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qazzquimby
2014-04-17, 10:43 PM
Oh, true. I usually think in terms of teams of gramarists, but I don't know if that's realistic. You can always hire an npc, or buy a blueprint. Or the device blueprints can be used by DMs in place of magic items.

Milo v3
2014-04-20, 05:08 AM
Ok. The following is the current ideas and work that's been done by the Council for this systems update. None of these ideas are set in stone and we would appreciate hearing the communities views on the approach.

General Notes
Current disciplines and principles are divided into Disciplines (ie. ALCH) containing Courses (ie. ALCH 101 - Intro to Alchemetry) containing Principles (ie. Durability Modification). A gramarist receives Training at each level: Academists get 8 points of training per level and Geneticist/Warmakers 5. Regardless of how many points a character receives per level, they cannot have more Training in a discipline than thrice their skill rank for that discipline's key skill. A gramarist has Training in a discipline equal to the number of Training points they have spent in that discipline. Training spent in a discipline can buy Principles from Courses that they meet the prerequisites of. If a principle has a number in brackets following its description (ie. [7] ) it requires that much prior training in the same course before it may be selected.

Instead of making checks whenever you prepare principles to determine quality, the check of 1d20 + 1/3 Training + Intelligence Modifier determines how much progress has been made with your preperation, functioning similarly to the crafting rules. This means that skilled gramarists can prepare principles at a faster rate than novice's.

The save for a Gramarie effect is 10 + 1/2 Effective Gramarist Level + Int. Some classes get to swap Int for some other stat. Your Effective Gramarist Level is equal to your levels in a class that advances training + 1/2 your other levels.

Other Notes

Specialization is removed, as you can thematically specialize just with your point allocations
Classes can get tags not specifically assigned to their class for disciplines they already have a tag with
Classes with tags like Warmaker only grants it to a single discipline at first level rather than to all disciplines
Every five levels you can choose to gain a tag for a discipline you have access to or learn a new discipline


To the other people from the subforum on minmax, tell me if I forgot something or I should reword a section, or something.

sirpercival
2014-04-20, 06:22 AM
The only thing I think you're missing was the possibility of having Quality be dependent only on training, and not on the roll (so that you don't waste your time and materials to get a ****ty preparation); instead, have the roll affect how long it takes you to prepare the principle, a la Craft checks. (Grek has the actual writeup of this somewhere...)

Mith
2014-04-21, 04:28 PM
The only thing I think you're missing was the possibility of having Quality be dependent only on training, and not on the roll (so that you don't waste your time and materials to get a ****ty preparation); instead, have the roll affect how long it takes you to prepare the principle, a la Craft checks. (Grek has the actual writeup of this somewhere...)


Personally, although I am not a part of this system rewrite, I agree that Quality shouldn't be dependent on the dice roll that heavily, since a high level character can still get a crappy result that would be uncharacteristic of that level's expectations if they make a bad roll.

Fako
2014-04-21, 10:49 PM
Personally, although I am not a part of this system rewrite, I agree that Quality shouldn't be dependent on the dice roll that heavily, since a high level character can still get a crappy result that would be uncharacteristic of that level's expectations if they make a bad roll.

Which is exactly why it's moving to prep time instead of quality. A higher level character will have consistently better machines, and can produce machines faster than someone of lower level (due to bonus to the roll).

sirpercival
2014-04-22, 08:13 AM
Personally, although I am not a part of this system rewrite, I agree that Quality shouldn't be dependent on the dice roll that heavily, since a high level character can still get a crappy result that would be uncharacteristic of that level's expectations if they make a bad roll.

Sure you are! Everyone is -- the Council was just trying to hammer out some details first, to help move things in a single direction.

Mith
2014-04-22, 01:24 PM
Which is exactly why it's moving to prep time instead of quality. A higher level character will have consistently better machines, and can produce machines faster than someone of lower level (due to bonus to the roll)

OK. From sirpercival's quote I had thought it wasn't quite so decided at this point which idea to use.

Grek
2014-04-23, 09:17 AM
(Grek has the actual writeup of this somewhere...)

Principles of Gramarie (Su): As a student of gramarie, you have many avenues of learning available to you. At each level, you gain a number of training points as indicated on your class table. These points of training may be used to learn principles, which are supernatural (Su) abilities which bend or break the laws of physics, but not quite in the same way that most magic does. Some principles have additional requirements which must be met as well - see their descriptions for details. Principles can be used whenever you have the time, materials and inclination; they are effectively usable at-will if you are in an appropriate situation. Each principle is part of a discipline and each discipline has a key skill associated with it. A student of gramarie may not spend more than three training points on principles from a discipline per skill rank they have in that discipline's key skill. If a principle references your Training, it refers to the total number of training points you have invested in that principle's discipline.

A principle is not cast, it is prepared. By preparing a principle multiple times, you can change the volume or size of the target affected. For example, if a principle targets 1 cubic foot of material, by preparing it twice (and thus spending twice as long on it) you could target 2 cubic feet of the material instead. A special case is made for bubbles, which are spherical effects. For more information on the size of bubbles, refer to the miscellaneous section at the end of this document. Preparing a principle is similar to crafting an item. When preparing a principle, follow these steps:

1. Find the principle's preparation time in rounds. To do so, multiply the time in minutes by ten.
2. Determine the base preparation DC by adding 15 to the principle's training point cost. You may voluntarily increase this DC in increments of 5 to work faster.
3. Make all the appropriate choices for the preparation. Gather the materials and spend the preparation time working. You must be able to touch the target of the principle for the duration of the preparation.
4. If the principle is being used on a creature or attended object and allows a save, that save is made at this time. The save type is based on the principle in question, but the save DC is always 10 + 1/6 Training + Int.
5. Make a Gramarie Check of 1d20 + 1/3 Training + Int. You can gain a bonus of up to +2 from having access to masterwork tools.
6. Compare your check to the preparation DC. If you fail by 4 or less, you make no progress preparing the principle. If you fail by 5 or more, you ruin half the required materials, damage the target of the principle or otherwise make some grave error. Otherwise, you succeed in making progress.
7. To determine how much progress was made, multiply the result of the check by the preparation DC and then add any prior progress. If the final value exceeds the preparation time in rounds, you have finished preparing the principle with a quality equal to your current training. If the final value is not high enough, add the resulting progress to the next attempt to prepare the principle.

Any progress beyond that needed to prepare the principle can be applied to further preparations, or, (if there is enough progress made) to prepare the principle multiple times in a single session. If multiple gramarists know the same principle, they can work simultaneously on the same project. Sum the progress of each gramarist participating in order to determine the total progress.

A gramarist may make a Gramarie check at any time to 'lock' a principle that has been prepared, meaning that only he can continue work on it later. Bypassing the lock requires making a Gramarie check 5 higher than the check made to lock the principle. Both locking a principle or bypassing the lock require one minute of work.

Mith
2014-04-23, 01:29 PM
Just curious, I know that the Gramarie system is a lot more math based than regular D&D systems, but how does Gramarie preparations compare to artifact creation?

Also, is there plans to make a "take ten" method for this process, or maybe a quick calculation after every increase in Training which allows for a lowest possible prep time/ average prep time if no rolls are made?

Grek
2014-04-23, 03:16 PM
No idea about artifact creation, but adding a take ten rule shouldn't be too difficult.

Mith
2014-04-23, 04:14 PM
I was thinking the "take ten" option being possible on any preparation where it is impossible to fail by 5+ on the Gramarie check, which will prevent abuse of the system to avoid destroying materials. If you want to go above your reasonable abilities, do it the hard way.

Milo v3
2014-04-28, 06:17 PM
So, any further comments?

qazzquimby
2014-04-28, 09:25 PM
We need more people dedicated to the gramarie community.

I think we're good to translate the rest of the content.

Mith
2014-04-28, 11:18 PM
What I hear, I am OK with. I am not really good at trying to balance game systems, since I do not have any experience seriously doing this. I am willing to give first impressions of changes made when they are posted.

Is there any thoughts going towards trying to connect the various fields of Gramarie with a field of Science to see where there are potential areas to be explored (i.e. Chemistry, Physics, Biology, Astrophysics, Quantum Theory, Comp. Sci. Psychology, etc.)?

Milo v3
2014-04-28, 11:36 PM
Is there any thoughts going towards trying to connect the various fields of Gramarie with a field of Science to see where there are potential areas to be explored (i.e. Chemistry, Physics, Biology, Astrophysics, Quantum Theory, Comp. Sci. Psychology, etc.)?

Connecting fields of science. Well, so far in my Biollurgy draft I made a few principles that require KALD, HEUR or ELDK, but none with a fully new field of science so far.

BornValyrian
2014-04-29, 08:12 AM
I think what Mith means is should we connect our gramarie fields to scientific fields (I.e. Biollurgy to biology, alchemetry to chemistry, etc.) to find areas in those scientific fields that we can translate to gramarie principles.

qazzquimby
2014-04-30, 01:14 AM
They already are for the most part, and organizing content into the existing systems and adding while avoiding redundancy is more important than mirroring real life.
If there is a large facet of real science that we've missed though, that could possibly be translated into gramarie once the new system is up.

I'll likely finish ARCD tomorrow.

Is the new system for ELDK finished? It would be good to write the new ELDK to the new version, but I think I remember the last version I saw had some problems. Bulk per creature size shouldn't be changed, for example, because it's easy to remember (creature size^3) and is the only useful measure of volume that I know.

Milo v3
2014-04-30, 01:24 AM
I'll likely finish ARCD tomorrow.

Just wondering before I continue with this, but does the following screw up with anything you've done with your ARCD draft?

Periodic Table
http://fc05.deviantart.net/fs70/f/2014/119/a/9/periodic_by_milo_v3-d7gga6e.jpg


Atomic Number
Element Name
Symbol
Standard Energy
Alternate Energy
Associated Colour
Associated Metal
Associated Primative


1
Caloric
Ca
Caloric
Puissance
Black
Lead
Arcana


2
Aeron
Ae
Wind
Electricity
Orange
Copper
Air


3
Radian
Ra
Luminous
Nuclear
White
Gold
Light


4
Placeboium
Pa
Faith
Divine
Green
Platinum
Psyche


5
Thermistine
Te
Fire
Cold
Red
Iron
Fire


6
Kinect
Ki
Kinetic
Spin
Blue
Mercury
Water


7
Decachia
De
Acidic
Desiccation
Indigo
Tin
Time


8
Animain
Ai
Vital
Negative
Violet
Silver
Life


9
Geonium
Ge
Force
Sonic
Yellow
Crystal
Earth


Synopsis
Caloric
Traits: Despite being the smallest of elements, caloric is not simplistic in its nature, instead being the most complex. Caloric possesses some traits from each other elements; immensely conductive like Aeron, it can divide it’s nature into different broad properties like radian (forms and schools of magic), it appears to react to certain mental stimuli like placeboium, persistently generates heat like thermistine, repels similar matter like kinect, is immensely reactive with other elements in a manner similar to decachia, it can animate life nearly as well as animian, and it possesses a physical existence like Geonium. This combination of traits results in difficulty in studying or utilising true caloric as it causes a considerable amount of mixed readings and static. [WIP]
History:
Major Interactions:

Aeron
Traits:
History:
Major Interactions:

Radian
Traits:
History:
Major Interactions:

Placeboium
Traits:
History:
Major Interactions:

Thermistine
Traits:
History:
Major Interactions:

Kinect
Traits:
History:
Major Interactions:

Decachia
Traits:
History:
Major Interactions:

Animain
Traits:
History:
Major Interactions:

Geonium
Traits:
History:
Major Interactions:

qazzquimby
2014-04-30, 01:28 AM
Your choices of colour are very strange, and placeboium is not quite subtle enough a name.
A bunch of things would need minor word changes, but I don't see a problem with it. I don't think there is a lot to say about the elements though, and your wheel is just kind of confusing for me.

