Myth Slinger (3.5e Class)
From D&D Wiki
|Editing:||Constructive edits welcome|
 Myth Slinger
A Myth Slinger, at first glance, seems physically weak and a pushover, being lightly armored and with little to no sort of weapons, however, their mightiest weapon is their words. A Myth Slinger can summon the powers of ancient myths, folklore, even wives tales to simply fight for them.
 Making a Myth Slinger
A Myth Slinger is best suited for long range combat, and staying as far away from the hectic fights as possible as they prepare their chants to summon their lore.
Abilities: Charisma is a must, as their myths require high Charisma scores to unleash their true effects. Wisdom and Intelligence are needed for their list of skills, and Dexterity is needed to make up for a lack of Armor.
Races: Due to every race having myths of their own, every race has the option of being a Myth Slinger.
Starting Gold: 2d4×10 gp
Starting Age: Simple
|1st||+0||+0||+0||+2||Words of Myth/1|
|4th||+1||+1||+1||+4||Words of Myth/2|
|6th||+2||+1||+1||+5||Art of Tongues|
|7th||+3||+2||+2||+5||Words of Myth/3, Backlash|
|10th||+4||+3||+3||+7||Words of Myth/4, Repetition/2|
|11th||+5||+3||+3||+7||Silken Words, Mythic Gear|
|12th||+5||+3||+3||+8||By The Word of Mouth/1|
|13th||+6/+1||+4||+4||+8||Words of Myth/5|
|14th||+6/+1||+4||+4||+9||False Words, Lore of the Divine|
|16th||+7/+2||+5||+5||+10||Words of Myth/6, By The Word of Mouth/2|
|19th||+9/+4||+6||+ 6||+11||Words of Myth/7|
|20th||+9/+4||+6||+6||+12||Repetition/4, By The Word of Mouth/3|
Class Skills 8 + Int modifier per level, ×4 at 1st level)
 Class Features
All of the following are class features of the Myth Slinger
Weapon and Armor Proficiency: A Myth Slinger is proficient with all simple weapons, as well as all light armor and light shields.
Words of Myth: At 1st level, and every 3 levels after that, a Myth Slinger is allowed to learn a new Myth that they have studied, from the list below. Every Myth they learn has a 5 time a day limit, a DC of 10 + Half Level (rounded down) + CHA MOD to succeed if the Myth has a secondary effect, and cannot be used if the Myth Slinger has gone Mute, or inside any Magic-Nullifying field. Attacks made from Myths can enter a Magic-Nullifying field, so as long as the Myth Slinger does not. Also, if the Myth mentions that they damage the Myth Slinger, the Myth Slinger does not need to roll for activation, only if a status would prevent the Myth Slinger from taking his turn. All Myth Attacks count as Ranged Touch attacks.
Red and Blue: A voice simply asks: Red Cloak...or Blue? After the choice is made, the mode of death is done. To decide the effect of Red and Blue, flip a coin, or roll a die with an even amount of sides, such as a d6. If the coin is heads, or the die roll is even, Red and Blue activates Red, and deals immediate Slash damage equal to the Myth Slinger's melee weapon + 1d6. If the coin is tails, or the die roll is odd, Red and Blue activates Blue, and deals 1d4 Constitution damage.
Teke Teke: In this Myth, a poor girl was cut in half before she knew what happened, and, as a result, she holds a grudge and seeks to do the same to everyone she sees. Roll a d6. If the roll is 1 or 2, Teke Teke deals an immediate 1d8 Slash Damage, and has a chance to lock a target in place for 1 round. If the roll is 3 or 4, Teke Teke deals an immediate 1d10 Slash Damage, and has a chance of dealing 1d6 Dexterity damage. If a 5 or 6 is rolled, Teke Teke deals an immediate 1d12 Slash Damage, and has a chance of deals 1d8 Dexterity and Constitution damage.
Yamagata Prefecture: This girl appears if one is to shout her name, and thankfully no one remembers her name. When her Myth is summoned, roll a d6. If the roll is anything but a 6, Yamagata Prefecture deals an immediate 1d8 Cold Damage to the target. If the roll if a 6, Yamagata Prefecture deals an immediate 1d10 Cold Damage, and has a chance repeating the die roll until a 1-5 is rolled, or the DC check is made. However, no more than 4d10 can be rolled in total, meaning 4 is the minimum damage, and 40 is the maximum.
The Obol: An obol is a coin used by cultures that is placed in the mouth of the dead, so that they may pay for their ferry towards the Afterlife, and those with an obol are destined to hell. The Obol deals twice the melee weapon of the Myth Slinger. To activate the effect of The Obol: Flip a coin. If heads, The Obol damages the target, and if it's tails, the Myth Slinger takes the damage.
