The Rhapsados has the following game Statistics.
Hit Dice: d6
Starting Age: As Bard
Starting Gold: As Bard
Class Skills: Balance (Dexterity), Bluff (Charisma), Climb (Strength), Concentration (Constitution), Diplomacy (Charisma), Disguise (Charisma), Hide (Dexterity), Jump(Strength), Listen(Wisdom), Move Silently(Dexterity), Perform (Charisma), Sense Motive (Wisdom), Sleight of Hand (Dexterity), Tumble (Dexterity)
Skill Points at 1st Level: (8 + Int Modifier) x 4
Skill Points at Each Additional Level: 8 + Int Modifier
|Level||Base Attack Bonus||Fort||Ref||Will||Special||Mythos||Excellencies|
|1st||+1||+2||+2||+2||The Storyteller's Mythos, Exceptional Mythos, Smoke and Mirrors, Narrative Causality||+2||+1|
The Storyteller's Mythos: A Rhapsados' 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 + Intelligence 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 Rhapsados class. When a Mythos references "allies", it specifically does not refer to the Rhapsados 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. Exceptional Mythos tell the story of powerful and cunning heroes that have learned to see the world as an extension of themselves, and may shape it as they desire through focus and will, both literally and figuratively. A Rhapsados with Fantastic Mythos is more learned, and has gained deeper understanding of their connection to the world and its elements. The world is not merely an extension of their self, but their self is also an extension of the world. They shape the world, and the world shapes them, raising them above the ambitions of mortal men. A Legendary Rhapsados has not begun to lose their humanity, so much as they have realized its lack of existence all along. All life, all energy, and all will, is merely the ebb and flow of the cosmos; to some, mere random sparks and happenstance guttering in the infinite magnitude of reality - to others, a beautiful clockwork concert drifting playfully through the space-time calliope; and still, to others, a headache best left unexamined. An Exalted Rhapsados is a force of nature, not a person. Though some may still wear a face, the wise see this masquerade for what it is; as meaningful as the whispers in a hurricane, the dancing foam on a tsunami, the flickering patterns of embers on a ruined city, or the rhythm of an earthquake.
Some Mythos, in addition to their initial stated effect, have Basic and Advanced manifestations. When a Rhapsados gains access to a Mythos with a list of Basic manifestations, they may choose one such manifestation, and they gain that benefit immediately as well. This choice may not be changed later. When an Rhapsados 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 Rhapsados. 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 Rhapsados 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 Rhapsodos class table.
For characters that multiclass into Rhapsodos after having taken levels in another PC character class, the 1st level of Rhapsodos grants only a single Exceptional Mythos, rather than two.
A Rhapsodos also has the ability to learn more Mythos, above the ones automatically allotted to him by leveling up, by pursuing inner strength at the expense of external strength. The exact method varies for each Rhapsodos; some give their belongings to the poor and downtrodden, others sacrifice strange idols to the gods or ideals they believe in, others take esoteric pilgrimages, while still others meditate by carousing in drunken stupors or partaking of truly staggering quantities of hallucinogens in monastic shrines or wandering through the wilds. In all cases, the Rhapsodos must somehow lose gold or items, in such a way that does not otherwise mechanically benefit him or his allies, with the understanding that he will never attempt to reclaim what was lost (otherwise, the sacrifice would mean nothing, and therefore yield no enlightenment). He then gains Mythos Points equal to the gold piece value of the currency or items removed.
By spending 1,000 Mythos Points, and 250xp, a Rhapsodos 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 Rhapsodos 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 Rhapsodos. One may only utilize this ability while more than half of his effective character level (ECL) is devoted to levels in the Rhapsodos class.
Some Mythos, denoted by [Narrative] descriptor indicate the Rhapsodos overlaying the existing story of the world with another. Activating a [Narrative] Mythos is always a standard action. Once active the Rhapsodos must use a swift action a the beginning of his turn to maintain it. While a [Narrative] Mythos is being maintaind, the Rhapsodos can not spend any Applause, unless otherwise noted. If a save is called for the DC is always equal to 10 + 1/2 the Rhapsodos' level + his charisma modifier. The Rhapsodos must be able to speak to activate a Narrative mythos. The Rhapsados must make a fortitude save at the end of every hour he spends performing a narrative. The save is equal to 10 + the amount of hours he has been performing. Unless otherwise noted, [Narrative] Mythos have a range of 1 mile.
Thespian Excellencies: As denoted on their class table, a Rhapsodos 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 Rhapsodos 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.)
Play the part: They mythic Rhapsodos is not really good a combat. He's not very strong, or fast, or well trained. But he can fake it, and as long as he can keep the charade going the mythic Rhapsodos is one of the deadliest opponents out there. As long as the Rhapsodos is wearing a purely ornamental outfit, he can add his charisma bonus as a dodge bonus to AC. In order to gain the benefits of this ability the outfit must not have an AC bonus due to its construction, magically enchanted items and clothing can still be used.
Movie Magic: Starting at 3rd level the Rhapsodos may cast prestidigitation at will.
Fake it till you make it: At 5th level, the Rhapsodos has learned to apply this ability to all walks of life. When the Rhapsodos makes a skill check, he can choose to use his charisma modifier in place of his normal number of ranks in that skill.
Play the Part: Starting at 7th level, the Rhapsodos may spend 1 Applause to add his ranks in perform to a skill roll. This decision must be made before the roll occurs.
