At Home In This World
This world was made for you to move through it.
As an internal [Air] effect, the air of your body propels itself through the air of the world with ease; you gain Leap of the Heavens (PHBII) as a bonus feat. As an internal [Water] effect, the water of your body propels itself through the water of the world with ease; you gain a Swim speed equal to your land speed. As an internal [Earth] effect, the earth of your body propels itself over the earth of the world with ease; you gain a Climb speed equal to your land speed. As an internal [Fire] effect, the blood and heat of your body work more efficienctly, transmitting the oxygen and fluid and nutrients your body needs for exertion with superhuman proficiency; you add your Dexterity modifier as a bonus to all Balance, Climb, Jump, Swim, and Tumble checks.
Blossoming Incarnum Inheritance
Though not originally worked into the design of the Omphalos, nevertheless, Incarnum is born within its womb, and it holds a certain authority over how the concentrating life-stuff travels through its body. With this Mythos, you become aware of the vein of the Incarnum that has always flowed through you, and can partition pieces of it off for your own use.
Your Meldshaper level becomes equal to your class level, to a maximum of 6. Your Crown Chakra opens. You gain 2 Essentia. You may shape a single Soulmeld per day, drawn from the following list: Beast Tamer Circlet, Crystal Helm, Diadem of Purelight, Enigma Helm.
With further meditation, requiring a Meldshaper level of at least 3, you may broaden your enlightenment. By meditating for an hour and paying 500 Mythos Points and 125xp, you may open your Feet Chakra, gain +1 Essentia, and the following soulmelds to your list: Acrobat Boots, Airstep Sandals, Cerulean Sandals, Impulse Boots.
A second session of meditation, requiring a Meldshaper level of at least 6, with the same time and cost as the first, will open your Hands Chakra, give you another point of Essentia, allow your to craft and maintain a second Soulmeld, maintain a single Chakra Bind, and add the following soulmelds to your list: Lighting Gauntlets, Rageclaws, Sighting Gloves, Theft Gloves.
Elemental-Fisted Pugilist Style
You gain Improved Unarmed Strike and Improved Natural Attack (Unarmed Strike) as bonus feats. Like a Monk, you may make unarmed attacks with any part of your body, even if your hands are otherwise occupied.
At 5th level, you gain a +1 enhancement bonus to attack and damage rolls with unarmed attacks, and your unarmed attacks bypass damage reduction as if they were magical. At 10th level, this enhancement bonus increases by 1, and your unarmed attacks bypass damage reduction that may be bypassed by a particular material (such as silver or cold iron) or by a particular alignment. At 13th, 15th, and 17th level, this enhancement bonus increases by another 1.
Sylph-Fist Technique: [Air] With a quick breath, your limbs feel light and flexible, each strike whipping through the air with unsettling little effort. You gain Snap Kick as a bonus feat (ToB).
Naiad-Fist Technique: [Water] As you strike with your limbs, additional weight and momentum seems to surge forth and build from nowhere at all, until an otherwise light punch crashes into your target like a mighty wave. You gain Superior Unarmed Strike as a bonus feat (ToB).
Oread-Fist Technique: [Earth] Your motions are inexorable, with joints and muscles that seem to strike and lock without yielding an inch, evicting whatever former occupant was within the space you chose to place them, whether it be flesh, stone, or steel. You gain Hammer Fist as a bonus feat (RoS).
Salamander-Fist Technique: [Fire] The heat of battle builds in you until, like coals stoked with a sudden wind, you roar into a terrible wrath, striking with unrestrained brutality. You gain Improved Critical (Unarmed Strike) and Roundabout Kick as bonus feats (CW).
Dragon-Claw Technique: You are especially adept at projecting force through sweeping arcs or pin-point jabs that can dismantle many otherwise stubborn obstacles. You gain Versatile Unarmed Strike as a bonus feat (PHBII).
Element-Forged Geomach Arsenal
As a swift action, you pull an elemental piece of your surroundings to your hand, and shape it into the form of a melee weapon that you are proficient with. When creating a weapon of a particular element, this Mythos has that element's subtype, and when you attack with the weapon, you may choose for it to either deal its normal damage type, or the damage type of its elemental subtype.
Each time you create a weapon with this Mythos, choose one of the following set of statistics for the weapon's base damage, critical range, and critical damage. The weapon has these statistics instead of what the weapon's appearance would normally suggest. However, it is still considered the weapon that the element is mimicking for all other purposes (for example, a Longspear made of Fire would still be a two-handed weapon, it would still have reach, and would still receive a bonus from the Weapon Focus (Longspear) feat).