Spider's Kiss: Myth goes that a spider laid it's eggs inside a girl's cheek, time to make it real. To use Spider's Kiss, roll an activation check, creating a large mass on the target's body. If successful, roll a d20. When the mass on the target breaks from damage, falling, strenuous activity, ect, the number of the d20 becomes the number of tiny spiders that comes out of the wound and deals 1 damage for every 5 spiders summoned every turn.
Bed of Fire: While this is harder to tell, it goes that a bed of light was made, and at times would burn the people on it alive. To use Bed of Fire, roll a d10. If the roll is 1-4, deal that number in Fire damage to a select target. If the roll is a 5-8, deal that number in Fire damage to two targets (If there is only one target, don't double the damage). If the roll is 9-10, deal that amount in Fire damage to a single target twice or up to three targets. Each roll has a chance of burning off any non-metal armor.
Greened Meal: How does one ruin a meal quickly? Simple: Poison it. Outside of combat, the Myth Slinger may contaminate water or food as a use of a Myth. The poison deals 1d4 Constitution damage every 15 minutes. Inside combat, Greened Meal creates a fog of poisoned air that holds the same effect of a poisoned meal or drink.
Static Voices: Voices from the dead still try to reach their loved ones, sometimes with frightening results. Static Voices deals 1d8 sonic damage, and has an additional side effect based on the roll of a d10. If a 1-3 is rolled, the target is inflicted with the equivalent of a Bane spell. If a 4-6 is rolled, the target is dazed for 2 turns. If a 7-9 is rolled, the target takes an additional 1d8 Sonic damage. If a 10 is rolled, the target is deafened and takes an additional 1d8 Sonic damage.
Slit Mouth: A Poor woman disfigured by her husband, mouth torn from ear to ear. Slit Mouth deals 1d8 Slash damage to a chosen target. If the target is the same gender as the Myth Slinger, it deals an additional 1d6 damage. If the target is female, it deals an additional 1d4 Constitution damage. Both effects have a chance to leave behind a Suggestion Effect.
Divine Alchemy: Eons ago, the myth of turning lead to gold was a distant dream. But in this world, thanks to Alchemy, it can be. As par, Alchemy can turn any object into gold. In combat, the target must make a Reflex check to avoid their armor or weapon from turning into solid gold, cutting either their AC in half, or having their damage dealt cut in half, with each attack done to said armor or weapon having a 5% chance of shattering upon impact due to gold being a soft metal. Every time the shattering chance fails, in rate at which a shatter will happen raises by 5%, and is permanent until the weapon or armor shatters. Outside of combat, you may turn anything less that 10 pounds into it's equated weight in Gold Coins (or the appropriate currency, and how much is given is upon the DM's digression).
The Rake: An odd, twisted creature that stalks it's prey in the thick of woods, it's long, blood stained claws as long as it's arms. To activate The Rake, a d20 must be rolled. Any number rolled from 2-10 deal 2d6 Slash Damage, with a chance of causing the target to be left Panicked for one turn. Any number rolled from 11-19 deal 2d8 Slash Damage, with a chance to leave the target Terrified. A roll of 1 causes 5d6 Slash Damage to causes 5d6 Slash Damage to everything in combat (Even the Myth Slinger's allies) and a Roll of 20 , all targets the Myth Slinger can see.
The Tall Man: A figure in the shape of a man, ranging from above 6 feet tall to under 100 feet. With no face, long, lanky arms, and countless tentacles, the Tall Man is known to grab poor victims and drag them into the woods and kill them, leaving their skin to hang from trees as a sign. When used, The Tall Man acts as the spell Black Tentacles at a caster level equal to the Myth Slinger's Level.
(New Myths may be added with an agreement between DM and player)
Applied Knowledge: A Myth Slinger knows a vast amount of information, some useful, some not so useful. At 3rd level, a Myth Slinger may aid another ally who is doing one of the following, adding a +4 to the roll. The list is: Knowledge (Any), heal, Use Magic Device, Disable Device, Bluff, Diplomacy, Open Lock, Preform.
Repetition: A Myth Slinger's constant use of their mouth and tongue has toned them to be less likely to slip up. At 5th level, and every 5 levels after that, a Myth Slinger may pick a favored Myth to cast. That Myth gains a +1 to their activation roll, and a +1 to their Resist Roll as well.
Art of Tongues: Once at 6th Level, a Myth Slinger can learn any one language that is on a list reserved only for certain races or classes.
Backlash: Powers like these don't come without a cost, ya know. Once at 7th level, a Myth Slinger may choose to do their damage roll first for a chosen Myth. If they do, they must succeed on their activation roll to damage the target with and additional 1/2 the total damage. If the roll fails, the Myth Slinger takes that amount of damage and loses an additional time a day that Myth can be used.
