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Leader Examples

“A king must live a life more vivid than any other and be figure for all to admire! The king is the one who collects the envy of all his heroes and stands as their guide! Therefore, the king is not alone! For his will equals that of all his followers combined!” - Iskandar (Fate/Zero)

Megaligeti

Throughout history the Leader saw many things. He saw the burning light of The Sun and felt the sadness in his rule. He saw the Tyrant crushing those underfoot and wept at how he would never know the love of another. He saw the Conqueror and cried, knowing he could never truly love anyone but himself. But above all, he was angry at them for their deep seeded selfishness. The Sun could not stand the weight of his contradiction, of both power and free will, and devoured himself. The Tyrant could not fathom the power of those beneath him. The Conqueror did not understand the power of true loyalty. And so the Leader rebelled against them and their arrogance, becoming their antithesis.

The Leader was not powerful and therefore followed, he was followed and therefore powerful. He sought to be great with his people, turning not just himself but all those who followed him into great people. His story was not his alone, but is shared by all of his followers. He may not have been seen as a god, but they still looked up to him with admiration, envy, and fear. So he lived a large life, leading his men to greatness, garnering the best of the best beneath himself. They would look up to him, and strive to become even a step closer to him. He would lead on the battlefield with strength and grace, never letting a comrades foot slip. He would stand his ground in battles of words when challenged at tables of diplomacy. When needed he could use manipulation and subterfuge better than any enemy of his. And when diplomacy and subterfuge had passed, he could command those around him, putting the fear of gods into them.

Ultimately the Leader is all he can be in excess. He can be just as kind as he can be cruel. Allies will admire and envy him for the greatness he brings, and he will show them kindness and joy in excess. His enemies will fear him, and he will show them his bottomless cruelty when they stand in his way. Morality may guide those who follow in his legacy, but ultimately morality is a crutch he does not need to stand tall.

Basic Abilities

The Megaligeti has the following game Statistics.

Alignment: Any, tends toward extremes.

Hit Dice: d10

Starting Age: As sorcerer

Starting Gold: Some gp

Class Skills: Bluff(Cha), Craft (Any)(Int), Diplomacy(Cha), Disguise(Cha), Escape Artist(Dex), Forgery(Int), Gather Information(Cha), Handle Animal(Cha), Intimidate(Cha), Jump(Str), Knowledge(all)(Int), Listen(Wis), Profession(Any)(Wis), Perform(Oratory)(Cha), Ride(Dex), Search(Wis), Sense Motive(Wis), Spot(Wis), Use Magic Device(Cha)

Skill Points at 1st Level: (6 + Int Modifier) x 4

Skill Points at Each Additional Level: 6 + Int Modifier

Level Base Attack Bonus Fort Save Ref Save Will Save Special Mythos Excellencies
1st +0 +2 +0 +2 The Leader's Mythos, Mythos Known, Leader's Excellence, Glorious Self-Realizing Pressure, Threads of Leadership +2 +1
2nd +1 +3 +0 +3 +0 +1
3rd +2 +3 +1 +3 +1 +0
4th +3 +4 +1 +4 +0 +1
5th +3 +4 +1 +4 +1 +0
6th +4 +5 +2 +5 +0 +1
7th +5 +5 +2 +5 Fantastic Mythos +1 +1
8th +6/+1 +6 +2 +6 +0 +1
9th +6/+1 +6 +3 +6 +1 +0
10th +7/+2 +7 +3 +7 +0 +1
11th +8/+3 +7 +3 +7 +1 +0
12th +9/+4 +8 +4 +8 +0 +1
13th +9/+4 +8 +4 +8 Legendary Mythos +1 +1
14th +10/+5 +9 +4 +9 +0 +1
15th +11/+6/+1 +9 +5 +9 +1 +0
16th +12/+7/+2 +10 +5 +10 +0 +1
17th +12/+7/+2 +10 +5 +10 +1 +0
18th +13/+8/+3 +11 +6 +11 +0 +1
19th +14/+9/+4 +11 +6 +11 Exalted Mythos +1 +1
20th +15/+10/+5 +12 +6 +12 +1 +1

Class Features

All of the following are class features of the Megaligeti

Weapon and Armor Proficiency: They are proficient with all simple and Martial Weapons, as well as all Light, Medium, and Heavy armor, and with all shields (except tower shield).

The Leader's Mythos: The Leaders 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 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 Megaligeti class. When a Mythos references "allies", it specifically does not refer to the Megaligeti using it. When a Mythos grants a feat as a bonus feat, it is regardless of whether the character meets the prerequisites for that feat (unless otherwise stated), and if the character already possesses that feat (in some permanent fashion, via the normal allotment gained by leveling up, or through another Mythos, and so on, but not those gained temporarily, such as via a "Heroics" spell), they must replace the prior instance of that feat with another feat that they qualify for.

Every Mythos has a Tier. The Tier of a Mythos ranges from 1 to 4, typically referred to as Exceptional, Fantastic, Legendary, and Exalted. A Megaligeti with Exceptional Mythos is an individual who seems to stand out among others. When they are there people naturally turn to them, even if they have no given titles or responsibilities. They are naturally commanding. At the Fantastic level, the people no longer just turn to them, but follow them naturally. They come to understand their abilities and powers, and use them as they see fit. They become capable of becoming kings and leaders. Whether they usurp the powers that be or support them is their choice. Even their superiors will start to defer to them. At Legendary level, they are always a commanding presence. They cannot be ignored by anyone, and just the thought of their presence can change the tide of battles. An Exalted Megaligeti has no question to their status. Everyone envies him and his status, friend and foe alike as he stands a giant among his people.

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

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

A Megaligeti also has the ability to learn more Mythos, above the ones automatically allotted to him by leveling up by performing certain tasks. Whenever he spends money or resources to benefit spread the glory of his followers, or impede his enemies. This could be spent in buying a lavish party for those who've helped him, no matter how small. He could spend it to harm his enemies, without profit. He also gains MP when he convinces an enemy to become an ally, 10*HD of the person convinced.

By spending 1,000 Mythos Points, and 250xp, a Megaligeti 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 Megaligeti 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 Leader. One may only utilize this ability while more than half of his effective character level (ECL) is devoted to levels in the Megaligeti class.

A Megaligeti also has the ability to learn more Mythos, above the ones automatically allotted to him by leveling up by performing certain tasks. Whenever he spends money or resources to benefit spread the glory of his followers, or impede his enemies. This could be spent in buying a lavish party for those who've helped him, no matter how small. He could spend it to harm his enemies, without profit.

By spending 1,000 Mythos Points, and 250xp, a Megaligeti 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 Megaligeti 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 Leader. One may only utilize this ability while more than half of his effective character level (ECL) is devoted to levels in the Megaligeti class.

Leader's Excellence: As denoted on their class table, a Megaligeti 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 Megaligeti may learn more Excellencies above their allotted amount. Each one costs 1,000 Mythos Points and 100 xp, 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.)

