafting tools. Any items crafted within her dreams is added to the sleep-hoard, or appears next to her when she wakes if this would exceed the cap on the contents.

    Basic:
    Hunter’s Workshop Method - The items of Bacchus are strange, nonsensical things which defy normal conventions. The Bacchus may choose to craft items with two “modes” which can be switched between as a free action.
    To do this, the Bacchus chooses two items of roughly equal size and performs craft rolls as if he was creating them consecutively. The cost to craft this item is equal to the cost to craft each item individually. Should the Bachhus have the ability to enchant the item, then the enactment applies to both no extra cost.

    Ephemeral Dreamt up Tools - While within the dream the Bacchus can dream up any tools needed to perform a task. The Bacchus is considered to have masterwork tools for any skill checks he performs while in the dream, and the cost of all mundane raw materials are waived.

    Byrgenwerth Scholar - The Bacchus cannot cast spells, but his knowledge of the arcane is vast and terrible to behold. Purchase of this mythos allows the Bachhus to learn arcane and divine spells. To do so he must either copy these spells from a spellbook, as a wizard, or spend at least 8 hours researching arcane 10 _ the spell level.

    Wonder’s From Beyond the Outer Gates: The wonders of the far realm are may and strange, allowing otherwise mundane items to perform acts that would be called magical in this realm. Upon purchasing this mythos, the Bacchus gains access to one of the following feats: Craft Magic Items, Craft Magic Arms and Armor, Brew Potion, Forge Ring, Craft Rod, Scribe Scroll, Craft Staff, Craft Wondrous Item, Craft Wand. Items created with this Mythos are unique and must remain so. The Bacchus may never craft the same item twice. If they may craft a +3 flaming burst longsword, they may never do so again, though they could forge a +4 flaming burst longsword, or a +3 flaming burst dagger.

    This manifestation may be taken multiple times, each one granting access to a new feat.

    Advanced:
    Ephemeral Dreamt up Tools - While within the dream the Bacchus can dream up any tools needed to perform a task. The Bacchus is considered to have masterwork tools for any skill checks he performs while in the dream.

    INESCAPABLE VISIONS
    Prerequisites: Ennui Beyond Joy

    Demons who must venture onto the blasted heath of Bacchus take strong stimulants and do not linger, for to sleep in that place is to share in the dreams of the Dragon. This Mythos permanently modifies the Bachanial. The Bachanial is a lucid dreamer who can influence the contents of her Beyond-given dreams. Whenever she sleeps, her dreams seep out of her head and into the minds of others. The Bacchus makes a performance roll, which may be enhanced by appropriate abilities or magic.

    Any character within (Knowledge (Arcane or Divine) x 100) yards who sleeps while the Bacchus dreams is must make a will save against the Bacchus’ performance roll. Should they fail they are affected by either Mythos Charn Person or Suggestion as an extraordinary ability. This decision must be made when this mythos is activated, and effects everyone in the area. The Bacchus may not pick and choose different effects for different people. They may, however, choose whether to use Mythos Person or Suggestion each time they sleep and may choose a different Suggestion each night. This takes the form of a dream message from the Bacchus, which the player may describe as they wish. Common examples are fireside chats, musical concerts, or strange whispers from beyond. Characters may forgo the roll and automatically pass they check, experiencing instead shallow, nightmare-haunted rest. Doing so causes them to lose a daily use of their highest level spell-like ability that has a daily restriction; if they have no daily spell-like abilities, they lose one spell of the highest level they have remaining for the day (if they are prepared spellcaster, they may choose which spell of the highest level to lose); if they have no spell-like abilities or spells to lose, they lose access to one martial stance of their choice for the next day, if they do not have martial stances, and have no spell-like abilities or spells to lose, they lose access to one of their choice for the rest of the day. Should you be playing with some form of alternative magic system (binders, truenaming,magic of incarnum, etc) then they want they lose is left as an exercise for the DM. They should lose something.


