Myth Librarian (3.5e Class)
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A Myth Librarian 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. A Myth Librarian is also an expert at using magical script. Through their years of exposure to magical writings and their personal studies of the underlying workings of scrolls, they gradually glean the knowledge necessary to use such writings to effectively cast spells without knowing them.
Making a Myth Librarian
Myth Librarians gradually gain access to a wide array of low-level spells (and myths) taken from all spell lists which they can use often (but with a cost), without needing to prepare them. Most Myth Librarians tend to specialize in low-level utility spells, with the possibility of acting as secondary healer, rather than using flashy offensive spells. Although some have been known to use mostly offensive spells.
Abilities: Charisma and Intelligence is a must, as their myths and spells require high Charisma and Intelligence scores to unleash their true effects. It also allows her to use higher level spells and determines the DC of the spells. Charisma 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 and arcane librarys of their own, every race has the option of being a Myth Librarian.
Starting Gold: 6d4×10 gp (150)
Starting Age: Simple
|1st||+0||+0||+2||+2||Words of Myth/1, Ungifted Activator, Lining Parchment|
|2nd||+1||+0||+0||+3||Efficient Caster 1|
|4th||+3||+1||+1||+4||Words of Myth/2|
|6th||+3||+2||+2||+5||Art of Tongues|
|7th||+4||+2||+2||+5||Words of Myth/3, Backlash|
|8th||+4||+2||+2||+6||Reroute, Efficient Caster 2|
|10th||+5||+3||+3||+7||Words of Myth/4, Repetition/2|
|11th||+6||+3||+3||+7||Silken Words, Mythic Gear|
|12th||+6/+1||+4||+4||+8||By The Word of Mouth/1|
|13th||+7/+2||+4||+4||+8||Words of Myth/5|
|14th||+7/+2||+4||+4||+9||False Words, Lore of the Divine, Efficient Caster 3|
|16th||+8/+3||+5||+5||+10||Words of Myth/6, By The Word of Mouth/2|
|19th||+9/+4||+6||+ 6||+11||Words of Myth/7|
|20th||+10/+5||+6||+6||+12||Repetition/4, By The Word of Mouth/3|
Class Skills 8 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Myth Librarian.
Weapon and Armor Proficiency: The Myth Librarian is proficient with light armor and all simple weapons, but only with light shields. However, since all her spellcasting abilities are actually spell-like and have no somatic components, she would not suffer any arcane spell failure from using armor or shields.
Efficient Caster: As she progresses in levels, the Myth Librarian learns to use her Living Parchment ability more efficiently, using less of her own energy in order to activate the magical script. The nonlethal damage received from using spells is reduced by 1 at level 4, by 2 at level 10 and by 3 at level 16. If the damage caused by a spell is reduced to 0, it behaves like a 0th level spell.
Applied Knowledge: A Myth Librarian knows a vast amount of information, some useful, some not so useful. At 3rd level, a Myth Librarian 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 Librarian'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 Librarian 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 Librarian 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 Librarian 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 Librarian 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 Librarian 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 Librarian 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 Librarian adds +2 to a Knowledge of their choice.
Silken Words: Once at 11th level, the Myth Librarian may add half his Intelligence or Wisdom Modifier, rounded down, into any verbal based speech check.
By The Word of Mouth: How all stories came to be. A Myth Librarian 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 Librarian 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 Librarian may only change a Myth once, and cannot change the targets of the Myth. (Example: A Myth Librarian cannot remove an effect that would hurt the Myth Librarian)
False Words: It's a Myth, who knows it's it's true or not? At 14th level, a Myth Librarian 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 Librarian only gains the information up to the DC Check of 15.
Lore of the Divine: To a Myth Librarian, myths and lore of any kind becomes Religious in his book. When at 14th level, and when the Myth Librarian 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 Librarian has much, much practice with wordplay. At 17th level, a Myth Librarian can initiate a special sort of speech check, called 'Soliloquy'. During this, the Myth Librarian must make a coherent, relevant speech for at least 3 minutes. If the Check succeeds, the Myth Librarian can gain information equal to a DC 20 check and induce a Suggestion spell on the target. If the Check fails, the Myth Librarian 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.
Living Parchment: An Myth Librarian develops a special technique which allows her to “absorb” the magical script of any scroll, the words of which then start floating freely around her skin. She can then channel her own vital energy into the words to activate them, effectively producing the same effect as a normal casting of the spell. She can only absorb the script from scrolls that she would otherwise be able to use normally.