Glorious Self-Realizing Pressure: The Leader's story is never truly built upon falsehood, it is in fact built upon a powerful, even horrifying truth. The leader has never truly cared what others thought of him, because he knew his destiny and power better than anyone. He knows it so well that even doubt cannot find a home in his mind. It may bite at him, but it is little more than a passing annoyance. It matters not to the Leader what others think of him, but it matters to those who know him. Be he a man or a god in their eyes, it does not change his destiny

However, this knowledge affects those who know of him deeply. The more of him they know, the more they come to fear or admire him. Upon sight, if uncertain about anyone in his presence knowing about him have them roll a knowledge(Nobility/Royalty) as though they were trained in the skill (can get higher than 10 on the roll without ranks). The DC for this check is 35 - Level - Charisma Modifier. If they beat the DC, they know of the Megaligeti and are under the full sway of his glory, if they fail then they are free of his sway, recognizing his presence and knowing his name, but not connecting the two.

If the Megaligeti wishes to enlighten them he and his allies may tell those who don't know about his glory. This forces them to re-roll the check, with a cumulative +1 for every person who has attempted to teach them about the Megaligeti. It requires a standard action to tell about him. Even if the same people attempt the knowledge, they may continue to force rerolls until successful. Someone who is told to roll must roll. Additional bonuses may be given by the DM if they role-play the speech to inform the person. If a person spends a period of time greater than 24 hours they are considered to know him.

However, sometimes events conspire to hide the truth. If a Megaligeti is brought low, as to make others believe he is weak, they are not considered to be effected by his Glorious Self-Realizing Pressure. For example if he is made to cower, or run away from a conflict from fear. It is up to the DM as to what meets this requirement, but it should be inglorious and shameful. Once a Megaligeti has recovered however, the effect returns.  

Threads of leadership: A leader has many roads to power. No one method is greater or lesser to the leader, but he has his preferences. Each thread denotes a line of powers which a leader can focus on. These lines are not exclusive, and should be used as needed to meet challenges.

  • Paragon – “Nobility is not being superior to your fellow man; True nobility is being superior to your former self.” A Paragon follows this path to improve himself, making him both stronger, and more independent, able to lead his followers from the front, and allowing him to face challenges alone. Bonus: For every 2 Abilities with this thread, gain a +1 innate bonus to Constitution.
  • Commander – “Good tactics can save even the worst strategy. Bad tactics will destroy even the best strategy.” A leader may be powerful and impressive on his own, but he is far better when he leads others. Even a leader who puts his own prowess first is better with followers.  The thread of this power is to improve not himself, but his allies. Empowering them and multiplying their strength. Bonus: For every 2 abilities with this thread, gain a +1 to your attack and damage.
  • Diplomat – “Diplomacy, n. is the art of letting somebody else have your way.” Often, a leader must deal with people who don't wish to follow, but don't directly oppose him. When a third party must be confronted, but neither inspiring speeches, nor direct violence are the proper answer, this is when diplomacy must enter. The threads of diplomacy are not about commands or confrontation, but compromise. The more a leader follows this path, the better they become at convincing others, whether it is convincing them to join him, or simply stay out of his way is his choice. Bonus: For every 2 Abilities with this thread, gain a +1 insight bonus to Bluff, Diplomacy, Intimidate, Gather Information, and Sense motive.
  • Manipulator – “Just because something isn't a lie does not mean that it isn't deceptive. A liar knows that he is a liar, but one who speaks mere portions of truth in order to deceive is a craftsman of destruction.”  When direct action cannot solve a problem, sometimes manipulation is required. A leader versed in this thread is infamous for his wiles, and becomes even more dangerous as he makes his enemies think twice. Often they become his unwitting pawns, following his will without realizing it. The more versed in this a leader is, the better he is at directing the footsteps of his enemies. This is much more difficult to resist, but often much smaller in it's effects. Bonus: For every 2 abilities with this thread, gain a +1 insight bonus to Decipher Script, Disguise, Escape Artist, Forgery, Hide, and Move Silently.
  • Autocrat – “It is a great matter to be in authority over others; for authority, if it be rightly used, will make you feared beyond your actual resources.” Many leaders, for better and worse, don't seek to empower others, but to control others. It's an inevitable fact that a leader may have to use this route also. The threads of an Autocrat empowers the autocrat to make others follow his orders. As he gains power from these threads it becomes harder to refuse his commands. As an autocrat does not have authority but absolute authority, even reality and the gods can be made to obey his commands. Bonus: For every 2 abilities with this thread increase gain a +1 Charisma.

Exceptional Mythos

Self-Realizing Empowerment Aura [Commander]

Prerequisites: -

The leader was never alone in his greatness, his story was the story of him and his men.

A leader has an aura about him. Those that follow him and work under him simply, feel stronger, more powerful. The megaligeti need only be there for people to be under their effects.

All people within 30 feet of you, gain bonuses of your choice equal to your Charisma modifier. You may choose from:

  • Bonus to Critical Confirmation
  • Bonus to disarm, trip, bull rush, and sunder.
  • Bonus on Saves
  • Bonus to overcome SR
  • Bonus to AC against Attacks of opportunity.
  • Bonus to Damage rolls when flanking.
  • Bonus to Strength checks and skills.
  • Bonus to Dexterity checks and skills.
  • Bonus to Constitution checks and skills.
  • Bonus to Intelligence checks and skills.
  • Bonus to Wisdom checks and skills.
  • Bonus to Charisma checks and skills.
  • Bonus to Damage rolls when charging.

You may have a number equal to 1/3 your level rounded down (Minimum 1) active at any time. It takes a move action to change a bonus in combat.

Your allies gain this bonus as a morale bonus. Bonuses from bardic music do not stack unless the bard performs to expound on your glory.

This aura widens to 60ft at level 7. Increases again at at level 13 to 90 feet. Then again it expands to 120 feet at level 18.

If an ally is not under the effect of Glorious Self-Realizing Pressure, then this has no effects. If the Megalegati is unconscious the effects of the aura is lost.

Basic:

Wider Bolstering Gravitas: You may have an additional effect active at a time. You may take this multiple times.

Betterment Focus specialty: You may chose one of the abilities and use 1.5 x your Charisma modifier instead of 1. This bonus cannot be swapped out however.

All Inclusive Glory: This aura no longer counts as a morale bonus, allowing undead and mindless creatures to be effected equally. It still does not stack with Bardic music Naturally.

Advanced:

Greater Aura Empowerment: You gain these auras in addition to the previous list.

  • DR/Adamantine equivalent to your Charisma Modifier.
  • Bonus to all damage rolls.
  • Bonus to hit.
  • Dodge Bonus to AC
  • Movement Bonus equal to 5 x ½ your charisma modifier. (this bonus cannot be improved)

Only one of these may be active at any time, if bonuses overlap, they do not stack. This does not increases the number of auras you can have active at any time.

Powerful Commanding Tactical Flexibility [Commander]

Prerequisites: -

It is not uncommon for a leader to inspire his troops before a battle. But, why does he do it? Ordinary men would say it races morale, making his men feel better before the battle, but the leader knows better. He does it to prepare his men, so they are stronger, harder to break, and ultimately far greater than their opponents.