Reroute: Sometimes, you get a second chance. Starting at 8th level, a Myth Slinger can make a Concentration check to undo the failed roll of a Backlash attempt. The Concentration DC is the previous failed roll +1. If Reroute is successful, the attack is channeled as if it was cast against an enemy target. However, is Reroute fails, the Myth Slinger loses the Myth he was Rerouting for the day, and still takes the damage normally.
Book Smarts: Having your nose in a book for so long lets you brush up on most facts, trivial or important, quicker. At 9th level, a Myth Slinger adds +2 to a Knowledge of their choice.
Silken Words: Once at 11th level, the Myth Slinger may add half his Intelligence or Wisdom Modifier, rounded down, into any verbal based speech check.
Mythic Gear: The Myth Slinger has become so used to telling their tales, that they could possibly call parts of them into reality. Once at 11th level, they can call parts of the Myth into the physical world and act as a weapon. The Myth Slinger can only have one Myth out as a weapon, it must be a Myth they know, and once they summon the Myth as a weapon, they cannot use that Myth for the duration of the day. Mythic gear must be picked at the beginning of each day if a Myth Slinger is going to use this skill. All Proficiency bonuses only count for the Mythic Gear and vanish once the weapon is dismissed, or the day is over, and all Mythic Gear weapons can only be used by the Myth Slinger.
Red and Blue: If chosen to be a weapon, Red and Blue gives the Myth Slinger a pair of long swords, Red in the right hand and Blue in the left. Red deals 1d8 Slash damage, and 1d4 Fire damage. Blue deals 1d8 Slash damage, and 1d4 Cold damage. Both have a Crit range of 19-20, and x2 Crit. Both weapons are unbreakable and return to the owner's hand if disarmed.
Teke Teke: If chosen to be a weapon, Teke Teke allows the Myth Slinger access to Teke Teke's scythe, which deals 2d6 damage, has x3 Crit in a 19-20 range, can allows the use of trip attacks. Teke Teke's Scythe cannot be broken, and will return to the owner's hand if it is disarmed. This cannot be taken if the Myth Slinger already has a two-handed weapon of any kind, including ranged weapons. While using Teke Teke's scythe.
Yamagata Prefecture: If chosen to be a weapon, Yamagata Prefecture grants access to the Serpent Lance, which deals 1d10 damage, and 1d4 damage in Cold, with a x2 Crit in a 18-20 range. It is two-handed, and as with Teke Teke, prevents use of any other two handed weapon, including ranged, as well as it being unbreakable.
The Obol: If chosen to be a weapon, The Obol gives the Myth Slinger a Large Steel Shield with Spikes, granting 1d8 damage and x2 Crit. The shield grants no bonuses or reductions to AC, DEX, Arcane Failure, or Armor Check Penalties, but any one or two-handed weapon cannot be used while The Obol is active. The Obol can be used with the Myth Slinger's natural Shield.
Slit Mouth: If chosen to be a weapon, Slit Mouth grants the Myth Slinger access to the Bloody Knife, granting 1d6 damage and x2 Crit. Slit Mouth grants 1d8 damage and a x3 Crit against the opposite gender (Anything without a gender or is considered Ambiguous or can be classed as Both Genders do not count). Only Slit Mouth can be used during the day.
Static Voices: If chosen to be a weapon, Static Voices becomes a Composite longbow, dealing 1d10 damage with a x2 Crit, as well as an additional 1d6 Sonic damage. Once chosen only Static Voices can be used as a weapon for the day.
The Rake: If chosen to be a weapon, The Rake becomes a pair of 1d8 damage dealing claws. The claws have a chance to inflict a Panicked state for a turn, and have a x3 Crit. They cannot be used if the Myth Slinger already has natural weapons.
By The Word of Mouth: How all stories came to be. A Myth Slinger has told his Myths so many times, that the way he tells them changes each and every time. Due to this, at 12th level, and every 4 levels after that, a Myth Slinger can 'reword' the Myths to aid him. He may now change the damage output of one Myth by one die increment (Example: a d10 becomes a d12), or change around the rolls needed (Example: If 1-5 are the effect of a Myth, one can make it 1&3-6 instead, with 2 being the major effect.) A Myth Slinger may only change a Myth once, and cannot change the targets of the Myth. (Example: A Myth Slinger cannot remove an effect that would hurt the Myth Slinger)
False Words: It's a Myth, who knows it's it's true or not? At 14th level, a Myth Slinger has become so accustom to quickly forming words due to his powers, that a Myth Slinger can retry any verbal check, albeit if the second check is successful, they gain information of one DC check lower, meaning if they succeeded a DC check of 20 with False Words, a Myth Slinger only gains the information up to the DC Check of 15.
