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Theseventh
2013-12-05, 01:00 PM
Arcanist was just complaining that he had to go through the thread and compile all the homebrew feats, so I went ahead and did it for him. If you made one and I missed it let me know here. If you make a new one post it here or let me know if you posted it in the main thread!

Milo v3

Biollurgical Research [Gramarie]
Prerequisite: Biollurgy Specialisation, Heal 10, Knowledge (Dungeoneering) 10
Benefit: Select one creature of the Aberration type such as Choker or Skum, where the sum of the selected creature's CR and HD is equal or lower than your Character Level. You can create these creatures with BIOY 228. To do this, it requires two times the normal preparation time, you must use it on a mass of biostructure the same size as the creature, and you must make an additional Heal check (DC is equal to a fifth of the Creatures Constitution - 5). If you fail this check the creature fails to be created and the time is wasted. These creatures have the statistics as standard of their species, except they count as a biostructure chassis for all effects, and also cannot reproduce without the application of BIOY:381.
Special: You can take this feat multiple times. Each time, you select a new Aberration.

Opposed Evolution [Gramarie]
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Prerequisite: Evolution class feature
Benefit: When a target fails a save against one of your Evolutions they suffer a cumulative -1 penalty to saves against that particular evolution to a maximum of -10. However, if they make their save they gain a +1 bonus to saves against that particular evolution to a maximum of +10. These bonus and penalties cancel each other out on a 1 to 1 basis and last only as long as the encounter, or 1 hour since last exposed to a particular evolution outside of combat.
Special: You may not have this feat and Evolutionary Equilibrium

Evolutionary Equilibrium [Gramarie]
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Prerequisite: Evolution class feature
Benefit: When a target succeeds on a save against one of your Evolutions they suffer a -1 penalty to future saves against that particular evolution, to maximum of -10. However, if a target fails a save they gain a +1 bonus to the save against that particular evolution to a maximum of +10 These bonus and penalties cancel each other out on a 1 to 1 basis and last only as long as the encounter, or 1 hour since last exposed to a particular evolution outside of combat.
Special: You may not have this feat and Opposed Evolution


Arcanist

Jerallian Feats

Mind Weapon [Psionic, Fighter]
Focusing your mental energy into a singular point to create a weapon is often perceived a must have skill on Jerall and you've learned the basics of it.
Prerequisites: Concentration 4 ranks
Benefit: You select a single weapon that you are proficient with. You can now form a psionic version of that weapon, by expending your Psionic Focus as a standard action. This weapon is treated as being made of Iron, but appears translucent.

Regardless of weapon chosen, your psionic version has hardness 10 and 10 hit points. The weapon exists as long as you grip it, but dissipates rapidly once it leaves your hand.
Special: You can take this feat multiple times. Each time, choose a different weapon that you are proficient with.

Improved Mind Weapon [Psionic, Fighter]
After learning the basics, you have practiced how to make your psionic weapon a bit more deadly.
Prerequisites: Mind Weapon with the chosen weapon
Benefit: You form superior versions of your chosen weapon. When summoned, it is treated as having a +1 enhancement bonus.
Special: You may take this feat more than once. If taken repeatedly for the same weapon, the bonus is increased by +1 for each instance of the feat. Furthermore, if you have taken this feat twice or more, you may spend 10 minutes in contemplation to allocate some of the enhancement bonus into Special Abilities for the weapon. Refer to Psionic Weapon rules (EPH 164 or here) to determine what abilities you can place on your psionic weapon. You may repeat the ritual in order to change the abilities provided, or to convert them back into enhancement bonuses.

Thrown Mind Weapon [Psionic, Fighter]
You've discovered how to keep your weapons in tact for just a second longer than normal.
Prerequisites: Mind Weapon
Benefit: If you form a psionic weapon with a range increment, such as a dagger or spear, you can throw it at an enemy and deal damage normally. The weapon dissipates immediately after the attack is resolved.
Normal: Psionic weapons fade into nothingness the moment they leave your hand.

Jerallian Method [Gramarie]
On Jerall, science and magic are incredibly divisive to the point where Gramarie falls apart in the presence of magic.
Benefit: When your Principles would be destabilized by a spellcaster, your Principles last 1 minute per preparation before falling apart.