Every time the Rhapsodos's player roleplays his character he earns Applause. Describing the action his character performed in a unique and original way earns one Applause. Doing so while incorporating some aspect of the scene, scenery, knowledge of the opponents, etc, earns 2 Applause. Finally, doing something truly incredible earn the character 3 Applause. In order to earn these points the action described must be described in an original manner, the player cannot reuse old descriptions. In addition, the description must be evocative and interesting. "I hit him with my mace" is not a description "I swing my mace with such force, that, blocked or not, the stones shatter beneath his feet." is. Applause can only be earned once per turn. These points can be used to create a variety of effects. Most Rhapsodos abilities require the use of one or more Applause.
In addition to fueling his abilities the Rhapsodos can also spend Applause to flesh out the story, adding an incidental detail to the scene or the characters. Add a rug or chandelier, the peasant has a daughter etc. This is not reality warping, the addition make sense within the context of the story. Unless otherwise noted, spending Applause is always a free action.
Messenger of Marathon[Narrative]
While this mythos is active, the Rhapsodos and his allies travel twice as fast as they otherwise would. This narrative may only be used out of combat.
Shrouded in Myth
This Mythos grants the following abilities:
- The Rhapsodos may spend 3 Applause as a free action to increase one of their ability modifiers by +1 for one turn. This ability does not stack with itself.
- The Rhapsodos may spend 1 Applause as a free action to increase their attack rolls by +2. This ability does not stack with itself.
- The Rhapsodos may spend 1 Applause to increase their damage rolls by 1d6. This ability does not stack with itself.
- The Rhapsodos may spend 1 Applause to increase the threat range and critical multiplier of their weapon by 1. This ability does not stack with itself.
- The Rhapsodos may spend 1 Applause to increase his AC by +2. This ability does not stack with itself.
These abilities may not effect a die roll after the roll is made.
Allies gain steady footing. Allies gain a +2 bonus to avoid being tripped and a +4 bonus to balance checks.
Antaeus: As long as your allies remain in contact with the ground, you are treated as one size category larger for the purposes of bullrush attempts or grapples.
Wrestle with Angels
The Rhapsodos may spend 1 Applause to gain the following effect. For the rest of the turn he is treated as one size category larger for the purpose of grapple checks. Spending Applause for this ability is a free action. This ability does not stack with itself.
Speed of the Zephyr: The Rhapsodos may spend 1 Applause to increase their speed by 10 ft for one round.
Hide of Achilies: The Rhapsodos may spend 1 Applause to grant himself 1 point of damage reduction. This damage reduction lasts until the start of his next round. This ability stacks with itself, but the Rhapsodos' DR may never go above 1/4 his Rhapsodos level.
While this narrative is active, allies reduced to 0 or below do not become unconscious or disabled, they do however, still bleed out as normal. Any strenuous action(fighting, running, jumping etc) prevents a creature from becoming stable that round, and makes already stable creatures begin to bleed out once more.
Coca chewing march:Allies effected by this Mythos gain one extra move action, and a +10 to their base movement speed
Frenzied Attack: Allies gain one additional attack at their highest BAB
Heroic Resolve: A successful heal check of DC 15 stabilizes wounded creatures as normal. However creatures no longer start bleeding out if they perform a strenuous action.
[Name]: Characters under the Effect of Sunset Bolero are immune to fear effects from any creatures who's HD total is less than their level.
Night of the Living Dead[Narrative]
While this Mythos is active, all turn or rebuke attempts against undead are made with a -3 penalty. In addition, all undead creatures within the area gain a +1 bonus to attack and damage rolls. In addition, the area under the effect of this Narrative changes to more closely match the terrain of the Plane of Negative energy. The trees shrivel, lights darken, water blackens, etc.
Army of Darkness: While this Mythos is active, all creatures become zombies one turn after they die, acting on their initiative. These zombies are not under the control of the Rhapsados. They act on their old initiative and attack the nearest non-undead within reach.
The Night's plutonian Shore: Any spells cast with the Death descriptor function as if the caster were one level higher.
[Name]: Undead created while this Mythos are active have one additional HD which lasts only as long as the Mythos is in effect.
Soul and Shadow upon the floor: While this Mythos is in effect, all creatures killed within its area are trapped as if targeted by a soul bind.
Luckily I came Prepared
The Rhapsodos is so good at telling lies that he can retroactively change the actions of himself and his companions.
The Rhapsodos can spend one Applause to create one non-magical object of less than 100 GP. The object must be small enough that he could conceivably carry it on his person. The item can appear anywhere on the Rhapsodos' body even an empty hand.The Rhapsodos can do this at any time even another player's turn. These items are used the same as normal items, and so can not be used on another player turn.
Two for one special: The Rhapsodos can summon two objects for only 1 Applause.
Not even trying to hide it: The Rhapsodos can use this power to summon an object of any size or cost. However, any he must spend his GP as if he were buying said object.
Ex. So if he brings out a 200 GP cart, he loses 200GP
Tales grow in the Telling === Prerequisites: -
The difference between a hero and a villain is often a matter of perspective. Regardless of how people view him, no one can deny that the Rhapsodos is a figure of legend, and he has learned to leverage his reputation.
The Rhapsodos gains a +2 bonus to diplomacy and gather information checks when made against a neutral target or while in a city whose general populace is indifferent to him. For every step a person or place is above neutral on the attitude chart, this bonus increases by 2.
