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View Full Version : The Wild Wright [Gramarie, Mythos, 3.5, PEACH]



Arcanist
2013-07-26, 03:29 PM
With every day, and from both sides of my intelligence, the moral and the intellectual, I thus drew steadily nearer to the truth, by whose partial discovery I have been doomed to such a dreadful shipwreck: that man is not truly one, but truly two.

Being ruled by logic, reason and other inhuman traits are often viewed as the most beneficial traits to any scientist, however this is not always the case. Some scientist benefit from growing in touch with their more human traits. Violence, rage, hatred, passion, destruction, etc. The Wild Wrights aim to perfect this combination through the implimentation of Gramarie. To this end, most Wild Wrights are considered sociopaths and are most often executed upon the discovery of their art, for truly the world would be a better place if these men and women were dead.

Requirements: To become a Wild Wright you must meet all of the following requirements.
Gramarie: BIOY 228 and at least one GEOC principle
Mythos: All-Consuming Rampage Release, Dismembering Gorebeast Fury, Retribution Will Follow
Skills: Heal 8 ranks, Survival 8 ranks, Craft (Alchemy) 10 ranks
Specialization: Must be specialized in either Biollurgy or Geoccultism.

Hit Die: d10
Skill Points at Each Additional Level: 6 + Int modifier

Class Skills: A Wild Wright's class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Craft (Int), Climb (Str), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (the Planes) (Int), Knowledge (psionics) (Int), Knowledge (religion) (Int), Listen (Wis), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex) and Use Magic Device (Cha).

{table=head]Level|BAB|Fort|Ref|Will|Special|Principles|Mythos| Excellencies
1st|
+0|
+2|
+2|
+2|Supressed Rage-Hidden Demon, Endless Brutality, Double Major, Savage Bonds|+0|+0|+1
2nd|
+1|
+3|
+3|
+3||+1|+1|+0
3rd|
+2|
+1|
+3|
+1|Home of the Beast-Harvest of the Flies, Savage Bonds|+2|+0|+1
4th|
+3|
+4|
+4|
+4||+3|+1|+1
5th|
+3|
+4|
+4|
+4|Enhanced Might-Forced Evolution, Savage Bonds|+3|+0|+1
6th|
+4|
+5|
+5|
+5||+4|+1|+0
7th|
+5|
+5|
+5|
+5|Spinal Realignment-Joy Amongst The Beasts, Savage Bonds|+5|+0|+1
8th|
+6|
+6|
+6|
+6||+6|+1|+0
9th|
+6|
+6|
+6|
+6|Slave to the Demon King-Savage World Domination, Savage Bonds|+6|+0|+1
10th|
+7|
+7|
+7|
+7||+7|+1|+1[/table]

Weapon and Armour Proficiencies: As a Wild Wright, you gain no additional weapon or armor proficiencies.

Double Major: Wild Wrights are experts in two disparate disciplines of gramarie. As a Wild Wright, you can learn specialist principles from both Biollurgy and Geoccultism. However, this focus comes at a price. You give up ever learning any more principles beyond the Baccalaureate level from other disciplines in exchange for this double specialization. You do not, however, lose principles from other fields that you already know. If you run out of principles to learn, you can select one additional discipline to begin learning advanced principles from.

Savage Bonds: Wild Wrights rarely gather in groups, however when they do such groups share secrets with each other on how to unleash the beast within themselves. At 1st level, and every 2 levels thereafter, you learn a special discovery related to either biollurgy or geoccultism.

Endless Brutality: You add your Wild Wright level to your Teramach level to determine what level your Primal Brutality is at and what mythos and excellencies you can select.

Principles of Gramarie: You continue to advance your study of gramarie. At 2nd level, and again whenever indicated on the class table, you learn a new principle of gramarie that you qualify for. You add your Wild Wright level to your Gramarie class level to determine what tier of Principles you can select.

Supressed Rage-Hidden Demon: At first level you learn how to suppress your violent tendencies when the need arrives and learn a mythos to show for it:

Prerequisites: -
Monsters run rampant through the streets as savage beast, but Demons? Demons hide amongst the crowd. Waiting to attack the innocent when they least expect it...

This mythos is activated passively. You no longer take a -4 penalty on all skill checks or ranged attacks, you still cannot cast spells, manifest psionic powers, or utilize Truenaming or Shadow Magic, however you can still prepare principles of Gramarie and use invocations. You appear to act normally during this rage, however you still do not show restraint.

Home of the Beast-Harvest of the Flies: You establish rulership over a biome your have created. Chassi that are naturally born there begin to exhibit savage traits:

Prerequisites: Heal 8 ranks, Survival 8 ranks, BIOY 273, GEOC 101, GEOC 117
From the beginning of life, there have been psychopaths and they have always been at the top of the food chain. When life slowly started to move into civilization, these psychopaths realized that they could no longer exhibit such savagery, least their lessers realize that they are their greater in this new world and thus they established a system to suppress and subjugate them: They called this system "Law".

Sentient Biollurgical Chassis that you create have a level in Teramach instead of an Aberration Hit die.

