Canny Chronos-Bartering Technique[Sacrifice]
Prerequisite: Gift of TimeWhen using the non-move-action activation version of
Gift of Time the phileotheysia may instead chose to grant an additional swift or standard action (or they may grant an additional move action, as before). Regardless, the target may choose to trade in the extra action for an additional attack when full-attacking, just as before with the same restrictions on stacking.
At 18th level the Phileotheysia may grant a move action AND a standard action when using the non-move-action activation version of
Gift of Time. These may be granted to a single target, or to two separate targets.
Especially note that these may be combined into a Full-Round action by the target if both are given to the same target. Regardless of how many actions are granted, this requires either all your actions for the round, or a full-round action depending on if you have the
Sleight of Time Proficiency advanced manifestation of
Gift of Time.
Defying the Hated Enemy[Sacrifice]
Prerequisites:- Alignment not True Neutral
- Knowledge [The Planes] 16 ranks (13 PF)
- Knowledge [Religion] 16 ranks (13 PF)
- The Divine-Right Denying Stroke advanced manifestation of the Defensive Strike Exceptional Mythos. (Nota Bene: Unlike its pre-requisite, this requirement is not conditional and must be met in all cases!)
- My Heart, Your Sword(Fantastic Mythos)
The save bonuses and armor class bonuses provided by
My Heart, Your Sword (Fantastic Mythos) are doubled to +4 and allies affected by it gain Spell Resistance 25 against spells/powers cast by attackers or spell opposed to you on the ethical axis. They
also gain an equivalent
separate spell/power resistance against spells opposed to you on the moral axis, which must be checked against for each spell it applies to
seperately with success against both resistances being required to penetrate.
AdvancedDriving Back the Invaders from BeyondPre-Requisite:
The Best Defense Is A Good Offense AND A Good Defense (Advanced Manifestation of
My Heart, Your Sword Fantastic Mythos)
Your allies targeted by
My Heart, Your Sword gain the following abilities:
On making a successful melee touch attack against an creature from another plane whose alignment is opposed to the Phileotheysia’s on at least one axis, they can choose to drive that creature back to its home plane. The creature can negate the effects with a successful Will save (spell resistance applies).
With a touch you can automatically dispel any one enchantment spell cast by a creature whose alignment is opposed to the Phileotheysia’s on at least one axis or any one spell with similar alignment.
Exception: Spells that can’t be dispelled by
Dispel Magic also can’t be dispelled by this effect. Saving throws and spell resistance do not apply to this effect.
Any
successful use of either of these two abilities causes the ally making the attack to immediately lose all benefits from this mythos and become incapable of being benefitted by it for 2 rounds.
(Compare
Dispel Evil.)
Rebuff the Far Realms ((Author's note to self: Consider changing this to match the way
Shield of the Soul works.))
Prerequesite: Psicraft 16 Ranks (13 PF)
Whenever this mythos grants spell resistance, it also grants an equal amount of psionic resistance.
Holding the Battlefield [Sacrifice]
Prerequisite: Phileotheysia Level 16, Spellcraft 19 Ranks (16 PF) ,
Shield of the Soul (Fantastic Mythos, see that mythos itself for its further prerequisites)
What use to defend the bodies of your comrades if the very air around them can be replaced with barriers that impede them from rallying together to defend themselves?! This shall not stand!
As a Swift action you may transfer the spell resistance granted by
Shield of the Soul to everything and everyone within 30’ that is not yourself, an non-corpse object you are carrying*, or an enemy. This spell resistance gains a +5 bonus when so transferred.
There are several further exceptions to the normal rules for spell resistance:
This applies against supernatural abilities. If no clear way of determining the effective caster level for such abilities exists, use the class levels or hit-dice of the class or race that grants that ability.
It does not apply to spells, abilities, etc. by your allies or you.
It applies only to spells that grant their caster meaningful information (including all divinations), or materially affect the object or creature in question. See end of following paragraph for one example of a case where this spell resistance does not apply.
It applies even to spells that do not normally allow spell resistance, but in such cases ONLY affects the part of the spell that is within that radius. For instance a
Wall of Stone would appear with the part that would lay within the area of this mythos excised out of it, and
Twinned Acid Orb could have one one of its orbs vanish without effect upon upon striking an ally within the radius of this effect (assuming the caster failed the SR roll), while the other, which might or might not enter this radius, but whose target is outside it would strike its target without impediment. Both orbs would wink out upon entering the radius except that
they are not materially affecting the air in any meaningful way, unlike the aforementioned
Wall of Stone which replaces said air more than just by flying through it leaving turbulence in its wake. This also means that a
Fireball could damage a particular ally regardless of what else made its saving throw (except for a barrier that would block the
Fireball if it had been destroyed). In other words, no, the air doesn’t provide total cover just because the air made its spell-resistance roll to not be fractionally heated as the flames passed through it.
Note that if a spell has an
area defined spatially, but effectively
targets your enemies, then this mythos does nothing to stop that. For one example of this see
Invisibility Sphere]http://www.d20srd.org/srd/spells/invisibilitySphere.htm”]Invisibility Sphere.
*Jerky, and leather don’t count, a dead familiar does. I’m sure you can work out the distinction from there...
Mighty-Souled Invulnerability[Sacrifice]
Prerequisite: -
For purposes of harmful effects that reference hitdice, you gain an additional number of 'virtual' hitdice equal to your charisma modifier. These hitdice do not provide hitpoints, BAB, skill-points, base save advancement, caster levels, class levels, or any other benefit other than resistance to effects based on hitdice.
As a swift action you may forgo the above benefits to distribute a number of virtual hit-dice equal up to charisma score among any number of allies within Close range (25 ft. + 5 ft./2 levels) that you have line of effect to. Line of sight is not required, but if you do not have line of sight you must specify the allies by identity and/or position without reference to their current circumstances. Thus "all dwarves who have dedicated themselves to the destruction of Margoth the Lich-King" would be acceptable, as would "all allies to my north", but "all allies with less than half their hitpoints remaining" would not.
Advanced:Phalanx-Protecting PalisadeThe range of this ability increases to 50 ft. + 5 ft./level, and you gain the option to grant your charisma score divided by four virtual levels to up to three times your charisma score allies within range, rather than simply dividing your charisma score among them.
Vampire-Spurning FluidityThese extra virtual hit-dice count can be affected by negative levels and level loss (except that for spells that return a creature to life/animation such as
Raise Dead,
Reincarnate, and
Clone). They can be treated just like any other negative level or level loss. When transferring benefits to allies using this ability, your effective charisma score is reduced by twice the number of negative levels plus level loss that you are suffering to your own virtual hit-dice.
If you fail to continue transferring the benefits of this ability each round to a creature with virtual levels who is suffering negative levels or level loss to these virtual levels, then the negative effects of all such conditions transfer to their actual hitdice except if they were gained a number of minutes ago equal to the caster level (or, failing that, hit-dice) of the inflicting creature minus your Phileotheysia class level (minimum 1 minute), in which case they simply vanish without further effect.