    DREAMLANDS HEATH EXHALATION
    Prerequisites: Inescapable Visions

    Whenever the Bacchus activates Inescapable Visions, she may choose to make that effect permanent, breathing her dreams out to gnaw at the barrier between the Real and Unreal. The world scabs over in dull grey stone as Creation tries desperately to fend off stranger things, but the effort is futile.

    By the end of the day, the damage has spread to a radius of (Knowledge (Arcane or Divine) x 100 yards) and otherworlds intrude on the space. Soil blows away on the breeze and plants die off, being replaced by scrubby grey gorse and heather. Omen weather and auroras frequently fill the skies overhead. The entire area is Immune to Divination Spells, as is anything in it.

    From then on, any character who sleeps within the heath is affected by the same this use of Inescapable Visions regardless of whether the Bachanial is asleep, or even present at the time.

    The Mad understand a fraction of Bacchus and spread his dreams further. The dreamlands heath expands by ten yards per day per every 100 Mad characters that spend at least five hours a day in it. Each Mad character counts for two if they spend the majority of the time making music or studying blasphemous lore, or praying to Bacchus or the Bacchus or creatures of the far realm. The heath becomes the location of a persistent Desecrate effect upon exceeding five miles in radius.

    Dispel Magic fortifies the structure of reality and banishes the altered rules by which the world works, although the land will still be a blasted barren heath. Each use removes the effects of this Mythos in the area of its effect. The Heath must be specifically targeted for this to take effect.

    ECHOES OF ENLIGHTENMENT
    Prerequisites: Madman’s Insight

    The cracked voices of those scrabbling for wisdom are a harmonious choir to Bacchus. This Mythos allows the Bacchus to hear prayers directed to him. Any character may spend 1 hour engaged in ritual sacrifice and prayer towards the Bachanial, at the end of which they make a perform check. Should this beat a DC of (20 - 1*GP value of the items expended in the ritual) they may cast sending to speak with the Bacchus, regardless of the distance between them. The Bachanial’s response must be in the form of music. The Mad automatically succeed on this roll.

    Actually listening to any specific prayer prayers imposes a -3 internal penalty to all standard actions; if the Brachial does not care to pay attention, the Storyteller only relays the most widely repeated or urgently spoken prayers. The Bacchus may choose to listen for specific supplicants or words, and filter out the rest. In this way they may also know when their close friends are contacting them and start listening at the appropriate moment.

    Characterswho feel “Fearful Fascination” towards the Brachial gain a bonus to thier prayer roll equal to the Bacchus’ ranks in Knowledge (Divine or Arcane), to a minimum of 1.

    Supplicants in the same realm of existence who pray while the Bachanial is currently making music hear his melodies, which reverberate down the strings of prayer which connect them. Any extraordinary abilities made via the medium of music therefore affect such devotees as if they were there in person.

    CONCEPT: Fearful Fascination
    The knowledge of the far realm is a poisonous gift indeed. It offers great insights into the true nature of reality and the ways of the world, but these insights harm the minds of those who learn them. It is impossible for one to truly conceptualize a paradox without contorting the mind in a dangerous fashion. No one sane can imagine a square with 5 sides. Yet for some, this knowledge is to tantalizing to ignore, and they covet it even as they fear it.

    Several of the Bacchus’ Mythos create feelings of “Fearful Fascination” towards the Bacchus. These represent a targets desire for the strange and otherworldly knowledge that the Bacchus’ existence hints at. Character’s who feel this emotion are obsessed with the Bacchus and the strange knowledge he represents. They will take reasonable efforts to study his workings and teachings, and take reasonable steps to meet, get close to or attend him. They will not take obviously suicidal courses of action, such as diving into lava, but they will brave dangers. A noble may hire guards to plumb a tomb left by the Bacchus.

    Note that this does not make these characters subservient to the Bacchus in anyway. A character with these feelings may choose to imprison the Bacchus in their basement so that they may always have the source of their fascination present.

    Character’s afflicted by these feelings gain a bonus to all rolls made in pursuit of this knowledge equal to (The Bacchus’ level / 2). The Bacchus gains a bonus on all interaction checks made against the target (such as bluff, intimidate, diplomacy and sense motive) equal to the Bacchus’ level.