Milo v3
2014-04-30, 01:36 AM
Your choices of colour are very strange
Caloric is black because it causes information issues and static, as it reads as multiple at once. Referring to the fact that caloric is meant to be the purest form of energy.
Aeron is orange because orange is about gases.
Radian is white because white filters radiation.
Placeboium is green because .... it was the last one left. Though I guess faith can poison the mind.
Thermistine is red because it filters heat.
Kinect is blue because it's about movement and water is fluid.
Decachia is Indigo because that filters acids.
Animain is Violet because that filters life.
Geonium is Yellow because that filters metal and stone.


and placeboium is not quite subtle enough a name.
Eh, it's less silly than the "Goldilocks Zone", which is a scientific thing.


A bunch of things would need minor word changes, but I don't see a problem with it. I don't think there is a lot to say about the elements though,
I only started on it a few hours ago. Just wondering because of the energy types utilised.


and your wheel is just kind of confusing for me.
It's nine so it's not a perfect shape, but each element is opposite to 2, and it gets denser as it gets lower in position.

qazzquimby
2014-04-30, 09:35 AM
Note that you can change what colours filter what.
Don't take any of my criticisms personally, because I know how hard it is to make a good wheel of elements.
Most of the opposites don't make sense.

Magic the the opposite of life and earth. What about healing and earth spells?
I think the problem is the standard elements mixed in with the rest, since air doesn't seem to be the opposite of decay, and fire doesn't seem to be the opposite of thought.

Without them things are marginally better. Magic is tied with light and thought (and your light includes shadow magic somehow, right?) and adverse to life and decay for some reason.
Actually it's probably not noticeably better enough to warrant separating them.

Looking at the table, it's interesting that energies come in pairs so easily. Some if not all of them should have a secondary metal as well, I think, lest the wood and leather and ice become lonely.

Sorry for nitpicking, I just really want the material system to make sense, and they were originally designed in a quick, arbitrary way. Tell me if I can be helpful somehow.

Milo v3
2014-04-30, 10:01 AM
Note that you can change what colours filter what.
Yeah, but all but one of them fit already, and are based on prismatic spells so I may as well use the defaults.


Don't take any of my criticisms personally, because I know how hard it is to make a good wheel of elements.
I wouldn't take it personally, especially since I did ask if you saw problems with it :smalltongue:


Most of the opposites don't make sense.
Yeah, I actually agree.... It worked with the previous attempt of elements in gramarie but with 9 and specificially the elements made, it really doesn't work aside from a minor number of opposites that do work. I was honestly thinking of scrapping it after making it but thought, 'whatever'.


Magic the the opposite of life and earth. What about healing and earth spells?
Well with earth it's more, magic is the opposite to solid unchanging-ness. Though magic opposite to life doesn't really have any reason other than, Animain is the second densest element, which is amazingly flimsy.


Looking at the table, it's interesting that energies come in pairs so easily.
I did technically cheat with that, since I added in Desiccation damage even though that's not actually in gramarie aside from Shiftblade.


Some if not all of them should have a secondary metal as well, I think, lest the wood and leather and ice become lonely.
If you can find one for each that fits then I'd be happy to add an Associated Material or Associated Component or something.

sirpercival
2014-05-01, 12:15 PM
Instead of a wheel, make it a grid:



Luminous
Kinetic
Force


Faith
Caloric
Vital


Fire
Wind
Acidic




That way you can colorize appropriately :)

Mith
2014-05-01, 08:40 PM
I think what Mith means is should we connect our gramarie fields to scientific fields (I.e. Biollurgy to biology, alchemetry to chemistry, etc.) to find areas in those scientific fields that we can translate to gramarie principles.


Yes. That is exactlly what I meant.

As for a new name for an element that doesn't imply that faith is a placebo, especially in the world of clerics where it is backed up by evidence to prove, how about Theisium (Thiest-ium). An Atheist does not have any of this. Pieism (develop a someting related to piety) may be better as it won't apply only to deities.

Milo v3
2014-05-01, 09:35 PM
Instead of a wheel, make it a grid:

That way you can colorize appropriately :)

Hmm... Lets see....



Wind
Luminous
Faith


Fire
Caloric
Kinetic


Acidic
Vital
Force



Maybe.... ? Eh, something looks off.


As for a new name for an element that doesn't imply that faith is a placebo, especially in the world of clerics where it is backed up by evidence to prove, how about Theisium (Thiest-ium). An Atheist does not have any of this. Pieism (develop a someting related to piety) may be better as it won't apply only to deities.
In a setting where believing enough in a concept can heal the wounded, faith as a placebo actually makes a fair amount of sense when it's belief that's creating the effect.

But yeah I could change it to Theisum.

Mith
2014-05-01, 10:24 PM
I see where you are coming from Milo, but my interpretation is that it is a misunderstanding of cause and effect, i.e "My faith in my god allowed me to succeed in my task!" when in reality, it was something unrelated that was there all along. Basically, it may have some connotations that may not be acceptable to some people.

Rolep
2014-05-08, 10:54 AM
I see where you are coming from Milo, but my interpretation is that it is a misunderstanding of cause and effect, i.e "My faith in my god allowed me to succeed in my task!" when in reality, it was something unrelated that was there all along. Basically, it may have some connotations that may not be acceptable to some people.

Personally, I think calling faith a placebo is a little more than '[un]acceptable to some people' (i.e. however it is intended, is easily comes off as highly offensive). You are effectively saying that faith is something that people think is real but isn't.

Mith
2014-05-08, 11:04 AM
Personally, I think calling faith a placebo is a little more than '[un]acceptable to some people' (i.e. however it is intended, is easily comes off as highly offensive). You are effectively saying that faith is something that people think is real but isn't.

That is what I was intending to say, but sleeplessness was making me ramble a bit.

Milo v3
2014-05-08, 11:27 AM
Personally, I think calling faith a placebo is a little more than '[un]acceptable to some people' (i.e. however it is intended, is easily comes off as highly offensive). You are effectively saying that faith is something that people think is real but isn't.

In 3.5e land it is sorta true though, and these elements were designed to fit with 3.5e not real world physics, philosophy, or religion. But still, I get your point.

ben-zayb
2014-05-12, 05:23 PM
Hi guys/Kellus/the guy in charge!

I was just wondering if I could give a little shout-out/reference to Gramarie on the race I'm brewing. I'm not too savvy with the subsystem but, from what I understand, Biollurgy enables you to turn organic objects into sentient beings (which is how my homebrewed race are created/born).

qazzquimby
2014-05-12, 05:49 PM
I can't imagine anyone would mind. We need publicity. Can you link the work? You might want to learn biolurgy and tweak that into what youre looking for.

Milo v3
2014-05-12, 06:11 PM
Hi guys/Kellus/the guy in charge!

I was just wondering if I could give a little shout-out/reference to Gramarie on the race I'm brewing. I'm not too savvy with the subsystem but, from what I understand, Biollurgy enables you to turn organic objects into sentient beings (which is how my homebrewed race are created/born).

Yay, more biollurgy.

ben-zayb
2014-05-12, 09:25 PM
I can't imagine anyone would mind. We need publicity. Can you link the work? You might want to learn biolurgy and tweak that into what youre looking for.I have to admit. Gramarie is a bit intimidating due to its massive size alone, not to mention my lack of science savviness. Any tips on that?:smallredface:

Nonetheless, here's the race with a little Gramarie shout out, which is totally not a Candy People rip-off: Saccharids (http://www.giantitp.com/forums/showthread.php?348212-Is-this-Race-acceptable-3-5-Race-PEACH-WIP&p=17457725#post17457725) (PEACHes are always appreciated)

Milo v3
2014-05-12, 10:59 PM
I have to admit. Gramarie is a bit intimidating due to its massive size alone, not to mention my lack of science savviness. Any tips on that?:smallredface:

Nonetheless, here's the race with a little Gramarie shout out, which is totally not a Candy People rip-off: Saccharids (http://www.giantitp.com/forums/showthread.php?348212-Is-this-Race-acceptable-3-5-Race-PEACH-WIP&p=17457725#post17457725) (PEACHes are always appreciated)

Does this mean I need to add sugar my biollurgy draft? :smalltongue:

qazzquimby
2014-05-12, 11:03 PM
The most efficient way would probably be to read it, and then see if you can explain it to test your understanding.

The most fun way, I think, would be to think of some fantastic machine, and post asking how it would be possible. Then (assuming its possible (which it almost definitely would be))I would explain the components involved, and you'd have yourself a blueprint and some understanding.

Milo v3
2014-05-18, 09:36 AM
Ok, here is the current draft of Biollurgy.

Biollurgy
100

http://fc07.deviantart.net/fs71/f/2010/198/3/4/Abomination_by_dtran.jpg
Image credit dtran (http://dtran.deviantart.com/) of deviantart.com
"You must know life to see decay."

The meaning of life has always been one of the biggest fascinations of intelligent species, as they try to divine some purpose to the chaos they find themselves in. The question of whether life inherently has some preordained purpose is much more interesting when you actually have a bunch of superpowerful creatures that claim to be deities that created you. However, some gramarists explore other possibilities for the nature of existence, and their studies inevitably lead them to the discipline of biollurgy. This discipline allows a gramarist to explore the nature of the living and the material, and to create order from random mutation; it allows them to explore the kinds of systems that might have once led to their own existence.

Biollurgy involves typical medical supplies, including syringes, knives, and anatomical charts. More interestingly, it also sometimes requires rudimentary electrical equipment, such as wiring, voltaic cells, and an archaic form of welder known as a phlogistifier. All these types of tools can be gained as part of a Biollurgy Lab and using them is treated as a masterwork item, providing a +2 circumstance bonus on the Gramarie check made to prepare a biollurgical principle. The Vitruvian Man is a legendary schematic which shows the secret geometry of the flesh and how it can be worked into the cold precision of a machine.