As part of a perform(oratory) check you may buff your allies for the coming battle. You may roll a perform(oratory) check after a speech of at least one minute. This bonus lasts till either you give another speech, overwriting the previous bonus, or until the next major encounter ends (discretion of GM but leaving initiative order is not necessarily the end of a major encounter).

You also gain Skill Focus( Perform(Oratory)).

The buff gained is decided by the manifestation you chose. Unless you have Doubly Prepared for All Speech, you may only use one manifestation. All of these stack with Self-Realizing Empowering Aura.

Glorious Self-Realizing Pressure is required.

Basic:

Through Fire and Ice Preparation: For every 5 points above 10 your allies gain a +1 resistance to an element of your choice, either Fire, Cold, Electricity, Acid, and Sonic. Stacks with all other resistances.

Solid and Immovable Fortresses: For every 5 points above 10 your allies gain a +1 bonus against Grapple, Bull Rush, Overrun, and trip.

Unbreakable Shielding Heart: For every 5 points above 10 your allies gain a +1 bonus to Shield AC.

Advanced:

Hardened Skin For Battle: For every 5 points above 10 your allies gain a +1/- DR.

Doubly Prepared for All Speech: Choose another basic Manifestation, you may now apply two in one speech.

Deft of Foot Preparation: For every 10 points above 10, your allies gain a +5 ft to their basic movement.

Ever Ready Agile Movement: For every 5 points above 10 your allies gain +1 Dodge bonus to AC.

Prepare to defend yourselves: Beat a DC 30 perform Check to give your allies 20% cover.

Fear-of-the-Divine Producing Stare[Autocrat]

Prerequisites: -

As a standard action you can focus your power upon someone, causing them to be terrified under your gaze. Your opponent makes a Will Save, to resist and if he fails he is now shaken so long as you focus on them.

To continue focusing on them you must direct all of your attention on them, you cannot take your eyes off of them, you cannot move further away from them, but may approach them, or circle them. If someone attacks you you must make a concentration roll to maintain, DC 10+damage taken. If you attack someone else you must make a concentration check, DC 10+Damage Dealt/2. You may attack the person your effecting without a check to continue concentrating on them, but if they attack you must still make the check.

This Requires Glorious Self-Realizing Pressure to be effected. This effect cannot be broken or dispelled by any means other than breaking the gaze.

Basic:

Truly Frightful Glare: Your target is now Frightened instead of shaken.

Impressing Glaring Assault: If your target leaves your sight or your gaze upon him breaks it lingers upon him. The effects now last an additional number of rounds equal to your Charisma Modifier.

Dazzling Stare of the Divine: Your target is now Dazzled as well as Shaken.

Advanced:

Abject Horror of Power: Your target is now cowering instead of Frightened. {Requires Truly Frightful Glare}

Enamoring Locking Glare Fascination:  Your target is now Fascinated with you so long as you keep your stare, rather than Dazzled. {Requires Dazzling Stare of the Divine}

Paralyzing Glare: You can now paralyze your target, however the save DC for the effect Decreases by -5.

Split Attention Glare: You may now attack freely, without rolling concentration, and you gain a +5 to Concentration checks from taking damage.

Staggering Pressure: Your target now becomes staggered while effected by your stare.

Unrequited Fear of him: Your stare now effects undead and mindless creatures.

Fearful Glory Induced Obedience [Autocrat]

Prerequisites: -

As a standard action you may focus your power on a specific individual, and give them a command. This can be done to both enemies and allies. Enemies may resist with a Will Save.

This command must be a short phrase. Such as 'kneel', 'silence', 'stand still'. This command lasts for your Charisma Modifier of turns. They may roll again if they are threatened or given another command. If an enemy resists successfully they are immune to another attempt for the rest of the encounter. If a command is impossible to complete, telling a snake to kneel, there is no save, no resist, and it does not count as having resisted successfully. If a command is directly dangerous to them such as commanding them to kill themselves, they gain an additional +5 to resist the command.

An ally may also be commanded, and if they don't resist and command they gain a +3 to complete the action if it is applicable. Such as telling them to duck in preparation to a fireball grants them a bonus to their reflex save.

The target may take the action either Immediately, or at their next opportunity, whichever you believe is more appropriate.

Glorious Self-Realizing Pressure is required for this ability.

Basic:

Multi-targeted Commandeering Push: You may now give commands to 1/3 your level rounded down (minimum 1) in targets at a time.

Prolonged Subordination Commandment: Your ability now lasts 2 x your Charisma Modifier, rather than 1 x your Charisma modifier.

Undeniably Powerful Command: Your ability ignores the immunity to mind-effecting of undead and vermin, treating them as though they were not immune to this ability. They don't need Glorious Self-Realizing Pressure unless they are intelligent.

Advanced:

Enforced Yoke of Order: 1/day you may now give an order that lasts your Charisma mod in days, rather than rounds. This order can be a simple sentence rather than a simple command. This order is given a new save every day. This save Decreases by 1 for every day they are effected by it.

Reaffirming Command Assault: If someone resists your command successfully, you may give them another command. However, if they resist twice, they become immune as before.

Manipulative Subterfuge Controlling Whispers[Manipulator]

Prerequisites: -

When interacting with someone you may implant an idea into their head, convincing getting them to do something that, while not immediately harmful, helps you. You roll a Diplomacy or Intimidate check to get them to do this task once everything is done or the effect has been triggered. DC starts at 20+ target's sense motive bonus and increases as the action increases. It requires at least one round to set this up, but for each consecutive round, it becomes easier, up to a +5 at 6 rounds (about 30-36 seconds). Additional bonuses may be given by the DM for good role-playing. This action may be carried out immediately up to your Charisma modifier in days later. If it's action is delayed there must be a specified trigger to activate the action.

This action must be effectively harmless to the person effected, and have no obvious repercussions to them. Actions that may harm someone they don't already want to harm, or that will get them in trouble may work, but they must be willing already. These may also require multiple checks to convince them that the actions indeed harmless. Opening a window while on duty to let in a nice breeze. Setting down their bag on the left side rather than the right side. Bringing out the Knives first.

You may also manipulate out an action in combat. Getting them to focus on one person first, or avoiding another. While convincing them not to go after the wizard first may be a bit more difficult, suggesting they go after your monk rather than your fighter would most certainly be easier.

You can only have one manipulated action prepared on a person at a time. Attempting to Manipulate them before the previous action occurs replaces the previous action. This does not require Glorious Self-Realizing Pressure. This is not a compulsion or mind effecting ability, but requires that the target is at least intelligent enough to have a conversation.

This is can be very subjective, but DM has final say, and sets the final difficulty.

Basic:

Manipulative Seduction Assault: You may use your gender and sexuality to gain an advantage. If your target is attracted to your gender and/or sexuality the DC to manipulate them decreases by -5.

False Friend Manipulation: If your target is friendly to you, you may decrease the DC of manipulating them by -5. You may consider someone your friend by conversing for at least 1 hour with them, passing a Diplomacy check DC 10-40 depending on your actions and their eagerness, and learning their name.