The damage listed is for a weapon sized for a Medium creature, but your created weapon can be of any size that you are able to wield. If your size changes while you're wielding an elemental weapon, it likewise changes size to match you:
Consistent Weapon 2d4 damage, 18-20/x2
Balanced Weapon 2d6 damage, 19-20/x2
Brutal Weapon 2d6 damage, 20/x3
Impractical Weapon 2d4 damage, 20/x4
You may only have one weapon created through this Mythos at a time. If you create a new one, the old one disappears. If, at the end of your turn, the created weapon is no longer in your hands or on your person, it disappears as well.
At 5th level, the weapon created by this Mythos has a +1 enhancement bonus to attack and damage and bypasses damage reduction as if it were magical. At 10th level, this enhancement bonus increases by 1, and it now also bypasses damage reduction that may be bypassed by a particular material (such as silver or cold iron) or alignment. At 15th and 18th level, this enhancement bonus increases by another 1.
Calling The Elemental Bow: You may create ranged weapons with this Mythos. Weapons that require ammunition, such as bows, crossbows, and slings, generate their own basic ammunition as necessary with each attack from a seemingly endless internal supply. However, Consistent and Impractical ranged weapons deal only 1d6 base damage, and Balanced and Brutal ranged weapons deal only 1d8 base damage.
Calling The Elemental Shield: When you create a light or one-handed weapon with this Mythos, you may also create a shield of a type that you are proficient with, which appears equipped to your opposite arm. At 5th level, the shield imparts a +1 enhancement bonus to your armor class. At 10th, 15th, and 18th level, this bonus increases by 1.
Calling The Elemental Armory:When you create alight or one-handed weapon with this Mythos, you may also create as many other light or one-handed weapons as you have hands to wield them, which appear in those hands. Each weapon may be of a different shape, damage/critical type, and element, provided the necessary additional [External] elements are within range.
With a gesture, you pull a suitable chunk of your chosen element from your surroundings, and hurl it violently at a target. This functions like a melee unarmed attack, except that it has a range increment of 30ft, and two range increments (thus a maximum range of 60ft from its origin point). Despite this, it is not a ranged attack. In addition, the attack deals the damage type of whichever elemental descriptor matches the element used from the environment to fuel the attack.
You can choose for the origin point of this [External] Mythos to be your own space, even if the external element is farther away (but still within your [External] Mythos range), pulling the elemental chunk to you, and launching it with a emphatic punch or kick. If you choose to do so, your unarmed attack deals damage as normal. If you choose for the attack to originate from elsewhere within range, it deals only half damage, as you are only able to propel it with lesser force.
At 7th level, melee unarmed attacks modified by this Mythos have three range increments instead of two. At 13th level, this increases to a number of range increments equal to your intelligence modifier, if this would be greater than three.
Ley-Channeling Shamanism Practices
With a little work, you can create totemic vessels for elemental energy, imbuing them with a portion of your own primal spirit. In turn, the totem projects the stored energy outward into the world without requiring your personal attention.
First, you must construct the totem itself. At its most simple design, it is a Tiny object, carved from one or more pieces of wood, inlaid with inscrutable hieroglyphs that contain and release the stored energy in the manner that you choose. Creating this kind of totem takes about an hour, and is negligible in material costs. Fancier totems can be made, but they may require Craft checks and costly materials to create properly.
When a totem is made, you choose its element (Fire, Air, Water, or Earth) and this Mythos has the corresponding subtype during the construction. Then, choose whether the totem is designed to be Empowering, Protecting, or Emanating. Once the totem is made, these choices cannot be altered (although you can always craft more totems).
Next, you must ritually imbue the totem with power. By meditating for 8 hours while in contact with totems of your own construction, you may imbue up to four such totems. You may only ever have one totem of each element imbued at one time and, at 1st level, you may only have a single totem imbued at all. This increases to two at 5th level, three at 9th level, and four at 13th level. If you imbue a new totem above your limit by level or element, the old totem's power is lost.
Once a totem is created and imbued, it has two settings. Its 'Personal' setting functions while it is within 5ft of you, drawing on your personal power to project its effect. The 'Anchored' setting functions while the totem is partially stuck into a solid surface contiguous with a planetary body in the Inner Planes (including the Prime). In this state, it draws from the ley-energy coursing through the planet to produce its effect, which is both more powerful, and will also function at greater than five feet of distance from you. As a standard action, you may strike one totem into an adjacent surface (at 5th, 9th, and 13th level, the number of totems you may strike down with a single standard action increases by 1). In something soft, like soil or sand, this shouldn't require any additional effort. However, to drive them into a harder surface, like stone, you make a melee attack as part of this action (totems are considered one-handed weapons that you are proficient with for this purpose; if you sharpened the end of the totem, it deals piercing damage, otherwise it deals bludgeoning). You must be able to overcome the Hardness of the surface and drive the totem at least an inch into it.