Key Skill: Heal

BIOY 101: Intro to Biollurgy 12
Prerequisites: None
Preparation Time: 1 hour
Target: Up to 1 cubic foot of appropriate material
Save: Fort Negates
Tools: Syringes, chemicals and anatomical charts.

This course of study teaches the gramarist to prepare mundane materials into a semi-biological substance known as biostructure. When preparing a principle from this course, you must target an entire solid body and prepare the principle enough times to completely convert the subject. Biostructure may look like flesh, bone, muscle, metal, slime, wood or any combination of the above. Other appearances are possible with GM permission.

Biostructure has traits resembling those of both an object and a creature. Unless further modified by other principles, its properties are:
A Constitution up to 8 + 1/4 Training, a Strength and Dexterity of 0 and no Intelligence, Wisdom or Charisma scores.
One hit die per inch of thickness (first is maximized) and bonus hit points appropriate to its Constitution, as normal for a creature.
Biostructure may be repaired with the Craft skill as with an object or treated with the Heal skill as if it were a creature. For the purposes of natural healing, it counts as a creature receiving a full day of complete rest each day.
Biostructure is always treated as either a living creature or an object for any effect which specifically targets one or the other. It can benefit from a cure light wounds spell, be mended with a mending spell, be set fire to with a torch or be poisoned with black lotus extract. In general, it acts as a creature except where where its non-ability scores would invalidate an effect.
Unlike most objects, biostructure is living matter and is vulnerable to critical hits, precision-based damage, death effects, bleeding effects, and so on.
Biostructure is mindless, and thus is immune to most, but not all effects requiring a Will saving throw. If unattended by a creature it automatically fails any effect requiring a Reflex saving throw. It makes Fortitude saving throws as normal for a creature of its type.
Biostructure has nearly all of the material properties of the material used to create it, including weight, density and temperature. Biostructure does not however melt or boil - it burns like any other organic material. Additionally, it has a break DC of 10 + Con + Hit Dice rather than the break DC of the material from which it was created.
The shape of the biostructure is determined by the gramarist preparing the principle. The materials used may be freely shaped into any form so long as the total volume and weight remains unchanged. Biostructure may be shaped to appear organic or inorganic regardless of actual composition, with iron seeming as flesh and bones appearing to be steel with equal ease.
Biostructure doesn't need to eat or drink, but it does need breathe if creatures of its type normally do so, which means that it can convert gases from one form to another. Usually this is accomplished through noisy, rasping lungs that gasp at the air. By default, it will convert oxygen into carbon dioxide, but biostructure with the Plant type will convert carbon dioxide into oxygen. Biostructure converts one quart of air per cubic foot of biostructure per round.
Biostructure made from a material that was used to prepare a principle retains that preparation. This includes both alchemetric transformations, being used as a spatial reference for a circuit or filter and even total conversion into a arcanodynamic transformer, geoocult pole or other device.
Biostructure has hardness, damage reduction and object resistances appropriate to the material used. Organic material converted into biostructure has a default hardness of 2, receive half damage from electricity and fire, and receive one-quarter damage from cold.



Any principle from this course which creates biostructure can also be used to fuse two or more units biostructure into one unit. The resulting biostructure has the total mass and volume of all the components, but uses the worst of their hardness and resistances. The type of biostructure created via fusion may be the type of any of the components.

1 Point Principles:

Corpusmateria: You may create biostructure with the Undead or Vermin types, from a dead organic creature, or from solid lead. As usual, Undead have no Constitution score and do not naturally heal, though has a "virtual" constitution score equal to 10 + 1/4 training for the purposes of determining the ability scores of a biollurgical chassis.
Feramateria: You may create biostructure with the Animal, Magical Beast or Plant types from a living creature of any one of those types, non-creature plant-life, or from solid copper.
Informismateria: You may create biostructure with the Aberration or Ooze types from a dying organic creature, or from mercury. Additionally, you may render a helpless creature dying but stable rather than dead using a Coup de Grace action.
Rerumateria: You may create biostructure with the Elemental, Fey or Outsider types from a living creature of any one of those types, or from solid silver. When Elemental biostructure is made, you must select one elemental subtype for it to gain. Outsider biostructure created is considered a native of whatever plane it was made on, granting it the appropriate subtypes.
Stetimateria: You may create biostructure with the Giant, Humanoid or Monstrous Humanoid types from a living creature of any one of those types, or from solid iron.
Respiration: You may alter the respiration of a unit of biostructure to convert any gas on the following list into any other: carbon dioxide, oxygen, ozone, nitrogen dioxide, sulfur dioxide, or water vapour.

2 Point Principles:

Dracomateria: You may create biostructure with the Dragon type from a living dragon, or from solid gold.
Ferrumateria: You may create biostructure with the Construct type from solid metals or stone. Such biostructure retains the hardness and object resistances of the base material. It also gains additional hit points per hit die as usual for constructs. As usual, Undead have no Constitution score and do not naturally heal, though has a "virtual" constitution score equal to 10 + 1/4 training for the purposes of determining the ability scores of a biollurgical chassis.
Metabolism: You may produce a metabolism of sorts in biostructure. In exchange for adapting it to set temperature range (with no more than a 100 degree Centigrade spread), your biostructure gains fast healing equal to half its hardness. Ambient temperatures outside this range are treated as extreme weather for the biostructure. [1]


BIOY 131: Predatory Armaments [Military] 8
Prerequisites: None.
Preparation Time: 2 hours (half an hour if the target is made of biostructure).
Target: One unattended or natural weapon.
Save: Fortitude (Negates)
Tools: Tongs, chemicals and anatomical charts.

This course of study teaches the gramarist how to fight back against biollurgical science, as they often say "Fight fire with fire". Weapons modified through a principle of this course is visibly altered; the fact it's been altered by this course can be detected by a heal check (DC 15), if the result surpasses the DC by 10 or more they also determine which principles of this course were used to modify it.

With the exception of Easily Integrated, the principles in this course count as Gramaric Modifications. An object may only have a number of modifications equal to 1/10th your training in the relevant discipline rounded up.

1 Point Principles

Carve the Flesh: This principle alters the weapon to treat the damage reduction, hardness, and natural armour of biostructure chassis and objects as lower by an amount equal to a 10th of your training in BIOY when you make the gramarie check. As a move-action the wielder can make the weapon affect any living creature rather than just biostructure chassis and objects, till the end of your next turn.
Digestive Strike: This principle alters the weapon to deal one additional +1d6 of acid damage per 10 points of BIOY training the Gramarist has when making the gramarie check, when attacking a biollurgical chassis or object. As a move-action the wielder can make the weapon affect any living creature rather than just biostructure chassis and objects, till the end of your next turn.
Plasmid Overload: This principle alters the weapon to damage the plasmids of enemies. If a creature hit by the weapon attempts to use a plasmid that requires an action to use on their next turn, they must make a fortitude save or the use is wasted and the creature takes 1 point of constitution damage.
Pilot Static: This principle alters the weapon to disrupt control on biollurgical chassis. Circuited and piloted chassis hit by the weapon must make a will save or lose their actions for 1 round. As a move-action the wielder can make the duration of the effect last for 1d4 rounds, on any attacks made before the end of your next turn.


2 Point Principles

Easily Integrated: Select a different principle of this course that you know. The selected principle doesn't count as a Gramaric Modification for the purpose of determining how many Gramaric Modifications a weapon can have. This principle can be taken up to two times. [1]
Permeable Slice: This principle alters the weapon, allowing it to make biostructure permeable. The wielder of the weapon can move through biostructure as if it was only difficult terrain, in addition the weapon ignores any armour class bonus from biostructure armour. As a move-action the wielder can move through biostructure as if it was normal ground they can walk through rather than difficult terrain, till the end of your next turn.[2]


BIOY 161: Farmers of the Flesh 10
Prerequisites: # Training, BIOY 101: Feramateria.
Preparation Time: 1 Hour per five cubic feet of the biostructure or plant (rounded up)
Target: Unit of Plant Typed Biostructure
Save: Fortitude (Negates)
Tools: Pruners, chemicals and anatomical charts.

Some biollurgists don't spend their research on forms of life that walk, some are just amazing farmers. This course teaches how to modify plant biostructure to grow fruits, vegetables, and other plantlife. Whenever this principle is prepared, it must be prepared on the entirety of the target.

The offspring of plants that have been created or affected by Fields of Green and Grove of Flesh act as if they have been affected by the principle; having altered aesthetics and perhaps an infused colour, and having the traits of biostructure respectively.

1 Point Principles

Bountiful Growth: This principle allows you to grow fruit from your biostructure. During preparation, select one fruit or other edible plant product. The biostructure counts as a masterwork tool for producing that type of fruit and allows the production of fruit without any of the traditional requirements of farming such as seeds, soil or sunlight. Only labour and a successful Craft (farming) check is required.
Fields of Green: This principle is prepared on an existing plant or plant made from biostructure, rather than a unit of plant biostructure. During preparation, you can select the aesthetic traits of the plant such as the colour, scent and texture of wood, leaves, berries, and similar. If you possess knowledge on how to prepare a kaleidomantic filter you may also select a colour of filter you can prepare to infuse into the plant granting it a specific trait (detailed below). If a colour is infused into the plant, the entirety of the plant's coloration changes to shades of that colour.

Red: The plant is immune to conditions of heat or frigidity. It can healthily survive in any temperature range, though are not immune to cold or fire damage.
Yellow: The plant no longer needs to obtain nutrients from soil to survive.
Blue: The plant is immune to over and underwatering. It can healthily survive as long as it has at least a tenth of it's optimal amount of water. It's immunity to overwatering also allows the plant to survive underwater if it otherwise could not, though it still requires nutrients from soil and sufficient light.
Orange: The plant no longer needs to breath air or take in carbon dioxide to survive. This allows it to survive in a vacuum as long as nutrients, water, and light are still properly provided.
Green: The plant loses it's poisonous traits if it had any, and also becomes immune to poison.
Indigo: The plant gains acid resistance equal to the average of the amount of training you have in BIOY and KALD.
Pink: The plant becomes firmly rooted in the fabric of space and time. Treat it as if it were fixed in place with an immovable rod for the purposes of determining who can uproot it and 8000lbs heavier for the purposes of lifting it. Additionally, the plant does not grow old and will continue to bloom year round.
Violet: The plant becomes immune to fine creatures. Any fine sized creature that comes in contact with the plant must make a fortitude save each round or die.
Black: The plant can't be detected by via extraordinary visual senses (such as normal vision, low-light vision, darkvision, etc.).
White: The plant becomes immune to radiomantics. It can gains immunity to hellfire damage, and can grow in areas that have been dealt hellfire damage by radiomantic exposure.