Advanced:

Subtle Complexity Induction: You may now queue actions for the target to do. These actions must be carried out in the order you give them. Every for every action already prepared for them already increases the difficulty of the next by +10.

Slip Danger In Disguise: For actions that are potentially dangerous the difficulty added for these actions are halved.

Trouble Making Enjoyment: For actions that could get them in trouble, the difficulty increase is now halved.

Symbolic Facade of Power Creation[Manipulator]

Prerequisites: Must be taken before level 3.

Imbue an identity hiding item, such as a helmet or mask (Specific wardrobe helpful, but not required), with your presence and power. Doing so removes the aura from your identity and ties it to you in your mask. You still have access to your Manipulator and Paragon Mythos, but won't have access to your other mythos abilities without your mask.

However you have an additional issue. Your mask becomes a symbol and so anyone wearing it may be able to fake being you, though the disguise may not be easy to maintain. Having the mask on your person may tip people off to your masked identity.

Worst possible, if someone sees who is behind the mask, the illusion is lost and your abilities no longer effect them. They gain a +5 bonus to resist your manipulations and abilities. Unless they swear loyalty to keep your secret they cannot become fully under your sway again. You may designate some people to know from the beginning, but they must take this oath.

If someone wishes to discover your identity, they must see you and actively scrutinize you both in and out of costume to get a check. They must pass an opposing skill roll, their spot vs. your disguise +1/2 your level.

Should your mask be lost or destroyed you may tie your identity to another mask of your choice, it takes at least 1 week acting in the mask for your identity to be tied to it.

Donning or removing your mask takes only as long as ordinary clothing changes. Divination does not connect you and your mask's identities without immediate suspect from the caster. Just making the check (not succeeding) does not count as suspecting it. They must actively believe with little or no proof to be considered suspecting.

Basic:

Look Tied Power: You may use any mask, so long as it is similar enough to your original.

The Suit of Power: You now use an entire suit to tie your identity down. This may be ordinary clothes or a full set of armor, but it must be sufficiently unique or iconic. This allows you use a set of clothing, rather than a mask as your identifying mark. This allows you you to use any method to hide your identity, so long as you wear those clothes but makes it more difficult to hide in an instant. Showing your face is still able to break the Illusion.

Dressing Jaunt: When you don or remove your disguise, you may make a small teleport, as Dimension Door. This can be done, twice a day, up to a minute before or after you have donned or removed your disguise. You can teleport anywhere within 400ft+40ft/level. When you prepare to teleport to don your disguise you may make a perception check to tell if you will be seen while donning your disguise. The same goes in reverse when teleporting to a location to remove your disguise.

Advanced:

Hear His Name and Lament: You may tie your power to not only a mask, but a name. This name can be as simple or Grandiose as you wish, but it must be speakable. This name can never change, and if it falls from glory in the world at large, so will your power. Only those truly loyal to you can gain bonuses, and only those who truly fear you can be penalized if it falls. You may give others the right to use this name for you and gain your influence. When they use your name for Diplomacy, and Intimidation, they may use your bonus in those skills instead of their own (if they wish). The one they use them against may make a will save to disbelieve. If this manifestation is used with the 'Symbol of Fear and Power', the save increases by +5.

Symbol of Fear and Power: You may tie your power to a Symbol, this symbol can have both 2d and 3d forms, but both must be recognizable between the two. This symbol may be used instead of your name. This allows you to have your influence felt by others without words. This gives a those who use it the ability to use your Intimidate and Diplomacy skills in your stead (if they wish). This bonus does not stack with 'Hear His Name and Lament'. They may make a Will save to disbelieve. If this Manifestation is used with 'Hear His Name and Lament', the save to resist increases by +5.

Leaders Falsehood Piercing Stare[Diplomat]

Prerequisites: -

You may focus your gaze upon someone who speaks to you and if they fair their save, take a penalty to bluff equivalent to double your Charisma modifier.  You may only focus on one person at a time with this mythos.

This requires Glorious Self-Realizing Pressure.

Basic:

Stare of Ten Thousand: You may apply double your Charisma modifier as a penalty to their Diplomacy as well as their bluff when you stare at them.

Poise Shattering Gaze: You may now apply double your Charisma modifier as a penalty to their intimidate as well as their bluff when you stare at them. You may also get a rough estimate of their strength overall. This may be their CR, Level, Strength, or any other decent modifier for how strong they are.

Advanced:

Stealth Piercing Gaze: Should your target be under the effect of this mythos and they attempt to hide they fail automatically against you, this includes magical methods of hiding such as invisibility. They must break line of sight with you for the entirety of a round for them to attempt to hide without failing. This does not stop them from hiding from others, only you. This is not mind effecting.

Under the True Gaze of Gods: You can now stare at someone, if they fail their save they are incapable of lying, automatically failing their bluff checks against you. Should they lie through omission or half-truth, you are notified. This is considered mind effecting.

Mind Seeing Stare: While under the effects of this ability you also have the ability to read some of the thoughts of the target's mind. This lets you gain a glimpse into their immediate thoughts. This can be bluffed with a -10 to the roll they make however. This ability ignores mind effecting as it's less about invading their mind so much as catching ordinarily unseen cues from them. You cannot gain knowledge from them that is not immediately on their mind. You may also use this to gain a bonus of +4 to handle animal checks.

Ironclad Contractual Formation[Diplomat]

Prerequisites: -

You may make contracts with others. These contracts allow you to set rules and create understanding between your group and other groups. You may even make contracts between other groups, acting as a broker between the two. These contracts have no limit on how long or complex they can be. They can also cover any topic or idea necessary. Generally the easiest contracts are simply those stating the positions of the two parties to each other.

As you make more complex contracts, it can be for almost anything. You can write a contract for a sufficiently large trade, or a declaration of surrender. If a contract is written the person gains a +3 bonus to actions that uphold the contract. If someone breaks the contract everyone will know immediately, and the ones who upheld their end of the contact gain a +5 against those who broke it.

Basic:

Neutral Broker Balancing Stance: You may act as a broker and regardless of the outcome for either side you are given no blame for negative actions so long as you gain no benefits.

Favor Haggling Turnabout: You now gain a bonus to getting your way. The DC to convince others of your contract benefiting you decrease by -5. You also now sell everything back to shops with better value. If you GM default to ½ market price when selling back, you instead gain ¾ of the market value rounded up. This will not let you sell something back at a higher price than you bought it.

Advanced:

Loophole Initialization Manipulation: You can occasionally slip in a loophole into your contracts. For every 4 levels in Megaligeti (minimum 1) you may slip in loopholes that will be ignored by those of your choice. This loophole may be used by anyone who knows of it, and while it may cause dislike by those effected by it, it will not count as breaking the contract.

Quick Contract Creation: You may now form a contract through verbal agreement. These contracts are much more vague and often will have unforeseen consequences for those who enter them. All that need be done is say the terms and gain agreement with the other party. Agreement could be a handshake, swearing over a religious text, or a simple 'yes' so long as both sides understand that they are agreeing.

Perfection Sought in Martial Excellency[Paragon]

Prerequisites: -

You gain a bonus of +1 to attack and damage with all weapons.