The Rhapsodos also gains a +2 bonus to intimidate and sense motive checks made against targets who unfriendly to him. For every further step below unfriendly this bonus increases by +2.
Special Attack [Exceptional Mythos]
Many warriors were famous for specific techniques or strikes with which they struck down there foes, and the Rhapsodos has learned to imitate them.
The Rhapsodos may select one martial manuever from any discipline for which they meet the prerequisites. The maneuver is always considered readied and is never expended. Using the manuever costs 1 Applause. Every time the Rhapsodos gains a level, he may choose to replace this maneuver with another whose prerequisites he meets. For the purpose of this Mythos the Rhapsados has an initiator level equal to his own up to level 7.
Before gaining this Mythos, the Rhapsodos must spend a period of at least one week practicing the role of a great hero or villain. This practice can take many forms, observing the technique of a Sword master's disciplines and reconstructing how his techniques would have looked once utterly perfected, going to plays and watching how others perform that role, participating in religious ceremonies he attended, etc. After this week the player creates one character of any class and playable race, hereafter referred to as a Personae, who's experience point total is equal to his own, up to a maximum of seventh level. When the Rhapsodos becomes a Personae he "dons" it.
At any time inside or out of combat, the Rhapsodos can spend 1 Applause to turn into this character for one minute. This effect lasts as long as he has points available. While in this form the Rhapsodos may not use any of his class abilities except to maintain this Mythos. Abilities with a duration which were activated prior to this Mythos remain in effect, but the Rhapsodos can not take any action to extend their duration. The Rhapsodos can only play one role at a time. Each role, in addition to the benefits it grants also comes with one compel. This Mythos may be taken multiple times, each time representing a different legendary figure, and the name of the Personae changing the name of the mythos.
Levels: The Personae begins with the same XP total as the Rhapsodos, and gains XP at the same rate. It can never exceed level 7.
Spells: Taking on a Personae requires extensive concentration, and makes casting spells difficult. Casting a spell while this Mythos is active requires a concentration check with a DC of 15 + the spells level. In addition, all Personae share spell slots, so any spell cast by one reduces the number of spells available for the rest. Psionics and other similar abilities are treated as spells of the appropriate level for the purpose of this Mythos. Any abilities which must be prepared at certain times are chosen when the Personae is created. From then on those abilities are always prepared, and cannot be changed. Upon leveling up, the Rhapsodos can change the abilites of the Personae as if they leveled up as normal. ------ EX. If the Rhapsodos creates a wizard Personae he must choose which spells the wizard has prepared. From now on the wizard is treated as always having prepared those spells for the day. If the Rhapsodos levels, up so does the wizard, and it chooses new spells as normal. The Rhapsodos can then, if he so chooses, change the wizard's prepared spells.
Health: The Rhapsodos and Personae share HP. Any HP gained as a result of changing into a Personae (such as a higher CON) count as temporary HP. If the Rhapsodos or a Personae takes any damage, that damage is applied to all Personae with HP higher than itself. If the Rhapsodos has more HP than the Personae this damage applies to him as well. Personae heal at the same rate as the Rhapsodos does, and any effects which heal the Rhapsodos heal the Persoane as well. Canceling a Personae and then Re-donning it does not heal the Personae.
Equipment: Any Equipment the Rhapsodos carries transforms to match the equipment the Personae wields in his legend. When the Rhapsodos creates his Personae he chooses what equipment the Personae wielded in real life. This decision must be made when the Personae is created. When the Rhapsodos dons that Personae his equipment changes to match. The Rhapsodos's armor and weapons change to whatever equipment he specified the Personae wields. Masterwork items retain this quality. If the item in question is made of a special material such as Adamantine the item may keep this trait or change into another material of the same cost, at the Rhapsodos's choosing. If the Rhapsodos is wearing magical armor or wielding a magic weapon he may have them retain their enhancements when changed or replace those enhancements with ones of equal value. The enhancements of a weapon cannot go to armor or vice-versa. The Rhapsodos may also replace his one weapon with a combination of weapons, such as two swords, mace & shield etc. If he chooses to do so the enhancement bonus may be split in any way he wishes, as long as the total does not exceed the original GP value. The Rhapsodos can never change an enhancement bonus into one which is only usable a certain number of times before either losing it's properties or needing to recharge. Any ranged weapon summoned in such a way comes with 20 piece of ammo, and the enhancement applies to the weapon not the ammo, unless specified.. Choosing which properties an item gets requires 5 minutes of concentration per Personae. If this time is not taken the enhancements for the armor and weapons are the same as the ones the Rhapsodos wields. In the case were one weapon becomes multiple items the enhancement is split evenly.
Powers: If the Personae has any abilities or powers which require renewal, they must be renewed in that form. If the Personae has any powers or abilities which renew after a set time is passed that time is counted from the moment they use the power. I.E If the Personae is a Paladin which can smite once per day, then the use of this power is renewed one day after it was last used, regardless of whether or not the Rhapsodos was a Personae during that time.
Compels: Each Personae must come with a compel, chosen at creation. A compel consists of a character trait or motivation inherent to the character which helps to define him. Any time the Compel would require the Personae to perform a specific action, the DM or player can Invoke the Compel. When a Compel is Invoked the player must either Perform the action, and earn 3 Applause, or ignore it and lose 3 Applause. The actions the Compel forces the character to do must in some way generate drama and hinder the player. Common Compels are codes of conduct, biases and tragic flaws. Any time the Rhapsodos causes drama by acting in accordance with his character he gains one Applause. This represents his ability to play the role well enough to pique even the titans interest.