Grove of Flesh: This principle allows you to shape your biostructure into trees. During preparation select one type of tree for the unit to be shaped into. The shape of the biostructure is altered to that off the selected tree and unit of biostructure gains the traits of the tree selected, though the resulting tree doesn't change in volume from this alteration. The specific appearance of the tree can be anything that is reasonable to the species of tree and the volume of material.


2 Point Principles

Spliced Palettes: This principle allows you to infuse multiple colours into a plant. When using Fields of Green you can select a number of colours equal to one 10th of the average training in BIOY and KALD you have to infuse a plant with. [KALD 5]
Veins of the Forest: This principle converts the unit of biostructure into a root-like tendril mass known as Treevein. The shape of the treevein is a rope, with volume equal to unit transformed, and a diameter of 3 inches. The Treevein functions as a silk rope that connects any living plants it's in contact with together into a single network; that allows connected plants to share from a combined amount of nutrients, reproduce without pollinators as long as there's another plant in the network it can reproduce with, and any puissance put into a wood transformer can go to any other wood transformer in the network instantaneously without any loss of ebbs. Any networks that are connected together are counted as one network. [5 HEUR]


Three Point Principles

Fruits of Science: This principle makes the genetics of the plant more malleable. Any gramaric principles prepared on it have a 50% chance of going to the plants offspring, though traits from Fields of Green and Grove of Flesh always pass on as normal.


BIOY 191: Biostructure Blacksmith 10
Prerequisites: # Training
Preparation Time: Special
Target: Amount of biostructure equal in volume to the object to be crafted.
Save: Fortitude (Negates)
Tools: Syringes, chemicals and anatomical charts.

This course of study teaches the gramarist how to grow and sculpt biostructure into specific defined usable goods rather than just general shapes, though it is limited to organic and metallic goods.

1 Point Principles

Accelerated Growth: When crafting an object with the Fleshworker Principle of this course, you can do a weeks worth of work for each day of work. [1]
Chassis Grafting: This principle allows the Fleshworker principle of this course to craft a biollurgical chassis to permanently wear or wield an object that would be crafted. Non-willing chassis can make a fortitude save to negate the principle. The chassis must have an appropriate empty body equipment slot in order for you to shape them like this. Objects grafted like this can be removed by preparing this principle on the object. [1]
Fleshworker: This principle allows you to craft any object which can normally be made out of metal or of animal products can be made from biostructure. Objects crafted this principle retain all the properties of the biostructure it is formed from. In order to make anything fancy or magical, you'll need the appropriate crafting feat as normal. Otherwise, as long as you have at least 1 rank in the appropriate Craft skill, you can use your Gramarie check in place of the normal Craft check. This principle take as long to prepare as it would normally take to craft the item.


2 Point Principles

The Flesh is Willing: When crafting an object with the Fleshworker principle of this course, the objects crafted are treated as masterwork in quality, without an increase in crafting time or materials. [1]
Real Steel: When crafting an object with the Fleshworker principle of this course or creating biostructure, the gramarist may choose to use the hardness and hit points per inch of iron instead of the normal amount. [1]


3 Point Principles

Some Assembly Required: This principle allows the Fleshworker principle of this course to reduces the progress made from the Gramarist's next progress check to only half of the norm. However, the results of the check are applied after the same length of time as was spent working on the item, without the Gramarist actually touching it. This process repeats once for every 10 points of BIOY training the Gramarist has when making the gramarie check. [1]


BIOY 228: Animate Construction 10
Prerequisites: # Training, BIOY 101
Preparation Time: 1 Hour per cubic foot of the biostructure or per mutation
Target: Unit of biostructure
Save: None
Tools: Voltaic cells, chemicals and anatomical charts.

This course of study is dedicated to transforming the semi-living matter of biostructure into true animate life, resulting in creatures called Biollurgical Chassis. A list of mutations can be found here. (http://www.giantitp.com/forums/showthread.php?240717-The-better-man-There-is-no-such-thing-base-class)

1 Point Principles

Mutation Induction: This principle teaches gramarist's how to grant abilities to their chassis. This principle is prepared on a completed chassis rather than a unit of biostructure. To use this principle the gramarie check made must be higher or equal to the gramarie check used to create the chassis. Each successful preparation grants the chassis one mutation of the gramarist's choice as long as; the chassis meets the prerequisites of that mutation, the mutation doesn't increase mental ability scores, and the mutation isn't from the basic section. Type based prerequisites are ignored when applied with mutation induction. Biollurgical chassis have a mutator level equal to their Hit Dice. A biollurgical chassis can have a number of mutations gained this way equal to 3 times their Hit Dice. The symbiosis mutation can only be granted up to 10 times on a single chassis. [3]


2 Point Principles

Physiology Research: This principle allows to make existing creatures with biollurgy. When you gain this principle, select a creature that has a type the same as a form of biostructure you can create, and has a combined challenge rating and hit dice lower than a quarter of your BIOY training. You can use the It's Alive principle of this course to create that creature, as long as the unit of biostructure is of the correct size. Creatures created this way are still made of biostructure and have all it's traits except for fast healing and ability scores. In addition, these creatures do not age and cannot reproduce. This principle cannot create creatures that have listed creation prerequisites, such as Golems. This principle can be taken up to three times. [3]


3 Point Principles

It's Alive: The unit is turned into a biollurgical chassis and gains the following changes:

It gains a Strength score and a Dexterity score, which combined equal twice the Constitution score of the mass. The exact values are set when this principle is first prepared, and neither the Strength nor the Dexterity can be more than twice the value of the other.
If the chassis has size is larger than small, it gains statistic changes as if it it had increased in size from advancement.
The chassis has an Intelligence of 1 or 2 (chosen by you), a Wisdom score of 10, and a Charisma score of 2.
It trades its normal Hit Dice for a single Racial Hit Die of the appropriate type, and gains more hit dice the larger the chassis is (see table below), and a number of additional Hit Dice up to a fifth of the gramarie check to animate the chassis.
The chassis has a maximum ground speed of 20ft. (if bipedal or other) or 30 ft. (if quadrupedal), plus 10ft. for every size category above Small.
It becomes vulnerable to a wider range of effects, and it responds to many things like a creature now (such as effects requiring Reflex saves). However, it is still made of biostructure, and counts as an object for all relevant purposes as described in BIOY 101; it also keeps its hardness (but loses its fast healing).
It has a full complement of senses, including colour vision, normal human hearing, scent, taste, and touch.
A biollurgical chassis cannot advance by nature of its racial Hit Dice, and never seems to wear out or grow old. It is never at risk of dying from old age, but also cannot reproduce.
It requires a normal diet, including water to drink and food to eat. When you prepare this principle you can decide whether the chassis subsists on vegetable matter (herbivorous), animal matter (carnivorous), or both (omnivorous). Whatever you decide, a chassis requires its own body weight in food every month.
It requires a full 8 hours of sleep every night.
By default a chassis has up to two manipulative limbs, such as arms. It also has a full complement of body slots to wear magic items or to receive further grafts. However, if you want to get a little more creative with the anatomy, you can trade out body slots in either of these two cases at a rate of 2:1 at the moment of conception. That is, by removing two body slots you can add another of an existing slot, such as removing the Legs and Throat slots to add another Arms slot. Once you decide on the anatomy like this, it can't be changed.




[th]Size Category
HD


Medium or Smaller
1


Large
2


Huge
3


Gargantuan
5


Colossal
8


Enormous
13


Immense
21


Behemothic
34


Cavernous
55


Mountainous
89


Vast
144






BIOY 239: Draconian Victory 10
Prerequisites: # Training, BIOY 101:Dracomateria, Dragon type
Preparation Time: 10 hours
Target: One true dragon
Save: Fort (Negates)
Tools: Scales of both the targets old and new species of true dragon.

This course of study teaches the gramarist how to convert a True Dragon from one species to another. This course's use is generally restricted to when a dragon is defeated by a member of a different bloodline, as the two options are Assimilation or Death, turning the defeated wyrm into an ally or removing a threat permanently.

5 Point Principles

Draconian Assimilation: When this principle is gained the gramarist must select a type of True Dragon. This principle will change the target's race to your selected true dragon species. This doesn't change racial hit dice, and the target's statistics are changed to match the new species and possibly new Age category. This principle can be gained up to two times.


BIOY 243: Vehicular Fleshshape [Military] 10
Prerequisites: # Training, BIOY 101:Ferrumateria
Preparation Time: 2 Hours
Target: A biollurgical chassis
Save: Fort Save (Negates)
Tools: Wiring, syringes, and chemicals.

This course teaches Gramarists in design of chassis are specialized towards transportation. The gramarie check made during preparation must match or exceed the original Gramarie check made to create the chassis. The sum of the volumes of interior spaces this courses principles create cannot exceed one size category lower than the targeted chassis.

2 Point Principles

Cargo Stomach: This principle grows a room into the chassis's interior. The dimensions and size of this room is selected when the principle is prepared. While it is being prepared doors to other rooms, the cockpit, and the exterior of the chassis are placed, these can be opened and closed by the chassis as a free action which can be taken even during others turns. There must always be a door to the exterior of the chassis in at least one room. If there is a cockpit in the chassis, at least one room must have a door to the cockpit.
Eldrikinetic Muscles: This principle allows a chassis to utilize eldrikinetic engines integrated with them better. As a standard action the chassis can double the push of any number of eldrikinetic engines that are part of the chassis's body or biostructure eldrikinetic engine that is connected to the chassis. Doing this deals 1 point of acid damage to the chassis per engine affected, this damage bypasses acid resistance. [5 ELDK]
Gramaric Nerves: This principle allows a chassis to have gramaric components connected to it's nervous system. Any gramaric device made of biostructure in contact with the chassis is connected to a localized heuristical circuit that cannot be accessed any other way. This circuits logical decisions can only be made by the chassis or an individual controlling the chassis. [5 HEUR]
Organic Controls: This principle grows a cockpit into the chassis's interior. The size of this cockpit is selected when the principle is prepared. As standard action an individual within 5 ft. of the chassis can enter or leave the cockpit as long as there is available space, unless their is a room in the chassis then it must be entered via rooms. Any creature riding in the cockpit can attempt to operate it with a Knowledge (arcana), Disable Device, or Ride check each round, the DC for these checks is 10 unless multiple people are attempting to operate the chassis then it is an opposed check. While operating it, the riding creature is considered entirely subsumed in the chassis, and for all intents and purposes acts as the chassis for that round, though the chassis can communicate with the pilot. While a chassis is being operated the pilot's action aren't restricted to effects applied from BIOY 273.
Reserve Fuel: This principle allows the chassis to convert it's biomass into energy to power weaponry and engines that are incorporated into it. As an attack action the chassis can generate up to one ebb of puissance per 10 points of BIOY training the gramarist had when the gramarie check was made, this deals damage to the chassis equal to ten times the amount of ebbs generated. Puissance generated in this way can only be used by gramaric devices that are part of the chassis's body or made of biostructure and physically connected to the chassis's body.