An Myth Librarian can thus absorb the script for a total number of spell levels equal to 3 X her class level. For example, a 4th level Arcane Librarian could know six level 2 spells or four level 2 spell and four level 1 spells. 0th level spells count as 0 spell level for this purpose.
“Casting” a spell using this ability causes the Myth Librarian to receive special nonlethal damage of a value equal to the level of the spell used. This "damage" (which is not really damage but rather a loss of stamina) can be recovered by resting, at the same rate as normal nonlethal damage, but is otherwise permanent and cannot be restored by any other means. For example, a character who uses a 3rd level spell would receive 3 points of nonlethal damage. Level 0 spells can be used for free 3 times per day. After this, each additional use causes 1 point of nonlethal damage.
Absorbing and using spells in this way requires an Intelligence score of 10 + the spell level. The DC for spells cast in this manner is 10 + spell level + Int modifier. The caster level is the class level of the Myth Librarian (regardless of the original scroll’s caster level).
Verbal and somatic components are ignored since she must merely focus her will to activate the magical writing on her skin. Focus and/or material and XP costs, however, are still in effect.
Absorbing the script for a new spell takes 1 minute. As long as this process is uninterrupted, success is guaranteed. Whether it succeeds or fails, the scroll is destroyed.
If the Myth Librarian ever loses an arm or a leg, her connection to the spells on the lost limb is lost. Each spell she knows has a 20% chance of being permanently lost (unless it is reattached within 24h). However, while the script appears to merely exist on her skin, the connection is actually much deeper. If she is ever reincarnated or resurrected, all the magical script she had on her old body appears on her new one.
The Myth Librarian starts at first level knowing any spells of her choice (up to her limit), but does not gain any more spells simply by gaining levels.
Words of Myth: At 1st level, and every 3 levels after that, a Myth Librarian 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 Librarian 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 Librarian does not. Also, if the Myth mentions that they damage the Myth Librarian, 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 Librarian'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 Librarian. To activate the effect of The Obol: Flip a coin. If heads, The Obol damages the target, and if it's tails, the Myth Librarian 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 Librarian 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 Librarian, 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 everything in combat (Even the Myth Librarian's allies) and a Roll of 20 , all targets the Myth Librarian 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 Librarian's Level.
(New Myths may be added with an agreement between DM and player)
Mythic Gear: The Myth Librarian 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 Librarian 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 Librarian.
Red and Blue: If chosen to be a weapon, Red and Blue gives the Myth Librarian 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 Librarian 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 Librarian 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 Librarian 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 Librarian's natural Shield.
Slit Mouth: If chosen to be a weapon, Slit Mouth grants the Myth Librarian 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 Librarian already has natural weapons.
Epic Myth Slinger
|21st||Efficient Caster 4|
|22nd||Words of Myth/8|
|23rd||Efficient Caster 5|
|24th||By The Word of Mouth/4|
|25th||Efficient Caster 6|
|26th||Words of Myth/9|
|27th||Efficient Caster 7|
|28th||By The Word of Mouth/5|
|29th||Words of Myth/10|
|30th||Walking Myth, Efficient Caster 8|
8 + Int modifier skill points per level.
Words of Myth: A Myth Librarian continues her studies, adding even more Myths to her list.
By The Word of Mouth: A Myth Librarian continues her ways of telling tall tales, and as such, she continues to edit her Myths.
Walking Myth: at 30th level, a Myth Librarian has seen and done so much in her lifetime, that at her death, people still remember her as a myth, whether or not she was truly alive. While alive, a Myth Librarian is considered a Demi-God in the eyes of all religious members in her Alignment or her Deity's follower's eyes.
Efficient Caster: Same as above.
Bonus Feats: The Epic Arcane Librarian gains a bonus feat (selected from the list of Epic Arcane Librarian bonus feats) every 4 levels after 20th.
Epic Myth Librarian Bonus Feat List: Armor Skin, Augmented Alchemy, Blinding Speed, Damage Reduction, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Wondrous Item, Efficient Item Creation, Energy Resistance, Epic Fortitude, Epic Reflexes, Epic Speed, Epic Skill Focus, Epic Prowess, Fast Healing, Great Constitution, Great Intelligence, Great Wisdom, Penetrate Damage Reduction,