    Madman’s Artistry
    Prerequisites: That Damned Inspiration
    It is the nature of artists and poets to be mad, for madness is the greatest inspiration. Bacchus is the maddest of all.
    When making a Craft check, the Brachial may acquire up to (The Bachanial’s Level) Mental Disorders and gain the same number of bonus successes on the roll. These bonus successes are added to each and every roll until the project is completed.
    The Mental Disorders granted by this Mythos lasts until the crafting project is complete. The Bachanial may choose to end this Mythos prematurely, shedding these derangements like a snake sheds its skin. Doing so ruins the project, it is unusable for anything but scrap material. This effect also applies should some outside force cause the Bachanial to lose these derangements
    At level 10 this Mythos permanently upgrades. As long as the Bachanial has any derangements granted by Mythos he may add their point rating as bonuses to craft checks in general, instead of a single project.

    Advanced:
    Brachial Muse - Bacchus is muse and artist both, teacher and preacher and revealer of truth. To those he favors he grants the gift of knowledge of the beyond and all the madness which comes with it.
    This Mythos allows the Bachanial to apply the effects of Madman’s Artistry as a touch effect to willing characters.

    SANITY-SHATTERING INSTRUCTION
    Prerequisites: That Horrific Wisdom

    Those who defend the outer gates know to keep keen ears. Otherwise, they might miss the songs that come from within the skulls of those fools who worship the Dragon Beyond the World. The character may activate this Mythos after spending seven hours total instructing a group of (Bacchus’ Level *100) creatures over the course of a lunar month. Upon activation, this Mythos blasts their minds with sudden acceptance of all the Brachial has spoke of. Characters who are not Mad must succeed a will save against the Bachu’s Perform to accept this tuition, they may choose to fail it. Mad characters, however, succeed that same will save to reject it, they too may choose to fail.

    If the character accepts it, the Mythos grants Sorcerous mouths to their brain so that it may sing sweet wisdom to them. They become outsiders native to the Far Realm and learn the Madman’s Insight Mythos. The student gains feelings of “Fearful Fascination” towards the Bacchus as Mind-Effecting effect.

    While they possess this mutation, the melodies of unseen things fill their days and the twisted vistas of the Beyond fill their nights. If they have spent at least seven hours in the previous month considering the things the Brachial taught them, studying forbidden lore, or obeying his will, on the night of the new moon the character may choose whether to ascend their flesh or their brains.

    If they choose their brains, they gain one of the following benefits:
    a +2 Bonus to Knowledge Arcane, Knowledge Divine, Perform, Use Magic Device, Knowledge The Planes, Spellcraft, Appraise, or Survival. Purchasing this bullet point allows the Bachanial to grant this bonus to any of these skills, but only one at a time.
    A Deformity or Vile Feat. This grants access to all Deformity or Vile Feats, but only one may be granted at a time
    A mind Affecting spell of 5th level or lower, cast once per day using charisma. (Each purchase provides one spell)
    A far realm related spell of 3rd level or lowe, cast once per day using charisma. Summon Monster and equivalents may be granted via this ability, but all such creatures automatically gain the pseudonatural template. (Each Purchase provides 1 spell)
    If they choose their flesh, as a Desecration they suffer a mutation with a Brachial theme. These mutations must be visible when used, and the abilities they provide must be obvious from their use. flight may come from a flesh-based jetpack or membranous wings, but may not be done without visible means. These must be visible even when not in use, though they may be hidden or disguised. The following benefits may be selected which offers one of the following benefits
    Damage Reduction 10/Law
    Flight equal to their move speed
    Improved Unarmed Attack and Improved Trip
    +10 Movement Speed
    A 5ft step as a swift action
    The character no longer needs to breath

    The first purchase of this Mythos grants one physical manifestation and one mental one, each represented by a bullet point. , subsequent ones may be purchased as basic manifestations. Each basic manifestation gives 2 bullet points.
    Unless stated otherwise, none of these benefits may stack. A character may gain +10 movement speed from a mutation only once, and the same for all others.