BIOY 273: Artificial Reckoning [Thesis] 10
Prerequisites: # Training, BIOY 101
Preparation Time: 1 Hour
Target: A biollurgical chassis
Save: Will Save (Negate)
Tools: Voltaic cells, chemicals and wiring.

This course teaches Gramarists in the biollurgical traits of brains and allows them to grant some kind of advanced control or intelligence to a biollurgical chassis. The gramarie check made during preparation must match or exceed the original Gramarie check made to create the chassis. A chassis can be affected by more than one of the principles of this course, aside from Circuited and Sentience simultaneously.

2 Point Principles

Instincts: The chassis receives up to 10 broad instructions that dictate its general behaviour, although it is unable to think beyond them. These are more instincts than anything else, such as 'search for food', 'follow directions', 'hunt birds', and so on. If you prepare this principle multiple times, you can add additional instincts. A sentient chassis is allowed a Will saving throw to resist this principle.
Progress: The chassis becomes able to advance through it's racial hit dice.


3 Point Principles

Circuited: The chassis loses its Intelligence score entirely again, and becomes mindless. However, it is now a valid node for a heuristical circuit (created by HEUR 101) to target, and the actions of the chassis are now considered a logical decision for such a circuit. Commands can be given in plain language through the circuit, and it can relay sensory information back into the circuit. Advanced features, such as triggers and responses, can be placed on the chassis' behavior like normal for any part of a heuristical circuit. An exotic intelligence in the circuit can control the chassis as if it was the brain of the creature. A sentient chassis is allowed a Will saving throw to resist this principle.
Sentience: The chassis' Intelligence, Wisdom, and Charisma scores increase to 10 or 3d6. It is now fully sentient and self-aware, and can take actions in its own self-interest. It automatically learns and can speak Common, and is eligible to take levels in any NPC or PC class that it qualifies for (although until it does, it keeps its first Hit Die, like any intelligent creature). In addition to the above, you can now use Mutation Induction to grant mutations that increase mental ability scores and the chassis gains a soul.

BIOY 340: Erratic Mutations 10
Prerequisites: # Training, BIOY 228: Mutation Induction
Preparation Time: 1 Hour
Target: A biollurgical chassis
Save: Fort Save (Negate)
Tools: Syringes, chemicals and anatomical charts.
This course teaches a gramarist how to induce major mutations in a creature formed of biostructure, compared to the relatively slight changes they can induce previously. A biollurgical chassis can be affected by principles from this course a number of times equal to the number of teratomorphisms an evolutionist of their HD would possess. A biollurgical chassis can only be affected by this courses principles once per principle at a time, with new applications of the same principle replacing the effects of the previous.

2 Point Principles

Dire Mutations: This principle applies a tier 1 teratomorphism of your choice to the targeted biollurgical chassis.
Gigantic Mutations:This principle applies a tier 2 teratomorphism of your choice to the targeted biollurgical chassis. [2]
Nomadic Mutations: This principle applies a tier 3 teratomorphism of your choice to the targeted biollurgical chassis. [4]
Monolithic Mutations: This principle applies a tier 4 teratomorphism of your choice to the targeted biollurgical chassis. [6]
Redundant Mutations: This principle applies a tier 5 teratomorphism of your choice to the targeted biollurgical chassis. [8]


BIOY 381: Eccentric Genetics [Thesis] 10
Prerequisites: # Training, BIOY 228: Mutation Induction
Preparation Time: 1 Hour
Target: A living biollurgical chassis
Save: Fort Save (Negate)
Tools: Syringes, chemicals and anatomical charts.
This course teaches the gramarist in the area of genetics, allowing them to modify the DNA of a chassis so it can progress further. The gramarie check made during preparation must match or exceed the original Gramarie check made to create the chassis.

1 Point Principles

Wrinkles of Flesh: The chassis loses it's immunity to old age. It's maximum age can be up to your Gramarie check. Adult age, middle age, old age, and venerable age are determined accordingly.


2 Point Principles

Gene Therapy: This principle allows you to target the gestating chassis still inside of it's parent with Biollurgy Principles as if it was a fully created chassis.
Hybridization: This principle alters the genetic code of the chassis to grant its offspring further capabilities. When this principle is prepared, select one bloodline. Each child the chassis has results has a 50% chance of gaining that Bloodline at Minor strength.
The Next Generation: The chassis gains the ability to reproduce. Select one method of your choice for the chassis to reproduce, such as asexual budding, normal mammalian reproduction (in which case the chassis gains gender, and you can immediately spend 12 hours making an identical chassis of the other gender), egg-laying, and so on. Reproduction requires a certain gestation period, based on the size of the initial creature to be born (that is, the size category at the lowest Hit Dice). The gestation period is 1 month, with an additional four months for every size category above Tiny. Reproduction is possible when a chassis reaches adulthood. When the chassis reproduces, features and traits that aren't from class levels or similar forms of advancement are passed on. This principle can only be added to chassis that ages.


3 Point Principles

Growing with Experience: The chassis affected by this advances by one size category every time it is 1/3rd closer to 3 times it's default Hit Dice. The number of times the chassis's size can increase is selected during the preparation of the principle, to a maximum of up to three size categories beyond its original size.

JennTora
2014-05-20, 03:33 PM
So, I made a discipline based on Acoustics and Metal Music. It's incomplete, needs work, is probably either over or underpowered in a lot of respects, might need some of the courses changed around, and isn't written for the rewrite yet, but I still think it's totally awesome. Someone please mercilessly rip it apart if anyone has time while the system rewrite is being done. Thank you, and have a nice day.


Note to self: Find picture, quote, and write awesome description.
Acoustimantics(Also I'm looking for a better name tbh.)
Associate Skill: Perform (String) Is this okay since Constructivity is Perform(Keyboard)?

ACMT 101 – Intro to Acoustimantics
Grade: Baccalaureate
Prequisites: None
Target: 1 Cubic foot of Planetary Metal
Time: 30 minutes
This Principle allows the creation of an Acoustimantic Generator, a device that converts puissance into a complex sound, one that can be changed and manipulated from second to second , as opposed to the single, specific sound that comes from a Crystal Transformer. Unlike illusions, the sounds generated by these devices are real. The complexity a generator is able to create is determined by the check used to make it, the volume is determined by the number of ebbs used to generate it, operating an acoustimantic Generator requires at least one ebb/round. Acoustimantic Generators look much like a metal lute except they have 6 strings and generally look much more badass. Mimicking an extremely specific sound with an already made generator may require an additional perform check. Playing music (Which similarly requires an additional perform check) with one also generates a bardic music effect (I haven’t quite figured out how this is going to work mechanically yet).

ACMT 133 Metal Melodies (Specialist)
Grade: Baccalaureate
Prerequisites: ACMT 101
Target: 1 Acoustimantic Generator
Time: 1 hour

By preparing this principle on an existing generator you can give it an additional effect based on the metal used to create it.

Iron: additional ebbs/round create fireworks, this can function as pyrotechnics, though there’s no need for fire to actually be there, or it can create 1 5’ radius(plus 5 feet/additional ebb spent) explosion per round that looks like whatever you want it to. These explosions are not particularly strong, only dealing 1 damage/ebb to creatures within their radius.

Gold: By expending additional ebbs per round you can change the level of light within a 30’ radius of you a number of steps equal to the ebbs spent. You can also make some parts of this radius brighter than others and change the colors of the light. You can use this to make a sudden flash of light that dazzles all creatures in the area for 1d4 rounds.

Lead: additional ebbs/round

Copper: additional ebbs/round generate electricity in the air, it looks like lightning, but isn’t actually quite that powerful, if it hits anyone it deals damage equal to the number of ebbs consumed to create it. Like most of these effects, you can shape this lightning as you wish.

Silver: additional ebbs/round generate an obscuring mist, much like that created by the obscuring mist spell, in a radius equal to the number of ebbs times 20 feet. You may maintain the number of feet and have it work like a different cloud spell by consuming a number of ebbs equal to the spell level. You may also shape this as you wish, it doesn’t have to be a big circle, and can actually look like a giant mist moose if you wish or even a great big misty pillar.

Tin: additional ebbs/round

Mercury: additional ebbs/round distort space in the area, everything in a 5’/ebb radius is under a displacement effect.

In addition, this principle also allows the Acoustic Generator to vibrate at the resonant frequency of the metal used to make it, when this is used it deals 1d6 sonic damage/ebb consumed to objects made of the same material within a 15’/ebb radius of the sound. What now, Mr. Iron Golemypants?

ACMT 210 Troubling Transmissions
Grade: Magisterial
Prerequisites: ACMT 101, Perform(String) 8 ranks
Target: 6 cubic inches of solid material
Time: 1 hour
This principle makes an Acoustimantic Transmitter/Receiver. An Acoustimantic Transmitter/Receiver allows you to transmit all sounds within a 5’ radius of itself to any Acoustimantic Transmitter/Receiver or Acoustimantic Generator that you know exists. Transmitter/Receivers require 1 ebb/minute of operation. A transmitter/receiver can look however you want, though I’m picturing it as looking like a cell phone, or walkie talkie or something. A transmitter/receiver can also receive sounds from an Acoustimantic Generator.


ACMT 292 Bizarre Broadcasts
Grade: Magisterial
Prerequisites:
Target: Spatial Reference
Time: 1 hour
This principle allows you to attune an object, person, or location to an acoustimantic generator or transmitter, in doing so, you can transmit sounds from the generator or transmitter/receiver. You can do this with multiple nearby locations to create stereo or surround sound.



ACMT 343 Ruinous Resonances
Grade: Magisterial
Prerequisites:
Target:
Time:
Preparing this principle creates an Acoustimantic Tuner, a device that determine the resonant frequency of an object, material, etc. Once you know the Resonant Frequency of something, you can use it to destroy it. You can have any acoustimantic generator you use deal the extra sonic damage mentioned in ACMT 133 to any object as if it were the same material as the Acoustimantic Generator and you had prepared ACMT 133 on that Generator. In addition, spells and similar effects can be channeled through a tuner and have a Frequency added to them. Spells channeled in this way deal an addition 1d6 sonic damage/ caster level. Gramaric effects gain 1d6 sonic damage for each ebb used to produce the original effect. However, conjuration(healing) spells heal an additional amount equal to the amount of sonic damage it would have originally added. If you use one to determine the resonant frequency of the planet you inhabit, you can thereafter use an Acoustimantic Generator to create an earthquake. Treat this as a non-magical earthquake effect, except the area is equal to 10’ radius per ebb used, and unless you transmit the sound someplace else (a good idea, by the way.) the earthquake will happen where you’re standing. Creating a Resonant Frequency requires a DC 35 Perform(Strings) Check.