Personal: Every ally within 60ft gains a +2 bonus to their Strength score.
Anchored: You and every ally within 60ft gain a +2 bonus to their Strength score, and may deal an additional 1d6 fire damage with each successful melee or ranged attack.
Personal: Every ally within 60ft gains Fire Resistance 5.
Anchored: You and every ally within 60ft gain Fire Resistance 5, which stacks with one other source of Fire Resistance, and a +2 bonus on saving throws against any effect that deals fire damage or has the [Fire] descriptor.
Personal: The totem glows brilliantly (twice as brightly as a torch), casting bright light out to 40ft, and shadowly illumination out to 80ft.
Anchored: The totem continually spews flame in every direction, out to a 10ft radius. Creatures that enter the area, or begin their turn within, take 1d4 fire damage. You are immune to this damage.
Personal: Every ally within 60ft gains a +10 bonus to their movement speeds.
Anchored: You, and every ally within 60ft, gain a +10 bonus to their movement speed, and a +2 bonus to their Intelligence.
Personal: Every ally within 60ft gains a +2 bonus on Reflex saving throws.
Anchored: You, and every ally within 60ft, gain a +2 bonus on Reflex saving throws and have a +2 bonus their Armor Class against all ranged attacks.
Personal: The totem projects a field of fresh, breathable air around you. This allows you to breathe uninhibited in any environment, and anyone nearby can duck their head into your space and gulp up a few breaths if need be.
Anchored: The totem constantly blows Strong winds in a 10ft radius around it. This is enough to snuff unprotected flames as large as a torch, impose a -2 penalty on ranged attacks that pass through this space, and require Tiny creatures to make a DC 10 Fortitude save or be knocked down if they try to move through it. The air is clean and breathable, and blows away other gaseous substances, such as fog or a Cloudkill spell, as well as spraying particulate matter around.
Personal: Every ally within 60ft gains a +2 bonus to their Dexterity score.
Anchored: You, and every ally within 60ft, gain a +2 bonus to their Dexterity score and a +2 bonus to their Armor Class against Attacks of Opportunity.
Personal: Every ally within 60ft gains Cold Resistance 5.
Anchored: You, and every ally within 60ft, gain Cold Resistance 5 and a +2 bonus on saving throws against any effect that deals cold damage or has the [Cold] descriptor.
Personal: The totem regulates the purity and refreshment of your body. You gain a +4 bonus on saving throws against poison, and you are constantly hydrated, negating the need for you to drink fluids to remain healthy.
Anchored: A stream of water pours from the totem, releasing about one gallon of fresh, pure, drinkable water every round.
Personal: Every ally within 60ft gains a +2 bonus on Fortitude saving throws.
Anchored: You, and every ally within 60ft, gains a +2 bonus on Fortitude saving throws, and damage reduction 3/-.
Personal: Every ally within 60ft gains a +2 bonus on opposed rolls to resist being bull rushed, overrun, tripped, disarmed, or grappled.
Anchored: You, and every ally within 60ft, gain a +4 bonus on opposed rolls to resist being bull rushed, overrun, tripped, disarmed, or grappled. All of your other totems within 60ft increase their Hardness by 5.
Personal: The totem spreads stability around you, increasing the Hardness of each item you hold, and each item equipped in each of your equipment slots (hands, feet, head, armor, shoulders, etc) by 5.
Anchored: The totem projects a field of tremors and fluctuating gravity. The ground for 10ft around it is considered difficult terrain. Any creature, other than you, that begins their turn within the area, must make a Fortitude save or fall prone.
Meditating On The Elements
With intense focus and meditation on a particular element, you may voluntarily create an imbalance within your mental state, erring towards one element in particular. This requires only 10 minutes of concentration, but lasts for 24 hours. You cannot meditate to create a new imbalance until the previous one has already run its course.
Fire is intense, uncompromising, passionate, frenetic, confident, and ambitious. Like a suddenly ignited flame, while you are imbalanced towards fire, you may spend a swift action to go into a Rage* for 5 minutes. While in this Rage, you add your intelligence modifier to all melee damage rolls, and have access to the effects of the Power Attack feat, as if you possessed it. If you already have the Power Attack feat, all melee attacks you make are considered to be with a two-handed weapon, adding twice the number subtracted from your attack rolls as damage, and you may even Power Attack with light weapons.