Basic:

Jack of Blades Master of None: Gain an additional +1 to attack and damage with all weapons, Mastering nothing but being effective with everything. You may also wield any exotic weapon with half the penalty (-2 instead of -4).

Focused Assault Method Mastery: Gain an additional +2 to attack and damage with all weapons of a similar type or design.  (See Pathfinder Fighter Weapon Training for examples http://www.d20pfsrd.com/classes/core-classes/fighter) You may take this Mythos and Manifestation multiple times, but must take a different weapon group each time.

Signature Weapon Specialization Mastery: Choose a singular weapon, if you are not proficient with it, gain proficiency with it and gain an additional +3 to attack and damage while you use this specific weapon. This weapon may not be replaced, with another weapon freely. If you lose this weapon you can replace it by expressly paying for a copy to be created. This replacement costs an additional 1,000 GP to make. You can take this manifestation only once.

Advanced:

Greater Focused Assault Mastery: Gain another class of weapons as Focused Assault Weapon Mastery.

Gemini Specialized Weapon Mastery: You may chose another weapon to gain Perfect Mastery in as Signature Weapon Specialization Mastery, allowing you to Dual Wield with your Signature weapons. This manifestation follows all the same rules as Signature Weapon Specialization Mastery. You also gain Two-weapon Fighting and Oversized Two-Weapon Fighting, and you may also chose Improved Two-Weapon Fighing, Greater Two-Weapon Fighting, and Perfect Two-Weapon Fighting, without meeting the ability score requirements, but you can only use these feats when wielding your specialized weapons.

Keen Eyed Accuracy Master: You gain Point blank and Far Shot as Bonus Feats.

Powerful Great Weapon Grip: Gain Power attack and Monkey Grip and remove and ignore the -2 penalty usually incurred by this feat.

The Whip and Lash: Gain Whip Mastery, as your BAB meets the requirements of the better versions you also gain Improved Whip Mastery, and Greater Whip Mastery, ignoring all requirements of weapon focus (whips).

Dual Weapon Dancing Mastery: You gain both Two-Weapon Fighting and Improved Two-Weapon Fighting, you may also gain Greater Two-Weapon Fighting, and Perfect Two-Weapon Fighting, without meeting the ability score requirements.

Unhindered Sword-and-Shield Style: You gain power attack, Shield Charge, and Improved Shield Bash(if you don't already have it). When wielding a sword and shield you may treat your weapons as though they were a two handed weapon, adding 1.5x your strength to damage and gaining 2 extra damage for every -1 to hit you take with power attack.

Perfection Sought in Invincible Armors[Paragon]

Prerequisites: -

As you battle, you become more in tune to your armor. For every 4 levels in this class you add +1 to your armor's maximum dexterity, and reduce your armor check penalty by -1 to a minimum of 0 (minimum +1 and -1 respectively). At 10 max dexterity, your armor is considered to be without max.

You also remove 5% from spell failure chance at the same rate.

You also can also sleep in armor without becoming fatigued.

Basic:

Weightless Armor Dexterity: When you wear light armor you gain a +2 dodge bonus to your armor class. Your armor also has no armor penalty or spell failure chance anymore.

Superior Balancing Armor: When you wear medium armor you are not slowed by it's weight. You may now move at your full speed in medium armor. You also gain an additional +1 dodge bonus to your armor class.

Invincible Heavy Fortress: When you wear heavy armor you gain a DR 2/- that stacks with everything. Your armor also has twice it's normal HP for sundering attempts.

Advanced:

Mithral Armor Mastery: When you wear armor made of mithral, your armor gives you an additional +2 armor bonus. This stacks with enchantments.

Super Heavy Adamant Mastery: When you wear armor made of Adamantine, your armor is considered to be of the same weight it originally was. It also has it's DR bonus doubled.

Invincible Shield Defence Mastery: When you wear a shield it's base AC bonus is doubled, and you gain Improved Shield Bash (if you don't already have it), and Parrying Shield as feats.

Towering Shield Wall Mastery: You are now proficient with Tower Shields, and gain the feat Shield Wall. You may attack while using your tower shield as cover, but it cannot be in the direction your shield protects you, and the cover extends to spells.

Fantastic Mythos

The Charisma of a God[Paragon]

Prerequisites:-

The Leader is always more powerful than he seems to those who know him. As his legend grows he becomes stronger than he seems. Upon taking this mythos you add your Charsma modifier as a Natural Armor bonus to your AC.

Does not require Glorious Self-Realizing Pressure.

Basic:

Armor of Fortune's Denial: Your Bonus from this now counts as a Luck bonus to AC instead of Natual Armor, applying to both touch and flatfooted.

Undying Charismatic Fortitude: You now add your charisma modifier to all of your saves.

Immovable Mountain of a Leader: Add your charisma against Bull Rush, Trip, Disarm, Grapple, Feint, Overrun, and Sunder attempts against you.

Energy Defying Charisma: You may add your charisma Modifier as a resistance modifier to two energy types of your choice. This may be taken once more to two more types of energy.

Advanced:

Greater Defensive Empowerment: Chose another Basic Manifestation of this mythos.

Grand Decree of Undeniable Authority[Autocrat]

Prerequisites: -

As a standard action you may declare a decree, to all those who hear you. Those who hear a decree may tell others of it and put them under it's effects. A decree may be on any thing but must command something to happen or an action to be taken. A decree has no limitation on time but you may only have ¼ your level in this class decrees active at any time. It takes at least a full round action to activate this ability. Decrees last your charisma modifier in days, each day decreases the save by -1.

You may specify who is effected by this ability. If an effected target is unwilling to do the act they may resist with a will save, if they succeed they may ignore it for a day while in your presence. Once the decree is made those who are effected by it must follow it. If the decree specifies that an action cannot be taken (such as striking someone) they must make a will save to do it. If the decree specifies the action must be taken, then they may resist taking the action. If they resist once they may ignore the decree for 24 hours. If the target resists two times consecutively then they may entirely ignore the decree. If they fail however they may not resist until they are threatened, or something that is entirely contrary to their wishes is done (like ordering them to kill a loved one).

If an effected target agrees they instead gain a bonus to do the action. If the decree is to a specific short term goal then they gain a +6. The larger the goal to complete is, such as killing an army, the less the bonuses effects are, every 10 times larger it decreases by 1 to a minimum of +1. Decrees do not stack with each other.

This ability requires Glorious Self-Realizing Actualiztion, and is considered mind effecting. DM has final say as to what your decree actually does.

Basic:

Year Long Decree of leadership: You decrees now last weeks rather than days, with the save decreasing every week rather than every day.

Command Bound Decree: When you give a decree, all those under your command automatically know of the decree you've stated.

Advanced:

Echoing Voice of Command: When you give a decree your voice travels many times further. Unless they already know to cover their ears, no one can chose to fail hearing it, the distance between you and your target have 1/10th the penalty to hear your decree, and they gain a +40 to listen and hear the decree.