ACMT 383 Ridiculous Recordings
Grade: Magisterial
Prerequisites:
Target:
Time:
This principle creates a recorder. An Acoustimantic device that captures sound and can reproduce it on command. A recorder can contain multiple sounds, and can play them in any order the one who activates it wishes.


Discoveries

Weird Woofers- Allows the generation of infrasound. Hopefully I can figure out some way that would have a meaningful effect on anything.

Terrifying Tweeters- Allows generation of ultrasound. Hopefully I can figure out some way that that would have a meaningful effect on anything

Silent Sounds- This discovery allows you to use an Acoustimantic Generator to generate the exact inverse of soundwaves in a radius of a number of feet equal to the number of ebbs/round used times 5, thus nullifying them and making it quiet. Just like if you had used a crystal arcanodynamic transformer in input mode. Except you don’t get any ebbs.



Theories:

Theory of Planetary Resonance (In Honor of Nikola Tesla.)


Time: 24 hours

You create a massive structure(Most likely a tower of some sort, probably on a cliff, guarded by wardens.) that vibrates at the same frequency of the planet you are on and generates ebbs in the process. It generates 1,000,000 ebbs per round, all these ebbs are transmitted across the planet and can be used to power any Gramaric Device that requires ebbs to function. If more devices try to access it than it powers, those devices closest to it are the ones that receive the ebbs. (I'm thinking about changing this to just transmitting ebbs, instead of generating them.)

The tower can also send any sound to any location across across the planet, and receive any sound from any Transmitter/Receiver and Generator as if it were both an Acoustimantic Generator and Transmitter/Receiver attuned to all locations.

Rolep
2014-05-20, 03:45 PM
Acoustimantics

While I cannot deny that this discipline certainly packs awesome, I am trying to figure out what its function is. It seems to make sound...big deal. How does it interact with other parts of gramarie? What is its purpose (i.e. what does using it achieve, besides cool music)? It seems quite isolated from the other effects, and its abilities seem very minor and small-scale (think of the power and versitality of some of the other disciplines). If this thing had some real practical power to back up its neatness, I would play one! :smalltongue:

JennTora
2014-05-20, 06:50 PM
While I cannot deny that this discipline certainly packs awesome, I am trying to figure out what its function is. It seems to make sound...big deal. How does it interact with other parts of gramarie? What is its purpose (i.e. what does using it achieve, besides cool music)? It seems quite isolated from the other effects, and its abilities seem very minor and small-scale (think of the power and versitality of some of the other disciplines). If this thing had some real practical power to back up its neatness, I would play one! :smalltongue:

Hm... And here I thought I had done well making it something that could be used with other disciplines. Guess not. Well I'll look over it and see what I can add to it. It was hardly meant to be the final draft anyway.

Milo v3
2014-05-20, 06:58 PM
My first issue with it is that I doubt most people would even be able to life a cubic foot of metal well enough to possibly play the instrument.

qazzquimby
2014-05-21, 12:16 AM
@Biollurgy
Sorry, I'll finish ARCD at some point. It's just so tedious, whenever I get started I get little done and stop.

@Acoustamantics
You might have the opposite problem I have. While the development and presentation were good, the initial idea wasn't all it would have to be for a new discipline. What you have written now would probably work best as a sub-discipline for either ARCD or IMCH, which is not a bad thing. With a little adaptation in wording it could function that way more or less as is, it just wouldn't get the traffic of normal disciplines. Like a discipline PRC.

If you want to make a stand-alone discipline, you need to go through a lot of ideas. If you don't, you can stop reading if you want.
General guidelines/strict laws:

Rule one: No two things should have the same function. It's not a hard rule, but it keeps things special. Nothing new will create fire, or block information, or plane jump. This keeps every discipline necessary and makes every principle special (It's the way to do it, not a way to do it). If you want to know if something is already possible you can post here, PM me, or ask on the IRC.
Rule two: A new discipline should be open ended and hopefully interact with existing disciplines. One of main aspects of gramarie is encouraging creativity. A red filter seems kind of mediocre on its own, but soon you're building lightsabers and sun submarines with it. If you can only think of a few uses for something after some thought, it's probably not enough. Interacting with existing gramarie doesn't have to be really thorough, but making it circuitable, use ebbs or involve planetary metals or something makes it a little more integrated.


As a natural consequence of following both those guidelines, the new discipline should make things possible that weren't possible before, which is an exciting thing.

Ideas I've had which haven't been developed yet:
Small transient planes.
Links between two things.

I should probably stop writing since I don't even know if you've any interest.

Allnightmask
2014-05-21, 01:06 AM
It's nice to see some new content, can't think of any sound based ideas off the top of my head to add though.

Milo your write up of the BIOY principles is fantastic and for some reason I like 161 a heck of lot maybe because it's a clearer Hortistruction.:smallwink:

If that is the way the new generation of the gramarie system you fellows are putting together works, I'm stoked to see what's coming.

Might have the fire lit under me to make that prestige class for the old system now.:smallbiggrin:

Milo v3
2014-05-21, 04:16 AM
Milo your write up of the BIOY principles is fantastic and for some reason I like 161 a heck of lot maybe because it's a clearer Hortistruction.:smallwink:

If that is the way the new generation of the gramarie system you fellows are putting together works, I'm stoked to see what's coming.

Might have the fire lit under me to make that prestige class for the old system now.:smallbiggrin:

Thanks :smallbiggrin:

161 was soo painful... I think I went through seven variations of superscience grass alone :smalleek:

JennTora
2014-05-21, 08:06 AM
@Biollurgy
Sorry, I'll finish ARCD at some point. It's just so tedious, whenever I get started I get little done and stop.

@Acoustamantics
You might have the opposite problem I have. While the development and presentation were good, the initial idea wasn't all it would have to be for a new discipline. What you have written now would probably work best as a sub-discipline for either ARCD or IMCH, which is not a bad thing. With a little adaptation in wording it could function that way more or less as is, it just wouldn't get the traffic of normal disciplines. Like a discipline PRC.


Could be right, though I'm still hoping I can expand it enough to be a standalone discipline. Hm... Maybe if I expand expand on the resonant frequency and vibration stuff a bit huge amount.


If you want to make a stand-alone discipline, you need to go through a lot of ideas. If you don't, you can stop reading if you want.
General guidelines/strict laws:

Rule one: No two things should have the same function. It's not a hard rule, but it keeps things special. Nothing new will create fire, or block information, or plane jump. This keeps every discipline necessary and makes every principle special (It's the way to do it, not a way to do it). If you want to know if something is already possible you can post here, PM me, or ask on the IRC.
Rule two: A new discipline should be open ended and hopefully interact with existing disciplines. One of main aspects of gramarie is encouraging creativity. A red filter seems kind of mediocre on its own, but soon you're building lightsabers and sun submarines with it. If you can only think of a few uses for something after some thought, it's probably not enough. Interacting with existing gramarie doesn't have to be really thorough, but making it circuitable, use ebbs or involve planetary metals or something makes it a little more integrated.


Guess I have to remove the "special effects" kind of stuff on metal melodies, or at least change them to something else. I was thinking I'd have to anyway, those just felt tacked on after I looked them over.

Okay, I'll see about making it more discipliny. If I can't seem to get it the way it needs to be I'll try and break it down into principles, feats, PrCs, etc.

@Milo That's true about the weight. Hm...

qazzquimby
2014-05-21, 09:49 AM
You can ask questions if you want help.
If you want to be stand-alone in flexibility you probably need to lose the rock performance theme, and make that just an aspect of what it can do.

Effects within a radius?
Bardic music as a side feature of something, but not the emphasis (since it only has one use).
Not mind affecting (PSYM) not energy (ARCD) not space and time (YGGD). I'm having trouble. I'll post if I come up with anything, not that you'd be obliged to use it.

BornValyrian
2014-05-21, 10:10 AM
Well, for acoussimantics, the two schools of magic that haven't been done as disciplines (though each has an associated PRC) are necromancy and conjuration (correct me if I am wrong). Bardic music effects can pretty much be done with existing things. I perhaps music-based summons or something? I don't know. As somebody who tried and failed to make a discipline, I kind of want to see this happen. Good luck

JennTora
2014-05-21, 05:26 PM
You can ask questions if you want help.
If you want to be stand-alone flexibility you probably need to lose the rock performance theme, and make that just an aspect of what it can do.


Right. Well higher principles were different than all that. I could replace metal melodies with something else and either get rid of the effects or cram them into the first one. Maybe a bit much at that point.

One idea I had last night after reading where you mentioned linking two things was creating a resonance between two objects so that if, for instance you had two magic items which resonated with each other you could have them share abilities somehow. Though it needs to not be limited to magic items.

So say it could add a frequency to something, like how ac is essentially vibrating electricity(electricity with a frequency added) this might be like adding a frequency to puissance. Then when the two objects have those resonating oscillations of magical energy, it causes to seem to have the same properties. Or would that be too much like Alchemetry?

@BornValyrian
Someone did try to make one called Conjuronomy, but I don't think it ever got very far... The music based summoning idea is interesting. Though I think you can already make puissance elementals with puissamantics.

qazzquimby
2014-05-21, 05:54 PM
I'm personally against automated conjuration because it negates resource gathering. If you want to conjure something now, fetch some, make a self sutaining farm, and YGGD one in. Working out your own way seems more fun than using a conjuration principle to me.

I like the idea of frequencies a lot, though you might want to make it the object, or a planted acoustimantic node that vibrates rather than puissance, else you look like puissamantics. Vibrating objects hum at their frequency, which means that the woofers and tweeters are useful for hiding sounds. Certain types of creatures should be able to hear the other frequencies, oozes for woofs maybe.
Just the ability to apply a frequency to something lets you differentiate it with smart heur bubbles.
Frequency linked things could
share damage
attempt to equalize health
share puissance
attempt to equalize puissance
share thoughts as a hive mind
share ALCH treatments
share all principles prepared on them, if they are linked at time of preparation
share movement
share temperature, or any other held trait

Zale
2014-05-21, 06:13 PM
Now you can't make Outsiders with BIOY. I liked manufacturing artificial angels. It's so.. Phyrexian.

qazzquimby
2014-05-21, 06:24 PM
Not even with new biollurgy? Couldn't you just sort of planeshift away, make a chassis, and planeshift you both back? Outsider is a silly type.

ARCD, im going to make each kind of transformer its own principle unless someone has a good reason not to.

Zale
2014-05-21, 06:39 PM
Not even with new biollurgy? Couldn't you just sort of planeshift away, make a chassis, and planeshift you both back? Outsider is a silly type.

ARCD, im going to make each kind of transformer its own principle unless someone has a good reason not to.


Whoops, missed a line.

No longer applicable.

Milo v3
2014-05-21, 06:43 PM
Whoops, missed a line.

No longer applicable.

Phew.... Thought I missed another type for a second...

Leviting
2014-05-21, 07:22 PM
With BIOY 273, what does "chassis gains a soul" do for the chassis (or grammarist) ? I was just wondering because sapience is gained with a different principle. Also, this would allow a sapient soulless chassis, unless that was intended.