Example: Gorthok's Legend: Jake is a 5th level Mythic Rhapsodos who takes this mythos. He creates the Personae Gorthok the Blood Drinker, a legendary Orc chieftain who nearly conquered the lands of Westhermarch many years ago. Eventually Gorthok was defeated not through honest effort, but betrayal. When Gorthok was at the height of his power, the orcs of his tribe turned on him. His second in command stabbed him in the back, in an attempt to take over the tribe, which swiftly fell without Gorthok's leadership. Gorthok was a level 7 Blackguard, who wielded a Greataxe, and full-plate armor. Jake creates a second character sheet for Gorthok. Jake is only level 5, so for now the character sheet for Gorthok can only have 5 levels. In addition Orcs are not a playable race in his campaign, so Jake chooses to substitute half-orc as the race. In the end Jake ends up with a level 5 "orc" blackguard, who will level along with him until he reaches level seven. For his Compel, Jake gives Gorthok an extreme hatred for betrayal. Any time traitor's are found the player must deal with them in the harshest, most brutal fashion and gain 3 Applause. Or he could choose to react with kindness and lose 3 Applause. When not taking on a Personae Jake wields a +3 mace and a +1 dagger as a back up, and wears leather armor. When Jake becomes Gorthok, his armor becomes full-plate and his mace and dagger transform into a Great-axe, with a total enhancement bonus equal to + 4. Jake chose to make the Great-axe a +2 axe of wounding. The axe will keep that enchantment until Jake spends time to change it. If Jake loses the Dagger or Mace for some reason, the Great-axe loses their enhancement bonuses.
As a swift action the Rhapsodos can spend 1 Applause to change his weapon into any simple, martial or exotic weapon for 1 round. The Rhapsodos is automatically proficient with the new weapon. Ranged weapons come with 20 ammunition.
[Name]: By spending one Applause the Rhapsodos can add one trait to or change one trait of his weapon, giving his axe reach, making his spear deal bludgeoning damage etc. This change lasts for two rounds per Applause.
[Name]: By spending one Applause the Rhapsodos can change the material property of his weapon or armor. Changing it to silver, adamant, etc. This change lasts for one round per Applause. He may elect to apply this change to the ammunition of a ranged weapon instead.
[Name]: By spending additional Applause the Rhapsodos can turn his weapon or armor into magical items with a +1 enhancer bonus. Each Applause after the first confers an additional +1 enhancement bonus or equivalent. The total effective enhancement bonus cannot exceed +3. Maintaining these bonuses costs one point per round after the initial expenditure. If the Rhapsodos stops maintaining the effect he must pay the initial investment if he wishes to regain those effects.
More Show then Substance
The big honkin' sword he uses might not be practical but it sure is impressive.
As a swift action the Rhapsodos may attempt to intimidate one enemy using his impractical but impressive equipment.
The Rhapsodos makes bluff roll vs the opponents will save. If the opponent fails the save the Rhapsodos gains a +4 competence bonus to attack and damage rolls against that target and an additional +2 for every 5 above the opponents save. If they succeed the Rhapsodos suffers a -2 to those rolls and an additional -2 for every the Rhapsodos failed by.
I do my own Makeup
The Rhapsodos had become exceptionally skilled at stage make up. Given five minutes the appropriate told he can cast disguise self as a Rhapsodos of his level.
[NAME]: The Rhapsodos may instead cast alter self.
[NAME]: The change is now instantaneous. However, anyone watching can clearly see it occuring.
Master of Disguise: The Rhapsodos may use disguise or alter self to appear as a specific individual.
When this Mythos is first active all enemies must make a will save or be Fascinated for as long as the Rhapsodos maintains this Mythos.
Drowned Rats: Fascinated creatures no longer get an adiditional save from obvious threats. Creatures do however get an additional save if someone takes direct aggresive aciton against them.
Follow the Leader: The Rhapsodos can give simple order to creatures fascinated by his Pied Piper Narrative. The creatures may take one action each turn of non strenous activity, such as slowly walking or carrying medium loads. Any order which puts them in immediate danger automatically breaks their fascination.
Terrors Never Felt Before[Narrative]
Every creature within hearing distance must make a will save each round or become shaken by the haunting melody he sings. On a failed save the Creature becomes shaken for one round. Every additonal failed save moves the creature one step further on the fear chart. (shaken to frightened, frightened to panicked etc). A creature which succeeds this save is immune to the Rhapsodos' Nightmare Narrative for the next 24 hours.
What is history if not the collective stories of mankind? As malleable as our memories or our books. The Rhapsodos can now retroactively take any one action or small group of action within the past 24 hours. Taking this action requires 1 Applause. He can not take any actions which require skill checks, and he must have had time”off screen” to perform these actions. The Rhapsodos can, if he so chooses, perform actions which he has the ability to take 10 or 20 on, but the normal rules, including time spent, apply. If there was not enough time o”off screen” to take 10 or 20, then this option is unavailable. If an action was taken that others would have attempted to stop, such as casting spells during a coronation feast, then they did so. Spells and abilities can only be used if the situation does not require a roll, for example no concentration check is needed. All resources expended during the retcon must have been available before this ability is used. Resources expended during a retcon are not regained during the intervening time, unless the Rhapsodos spends another Applause to retcon that they were. Any time dependent action performed during a retcon begins counting it's time from when the retcon took place, not the present time.