Powerful Fear-of-the-Divine Presence[Autocrat]

Prerequisites: Fear-of-the-Divine Producing Stare

Your Fear-of-the-Divine Producing Stare now works on anyone and everyone within your aura. This aura is the same area as Self-Realizing Empowerment Aura and increases in the same manner. 60 ft. with Fantastic Mythos, and +30 ft radius with every following tier of mythos. You are also not required to always move to your target, you simply must move toward a target for the effect to continue working against everyone. Eyesight to you is required, but you no longer need to focus on any target specifically.

This Requires Glorious Self-Realizing Pressure and is mind effecting ONLY if Fear-of-the-Divine Producing Stare. If Fear-of-the-Divine Producing Stare is no longer mind effecting, neither is this. This ability requires at all times that they know you are there, you cannot be invisible and use this ability.

Basic:

Ever Growing Power: Chose another Basic Manifestation of Fear-of-the-Divine Producing Stare.

Knowing of his Presence: Those within the aura no longer need to see you to be effected by this mythos.

Advanced:

Continued Power Growth: Chose another Advanced Manifestation of Fear-of-the-Divine Producing Stare.

Blinding Aura of Glory: Your aura now causes your opponents to be blinded, however, they may save against it every round, and once they pass they cannot be effected by the blindness again that day.

Confused Fear Induction: Your aura now causes your opponents to be confused. They may attempt to save against it every turn they are effected by it, and once they pass they become immune to it for the rest of the day.

Ally Manipulating Partial Betrayal[Manipulator]

Prerequisites:-

Sometimes a master of manipulation must use his allies against their will. You can manipulate multiple people in the heat of battle. As a standard action you may use a diplomacy or intimidate check to manipulate two targets. The targets roll their saves collectively, using the higher will save between the two of them.

Using this you may penalize an ally to penalize an enemy twice over.  You may apply a penalty to your ally equivalent to ¼ your level in Megaligeti and double the penalty on your opponent will be applied. This penalty can be to Attack, Damage,  or AC.

This requires Glorious Self-Realizing Pressure and is mind effecting.

Basic:

Mistrust in the Ranks: As an immediate action you may attempt a Bluff check to convince one enemy that another nearby was attempting to hit him after a miss. The one your attempting to trick makes an opposed roll Bluff vs Sense Motive, for every 5 feet between him and the original target he gains a +5 to his sense motive check. Additional bonuses may be applied to either side by the DM depending on the relationship of those you are attempting to trick. If he loses the opposed roll to you he will consider the one you blamed to be hostile and act as such. This may be broken by the blamed individual if they beat a opposed roll of their Diplomacy vs. The tricked person's Sense Motive – how much you beat their original sense motive.

False Turncoat Reveal: As a standard action you may attempt to trick your allies that someone is a betrayer, using a sleight of hand against those looking upon you, your 'betrayer' excluded, you may stab yourself with a weapon, perhaps one that is not obviously on your person. You deal damage to yourself with full force. Afterward you do a bluff check against everyone's sense motives (betrayer excluded). Unless he beats your bluff check with a diplomacy check they will consider him an enemy like any other, they will likely attack immediately.

Emotionally Twisting Words: With little effort and knowledge you have learned to sway the emotions and thoughts of those around you. With a Diplomacy, Bluff, or Intimidate, whichever is appropriate, you may use a little bit of knowledge with the precision of a scalpel. You may change the emotional state of your target with ease. The more extreme the emotional change, the greater the DC to change it. DM discretion to exact DC.

Advanced:

Turn-around Manipulations: Any ability that applies to allies may be done to enemies, and vice versa, but only if you swap the targets in the entire ability. Mistrust in the Ranks may be used against allies, the default ability may be used to penalize your ally double the penalty of your enemy.

Confidence Piercing Weapon Keening[Paragon]

Prerequisites: -

Your confidence is so powerful that even reality has difficulty holding it back.

Upon taking this mythos you may chose a target as a swift action and attack them, gaining a bonus to both attack and damage rolls equivalent to your charisma modifiers for the next turn. This additional damage ignores all DR but /-.  You can use this 1/3 your level in this class (minimum 1) times per day.

Basic:

Charismatic Assault Driver: Your ability now works for your Charisma Mod in turns.

Overpowering Charisma Crusher: Your ability now uses 1.5 times your Charisma modifier rather than your Charisma Modifier.

Dispersed Focal Charisma: You may now use this on your charisma modifier in targets at a time.

Precise Critical Assault: You gain Improved Critical and Critical Focus as feats and add your charisma modifier to confirm criticals.

Advanced:

Renewed Charismatic Vigor: you may use this ability a number of times per day equivalent to 1/2 your level in this class rather than 1/3.

Confidence Shattering Charismatic Strike: If you hit your target at any time he takes a penalty equivalent to your Charisma Modifier to his AC against everyone else who attempts to attack him.

Doppelganger Stand-in Tactics[Manipulator]

Prerequisites: Symbolic Facade of Power Creation

Upon gaining this Mythos you may give the power of your mask to one of those who know your identity and have sworn loyalty to you. They gain access to all Commander, Diplomat, and Autocrat abilities you have gained that are below Legendary Tier. For every day they act in your stead they gain +1 to Disguising themselves as you. So long as this disguise is unbroken they will continue to act as though it was you.

While you can train multiple people to do this only one can be you at any given time else the powers are lost and the illusion is broken.

Basic:

Multiplicity of Position and Power: You may now have up to your charisma modifier in people acting in your stead at a time, however they cannot be within sight or sound of each other. If at any time they are your allies make an intelligence check DC 10+1/2 your charisma modifier. If they succeed the illusion is broken and your power over them is lost. The only way to regain power is with a sufficiently good explanation and Diplomacy check. The better your explanation the lower the DC to beat. If you fail your explanation you lose all power in your mask.

More Ideas: Please...

Argument Turntable Turnaround[Diplomat] (Likely to Change)

Prerequisites:-

Diplomacy may now be used as a sword unto itself. In or out of combat you and your opponent may engage in a battle of will and word. By opposing Diplomacy rolls you may convince an opposing target to stop or turn to your side. When you roll opposed rolls the better of the two gains Diplomacy points against their opponent.

Once enough points have been accrued your target now enters into the position you wished. The number of points needed is decided by the DM and is easier for stopping than befriending. Unlike ordinary diplomacy this may be done at any time including in the middle of combat.

Adamantine Geass Contract Forging[Diplomat]

Prerequisites: Ironclad Contractual Formation

When you make contracts you may, with or without consent, force the contract as if it were a geass. Should they attempt to break the contract under any circumstance they must make a will save to do so. And if they break it they take penalties as though they are resisting a geass until they make amends, either gaining forgiveness of the wronged parties, or paying back the damage they have done in some comparable measure. The only way for these contracts to be broken truly is for at least half of the parties to break their agreements or all parties involved be willing to remove the contract.

Ally Angering Harm[Commander]

Prerequisites: Self-Realizing Empowerment Aura

As a swift action you may tempt your enemies within your Empowerment aura with a chance at your head. They must make a will save and if they fail they will attempt to turn their aggression against you, if they fail by more than 5 they do so without fear for their own safety, taking the most expedient path to you in order to get a chance at you even if that means running through threatened territory. If they succeed the save then they cannot be effected by it for 24 hours. This compulsion only stops if combat stops.