Milo v3
2014-05-21, 07:24 PM
With BIOY 273, what does "chassis gains a soul" do for the chassis (or grammarist) ? I was just wondering because sapience is gained with a different principle.

Gets an Afterlife, can be affected by Resurrection and Trap the Soul, that sorta stuff.

Leviting
2014-05-21, 07:39 PM
thanks, that makes sense. I should have thought of that.

Zale
2014-05-21, 07:43 PM
Gets an Afterlife, can be affected by Resurrection and Trap the Soul, that sorta stuff.

But what about beings that lack a dual nature, like Outsiders?

Leviting
2014-05-21, 07:52 PM
But what about beings that lack a dual nature, like Outsiders?

Maybe the aforementioned sapient, yet soulless, chassis? That would end up being a pretty horrifying realization though (for the chassis). I'm just wondering where the outsider/chassis' consciousness goes upon death.

Milo v3
2014-05-21, 08:22 PM
But what about beings that lack a dual nature, like Outsiders?
I like to think they are incomplete if you will. With only the "surface" of them existing, not a true complete soul that a normal outsiders body is formed from. This would likely be a great source of angst for Elementals and Outsiders without souls.

qazzquimby
2014-05-21, 11:27 PM
It may not be important, but the dethanatologist uses souls similarly to sentience. Put a soul in a tree and it's awakened. Pull a soul out of someone and they're mindless. I could change that, but I'd rather not, and I can't think of another way to fit the same effects.

Mith
2014-05-21, 11:44 PM
But what about beings that lack a dual nature, like Outsiders?

I believe they just merge with their plane of existence.

With regards to AMT, I like the Tesla Tower, maybe have it that devices need a converter to transmit the ebbs from air to the device, since they are not set up to do that before.

As for as a whole, I can see resonance as a subset of EDLK (movement versus resonance). As for applicatio ns to develop it further, IDK.

Milo v3
2014-05-22, 12:25 AM
It may not be important, but the dethanatologist uses souls similarly to sentience. Put a soul in a tree and it's awakened. Pull a soul out of someone and they're mindless. I could change that, but I'd rather not, and I can't think of another way to fit the same effects.
Ok, I've moved soul giving and sentience back to being one thing.

Also, I've increased the amount of HD chassis get... Simply because it's just... far too low

EDIT:
Aaannnnd Biollurgy is done. Sorta. Effectively. It's completed to the extent that the original material has all been Updated. Now..... hmm.... Could make some Military Science I guess

qazzquimby
2014-05-22, 09:29 AM
Or you could translate one of the other disciplines. I promise I'll get ARCD done within today and tomorrow. The faster everything is rewrit, the faster we focus on producing and refining content again.

Milo v3
2014-05-22, 09:40 AM
Or you could translate one of the other disciplines. I promise I'll get ARCD done within today and tomorrow. The faster everything is rewrit, the faster we focus on producing and refining content again.

Hmm.... Lets see.... ALCH or GEOC could be fun.

qazzquimby
2014-05-22, 10:48 PM
After sludging through paint doodles and sonic furries for the last hour, I resign. If anyone finds a good ARCD picture, please send it to me.

Milo v3
2014-05-22, 11:16 PM
After sludging through paint doodles and sonic furries for the last hour, I resign. If anyone finds a good ARCD picture, please send it to me.

http://jorcerca.deviantart.com/art/Iron-Man-Proton-Cannon-205999649
http://vincentmdantes.
http://cubseidl.deviantart.com/art/Tv-version-Black-Rock-Shooter-Arm-Cannon-300186730deviantart.com/art/Hand-Cannon-and-Aether-Gauge-64622534

qazzquimby
2014-05-22, 11:45 PM
The second two are broken, but I appreciate them anyway.

Where should put miscellaneous principles that effect all types of transformer? Just putting them in a course with a type of transformer would make them hard to find, and putting them in their own course might be overkill.

Is there much conversation happening on the IRC? I haven't been on in ages, distracted with ozodrins and trissociates.

What do people think about merging ELDK into ARCD, since engines are essentially just kinetic energy outputs?
The glorious planned changes for ELDK could continue to exist, but they would be adapted to work with any outputs.

Leviting
2014-05-23, 12:26 AM
If we did that, would engines have to also work as inputs? or would they be like the enthalpic transformer? What about the more exotic engines, like lightning leap and whatnot? Just curious.

Zale
2014-05-23, 12:37 AM
So I decided to play with the new BIOY rules.

Please point out any terrible mistakes.


The Zilla
Size/Type: Immense Dragon
Hit Dice: 21d12+168 (304 hp)
Initiative: 4
Speed: 90 ft, swim 90 ft
Armor Class: 0, touch 0, flat-footed 0 (-32 size, +7 natural)
Base Attack/Grapple: +21/+50
Attack: Bite +26 melee (4d6+13)
Full Attack: Bite +26 melee (4d6+13 plus 1d6 fire), 2 claws +24 (2d6+13) and tail +24 (1d6+13)
Space/Reach: 50 ft./50 ft.
Special Attacks: Breath Weapon, Fire Nimbus, Fire Attack, Improved Grab, Mutilate, Rake 4d6, Swallow Whole
Special Qualities: Darkvision 60 ft, DR 15/Magic, Fast Healing 15, Immune to sleep, paralysis and fire, Low-light vision, Spell Resistance 46, Ferocity, Frightful Presence, takes half damage from electricity and quarter damage from cold.
Saves: Fort +20, Ref +12, Will +12
Abilities: Str 36, Dex 10, Con 26, Int 2, Wis 10, Cha 2
Skills: Balance +10, Jump +23, Swim +23, Spot +8, Listen +10
Feats: Improved Initiative, Power Attack, Improved Bull Rush, Awesome Blow, Multiattack, Improved Natural Attack (Bite), Ability Focus (Breath Weapon)
Environment: Large Coastal Towns
Organization: One
Challange Rating: ??
Treasure: Standard
Alignment: Neutral
Advancement: - Favored Class: -
Level Adjustment: —

Breath Weapon (Su): 20d6 fire in a 180 foot cone, DC 28 reflex save to halve damage taken.

Fire Nimbus (Su): As a standard action, the Zilla may surround itself in a roiling aura of flame. All creatures within 5 feet take 10d6 fire damage every turn. The Zilla must take a swift action every turn following activation to sustain the nimbus. A DC 26 reflex save halves the damage taken.

Fire Attacks (Su): The Zilla's bite does an additional 1d6 fire damage. The Zilla may suppress or activate this ability as a swift action.

Ferocity (Ex): The Zilla may act with no penalty when at or below zero hit points. It gains a +1 bonus to attack rolls, damage rolls and will saves for every five hit points below zero. The Zilla dies at -40 hitpoints, rather than at -10.

Frightful Presence (Ex): Whenever the Zilla critically hits, performs a charge or uses a special ability, all enemies within 60 ft are forced to make a DC 16 Will Save or become frightened for 1 round. Once a creature has successfully saved against this ability it gains immunity to it for 24 hours.


Mutilate (Ex): As a swift action, after successfully delivering a bite attack to his target or whenever it scores a critical hit with a bite attack (without need for a swift action), the Zilla can trash and rend at his opponent’s flesh. The Zilla's target must succeed on a fortitude save or the Zilla damages one of his arms or legs (of the Zilla's choice) to the point of inutility. An inutilized arm cannot be used to wield a weapon, shield or material components, nor can it be used for anything else, an inutilized leg halves the target’s movement speed, prevents him from running or charging and requires a DC 5 balance check each round (and whenever the victim suffers an attack) to keep standing, a creature with both legs inutilized cannot move except by crawling up to 5 feet as a standard action. Furthermore, even if the victim succeeds its save, the wound bleeds profusely, dealing 1 point of damage on each round, the bleed damage from multiple wounds stacks.

Inutilized arms and legs can be restored with a Regeneration spell and similar effects and abilities. The bleeding caused by this ability can be stopped by any healing

Swallow Whole (Ex): The Zilla can swallow a grabbed opponent at least two size categories smaller than it by making a successful grapple check.
A swallowed creature takes 6d8+24 points of bludgeoning damage plus 24 points of acid damage each round from the Zilla’s gizzard. A swallowed opponent can cut its way out by using a light slashing or piercing weapon to deal 45 points of damage to the gizzard (AC 0). Once the opponent exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
The gizzard of a Zilla can hold up to 1 colossal, 4 gargantuan, 16 huge or 64 large or smaller opponents.

Should it desire to, the Zilla can vomit the contents of his stomach as a full round action.

Improved Grab (Ex): To use this ability, a Zilla must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

qazzquimby
2014-05-23, 12:46 AM
I haven't thought them all through, but when anything in their net would be moved in the in the transformer's direction or method, the movement is cancelled and the push is converted into ebbs. This does become pretty imperfect with things like lightningleap and beeform, with unique effects. Every solution that comes to mind is pretty gross. Ignore the unique effects and just have lightning leap absorb teleportation effects or whatever fits best, remove the unique qualities and just make it a teleport effect, link each engine with an existing transformer (lightning leap is copper), just have outputs whenever an input would be difficult. All ideas are bad.

Leviting
2014-05-23, 12:54 AM
wasn't lightningleap made of mercury? Or is that being changed. I know there is a mercury transformer in the "base grammarie"

Milo v3
2014-05-23, 01:39 AM
The second two are broken, but I appreciate them anyway.
Weird, I copied them out of the address bar....


Where should put miscellaneous principles that effect all types of transformer? Just putting them in a course with a type of transformer would make them hard to find, and putting them in their own course might be overkill.
I'd put them with transformers that fit the theme of the course


Is there much conversation happening on the IRC? I haven't been on in ages, distracted with ozodrins and trissociates.
Conversation recently picked up a fair bit, having a rather large discussion on hit point methods for Chassis and volume stuff. Even Arcanist is there again.


What do people think about merging ELDK into ARCD, since engines are essentially just kinetic energy outputs?
I disagree. I think they are too different in function.


The glorious planned changes for ELDK could continue to exist, but they would be adapted to work with any outputs.
There were planned changes?


SNIPWhere did you get the "takes half damage from electricity and quarter damage from cold" from?


I haven't thought them all through, but when anything in their net would be moved in the in the transformer's direction or method, the movement is cancelled and the push is converted into ebbs.
That sounds amazingly overpowered for something low-level.


This does become pretty imperfect with things like lightningleap and beeform, with unique effects. Every solution that comes to mind is pretty gross. Ignore the unique effects and just have lightning leap absorb teleportation effects or whatever fits best,
That'd be rather weird. Though... I do have my own thoughts on modifications to Lightningleap.


remove the unique qualities and just make it a teleport effect
Teleporting is already an engine type though, also it'd remove the damage aspect of lightning leap.