World Changing Gramarie [Gramarie, Epic]
You've discovered one of the greatest truths of Gramarie below Laws: the Theory.
Prerequisites: Knowledge (Architecture & Engineering) 24 ranks, 3 Doctorate Principles from any 3 different disciplines.
Benefit: You may select any Theory that you qualify and you may use that Theory.
Special: You can take this feat multiple times. Each time you must select a different Theory that you qualify for.

Least Lunar Branding [General]
Above the skies of Jerall there were 10 moons representing the 9 Disciplines of Gramarie and the lost discipline of Chronomystics. You are spiritually connected to one of these moons and one of these disciplines.
Prerequisites: Member of appropriate Branded house and race.
Benefit: You gain the Dragonblood subtype, a Least Lunar Branding and one Psi-like ability associated with the Least aspect of your moon. (See below). The saving throw against this has a DC of 10 + power level + your Cha modifier. Your manifester level is equal to 1 + 1/4th of your HD.
Special: You may use this feat to substitute any one feat requirement for the Jerallian Dragon prestige class.

Lesser Lunar Branding [General]
Your connection with your particular moon is stronger than most.
Prerequisites: Member of appropriate Branded house and race, Least Lunar Branding, 10 Ranks in appropriate skill.
Benefit: You gain a Lesser Lunar Branding and one Psi-like ability associated with the Lesser aspect of your moon. (See below). The saving throw against this has a DC of 10 + power level + your Cha modifier. Your manifester level is equal to 1 + 1/3 of your HD.
Special: You may use this feat to substitute any one feat requirement for the Jerallian Dragon prestige class (this stacks with previous Lunar Brandings)

Greater Lunar Branding [General]
You are slowly becoming a living avatar of your moon and principle.
Prerequisites: Member of appropriate Branded house and race, Least Lunar Branding, Lesser Lunar Branding, 17 Ranks in appropriate skill.
Benefit: You gain a Greater Lunar Branding and one Psi-like ability associated with the Greater aspect of your moon. (See below). The saving throw against this has a DC of 10 + power level + your Cha modifier. Your manifester level is equal to 1 + 1/2 of your HD.
Special: You may use this feat to substitute any one feat requirement for the Jerallian Dragon prestige class (this stacks with previous Lunar Brandings)

Divine Lunar Branding [General]
Your connection with your particular moon is at it's strongest. You have attained a level of skill that it is considered legendary bringing about fears of the old world...
Prerequisites: Member of appropriate Branded house and race, Least Lunar Branding, Lesser Lunar Branding, Greater Lunar Branding, 23 Ranks in appropriate skill.
Benefit: Your type changes to Dragon, you gain a Divine Lunar Branding and one Psi-like ability associated with the Divine aspect of your moon. (See below). The saving throw against this has a DC of 10 + power level + your Cha modifier. Your manifester level is equal to 1 + your HD.
Special: You may use this feat to substitute any one feat requirement for the Jerallian Dragon prestige class (this stacks with previous Lunar Brandings)

Moons of Jerall
There were 10 moons on Jerall, each of them representing a discipline of gramarie. The 10th moon has long since vanished and some believe that it is currently the dwarf planet, Wicken. The 10th moon vanished around the time of Robespierre's Rebellion causing the superstitious to believe there is no future for the world to consult. The remaining 9 moons still remain to this day allowing Gramarist to prepare principles under them, divided from magic.

The Branded houses of Jerall are tribes, merchantile houses, noble house, etc. that bare the marks as a crest of superiority in some way. The marks symbolize not only an advanced knowledge of Gramarie, but a sort of connection to the Jerallian Dragon and the prime creator of the plane of Jerall.

Mark of Alchemetry: The moon, Heisenberg, is connected to the discipline of Alchemetry and grants it's users the ability to transmute one material into another or draw out the magic out of a material. House Heisenberg is a mercantile house whose members often work as a weaponsmiths and technicians to improve existing objects using the most basic principles of Alchemetry. Despite the small amount of metals on Jerall, House Heisenberg has still managed to keep soldiers from nations across the plane well armed with weapons of Iron and items of greater quality thus preventing the plane from experiencing a second stone age.

The race associated with the Mark of Alchemetry is Human and the appropriate skill is Diplomacy.

Least: Psionic Minor Creation 2/day or Astral Construct 1/day; +2 bonus on Diplomacy checks.
Lesser: Psionic Fabricate 2/day or Greater Concealing Amorpha 1/day.
Greater: Psionic Major Creation 1/day.
Divine: Psionic True Creation 1/day.