Ex. If the Rhapsodos retconed that he took a potion of haste one hour ago, and the potion only lasts five minutes, he gets no use out of it, as it has run out by the time he used retcon.
Events can only be retconed to have prior to the current “scene”.
Ex. If a party is attacked the Rhapsodos can retcon that he brought his weapon or drank a potion prior, but he cannot say that he drank a potion during the party itself.
Any other actions can be taken during this time, including casting spells. Any expendable resources spent during the retconed event cannot have been recharged in the meantime , and any ability with a duration has it's duration measured from the retroactive time, not from when retconjuration was activated.
Ex. While at the king's coronation, cultists attack the group, taking the group unaware. The Rhapsodos then spends one fate point, retroactively hiding their weapons inside the great hall. He rolls stealth against the guards perception, and succeeds, so the weapons were there all along.
This ability can not be used to retcon combat actions into existence.
Good thing I planned ahead:
The Rhapsodos can now use Retconjuration on one of his companions, allowing them to retroactively take an action in his stead.
I Don't have to justify anything:
The Rhapsodos can use this ability regardless of whether or not their was time available to do so.
Ex. Even though the Rhapsodos spent the entire day by the kings side as a bodyguard, he still managed to find the time to hide his weapons in the great hall, despite the fact that the king was never near there.
The Rhapsodos can spend an Applause to retcon into existence an action during combat. Doing so costs him an action of one higher than the one retconed.
Ex. As a standard action he can say he moved 30 ft to the left last turn, or use a full action to declared he attacked.
I got skills:
The Rhapsodos can use this ability to perform any one action or group of actions which would require a skill roll, such as sneaking something into the palace, convincing a guard, etc.
Anything that can be done, can be undone:
The Rhapsodos is able to convince the world that a past event never happened. By spending 1 Applause per 1 cubic ft of material the Rhapsodos may restore an item to working order. As this ability causes the damage to have never happened in the first place, it works against spells and abilities which normally prevent objects from being repaired. (find whole quote)
Wings of Icarus
The Rhapsodos spends one Applause to gain a fly speed equal to their base movement speed for one turn. If they end their turn in the air, then on the next turn they must spend another Applause to continue this effect or begin falling. Spending Applause for this ability is a free action. This ability does not stack with itself.
The Rhapsodos is an expert story teller, and his words can force people to follow his narrative. As a standard action the Rhapsodos can give a one word command to anyone within hearing distance. The creature must then make a will save vs the Rhapsodos's charisma modifier, on a failed save the creature takes that action that action on it's next turn, using up that action for the turn. The command must be something the creature is physically capable of doing, and can perform of it's own violation or reflex. A command that could have multiple possible meanings is inteprated by the creature. A command that would put the creature in grave peril, or force it to do something against it's nature recieves a +5 bonus saving throw. Suicidal or fatal commands are ignored.
It's all about the connotations: The Rhapsodos's experience as a story teller allows him to tailor his words to his audience. He know knows exactly which word to choose in order to impart the connotations he wants.
Choose a one word command, and define exactly how he intends for it to be interpreted. From now on, the command is always interpreted in this manner. This command must still only be one word long, and cannot impart complex or multi-part orders. So he can use betray, to make them attack an ally, but not attack to make them, attack a specific one.
Forceful command: When the command is given, the creature performs it immediately, though this still costs them that action.
I've heard this story before: When Narrating an ally's action, the Rhapsodos can impart complex actions and commands, though each one can still only impart one action.
Narrative Conservation:When the Rhapsodos forces a character to take an action, it now costs him only the same action. So getting an opponent to move only costs the Rhapsodos a move action.
Fast Talker:When the Rhapsodos uses third-person narrator to make a creature take an action, it counts as a swift action for that creature, if the Rhapsodos so chooses.
It is often the case that how a story is told is just as important as the story itself. By framing his party's story in just the right way, using this word instead of that one, employing this phrase here, the Rhapsodos is able to control how it unfolds. By inserting himself in the role of the narrator, the Rhapsodos gains the ability to subtly alter, not what occurs, but how it occurs.
- By spending 1 Applause and giving up his move action for this turn, the Rhapsodos can:
- Grant a bonus or impose a penalty on a d20 roll equal to his charisma modifier.
- Force a re-roll on a d20 if it is rolls under his charisma modifier or above 20 minus his charisma modifier. This decision must be made before the die is rolled.
- The Rhapsodos may perform this action even when it is not his turn, but he must spend a standard action to do so, and loses his standard action for that round. The Rhapsodos cannot use this if he has already used his standard action this round.
- Maximize or minimize one damage roll or healing roll.
- Grant a +1 or -1 to any other roll.
More Myth than Man
Prerequisites: Tales grow in the Telling
The Rhapsodos has grown so famous that his mere presence can turn the tide of battle.
The Rhapsodos may spend 1 Applause to gain frightful presence, which lasts until the beginning of his next turn. This ability has a save DC equal to 10 + 1/2 his Rhapsodos level + his charisma modifier. This effect only works on creatures whose attitude is below neutral.
The Rhapsodos also gains the adoration of his allies. The Rhapsodos' bonus to diplomacy and gather information now increase by +2 (now going +4, +6, +8 etc). In addition, he may leverage his fame to gain access to people and places he otherwise would not have been able to. Once per day, the Rhapsodos may gain an audience with any person who views the Rhapsodos as neutral or above, or who represents those who do.