Lore of the Divine: To a Myth Slinger, myths and lore of any kind becomes Religious in his book. When at 14th level, and when the Myth Slinger is engaged in a verbal check based on lore and knowledge of Religion, Lore, Myths or things of the like, he may ignores any penalties involved in the check.
Soliloquy: As said before, a Myth Slinger has much, much practice with wordplay. At 17th level, a Myth Slinger can initiate a special sort of speech check, called 'Soliloquy'. During this, the Myth Slinger must make a coherent, relevant speech for at least 3 minutes. If the Check succeeds, the Myth Slinger can gain information equal to a DC 20 check and induce a Suggestion spell on the target. If the Check fails, the Myth Slinger cannot initiate a speech based check on the target for a day.
Monologue: Raw verbal talent is what the Myth Slinger is great with. At 18th level, the Myth Slinger adds his Intelligence and Wisdom modifiers into all verbal checks.
 Ex-Myth Slingers
A Myth Slinger can only become an Ex-Myth Slinger if they openly refuse the role of one. However, once this happens, a Myth Slinger can never become one again.
 Epic Myth Slinger
|22nd||Words of Myth/8|
|24th||By The Word of Mouth/4|
|26th||Words of Myth/9|
|28th||By The Word of Mouth/5|
|29th||Words of Myth/10|
8 + Int modifier skill points per level.
Words of Myth: A Myth Slinger continues his studies, adding even more Myths to his list.
By The Word of Mouth: A Myth Slinger continues his ways of telling tall tales, and as such, he continues to edit his Myths.
Walking Myth: at 30th level, a Myth Slinger has seen and done so much in his lifetime, that at his death, people still remember him as a myth, whether or not he was truly alive. While alive, a Myth Slinger is considered a Demi-God in the eyes of all religious members in his Alignment or his Deity's follower's eyes.
 Human Myth Slinger Starting Package
Weapons: Shortspear (1d6, x2, 20 ft), Light Crossbow (1d8, 19-20 x2, 80 ft).
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Feat: Knowledge Focus.
Bonus Feats: Always Ready.
Gear: Studded Leather Armor, bedroll, trail rationsx5, water skin, tent, bull's eye lantern, 10 pints of oil, Healing Kit.
 Campaign Information
 Playing a Myth Slinger
Religion: A Myth Slinger tends to be against religion if they focus in myths that are spun form human ways, while others tend to be highly religious due to their myths being from religion.
Other Classes: A Myth Slinger tends to deal well with all classes, while they do tend to spend more time with classes that tend to spend their time on religious figures or are heavily influenced in nature.
Combat: A Myth Slinger tends to be seen in the back with a simple weapon in hand in case the group's defenses fail. The Myth Slinger uses their powers to attack from afar, and deal more direct damage and more versatility than wizards and sorcerers, but are held to a more strict limit than other magic classes.
Advancement: Due to their semi-weak nature, Myth Slingers tend to dabble in archery, and as such, tend to become Rangers as well.
 Myth Slingers in the World
|“||The pen is mightier than the sword, actions speak louder than words. Two terms where that tends not to be true.||”|
|—Syrene Silverwind, Elven Myth Slinger|
Daily Life: A Myth Slinger spends most of his time as a normal resident of their respective race. If the race is more educated, Myth Slingers tend to spend their time in places of learning to heighten their minds and knowledge of mythic lore. More tribal races tend to converse with village elders, religious chiefs, medicine men, and other higher classed people for their lore.
Notables: Syrene Silverwind, Elven Myth Slinger.
Organizations: There are not many Organizations full of Myth Slingers, though a few do litter many cities and guilds.
NPC Reactions: NPCs wouldn't act any different to a Myth Slinger. The exceptions are if a Myth Slinger uses their powers openly, and whether for a 'divine intervention' or for a more evil purpose.
 Myth Slinger Lore
Characters with ranks in Knowledge (Local) and Knowledge (Religion) can research Myth Slingers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Myth Slingers tend to spend their free time reading.|
|10||Myth Slingers mostly focus on evil, or more dangerous, myths and lore.|
|15||Myth Slingers can summon familiars of the myth to attack, but they vanish after their needed deed is done.|
|20||Myth Slingers at a high enough level could possibly create themselves as myths in the eyes of a town or city, allowing following Myth Slingers to summon the dead spirit of other Myth Slingers.|
|5||A few religious groups tend to shun Myth Slingers for their abuse of their powers, religious or not.|
|10||Despite the shunning, a few religious groups sometimes see Myth Slingers as reincarnated gods.|
|15||If a Myth Slinger gains enough power, sometimes cults are formed in their name, which tend to start rebellions in many a town, religious or not.|
|20||Once a Myth Slinger dies, if a large enough group of people know of the Myth Slinger, there is a very faint chance the Myth Slinger lives on in their lore.|