When you establish a Biome, you can choose to make it a Home of the Beast. A Home of the Beast has a strange effect on the creatures that inhabit it, with a number of them gathering in cliques, ghettos, gangs, tribes, whatever is appropriate for the environment creating a divisive environment. Such a divisive environment forces the inhabitants to act with a more savage nature when encountering someone against their group. During such an encounter, the creature must succeed against a will save (DC 5 + 5 per BIOY & GEOC you know) or fly into a Rage (http://www.d20srd.org/srd/spells/rage.htm) as per the spell casted at your HD.

An inhabitant is defined as a creature that has lived inside the biome for 24 hours or longer.

Enhanced Might-Forced Evolution: Violence begets violence. Nobody understands that more than you of all people... Using this violence to your own means should be almost instinctive at this point:

Prerequisites: Heal 8 ranks, Survival 8 ranks, BIOY 273, GEOC 101
War. War never changes. From the beginning of man, people just keep searching for newer and newer ways of endlessly killing each other in a lovely dance that they seem to call "life"... But you know what life truly is. You've created life from your bare hands and with those same hands you've taken it away...

When you reduce a creature to 0hp, you can stare the creature in the eyes and force new life into it's body. The creature is recreated as a Sentient Biollurgical Chassis, loses half it's HD with one quarter of those HD being replaced with Teramach levels and the rest remaining the same. The ability scores for this newly created creature remain the same, except they lose one point from an ability score for every 4HD the creature would lose.

On the location where this is performed, a Geoccultism Pole of either Gold, Iron or Lead is created that sustains itself for one day exist. If the newly created Chassis remains in the pole until it expires, it awakens fully healed with it's new stats.

Spinal Realignment-Joy Amongst The Beasts: You've grown a sick sadistic pleasure from the sound of spines cracking, this feeling of pleasure is so intricately woven into your psyche that you can't help but to carry a grin so massive that it would make Cheshire Cat jealous:
Prerequisites: Heal 15 ranks, Survival 15 ranks, BIOY 381, Bone-Rattling Force
They say breaking a man begins at his heart. I disagree. I believe that breaking a man begins at his spine. Yes, when reconditioning a man, it is best to give him a fresh new body to have a fresh new perspective on life...

When you would deal ability damage or ability drain, you can default the damage or drain to be Constitution damage or Wisdom damage. A creature that endures Wisdom damage begins to slowly fade away, but it will survive, but not as itself... When this ability damage heals the creates entire mindset is altered subtly giving it a form of post-traumatic stress disorder. This new mindset effects how the creature would raise it's children: If the creature lives to breed and raise children, it's children must make a will save (DC 5 + 2 per BIOY and GEOC principle you know) or it's first class level will be in Teramach. A child that fails this save, require it's children to make the exact same save until someone succeeds the check.

Alternatively, you can brutalize the creature's body in such a way that madness becomes it's mind. When you deal Constitution damage the creature gains the Monstrous Rage ability and are treated as raged until the ability damage heals. You are automatically treated as the target for such a creatures rage.

Slave to the Demon King-Savage World Domination: Slaves. At the end of the day, the creatures that serve you are nothing more than slaves to meet your needs:

Prerequisites: Heal 15 ranks, Survival 15 ranks, GEOC 374, Humanity-Reaving Psychosis Echo
The strong ruling over the weak is just the natural order of things. Anyone who would disagree with this, must clearly be amongst the weak...

Any Home of the Beast that you've established now forces any inhabitants with less HD than you into painful subjugation as per a Dominate Monster (http://www.d20srd.org/srd/spells/dominateMonster.htm) spell casted at your HD with a DC equal to 5 + 5 per BIOY and GEOC principle you know.

Notes:
Normally, I hate a good 80% of the things I homebrew, because I feel that there is nothing that I can ever to make it truly perfect. Maybe I have self-esteem issues or maybe I'm a perfectionist.

Anyway, this is a class that I wanted to make using Xefus' Mythos system, more specifically his Teramach (http://www.giantitp.com/forums/showthread.php?t=286983), and Kellus' Gramarie system (http://www.giantitp.com/forums/showthread.php?t=291019). A Scientist that breaking spines... Would you believe me if I said that is what I wanted to be when I grew up?

As requested by Xefus, I posted this in my own thread for him to link back to his. I don't post artwork in threads that I make.

Zarthrax
2013-08-02, 03:41 PM
I like this!

Can't help thinking that an alternate progression to allow for Anabolist (http://www.giantitp.com/forums/showpost.php?p=15629582&postcount=452) entry would make sense. Say slow principle granting a tad, only granting 4 over the course of the class and advance Adaption number and level?

Thoughts?


Edit: Also, considering all teramachs excel at destruction and ignore creation, I would drop the Craft-alchemy requirement. Maybe Heal instead?

Arcanist
2013-08-02, 06:14 PM
I like this!

Can't help thinking that an alternate progression to allow for Anabolist (http://www.giantitp.com/forums/showpost.php?p=15629582&postcount=452) entry would make sense. Say slow principle granting a tad, only granting 4 over the course of the class and advance Adaption number and level?

Thoughts?

Whoa! Someone commented on this page :smallconfused: I'll be honest and admit I didn't expect that...

Alter the progression as you will. I cannot see why you can't give it a quarter Gramarist progression a full continuation of adaptation and a half Teramach progression... Beyond being overspecialized of course.