Signature Move[Fantastic Mythos]
Prerequisites: Special Attack Mythos
The Rhapsodos' initiator level for the purpose of previously chosen martial maneuvers is equal to his own up to level 13. Upon taking this Mythos he may choose to change 1 martial maneuver he knows.
Prerequisites: At least one Exceptional Personae Mythos.
When this Mythos is taken the Rhapsodos may select one Personae he knows and immediately advance it to his level. From then on it acts in all ways as an Exceptional Personae except that it may advance to level 13. The Rhapsodos may, if he so chooses, instead replace one of his Exceptional Personae with a new one. Once a Personae is chosen he must again spend at least one week learning about the legend of this character, either to understand the new hero or improve his acting of the old.
Wolf Pack Narrative:
The Rhapsodos tells the story of a wolf pack taking down a great bear. Moving with perfect synchronization, and eerie silence.
The entire party gains the ability to shift an 5 ft as a free action. In addition every member deals an additional 1d6 damage to a flanked opponent. I this damage stand with damage granted by other class features such a rogues sneak attack. If a party member is attacked while adjacent to an ally they can choose to switch places with the ally taking the hit. This choice must be made before the attack is rolled.
Terrain Altering Description:
The words of the mythic Rhapsodos are so convincing, so incredibly vivid, that his descriptions come alive. The mythic Rhapsodos gains the ability to cast Major Image as a Rhapsodos of his level, but only for the purpose of altering the landscape or terrain. In addition, every time a character fails their saving throw to disbelieve the illusion the dc of the check increase by one. Casting Major Image costs 5 Applause.
Break them by Talking
Few know the power of words better than the Rhapsodos. By telling tales of ennui and weight, of chains and stone, the is able to bind his opponents into a prison made from their own body. The Rhapsodos can cast power word stun. Doing so costs one Applause.
[Name]: The Rhapsodoss words are so powerful he can inscribe on the air itself. The Rhapsodos gains the ability to use symbol of insanity as a caster of his level. Costs one point.
[Name]: The Rhapsodoss words are now strong enough to kill can cast power word kill as a caster of his level. Doing so costs 5 Applause.
Attack of the terrible, terrible movies[Narrative]
When this Mythos is activated the Rhapsodos summons an amount of medium sized humanoids whose total HD is equal to his Rhapsodos level, none of which can have HD greater than 1/4th his own. They act on his turn, and follow his commands. Summoned creatures appear within two spaces of the Rhapsodos. If no spaces are available they appear in the closest space in which they can appear without dying. Every creature acts on the Rhapsodos' initiative and has the full range of actions. Maintaining this Mythos is a full round action. Unless otherwise noted, all creatures must be of the same type. Activating this Mythos requires the Rhapsodos to spend 5 Applause, and costs an additional 1 Applause each round to maintain. The Rhaspsodos may never have more than 2HD per level.
Night of the living Dead: The Rhapsodos may summon creatures of the undead subtype
Attack of the Killer Tomatos: The Rhapsodos can summon creatures of the Plant subtype
Mandroid- Man and Machine are one: The Rhapsodos may summon creatures of the living construct or construct subtype
Attack of the 50-ft Woman: The Rhapsodos can summon creatures of size large or greater
The Blob: The Rhapsoos can summon oozes. Duh.
Attack of the Killer Klowns from outer space:The Rhapsodos may summon creatures of the aberrant subtype
Bibleman: The Rhapsodos can summon good aligned outsiders
The Incredible Shrinking man: The Rhapsodos can summon Creatures of size small or less.
(Unless otherwise noted, only one advanced manifestation may be used per use of this mythos)
Dr.Terrors house of Horrors: The Rhapsodos may apply a Vile or Deformity feat of their choice to their summons.
Astro Zombies: The Rhapsodos can apply any subtype he knows from a basic manifestation of this class onto his summons. This choice must be made when the creatures are first summoned, and all creatures must have the same subtype added. He may only apply one subtype per use of this Mythos. This Requires at least two Basic Manifestations.
Deadly Prey: The Rhapsodos may add 3 feats from the fighter bonus feat list to each of his summons.
The Barbarians: The summoned creatures can rage as a barbarian with a level equal to their hit die
House on Haunted Hill: The Rhapsodos may make his summons incorporeal.
Double Feature: The Rhapsodos can summon creature of two different types. This Requires at least two Basic Manifestations.
The Voice of Saruman
By spending 1 Applause the Rhapsodos' voice gains a captivating, sonorous quallity. All within hearing range must make a will save as if the Rhapsodos had cast Charm person on them with a caster rating equal to his level. This is a extraordinary ability.
Author's favorite child
The Rhapsados gains Better Lucky Than Good and Advantageous Avoidance as bonus feats, regardless of whether or not he meets the prerequisites. In addition, he may spend 1 Applause to make any luck rerolls he has access to. If he spends the applause it does not count as one of his daily rerolls. When the Rhapsados uses Applause to make a reroll it counts as a free action, and he may do so as many times he wants, provided he has the Applause available.
While this narrative is in effect, the Rhapsodos' allies gain access to deflect arrows, snatch arrows, dodge, mobility and spring attack.