Air is distant, detached, pensive, diligent, flexible, and adaptive. While you are imbalanced towards air, you are trained in all skills, and you are considered to have (1/2 class level) ranks in all intelligence, wisdom, and charisma based skills that you normally have fewer ranks in.
Water is graceful, deceptive, reactive, methodical, fluid, and ever-changing. While you are imbalanced towards water, taking a Delay action does not reduce your initiative count to the count in which you act after the Delay. Instead, on the following round, you initiative count is reduced by 4. (For example, if your initiative count is 18, and you Delay to act on count 11, the next round you would act on count 14, rather than 11. Although you are free to Delay again if you wish.) In addition, taking a readied action does not change your initiative count. When you Ready an action, you may either Ready two different responses (which must both require the same kind of action) to a single trigger, then choose between the two responses when the specified trigger happens, or you may specify two different triggers for your readied action, and take your readied action in response to either happening (though you may still only take your readied action once).
Earth is stubborn, slow, massive, implacable, unmoveable, and unstoppable. While you are imbalanced towards earth, you gain a +4 bonus on the opposed roll to resist being bull rushed, overrun, tripped, disarmed, or grappled. In addition, you have access to the effects of the Improved Bull Rush, Improved Overrun, Improved Trip, Improved Disarm, and Improved Grapple feats, as if you possessed them if you do not already.
Rage effects: The effected character may not show any manner of restraint in their attacks (for example, they may not voluntarily deal nonlethal damage if there is a suitable lethal method available, or purposefully pull their punches to deal less damage). They may not voluntarily perform movement that would take them farther away from all of their enemies (they may switch targets, but not forsake all of them). If a foe is dropped unconscious, and there are other dangers afoot, they may focus on those other dangers, but if there are no other enemies, dangers, or pressing concerns, they must attempt to kill fallen enemies. Any creature that strikes them (even if that creature is under some kind of outside influence) is considered an enemy (and cannot be considered an ally, obviously) for the duration of the Rage.
A Raging character takes a -4 penalty on all skill checks (other than Balance, Climb, Intimidate, Jump, Listen, Sense Motive, Spot, Survival, Swim, and Tumble checks), and ranged attack rolls (except with thrown weapons), and cannot cast spells, manifest psionic powers, or utilize Truenaming or Shadow Magic (Binding, Incarnum, and Invocations are fine).
Omphalic Monument Skin
You've learned to pull an element from your environment and shape it into a shield around yourself as a swift action. You may only have one elemental shield shaped from this Mythos active at a time, but you may drop your current shield, or change from one elemental shield to another, as a swift action.
With a shield of fire, any creature that makes a melee attack against you must make a Reflex saving throw to strike around the whirling wreathes of flame or else take (intelligence modifier, but no greater than your Kathodos level) fire damage.
With a shield of air, you have concealment against ranged attacks, as billowing winds rip arrows and scorching rays down and away from you.
With a shield of water, slithering tendrils of fluid descend like crashing waves from your limbs with every attack, adding an additional (intelligence modifier) bludgeoning damage to every successful melee attack.
With a shield of earth, attacks rebound off your stony armor, giving you damage reduction (intelligence modifier, but no greater than your Kathodos level)/-.
Sought By Nature's Chaperon
Prerequisite: Must have endangered your own well-being to protect, mend, or avenge the sanctity of nature somewhere on the Prime Material Plane or the Inner Planes, or you must be currently committed to undertaking such a task.
Because of your understanding and service to the natural world, it loans you a steward for guidance and protection. You gain Wild Cohort as a bonus feat. In addition, the animal companion that you gain via this feat already knows the 'Defend' and 'Guard' tricks and, for the purposes of Ride checks that you make with it, it is already trained to be a mount and a combatant.
Honored By Nature's Champion: For the purposes of which alternate animal companions you may choose with the Wild Cohort feat, and the benefits provided to them via that feat, you are treated as a Druid of your character level, rather than as a Druid of your character level -3.
Blessed By Nature's Herald: When you obtain a new animal companion from the Wild Cohort feat, you may choose for it to have the Air Element, Water Element, Earth Element, or Fire Element template applied to it (MotP). Due to its status as one of the Omphalos' heralds, it may consider any Inner Plane, including the Prime, to be its Native plane. Each time you gain a new companion, you may select a different element for it to be composed of.
Taught By Nature's Wisdom: Once per day, by spending 10 minutes playing with, talking to, or otherwise interacting directly and amiably with your animal companion, your actions produce the effects of a Divination spell as an Extraordinary ability, with a caster level equal to your character level. If your animal companion is not drawn from an alternate list requiring a higher effective druid level to obtain, this ability is +5% more likely to succeed. Characters with this manifestation are rarely aware of its existence.