Mark of Arcanodynamics: The moon, Tesla is connected to the discipline of Arcanodynamics. House Tesla, contrary towards it's greater desires, is renown for their weapons of mass destruction and their production of energy generators. House Tesla is the most dangerous of any of the other houses due to their oaths towards peace, no matter the cost. Most house members of House Tesla are peace loving, life cherishing men whom rarely resort to throw the first blow, however it is due to their contradictory nature that most outsiders view them as simply warmongering mad scientist, who can snap at any moment.

The races associated with the Mark of Arcanodynamics are Humans and Erina and the appropriate skill is Use Magic Device.

Least: Energy Ray 2/day or My Light 1/day; +2 bonus on Use Magic Device.
Lesser: Energy Ball 2/day or Energy Current 1/day.
Greater: Energy Conversion 1/day.
Divine: Tornado Blast 1/day.

Mark of Biollurgy: The moon, Darwin is connected to the discipline of Biollurgy. House Darwin is a very militant and cruel house due to their house philosophy: "Survival of the fittest". The new world has been very kind to this family, by allowing them to peddle their lifeless constructs to the nations of the world as soldiers to defend their boarders without much trouble. Often members from House Darwin will go into conflict with their sister house, Tesla since they both gain the most profits from war profiteering. Although not inherently evil, House Darwin simply enjoys heavy competition amongst the other houses. Something that in a world where survival is as difficult as falling up, is often a life or death game.

The races associated with the Mark of Biollurgy are Reshar and the appropriate skill is Heal.

Least: Thicken Skin 2/day or Expansion 1/day; +2 bonus on Heal.
Lesser: Body Adjustment 2/day or Energy Adaptation 1/day.
Greater: True Metabolism 1/day.
Divine: Metamorphosis, Greater 1/day.

Mark of Eldrikinetics: The moon, Goddard is connected to the discipline of Eldrikinetics. House Goddard is a often viewed as a bunch of wish-y washy dreamers, with the lofty goal of leaving surface of Jerall. To this end, they often market off easy and cheap transportation, via the construction of railroads across the surface of Jerall. Most house members keep to themselves.

The races associated with the Mark of Eldrikinetics are Humans and Cora and the appropriate skill is Concentrate.

Least: Burst 2/day or Psionic Levitate 1/day; +2 bonus on Concentrate.
Lesser: Telekinetic Thrust 2/day or Psionic Freedom of Movement 1/day.
Greater: Psionic Greater Teleport 1/day.
Divine: Psionic Teleportation Circle 1/day.



Theseventh



PLANETARY BODY
These feats may only be taken by a construct, or a creature with the living construct template. In addition, these feats should only be available in a setting where Doctorate level principles have been reached

Orichalcum Body [Planetary Body, Gramarie]
You have had minute traces of Orichalcum worked into your frame. As such you can hold Ebbs generated from Gramaric devices within your body.
Prerequisites: Level 14.
Benefits: You may store a number of Ebbs in yourself as if you were an Orichalcum battery each day equal to 5*HD, with no more then up to your HD at a time.
In addition, while you don't have enough Orichalcum in your frame to have the same durability as an Adamantine crafted Warforged, you still do gain some benefit to protection. Your armor bonus is increased to +4, and are considered to be wearing medium armor with a maximum Dexterity bonus of 2.
Normal: Without this feat, your warforged character has an armor bonus of +2
Special: A character may only have 1 Planetary body feat. You may not select this feat unless you are in a campaign that already has reached doctorate levels of Gramarie.

Carmot Body [Planetary Body, Gramarie]
You have been built using an alloy that has Carmot in it, granting you even longer longevity and giving to you a semblance of natural healing that most creatures enjoy.
Prerequisites:
Benefits: You are effectively immortal. Well, more so then constructs tend to be. You do not suffer any penalty for aging. You still gain the benefits however. In addition you now heal damage naturally.
Normal: Without this feat, your construct character will suffer age penalties and can not heal damage naturally.
Special: A character may only have 1 Planetary Body feat. You may not select this feat unless you are in a campaign that already has reached doctorate levels of Gramarie.