Prerequisites: Terrain Altering Description
Rhapsodos with this myhos may spend 5 applause in order to alter the terrain, creating holes, ditches, buildlings, brides etc. The amount of work done is equal to 100 unskilled laborers working for 3 days. Alternatively the Rhapsodos may choose to transform 100 cubic feat of material into any other material. The Rhapsodos cannot use this ability to create magic items, but fantastic terrain is possible. So the castle may be made of clouds and float, but it cannot fly. These changes are illusionary, and as such can be disbelieved. Attempts to disbelieve the illusions must be at DC of 10 + 1/2 the Rhapsodos' level. However each individual sections must be disbelieved separately, i.e disbelieving a wall doesn't remove the floor you are standing on. Objects created in such a way may be removed from the premies but disapear if they are more than (the Rhapsodos' level X100 miles) or the Rhapsodos level X 10 days, whichever comes first.
A Rhapsodos which has taken this mythos may use two [Narrative] mythos at the same time.
Victorous rewriting of History
What are memories, if not the story of someone's life, and the Rhapsodos is a master of stories.
During the course of a conversation, by spending one applause, the Rhapsodos may make a bluff check vs the targets will save to rewrite one of their memories. On a success the Rhapsodos may rewrite one minor event. If he beats the opponents save by 5 he may rewrite a moderate event, and if he beats an opponents save by 10 he may rewrite a major one. If the Rhapsodos fails, the target is aware of the attempt.
Finishing Move[Legendary Mythos]
The Rhapsodos' initiator level for the purpose of previously chosen martial maneuvers is equal to his own up to level 20. Upon taking this Mythos he may choose to change 1 martial maneuver he knows.
Prerequisites: Conceptual Weapons
The Rhapodos may now summon the very weapons of legend. By spending one Applause the Rhapsodos may temporarily change his weapon into one of the forms described in the Basic manifestations of this mythos. This transformation only lasts for one attack. The Rhapsodos is automatically proficient with the new weapon. The new weapon is made up of the same material as his old one, if applicable, and maintains all the enchantments his original weapon had. These forms are mutually exclusive.
Death's Scythe: Those slain by this medium scythe may not be raised by anything less the a wish or equivalent spell. This spell must be made against a DC of 10+1/2 the Rhapsodos level. If they spell doesn't beat this DC, the spell fails. The spell is expended as if cast normally, but it has no effect. In addition, the caster of that spell must wait one week before attempting to revive that person again. In addition, attacks from this weapon may kill creatures normally immune to death.
Exalibur: Wounds dealt by this bastard sword can only be healed by magical effects. In addition, any attempt to heal them must be made against a DC of 10 + 1/2 the Rhapsados' level. Failure causes the spell to be expended as normal, but it as no effect.
Hrunting: The sword that fails to cut that which is protected. This longsword was wielded by Beowulf when he set out to slay the mother of Grendel. Unfortunately, it broke against her magically protected hide. Hrunting ignores the hardness of any object whose hardness comes from non magical means. In addition it ignores AC bonuses granted by armor of a non magical nature. This includes natural armor.
Gram: This greatsword ignores all damage reduction.
Wounded Hyena: This greataxe deals grievous, maddening damage. Any creature hit by the Hyena must make a will save with a DC equal to 10 +1/2 the Rhapsodos' level plus his charisma modifier. On a failed save, the creature struck is under a rage effect, as per the Teremach.
Prerequisite: At least one Fantastic Hero Mythos.
When this Mythos is taken the Rhapsodos may select one Personae he knows and immediately advance it to his level. From then on it acts in all ways as an Exceptional Personae except that it may advance to level 20. The Rhapsodos may, if he so chooses, instead replace one of his Exceptional Personae with a new one. Once a Personae is chosen he must again spend at least one week learning about the legend of this character, either to understand the new hero or improve his acting of the old.
Dark and Stormy Night[Narrative]
The right weather can do wonders for setting the mood. Ghost stories are only scary in the dark after all, and a powerful storm can make any scene more dramatic.
When this Mythos is first activated the Rhapsodos may cause one of the effects listed below. Each round the Rhapsodos maintains this Mythos he may choose an additional effect. These effects last for as long as the Rhapsodos maintains this Mythos, though certain actions or abilities may counteract it. This weather covers a circular area of a radius of roughly 1 mile.
The weather created is illusionary with a save DC equal to 1/2 the Rhapsodos level +10. Characters which make his DC must remake this save anytime the weather changes, characters who fail do not get this chance. The effects are as follows:
Control Light: The Rhapsados may increase or decrease the amount of light provided by celestial sources. Light may be Bright, low-light or Dark. These work as per the normal light conditions. Daylight starts out as bright light, while the Moon and Stars provide low-light.
Control Wind: The Rhapsodos may increase or decrease the severity of wind by one step. (From light to moderate for instance.) He controls the general direction of the wind, but does not have enough fine control to cause effects such as an attack. He may merely declare their cardinal direction. He may, if he so chooses, change this direction in lieu of changing the severity. This ability may never cause the wind to go beyond severe. In areas with heavy sand, moderate to severe winds cause a sandstorm, reducing visibility as if it were raining with a strength equal to the wind.
Summon Fog: The Rhapsodos causes fog to blanket the area, obscuring all forms of sight, including darkvision. Creatures more than five ft away have concealment (20% miss chance). In addition Fog muffles sound, so any listen checks are done at a -2 penalty. In addition, fog is just naturally scary, any attempts to save vs fear effects suffer a - 2 penalty.
Moderate Temperature: The Rhapsodos may raise or lower the temperature by 10 F. This may never cause the temperature to go below -1 F or above 111 F.