    Should the character lose their “Fearful Fascination”, the Madman’s Insight Abomination goes into remission. The mouths on their grey matter close their pallid lips, remaining silent until they regain the Intimacy.

    PREACHERBORNE DELUSIONS
    Prerequisites: Action Beyond Thought

    He walked into the town, he did, and within a few days the strangest hysteria took hold of the whole place. When activating this Mythos, the Brachial makes a performance roll which targets everyone who can hear them. Should their will saving throw fail to beat his performance roll then this mythos inspires a specific belief - such as that the Bachanial is their father, that monarchy is the best form of government or that they are actually a fish. Every time a character is presented with evidence which directly contradicts this belief, such as an argument against the monarchy or someone pointing out fish can breath underwater, they may make a new will save.
    Additionally creates a feeling of ‘Fearful Fascination’ towards the Bachanial in affected characters. As a Revelation effect, this Mythos costs 0wp for characters who are not Mad to resist.

    SOCIETY-BREAKING TRUTHS
    Prerequisites: Action Beyond Thought

    Only a sickly kingdom relies on lies to survive. Tearing away those falsehoods, Bacchus exposes nations to the ineffable truth. The Bachanial furiously condemns or supports some behavior, encouraging an entire society to accept or reject it. The character must have spent seven hours within the last month encouraging the desired attitude within this group through the sharing of some truth or revelation of some falsehood before using this Mythos. This must either support the behaviour she wishes to condone or oppose the behaviour she wishes to condemn. For example, she might turn people against the Gods of good by revealing the existence of the wall of the faithless, but she could not lead people to disrespect their rulers if she believed them to be worthy of respect despite their opposition to her. This Mythos must be activated while in the presence of at least one member of this group.
    Upon activation of this mythos, the Brachial rolls (Charisma + Performance) against the leader of the group, who rolls [Cha + [Diplomacy or Intimidate]), with a bonus for every 100 people in their group. If the character succeeds, the social group adopts a taboo or fad of the character’s choice. The groups leader may attempt to remove the fad by spending one month speaking out against the taboo or fad and rolling [Cha + [Diplomacy or Intimidate]) against the Bachanial’s previous roll (or a new roll if the Bachanial is in the area and attempts to contest it). Should they succeed then the taboo or fad is removed. Should they fail they must start over with another month of effort.
    This Mythos has no effect on individuals, save that breaking the new rules of their society can make them outcasts. Its primary function outside of narrative time is to limit the actions that groups can take.
    SECRET PATH STEP
    Prerequisites: Path Outside Wisdom
    It is said that Bacchus moves through strange paths, following routes nonsensical and invisible to mortals to reach her destination. As a move action, the Bachanial may now teleport her move speed. She must reappear in the physical world at the end of this movement. She may not perform this maneuver if something is preventing her movement such as a grapple.
    Basic:
    Freedom of the Changing Moon - The Brachial benefits from a constant freedom of movement spell,
    Leisurely Moonlit Stroll - The Brachial no longer has to reappear at the end of her movement, staying beyond the reach of her enemies for up to (Knowledge Arcane or Divine) turns.
    Reflexive Side Step - The Brachial gains Evasion and Improved Evasion as Bonus Feats. In addition, on a successful activation of this feat you may teleport your speed as a free action.
    Monstrous Pennons Fluttering - The pinions of the Dragon Beyond the World beat against Nirguna. The Bacchus’s primordial chaos leaks from his body as the tail does from a comet, forming many monstrous wings. He gains a fly speed that is twice his base speed, with perfect maneuverability and the ability to hover.
    HORROR BEYOND WHIMSY
    Prerequisites: Ancient and Firstborn

    The Dragon Beyond the World defines himself. None may contradict this. Whenever the Bachanial is the target of an effect which would violate, cause the Bachanial to violate, or render her unable to fulfil any of her oaths or truths locked into her by Ancient and Firstborn. This definitionally includes any effect that save or die effects. It does not include effects which merely remove hit points or would make fulfilling the oath difficult. Turning into a frog does not make it impossible for the Bachanial to “Kill Orcus, Demon Prince of the Abyss”, merely very hard.
    INCHOATE DREAM SNATCHER
    Prerequisites: Ennui Beyond Joy

    Bacchus devours dreams and whimsies. After all, they are a barrier to enlightenment. The Bachanial is always aware of any Illusions or Mind Affecting Mythos which are affecting her. As a swift action she may devour a single Illusion or Emotion effect as a touch effect and therefore end it.