In return for this all allies in the vicinity gain an additional attack of opportunity specifically to hit those who failed, and if you are attacked by those who failed your allies may take an attack of opportunity on them. They also gain a +2 bonus to strength. If you take damage at any time while this is active the bonus to strength doubles to +4. If you go down to zero or lower it doubles again to +8 and unless you return to consciousness it continues until the end of combat, regardless of Glorious Self-Realizing Pressure.

This requires Glorious Self-Realizing Pressure and is considered a Mind-effecting Compulsion.

Basic:

Mindless Compulsion Empowering Aura: Your ability now works on mindless creatures such as undead and vermin.

Uncouth Attempted Assassin's Reward: You may now activate this ability as an immediate action upon taking damage from an unexpected opponent. This activates before you would go down, but does not stop the damage. If you do so all those in your aura gain a your charisma modifier as a bonus to their spot and search to find the would be assassin, and they may move and attack the target as an immediate action as well after his attack, along with the standard effects of the aura. This ability can be used in conjunction with the Ally Manipulating Partial Betrayal's False Turncoat Betrayal Manifestation.

Rally Cry of the Leader[Commander]

Prerequisites: Self-Realizing Empowerment Aura

At the cost of your own actions you may give additional actions to your allies immediately. On top of this, you have the ability to alter the initiative order of combat.

As a swift action you may move someone's position in the initiative order to anywhere you wish. Once they are moved they stay there for the remainder of the combat. If they have already taken their action in the round the new initiative takes effect the next round (an ally may not gain an additional turn in a round).

You may spend your actions to give additional actions to your allies. Every ally being within Self-Realizing Empowerment Aura may be given additional actions at the cost of your higher action. Full round gives Standard Action, Standard to Move, Move to Swift. They must use this additional action on their next turn or the action is lost.

Legendary Mythos

Cloaked in Perfection Incarnate[Paragon]

Prerequisites: -

You are now a near perfect specimen. Any flaws of your body disappear, and your weaknesses fall away. If any stat is below 12 naturally automatically raise it to 12, and any ability at or above raise by a +2 perfection bonus.  Your body also gains fast healing 1, and unless you wish it, no scar can permanently mark your body. You also count as one size larger everywhere it benefits you, and gain both Low-light and Darkvision 60ft. You also no longer need to roll for Glorious Self-Realizing Pressure, as everyone knows your name.

Basic:

Wide-Ranged Insular Physicality: You become immune to all climates, you can work in the hottest deserts and coldest ice fields equally well. You never need to roll for constitution for hot or cold environments, and never take damage from climate hazards.

Far flung Traveling Greatness: You are completely immune to all effects of pressure allowing you to travel to the deepest parts of the ocean, and even in the vacuum of space without difficulty. You also no longer need to breath.

Border and Blood Crossing Greatness: You are treated as though under the effect of Tongues permanently, you understand all languages and when you speak all understand you as well. This also allows you to read all languages without effort.

The Emperor's New Clothes: You make chose a suit of armor and now always count as though you have it, regardless of how you are dressed. You may even be stark naked and have it's bonuses. As a result of this bonding with your equipment, all penalties from armor are now gone, there is no spell failure chance, check penalty, or maximum dexterity.

Immortality of the True Leader Shintai[Commander]

Prerequisites:-

You have become one with your people. Those you lead can truly never forget you. If you should ever die someone else will rise to fill your place. You may designate a person to take your place and upon your death they may take your place. Every day they spend in your place they either gain or replace one level of this class exactly as you took it until they are the same level as you. If you did not designate someone to take your place either your closest follower, or a willing replacement will take your place.

Upon completion of the transferring of your power you should have all your previous power, however race, gender, and base scores may not be the same as your previous incarnation.

So long as your cause survives so will you.

You may also train lieutenants to gain a portion of your abilities. After 24 hours of tutelage they may use one of your Mythos abilities at your minimum capacity. They gain one basic manifestation of the mythos, but no advanced manifestations, and they cannot gain any [manipulation] Mythos, or Mythos above Fantastic. These abilities do not stack with Doppelganger Stand-In Tactics, and cannot have both on the same person. These abilities may be used at the same time as your abilities. Lieutenants with this abilities cannot have more than 2 mythos from you at any given time. If they ever turn against you they immediately lose access to these given abilities. Any overlapping bonuses given by you and your lieutenant do not stack. You use either half your charisma mod or your ally's charisma mod as the base of these given mythos, whichever is higher.

This cannot be taken with True Multiplicitous Mask Controlling Shintai[Manipulator].

Commandments of Gods and Kings[Diplomat]

Prerequisites: Adamantine Geass Contract Forging

You may force people to discuss your contracts. Even gods and forces of nature may be drawn in for a discussion. With a simple shout whoever you wished to make a contract with will be immediately summoned before you, be they god or man. When summoned they are not immediately angry or upset, rather they are amiable. However if they are summoned multiple times they may become agitated as you seem to pester them.

Standard Contract rules apply, however, even nearly impossible things may be achieved. You could make a contract with death to delay your death. You may make a contract with a god of fire that you will never be burned so long as you pay him. Every contract made must have a fair payment to the god or entity you're contracting with, but you'll rarely be required to worship them. You may only force discussion with a summoned entity once a year, other than this one time they may accept or reject of their own volition immediately.

True Multiplicitous Mask Controlling Shintai[Manipulator]

Prerequisites: Doppelganger Stand-in Tactics

You have mastered the mask so thoroughly that you are your mask. Your identity behind the mask still exists, but it is little more than a shell and ultimately cannot support itself on it's own. Your mask is now just an identity that represents a facet of your plans, it can have a physical mask or not and you may have as many of these identities as you wish, creating a new one after a week. You do not even need to train a stand in as a new body seems to just form attached to this mask. You may also control these identities simultaneously as though you were in all places at once.

However, a leader cannot be matched with another and expect to rule peacefully. No mask may be on the same side as another, every mask must oppose each other. Should any identity be killed, you do not die and so long as at least one exists you will continue existing. Your masks may work against the party they are in, but if the group believes or proves that your working against them your sway over them breaks.

If at some point it is revealed that you are working both sides, you risk not only death, but complete collapse of your identity. This person is no longer loyal to you ever, and will likely attempt to reveal this information immediately. Should this get out your masks crumble, your identity is revealed, and you are likely to die entirely as your masks die, killing you.

Because of your multiplicity you can not die of old age, and don't gain age bonuses or penalties.

This shintai may not be taken with Immortality of the True Leader Shintai.

Unquestionable Authority of the Gods[Autocrat]

Prerequisites: -

Once per day you may give a command as the Geass/Quest spell to anyone, there is no save, and only requires them to be within your aura.

Along side this you gain the ability to, once daily, force reality to realign a little closer to your liking. You may use this ability to cast any spell at or below spell level 7, excluding wish, miracle, and similar spells. It has no component requirements, excluding material costs not covered by the Eschew Materials feat, never requires concentration to cast while threatened, and always pierces Spell Resistance, but still give the chance for the target to save against it. You cast it as a caster of your level in this class, and use your Charisma for any additional bonuses.