Sunmetal Body [Planetary Body, Gramarie]
Praise the sun! You are golden and brilliant and not even the harsh waves of deadly radiation put a damper on you!
Prerequisites: Level 14.
Benefits: You gain immunity from negative levels from radiomantic sources. In addition, should you ever die, 1d4 rounds after your death your body will explode inflicting (1d6/HD) hellfire damage to all creatures in a 30 foot area. Treat the area as if having been exposed to the over charged explosion of Sunmetal. The survival DC to establish a geoccult pole in this area is equal to your HD+Con modifier at the time of death.
Normal: You are not a tiny walking nuclear generator. Your death throes will not poison the earth.
Special: A Character may only have 1 Planetary Body feat. You may not select this feat unless you are in a campaign that already has reached doctorate levels of Gramarie.

Cursed lead Body [Planetary Body, Gramarie]
Casters learn to fear you as you are capable of standing up to even the mightiest of spells.
Prerequisites: Level 14.
Benefits: A number of times per day equal to 1/4 your HD (minimum 1) as a standard action you may create an antimagic field with an area equal to your space, centered on yourself. This effectively means it only takes up your square and move with you. However if you are larger it will encompass all squares you occupy. This field lasts a number of rounds equal to your Con mod+1
Normal: You are not Magebane.
Special: A character may only have 1 Planetary Body feat. You may not select this feat unless you are in a campaign that already has reached doctorate levels of Gramarie.

Quicksilver Body [Planetary Body, Gramarie]
You are as light as mithral and as quick as can be! Well, as quick as a rather large and lumbering creature made of metal can be.
Prerequisites:
Benefits: You gain a +10 bonus to all forms of movement you have. At 7'th level this bonus increases to +20. At 14'th it increases to +30. In addition, if for some reason you have a limiting number of your max dexterity bonus to AC do to some component or make up related to being a construct, this number is increased by 2.
Normal: You have the normal base land speed for most medium creatures of 30 feet.
Special: A character may only have 1 Planetary Body feat. You may not select this feat unless you are in a campaign that already has reached doctorate levels of Gramarie.

Phlogiston Body. [Planetary Body, Gramarie]
By all accounts you should be red hot at this point, but luckily you are not.
Prerequisites: Level 3
Benefits: You gain fire resistance 5. In addition, as a free action you can channel heat to your arms. This lasts until you turn it off again as a free action. All natural and metal weapons you have deal 1d6 fire damage/5HD. You can also light things in fire just by touching them.
Normal:
Special: A character may only have 1 Planetary Body feat. You may not select this feat unless you are in a campaign that already has reached doctorate levels of Gramarie.

Moonsteel Body [Planetary Body, Gramarie]
Your form transcends the material realm.
Prerequisites: Level 5.
Benefits: Your natural weapons are always considered to have the Ghost Touch enchantment on them. In addition, any AC bonus from composite plating or natural armor you have now apply to attacks from incorporeal sources.
Normal:
Special: A character may only have 1 Planetary Body feat. You may not select this feat unless you are in a campaign that already has reached doctorate levels of Gramarie.

Alkahest Body [Planetary Body, Gramarie]
Luckily your creator had enough thought to alloy this with something else so you are not water soluble!
Prerequisites:
Benefits: You gain acid resistance 5. In addition, you are immune to any effects that would entangle or immobilize you by virtue of sticking to you, such as tangle foot bags or spider webs. You are not immune to effects however that immobilize you through physical means such as a net or entangling roots spell.
Normal:
Special: A character may only have 1 Planetary Body feat. You may not select this feat unless you are in a campaign that already has reached doctorate levels of Gramarie.

Eldritch Blast feats

Statistically (Dis)Proven![Gramarie]
What is science without data? And what is data without testing? And what is testing without statistics?!
Prerequisite: Eldritch blast class feature
Benefit: When a target fails a save against one of your Eldritch Anima they suffer a cumulative -1 penalty to saves against that particular anima to a maximum of -10. However, if they make their save they gain a +1 bonus to saves against that particular anima to a maximum of +10. These bonus and penalties cancel each other out on a 1 to 1 basis and last only as long as the encounter, or 1 hour since last exposed to a particular anima outside of combat.
Special: You may not have this feat and Law of Averages


Law of Averages[Gramarie]
Throw enough Eldritch blasts at something and some are bound to hit right? And some are not. Just got to keep on throwing them till it all evens out!
Prerequisite: Eldritch blast class feature
Benefit: When a target succeeds on a save against one of your Eldritch Anima they suffer a -1 penalty to future saves against that particular anima, to maximum of -10. However, if a target fails a save they gain a +1 bonus to the save against that particular anima to a maximum of +10 These bonus and penalties cancel each other out on a 1 to 1 basis and last only as long as the encounter, or 1 hour since last exposed to a particular anima outside of combat.
Special: You may not have this feat and Statistically (Dis)Proven!