    The next time the target sleeps, his rest is disturbed by visions of the Beyond and he gains no benefit from it. This effect lasts for a number of days equal the Spell Level or equivalent of the devoured emotion of illusion.
    Nothing may prevent the Brachial from performing this action, save death.
    Sleep Deprivation (Elder Evils, Page 9): A living creature can go without sleep for a number of days equal to its Constitution modifier (minimum one). Thereafter it is fatigued, remaining in this state for a number of days equal to its Constitution modifier (again, minimum one); if it would become fatigued during that time, it is exhausted instead. Each day after that period, the creature takes 1 point of Wisdom damage. If the total Wisdom damage exceeds its Hit Dice, the creature is affected as if by an insanity spell. These effects vanish the next time the target sleeps.

    Mad Morality Plays
    Prerequisites: Bachanial Muse, Preacherborne Delusions, Society Breaking truths or Sanity Shattering Instructions
    It is the nature of teachers to hide their messages in entertainment, for students are all to easily bored.
    When the Bachanial buys this Mythos, they choose one of the prerequisites they have. They may now encode those Mythos in the things they create, be it a play, a painting or a sword.
    When crafting an item, the Brachial chooses one of the applicable mythos they have and activate it as if they were using it as normal. At this time they choose all the usual parameters, such as what belief to create with Preacherborne Truths or what madness to inflict with Bachanial Muse. However, instead of activating as normal it now activates whenever someone spends at least one full action examining the item created. This can be as simple as watching a play, or as complicated as determining the paint used on a statue. Regardless of how long is spent studying an object, the encoded mythos still must meet their requirements. Sanity Shattering Instructions requires at least 7 hours of study over the course of a month, targets of Bachanial Muse must be willing, etc.

    WREATHED BY PORTENTS
    Prerequisites: Ancient and Firstborn

    The very presence of the Entelechial Chorister is a calamity and a catastrophe. No wonder he robes himself in signs and omens.
    As an extraordinary always on effect, the Bacchus may now control the weather as per the spell. He counts as a Druid of his Bacchus level for the purposes of this effect. If dispelled, his control of the weather is suppressed until the dispel magic runs its course.
    The weather produced by this Mythos must be strange and otherworldly. Winds which smell of cinnabar, rains of blood or frogs, bright auroras and strange stars are all common manifestations. This has no mechanical impact.

    In addition, the character’s very presence is a sign of calamity. divination methods used within this area automatically fail, only returning results which convey that the universe is vast, uncaring and inherently unpredictable.


    Last edited by Rogthnor; 2019-10-09 at 12:41 PM.

  4. - Top - End - #4
    Dwarf in the Playground
     
    Planetar

    Join Date
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    Default Re: Mythos Homebrew: Bachus, the Mythic Bard

    LEGENDARY MYTHOS
    Spoiler
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    GLORIOUS COSMIC MELODIES
    Prerequisites: Madman’s Insight

    The Dragon Beyond the World can hear the dance of a least god upon the head of a pin - and the universal melodies the god unknowingly waltzes to. This Mythos grants the Bacchus true-seeing, save that it is interpreted as hearing rather than sight. This has no adverse effect on the Bacchus’ ability to parse the information, and the DM should describe the details visually if necessary to get relevant information across.

    Advanced:

    While this Mythos is active, Mad characters who hear his music gain the benefits of Glorious Cosmic Melodies as a Symphonic effect.