Exalted Mythos

[Paragon]

[Commander]

[Diplomat]

Manipulation of Fate and Prophesy[Manipulator]

Prerequisites:-

Once every month you may give a prophesy to someone, not yourself. This prophesy can be anything and include a number of details, after you complete it what you have said will come true. If you hand a dire prophesy to a rude king, declaring that before he dies he will watch his bloodline be snuffed out of history and his kingdom tear itself apart, it will come true. If you hand to an ally who's leaving your side a prophesy that by the time he returns from his adventures he'll have earned a truly grand title, it will be.

From the moment this prophesy is given, fate is set. Even the gods cannot stop it. The exact effects of this ability are purposely vague to allow for the most interesting outcomes of the prophesy, but no matter what the prophesy must come true. The prophesy may be self-fulfilling, the king told of his future becomes manically depressed and attempts to avoid the outcome, setting up his own failure. The prophesy may be reinforcing, the friend who left to adventure may have constant luck in finding challenges and has the best luck at reversing the odds or succeeding at saves.

The only requirement of these prophesies is that they be a possible outcome.

You may whisper the prophesy to the target as the message spell, or declare it, so long as the target hears it.

Words from a True God[Autocrat]

prerequisites: -

You cannot be denied your will. Your charisma is so powerful and demanding that even the forces of nature will bend to meet your demands. You may roll a charisma against a DC to alter or negate forces of nature. This DC is higher the more impossible the feat, but it's still possible. It would be a DC 15 to Force your grip to hold true on any slope, letting you stand on any surface freely. A DC 25 to weaken gravity's pull allowing you to make great leaps or carry increadibly large weights. A DC 35 could allow you to ignore gravity entirely, allowing you to fly your move speed with perfect maneuverability. A DC 50 would allow you to not only ignore gravity for yourself, but remove it from your local area entirely giving everyone around you the ability to fly.

You may make Charisma checks to parry blows as an immediate action. If your charisma check beats their attack it is parried by your force of will.

The abilities of this are only limited to your Charisma Modifier in minutes at a time, however you may make these checks as often as you wish, effectively flying forever so long as you make your checks.

Excellencies

[Ability] Perfecting Desire

Prerequisites: -

A leader cannot afford to be weak, weakness must be purged. And so he seeks to become closer to perfection, his will is so strong his body must obey.

Chose any ability score, this excellency may be purchased once for each ability score, granting +2 enhancement bonus to the chosen ability.

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

Greatness [Skill] Diversification

Prerequisites: -

A Leader needs to keep himself well versed in many things, who knows when he may be asked to give his opinion on smelting techniques to apply. Far be it for the leader to give anything but his best to those who seek his help.

Upon taking this the first time you gain all skills as class skills, and all skills gain one free skill point if they don't have one already.

Every time you take this, including the first, you chose a single skill and you may automatically put it up to max possible ranks, this increases as you level. Any points you put into this skill already (excluding the free rank given by this Excellency) are refunded to be placed elsewhere.

You may take this multiple times, each time applying it to a different skill.

Force of Will[Commander]

prerequisites: -

A leader does not take orders against his will, if he does something for another person it is ultimately of his own volition. Only the Leader can give undeniable orders.

You become more resilient to mental attacks and commands. +1/2 levels in Megaligati bonus to will saves against compulsions.

At level 7 this expands to all mind-effecting.

At level 13 it expands to illusions as well.

At level 18 it expands to all will saves, and you are immune to compulsions.

[Commander]

[Commander]

Bottomless Hunger for Pleasure [Paragon]

Prerequisites: -

The leader is the greatest among his people in seeking what feels good. If moderation is right for those beneath him, surely excess is the realm of the leader.

Upon taking this excellency you may enjoy everything without penalty. Eating entire feasts in a night, drinking four bottles of wine in a sitting, smoking five cigars at a time, or enjoying the pleasures of the flesh for an entire night straight. All are now possible without penalty.

You may eat as much as you wish and putting off eating later, eating five days worth of food means you don't need to eat for five days. Alcohol has no negative effects on you. Drugs are no longer addictive and have no negatives. You are immune to all diseases and you also no longer require sleep as there is far to much of the world for you to enjoy (all abilities that refresh daily are considered to refresh at midnight or another ordinarily asleep or resting moment of the day).

Indominable Poison Resistance[Paragon]

Prerequisites: -

As a leader, people are often attempting to take your life through sinister methods. You must be prepared.

You may drink, ingest, or otherwise subject yourself to a portion of a poison. When you do so, you make a fortitude save with a +5 bonus to resist. If you succeed then you are sickened for an hour, but if you fail you take half of the regular damage and are sickened for the day. Over the course of a week you may apply what is equivalent to 4 uses of a singular poison and upon the end of the week you will be completely immune to it. So long as the poison offers a save, you can build an immunity to it. For each poison type you are immune to you gain a cumulative +1 to save against all poisons.

Ever Vigilant Watcher[Paragon]

Prerequisites: -

You gain improved initiative as a feat and your charisma modifier is applied to your Initiative bonus.

Loyalty to a Grand Idea [Diplomat]

Prerequisites: -

The leader is never alone, for when he is alone he is at his weakest, and most vulnerable. And so, he confides in a group of close followers who become like friends.

You gain Leadership as a feat.

You may make a unique form of follower called a loyalist. A loyalist is someone who has sworn loyalty to you in some understood way. It could be a simple promise and a hand shake, or a full knighting ceremony. A loyalist gains one bonus from you at all times, regardless of their distance from you. You may only have your charisma modifier in Loyalists. These loyalists do not count against your total allotted followers from Leadership, and this is meant for particular allies, such as PCs or very important NPCs.

If a loyalist betrays you at any time, all of your followers will immediately consider them hostile and the bonus they were originally being given turns into a penalty for the next day. Your followers and Loyalists gain your charisma to damage the traitor for the next day.

A traitor can be brought back if they make amends and you chose to forgive them. Doing so undoes all of the penalties, returns the bonuses, and stops your followers from being immediately hostile.

If a Loyalist Betrays a second time they become a Nemesis, the bonus becomes a penalty again, all followers are immediately hostile to them, and the charisma bonus to damage comes back, however the bonus to damage lasts forever against them. Also, unless you expressly command it, all forms of peaceful interaction is now blocked between this nemesis and your followers. They may be forgiven, but they may never return to your side as a follower or loyalist. They can gain no bonuses from you, only penalties.

[Diplomat]

[Diplomat]

I have a Good PR Guy[Autocrat]

Prerequisites: -

In some businesses, any news is good news. Not to disagree, but sometimes it has to be the right news. Naturally, a leader knows how to inspire hope and fear in others, and he knows how to spread the word of himself.

The Knowledge(Nobility/Royalty) check from Glorious Self-Realizing Pressure decreases by -4. Also, all save DC's increase by +2.

[Autocrat]

[Autocrat]

[Manipulator]

[Manipulator]

[Manipulator]

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