Temperature Rules: Cold: Cold and exposure deal nonlethal damage to the victim. This nonlethal damage cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate.
An unprotected character in cold weather (below 40° F) must make a Fortitude save each hour (DC 15, + 1 per previous check) or take 1d6 points of nonlethal damage. A character who has the Survival skill may receive a bonus on this saving throw and may be able to apply this bonus to other characters as well.
In conditions of severe cold or exposure (below 0° F), an unprotected character must make a Fortitude save once every 10 minutes (DC 15, +1 per previous check), taking 1d6 points of nonlethal damage on each failed save. A character who has the Survival skill may receive a bonus on this saving throw and may be able to apply this bonus to other characters as well. Characters wearing winter clothing only need check once per hour for cold and exposure damage.
A character who takes any nonlethal damage from cold or exposure is beset by frostbite or hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure.
Extreme cold (below -20° F) deals 1d6 points of lethal damage per minute (no save). In addition, a character must make a Fortitude save (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage. Those wearing metal armor or coming into contact with very cold metal are affected as if by a chill metal spell.
Temperature Rules: Hot: Heat deals nonlethal damage that cannot be recovered until the character gets cooled off (reaches shade, survives until nightfall, gets doused in water, is targeted by endure elements, and so forth). Once rendered unconscious through the accumulation of nonlethal damage, the character begins to take lethal damage at the same rate.
A character in very hot conditions (above 90° F) must make a Fortitude saving throw each hour (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or armor of any sort take a -4 penalty on their saves. A character with the Survival skill may receive a bonus on this saving throw and may be able to apply this bonus to other characters as well. Characters reduced to unconsciousness begin taking lethal damage (1d4 points per hour).
In severe heat (above 110° F), a character must make a Fortitude save once every 10 minutes (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or armor of any sort take a -4 penalty on their saves. A character with the Survival skill may receive a bonus on this saving throw and may be able to apply this bonus to other characters as well. Characters reduced to unconsciousness begin taking lethal damage (1d4 points per each 10-minute period).
A character who takes any nonlethal damage from heat exposure now suffers from heatstroke and is fatigued.
These penalties end when the character recovers the nonlethal damage she took from the heat.
Extreme heat (air temperature over 140° F, fire, boiling water, lava) deals lethal damage. Breathing air in these temperatures deals 1d6 points of damage per minute (no save). In addition, a character must make a Fortitude save every 5 minutes (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage. Those wearing heavy clothing or any sort of armor take a -4 penalty on their saves. In addition, those wearing metal armor or coming into contact with very hot metal are affected as if by a heat metal spell.
Boiling water deals 1d6 points of scalding damage, unless the character is fully immersed, in which case it deals 10d6 points of damage per round of exposure.
Precipitation: The Rhapsodos causes it to rain slightly. Each turn he may increase or decrease the severity of the rain by one stage as with wind. If the temperature is below 32 F precipitation causes either snow, sleet or hail chosen by the Rhapsados. Changing this choice counts as the Rhapsados' effect for that turn.
Light rain douses any small exposed flames. Light snow, sleet and hail cause the same effects.
Moderate rain douses any exposed flames small than a bonfire, and causes a -2 penalty on spot and listen checks.
Moderate sleet freezes the ground in 10 turns, causing a -2 penalty to any movement skills(balance, ride, tumble etc). These penalties increase to -2 after an additional 10 turns. During bulrush attempts or charges on frozen ground, their is a 20% chance that each character will fall prone.
Moderate snow covers the ground within 10 turns after which every square counts as difficult terrain, requiring two squares of movement to enter. After 20 turns this increases to four squarse. 1 day of moderate snow leaves 1d6 inches of snow on the ground.
Moderate hail acts as moderate rain.
Heavy rain douses any flames smaller than a small house. In addition it provides a -2 penalty to spot and listen checks as light rain and reduces visibility by half.
Heavy sleet acts as moderate sleet, except that it ices the ground at twice the speed.
Heavy Snow acts as moderate snow but covers the ground twice as fast. 1 day of heavy snow leaves 1d4 ft of snow on the ground.
Storms: During heavy rain and severe winds, the Rhapsados may summon a thunderstorm. Every 1d10 turns during a thunderstorm, a lighting bolt strikes. Characters must make a reflex save (10+1/2 the Rhapsados' level + his charisma modifier) or be deafened and blinded for 1d6 rounds.
The Clever North wind: The Rhapsodos may, in lieu of changing the weather, use it to make a bulrush attack with a strength modifier determined by the wind's severity. This bonus is +0 for light and increases by +2 for every increase in severity after that.
Extreme Temperature: The Rhapsados gains the ability to lower temperature to -21 and/or raise it to 141 degrees.
Lies to truth
When a Rhapsodos with this mythos creates an illusion it is only as real as he wishes. At any time he chooses he may turn an illusion he has created into a fully realized creation.
Famed in Story:
The Rhapsodos knows what it takes to make someone famous.
Whenever the Rhapsodos interacts with someone they are treated as one category more extreme on the attitude chart. If the character thinks poorly of the Rhapsodos they move down one further, if they think well of the Rhapsodos they move up what category. Indifferent characters become friendly.
The Rhapsodos has become a focal point for stories, and the world around him twists and turns to give him narratives.
The Rhapsodos has become a weirdness magnet, quests literally fall into his lap, and he is always in just the right place to be drawn into epic events.