    MADNESS OF A LIVING DREAM
    Prerequisites: Echoes of Enlightenment, Dream World of Unknown Kadath
    Hallucinations Made Real
    Prerequisites: Madman’s Artistry
    It is the nature of Bacchus to succeed, for every failed effort in the waking world exists as an impossible success in the Beyond.
    When the Bachanial makes a craft check, they may choose to enhance the object with this Mythos.
    Objects produced with the aid of this Mythos do not exist. They are figments of the creator’s imagination, vivid hallucinations which plague the minds of the mad.
    Such objects are perceived by and affect only the mad, acting upon them in all ways as if they were an ordinary example of the object. An imaginary bridge will bear the weight of the mad (and any creatures or vehicles they pilot) who drive across it and an imaginary sword will cut their flesh as well as a real one.
    The sane suffer no such delusions. To them these items are invisible, and intangible. Unable to affect them in any way, shape or form.

    Unknown Kadath
    Prerequisites: Sleep Forge Gullet, Inescapable Visions
    It is the nature of Bacchus to twist the laws of the world, to make the unreal real and the real mere fantasy. In his presence even the boundary between dream and reality breaks down.
    When the Bachanial dreams, she may create a dreamworld as if casting Genesis. This world is automatically populated by the contents of her dream horde, as well as any characters who are affected by Inescapable Visions. Characters in the dream exist there only in spirit, their bodies remain in the waking world and are subject to it's dangers.
    While in this dream characters may perform any actions they could while awake, using the contents of the Bachanial’s dream horde and any items they have brought with them. They may continue to research using books from the Bachanial’s horde, train with a sword or use raw materials to craft new objects. They may also choose to interact with the other members of the dream, as if their physical bodies were present. Characters in the dream may choose to battle each other, train together, exchange information or do anything else they might do had they met in the waking world.
    Characters may choose how they appear in this world, bringing any tools they own and can carry with them into the dream. If no choice is made than they appear in their “typical” attire.
    No participants may remove items from the horde save for the Bachanial. Should the Bachanial know Hallucinations Made Real they may choose to allow others to do so, but such items suffer as if they were made using that Mythos.
    When the dream ends, all characters, and the items they carried with them, spontaneously manifest any changes made during the dream. Characters may awaken with fresh wounds or new muscle, swords may spontaneously crack as if struck a great blow or sharpen overnight.
    The Bachanial may choose to restrict this access to certain groups or individuals, such as “Only
    The Mad” or “My Friend Jim Can Enter”. As Ancient and Firstborn, the Mythos cares only for the letter, not the spirit, of this restriction. If a friend of the Brachial changes their name to Jim, they may enter. Regardless of whether or not such characters appear, the Bachanial gains no special knowledge about their presence in his range.
    Any character may awaken as a free action . Such an effort prevents them from sleeping for the rest of the day.

    When the Character uses Dreamworlds Heath Exhalation, they may choose to create a dreamworld tied to that physical location. This works in all ways like a normal use of this Mythos, with the following exceptions.
    The Size of the Dreamworld is the same size as the heath, growing and shrinking as it does
    The World generated by Genesis is a perfect match for the heath it is based on, including any structures in the area.
    While in this dreamworld, the Bachanial may transfer items from his dream horde to this one. By the same token, characters may bring any items with them when they sleep, or take them from the dream when they wake.
    This dreamworld has no restrictions on how much material can be stored in it.

    Bachanial Oracle
    Prerequisites: Echoes of Enlightenment, Dream World of Unknown Kadath

    This Mythos may be activated whenever a character makes a successful prayer as per Echoes of Enlightenment. The next time they both sleep, the target is drawn into the lucid dream world created by Unknown Kadath Mythos.
    Activating this Mythos is a conscious effort, so the Bachanial must be aware that a prayer was made.
    This Mythos may affect up to (Knowledge Arcane or Divine) X 10 targets at once.