Applied Specialty [Gramarie]
You see ways to apply your chosen field to all aspects of your life, why should your Eldritch blast be any different?
Prerequisite: Eldritch blast class feature, must have a chosen specialization. Level 5
Benefit: You may apply a second Anima to your Eldritch blast as a swift action, as long as the principle it is based on is from your chosen specialization

Assistant feats

Intern
While you don't actually know any principles, you are really good at taking orders!
Prerequisite: Must not know any Gramarie principles.
Benefit: You count as a second Gramarist preparing a principle in tandem with another Gramarist. You may assists anyone who is preparing a principle as if you knew it yourself, increasing the effective times it has been prepared as if you had known and prepared the principle yourself. You may not help prepare specialist principles this way.
Special If you ever learn to prepare a Gramarie principle on your own you lose the benefit of this feat as your own learning causes you to question and stumble over things far more then when you were just doing what you were told. If that happens you may exchange this feat for any other with the [Gramarie] tag.


Lab Tech
You still have no idea what you are doing, but you atleast know you are getting good at helping doing it!
Prerequisite: Intern, level 5
Benefit: You may use the Aid Other action on whoever you are assisting to prepare a principle with through your Intern feat, even if you normally would not be able to in such cases as Use Magic Device.
Special If you ever learn to prepare a Gramarie principle on your own you lose the benefit of this feat as your own learning causes you to question and stumble over things far more then when you were just doing what you were told. If that happens you may exchange this feat for any other with the [Gramarie] tag.

All inclusive Specialization [Gramarie]
What is Eldrikinetics if not just applied Arcanodynamics? And Biollurgy might as well just be a subset of Alchemetry right? When you get right down to it really, Psychomantics can explain everything!
Prerequisite: Must have a Specialization, level 7
Benefit: You see your chosen Specialization in all schools of Gramarie, and know how to apply your knowledge from your one (superior) field to all others. When you select this feat, choose 1 baccalaureate principle that you know from another discipline. You now prepare that principle by substituting the key skill from your own Specialization instead of its normal skill. You no longer can prepare that principle with other Gramarist unless they also prepare it with the same key skill now as your alien way of approaching the principle makes you incompatible with the standard methods of cooperation.
Special: You may take this feat multiple times. Each time selecting a new principle. At 14'th level, you may take this feat for magisterial principles. At level 21 this feat gains the [Epic] tag in addition to the [Gramarie] tag and can be used to select doctorate level principles.

F-sharp Bell [Gramarie]
In loudest din or hush profound, My ears catch filters slightest sound. Let those who toll out stagnation's knell, Beware my science, the F-Sharp Bell!
Prerequisite: Must not have ever had functioning eye sight, or any way to see the world through visual means.
Benefit: You may substitute the Listen skill in place of the Spot skill for all purposes in Kaleidomantics.




thethird


Constructive Cardio [Gramarie]
Prerequisite: CONT 101, Perform (Keyboard Instruments) 4 ranks
Benefit: You gain a +2 bonus on Perform (Keyboard Instruments) checks. In addition you can make ebbs flow into your heart to keep yourself going whenever lesser beings would need sleep or rest. You can replace a full night sleep (or trance, or whatever you do instead of sleeping) with 10 ebbs, you must still rest for 8 hours before preparing spells.
Special: Taking this feat means you cannot take Skill Focus (Perform (Keyboard Instruments)), and you cannot take this feat if you already possess said Skill Focus.

Arcanist
2013-12-05, 06:38 PM
I didn't complain! :smallannoyed:

Milo v3
2013-12-06, 02:21 AM
Would Racial Feats for Gramarie races be added to this thread?

Arcanist
2013-12-06, 02:38 AM
Would Racial Feats for Gramarie races be added to this thread?

Yes, but I'd like to keep the post in this thread to a minimum. If you make a feat, post it into a single comment and use that comment to edit your feats and make more or whatever. If you run out of space, don't worry, just make a new one.