    Music of the Celestial Spheres
    Keywords: Symphonic
    Prerequisites: At least 3 Symphonic Mythos
    It is the nature of Bacchus to be heard, for his music is the music of the heavens that surround the world.
    This Mythos enhances any music the Bacchus plays, making it audible from at least (Bacchus Ranks in Perform x 100) yards away, even if he merely whistles or hums.
    In addition, his symphonic mythos are no longer limited in the amount of people they can effect. Anyone who hears his music is affected by his power.

    WAIL OF THE FAR COSMOS
    Keywords: Symphonic
    Prerequisites: Fearfully Revealing Waltz

    Bacchus’ songs are not for lesser beings. When he sings laments from within his jail, all who hear his melodies shudder and die and even the other Titan’s retreat. Alas that his greater songs required his unbroken wings for orchestration.

    Opening his mind, the Bacchus lets the least chords of the melodies of the Beyond flow through him and plays or sings like a man possessed. Any character who hears this music takes damage from it, their brains liquefying within their skulls from celestial revelations. The damage begins on the Bacchus’s next turn and he must continue playing music to sustain the effect.

    Each turn characters who hear the music must make a will save each turn, or suffer 3d12 Arcane damage. Creatures must make this save each turn for as long as the music lasts. Characters suffering from Anosognosia take nonlethal damage from this attack. Characters who know Maddening Astral Piping or who suffer from Cosmic Insight take no damage since they already know those melodies well. Both corporeal and incorporeal creatures are affected by this Mythos, as are any creatures in coexistent planes.

    All characters, whether they take damage or not, additionally suffer from a -2 morale penalty to all actions as the world becomes strangely inconstant and physical laws become unreliable - this includes the Bacchus and characters who cannot hear the music. Characters slain by this effect lose all colour from their bodies, becoming as grey and lifeless as Bacchus’ heath

    LORD OF ASYLUMS
    Prerequisites: That Crazed King

    When Erenabius, Fourteenth Soul of Bacchus, descends upon a land - why, the madmen turn their stone-walled sanitariums into fortresses and raise his banner high. The Brachial gains an Overdrive pool with a capacity of 10 points. Initially empty, it fills at a rate of one point every turn for every Mad characters fighting on the same side as the Bachanial in the current battle. These points may be used to refill in lieu of charges for any magic item which uses charges to power it's effects. Alternatively, it may be used in lieu of expending a use of a spell slot, with 1 point expended per spell.

    This Overdrive pool is a shared delusion borne by the Bacchus’s new soul, and so she may permit any Mad character on her side to draw from it.
    Last edited by Rogthnor; 2019-10-08 at 10:08 PM.

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    EXALTED MYTHOS
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    Dream Reality Colocation
    Prerequisites: Bachanial Oracle
    This mythos acts as an upgrade to it's prerequisite, allowing the Bachanial to respond to prayers instantly. Upon hearing a prayer the Bachanial may fall into a deep slumber and appear before the target(s) as a waking dream or vivid hallucinations seen only by the mad.
    The Bachanial appears exactly as he was at the time the prayer was made, and carries all his equipment on him.
    Both the Bachanial and the Target(s) benefit as if they were under the effects of Unknown Kadath, the dream world of that Mythos selectively overlaying the waking world at the Storytellers discretion. Any items produced in this way behave as objects enhanced by Hallucinations Made Real.
    This explicitly allows for the Bachanial to heal mad characters as if he were present on the scene, or allow them to cross a chasm via a bridge conjured from his dream horde or other such illogical feats.
    The target may banish the Bachanial as a free action as per the base Mythos. Doing so does not banish him for the whole group, each character must choose to banish him individually.

    ASCENSION’S LULLABY
    Prerequisites: Sanity-Shattering Instruction, Echoes of Enlightenment

    Men have long prayed to Bacchus for aid in becoming what they are not. Sometimes he feels sympathetic to such limited beings. This Mythos upgrades Echoes of Enlightenment. Should a character pray to the Bachanial for immortality, transformation or other things of a similar nature, the Bachanial may choose to grant such a request provided they have already been affected by Sanity-Shattering Instruction.

    The supplicant hears music swell from between their ears, instructing them on the path to transcendence. The mouths on their brain sings to them of the beautiful butterfly they will become when they shed their chrysalis. It is Obvious to the character that this transformation is a fundamental change equivalent to death that will transform them into a new order of being.

    The supplicant must offer cumulative sacrifices consisting of a total 25,000 GP worth of material or all the the Brachial as part of successful prayer rolls before their transformation can begin. They may choose to spend HP in lieu of or in addition to this GP cost. 1 HP is the equivalent of 10 GP. This does not have to be their own HP, nor does it have to be given willingly. One they have done that, on the night of the next new moon, the character is twisted into another creature and gains the Pseudonatural Template. This is equivalent to character death and may not be undone. This acts in all ways as the polymorph spell, with the target’s HD deciding what sort of creature they may become, save that the target may become an outsider as well.

    Upon learning this Mythos, the Brachial gains one creature type which he may change others into, and he may by subsequent types as basic manifestations.

    FACELESS PROPHET SHINTAI
    Prerequisites: Glorious Cosmic Melodies, Endlessly Wailing Flutist, Quidlibet

    Tearing off his face, the Bachanial reveals the dizzying cosmos contained beneath his skin. Monstrosity unfolds as truth is revealed. The paper-thin world screams paeans to the priest of paradox who perceives all; possible and impossible.

    The Bachanial may now play any and all Symphonic Mythos Simultaneously
    He always counts as playing music. Nothing short of death can stop his song. .

    Non-Mad characters who look at the Brachial automatically contract Nognosia. There is no save.

    Nothing can possibly be concealed to the Faceless Prophet. His Blindsight now extends to 100 miles


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    EXCELENCIES
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    Excelenices
    Eldritch Music:
    Music and Magic are not so far apart, and in the right hands one does not preclude the other. Purchase of this excellency allows the Bacchus to cast spells and use magic items while producing Symphonic Effects

    Whispers on the Inside
    The whispering voice of the Bacchus moves through planes unseen and unfelt to grow mouths on the inside of your mind and whisper sweet melodies in your ears. Purchase of this Mythos makes the Bacchus telepathic with a range of 30 ft. He may choose to play his music with this medium, allowing him to selectively target who hears his symphonies, and thus who is effected by them.

    Singing to Stones
    It is said that in the Far Realm, stones walk and objects talk, for everything is alive in its own way. This Excellency expands the capabilities of the Bacchus, allowing him to speak with inanimate objects and non sapient creatures, as per the speak with… line of spells.

    Music To Make an Automaton Weep
    What the Bacchus, if a warforged has no tears to cry, nor a zombie a heart to beat! His music ignores such petty restriction. Purchase of this Excellency allows the Bacchus to effect otherwise immune creatures, such as slimes, skeletons and constructs, with mind affecting abilities.

    Attacca
    True artistry lies in improvisation, in the ability to rapidly switch tunes and tracks to meet the needs of your audience. If the Bacchus is currently playing music, he may activate a symphonic excellecny once per turn as an immediate action. In addition, on his turn, he may activate a new symphonic mythos as a swift action instead of a standard one.

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    MISC:

    Link to the Google Doc (With my Comments)
    https://docs.google.com/document/d/1...j4f_rHTQ/edit#
    TO DO
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    Need to look at other mind affecting spells besides suggestion, command and Mythos person, relying on those to much
    Shintai’s
    How Jaganatha handles PD and Environmental effects
    A few more Charms, such as Ennui Beyond Joy, Wyrm of the Far Reaches and Granite Drakes hide, as well as a few of my own
    Add pictures
    Look at alternative ways to handle madness without creating a whole subsystem
    Last edited by Rogthnor; 2019-10-08 at 10:14 PM.

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    Dwarf in the Playground
     
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    Default Re: Mythos Homebrew: Bachus, the Mythic Bard

    Any comments? I could use another pair of eyes

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    Default Re: Mythos Homebrew: Bachus, the Mythic Bard

    Take another look at proficiencies. I believe I detect a copy/paste oversight.

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