Milo v3
2014-05-23, 09:54 AM
Here is a masterwork longsword made of Adamantine, modified with Predatory Armaments, turned into biostructure, animated, given mutations and otherwise modified by the new gramarie:

Excalibur
Size/Type: Small Construct (Lawful, Good)
Hit Dice: 11d10+10 (70 hp)
Initiative: +9
Speed: 20 ft.
Armor Class: 20, touch 20, flat-footed 11 (+9 dexterity, +1 size)
Base Attack/Grapple: +8/+9
Attack: Unarmed Strike +14 melee (1d3+5, Lawful, Good)
Full Attack: Unarmed Strike +14 melee (1d3+5, Lawful, Good)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dimension Door, Eidolon, Spell-Like Abilities
Special Qualities: Adamantine Traits, Aligned Resonance, Blood of Kings, Construct Traits, Energy Resistance Fire 5, Gramaric Modifications, 10 Hardness, Parasitic, Pelor's Gift, Masterwork Relic, Rejuvenation, Secret Compartment, Spell Resistance 8+HD, Symbiosis, Tools of Ruin
Saves: Fort +3, Ref +12, Will +5
Abilities: Str 20, Dex 28, Con -, Int 18, Wis 14, Cha 18
Skills: Disable Device 5
Feats:
Environment: Stones
Organization: Unique
Challenge Rating: ?
Treasure: Standard
Alignment: Lawful Good
Advancement: By class level
Level Adjustment: —

Excalibur appears to be a perfectly designed longsword of adamantine, rippling with heat and holy energy, with a single eye staring out from the base of the blade.

Aligned Resonance (Ex): Excalibur gains alignment subtypes matching it own alignment. If it's alignment changes, it can change what subtypes are granted by ability when it next gains a level. Having an alignment subtype causes all of your attacks to pierce damage reduction as though they had the alignment in question. Furthermore, it gains immunity to the harmful effects inherent to any plane that shares at least one of it's alignment (or elemental, if any) subtypes, such as Cania's cold (but not any other cold, including those of the inhabitants of the plane) and may choose whether or not it is treated as an Extraplanar being while in such planes at his discretion.

Blood of Kings (Ex): Excalibur can produce nourishment for others from it's blade. This manifests as a sanguine fluid that bleeds from the blade; it can have up to two of such "blood" available each day. Any creature that drinks the blades blood gains nourishment equivalent to one full meal and heals a number of hit points equal to twice the Hit Dice, and also heals one point of ability damage suffered from each ability score. The blood spoils 24 hours after it is removed from Excalibur's blade.

Dimension Door (Su): As a standard action Excalibur can teleport a distance of 75 ft. This ability can be used once every 5 rounds.

Eidolon (Ex): Excalibur has a degree of unfocused potential. By concentrating for 5 minutes he may convert this potential into any single mutation he qualifies for, the potential remains in that form for 24 hours. An Excalibur possesses a mutator level equal to it's hit dice.

Gramaric Modifications (Su): Before it was brought to life, the Excalibur was modified with militaristic biollurgy. It possesses the following Gramaric Modifications: Carve the Flesh, Digestive Strike, Plasmid Overload, Pilot Static and Permeable Slice.

Masterwork Relic: Excalibur gains a +2 bonus on all Intelligence and Charisma checks, and skills based on Intelligence or Charisma.

Parasitic (Ex): Excalibur can melt into tendrils and crawl it's way into the bodies of other living creatures. Excalibur can invade the body of a helpless or willing creature at least one size category larger than him through a process that takes one minute to complete.

While inhabiting the body of another creature, Excalibur can only perceive the world through that being’s senses, he cannot be targeted by spells or attacks, but takes half of any damage suffered by the host (unless this damage as dealt by Excalibur itself). It can take no actions other than the ones listed below, or attempting to leave the host.

Feed: Excalibur can feed on the host even though it doesn't need to sustain itself, doing so deals 2 points of constitution damage to the host. Feeding in this manner takes 24 hours. The host is entitled to a fortitude save for half damage.
Inflict Pain: As a full-round action, Excalibur can deal damage to his host. He can deal up to 1d6 damage per two HD. Taking damage in this manner forces the host to make a fortitude save or be nauseated for five rounds.
Communicate: Excalibur can communicate with his host normally, this communication is not audible to others.
Commandeer: Excalibur can take over the body of his host, this works like the Control Body power, but with no duration limit. Each minute that the host is under such control, he is entitled to a new save to resist, this save is made against the save DC for mutations, not the save DC against the control body power.
Extrude: As a move action, Excaliur can force it's blade out of the host’s flesh, dealing 1d6 damage per HD. Upon doing this, he may take actions normally, as if he occupied the host’s space. Excalibur can retract it's blade as a swift action to conceal it presence once more, doing so deals no further damage to the host.


As a full-round action, Excalibur can forcefully exit the host, dealing 1d6 points of damage for every two HD upon doing so. It can harmlessly exit the host by spending one minute on the effort. If the host dies, Excalibur can exit it as a free action. Upon exiting the host, it appears on any adjacent square.
Remove disease, Dispel Evil, Heal, Limited Wish, Wish and Miracle cast on the host can force the sword out. But it can make a fortitude save to resist the effect.

This ability cannot be used on incorporeal creatures, elementals, oozes, plants or undead.

Pelor's Gift (Ex): Excalibur can derive additional energy from photosynthesis. As long as it is under direct sunlight or within the area of a Daylight spell or similar, he gains a +4 bonus to all of his ability scores. The above statistics treat it as if it was getting the benefit of this ability.

Rejuvenation (Ex): The Excalibur stands defiant in the face of destruction. It's may perform a ritual, taking eight hours, to bind his life force to a specific place or to an object, it may only have one place or object affected by this ritual at any one time and is always aware of whether it is active or not. Whenever the Excalibur dies, it will reform after 1d6+4 days on the place or next to the object it has bound it's life force to, suffering no penalties for this resurrection. This revival can be prevented, however. The ritual is broken if the place the Excalibur has bound his life force to is subjected to a Consecrate or Hallow spell, or if the object he has bound his life force to is destroyed. Places and objects subject to this ritual exude an aura of necromancy with a caster level equal to the Excalibur's HD.

Normally, the Excalibur chooses a normal looking hard rock to be the place of it's rejuvenation just because the chance of it being found is amazingly small.

Secret Compartment (Su): A small compartment exists on the inside of Excalibur. This compartment is large enough to store 1 tiny creature, and can be opened and closed by Excalibur as a free action (even during other creatures turns).

Spell-Like Abilities (Sp): Constant - Nondetection (reactivated as free action if suppressed). 5/Day - Prestidigitation. 3/Day - Animate Dead, Bestow Curse, Polymorph, Scrying, and Shadow Conjuration. Caster Level is equal to Excalibur's HD.

Symbiosis (Su): Excalibur can connect to other creatures to gain benefits from it. As a full-round action, it can forge a symbiotic link with a willing creature within reach, belonging to the aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze or vermin types. Once this link is forged, it remains active for as long as the target stays within it's reach, or until Excalibur takes a standard action to sever the connection.

While the symbiotic link is active, both creatures gain the other’s appropriate ability score modifiers (if positive) as a bonus on all skill checks. Furthermore, once per turn, Excalibur can Aid another the linked creature as a free action, similarly, the linked creature can aid Excalibur as a free action once per turn.

The other capabilities of this ability only occur when amoungst other creatures with the Symbiosis mutation, and can be found here (http://www.giantitp.com/forums/showsinglepost.php?p=13116092&postcount=8).

Tools of Ruin (Ex): Excalibur has a set of structures on it's body that serve as ideal tools for damaging and taking apart things, negating any penalties for lacking appropriate tools with Disable Device and giving a +4 circumstance bonus to Disable Device checks, this bonus does not stack with bonuses from masterwork tools. Finally, Excalibur can always take 10 on checks with Disable Device.


37 Change Shape
8 Charm
9 Charm
410 Charm
11 Glare - Confused
14 Change Shape
15 Scent
74 Slime - Fire
5 Elemental Nimbus - Fire
87 Pheromones
11 Ethereal Step
14 Spell Reversal

qazzquimby
2014-05-23, 09:36 PM
I'd put them with transformers that fit the theme of the course
The problem is that they don't fit with any one course more than the others. If the designer doesn't know where to put them the player won't know where to find them. I have a number of problems for course formatting.

Some courses have a sing base principle which the others build off of, and others have multiple principles that are expanded. Principles which require another principle to have any effect should have the name of that principle written along side it, either next to the name or on its own line. It would be better if the expansion principles were always written below the prerequisites, but sorting by point cost will make that not always true.

Another problem, all abilities in a course need to be equally level appropriate, which is rather restricting. Either a course cannot advance past the level it is granted, or advancements need to be made into a separate course. I propose an additional training requirement can be added to principles notably stronger than the base of the course, listed the same way as the above prerequisites.

There is currently nowhere for purely miscellaneous principles. I suggest a general course available at first levels, but with specific training requirements (using the last proposal) on the individual principles, to hold all of these.


Conversation recently picked up a fair bit, having a rather large discussion on hit point methods for Chassis and volume stuff. Even Arcanist is there again.
I love Arcanist. Why aren't people on the forum? Is Fako back? He had disappeared for a while.


I disagree. I think they are too different in function.
That's interesting because you agreed the first time I brought it up.
You said
Kinetic Energy is just another energy that ARCD should be able to convert to an from.... An interesting thing to note.... Hm.... We could merge ELDK into ARCD, though the materials could be an issue .


There were planned changes?
The big ELDK rewrite that was happening back whenever.


That sounds amazingly overpowered for something low-level.
I didn't suggest any numbers or any level to grant at, but yes it would add a great deal of utility to engines that isn't necessarily needed.


Teleporting is already an engine type though, also it'd remove the damage aspect of lightning leap.
I don't know my ELDK

I agree ELDK doesn't mesh easily with ARCD. Some bridging courses of a prc might be interesting though.


Mr. Pointy
You have succeeded in making a very scary sword, but I don't know the material well enough to know how you did everything. I'd appreciate a blueprint if you felt like making one.

Milo v3
2014-05-23, 10:49 PM
The problem is that they don't fit with any one course more than the others. If the designer doesn't know where to put them the player won't know where to find them..
That is an issue, though one I'm not sure how to fix. I mean, I made a general thing that increased the hardness of all biostructure to iron in Blacksmithing, because that sort of fit crafting weapons and stuff. But if you can't find something that is fitting it would be very difficult to work through... hmm


Some courses have a sing base principle which the others build off of, and others have multiple principles that are expanded. Principles which require another principle to have any effect should have the name of that principle written along side it, either next to the name or on its own line. It would be better if the expansion principles were always written below the prerequisites, but sorting by point cost will make that not always true.
I did that by point costs without much issue.


Another problem, all abilities in a course need to be equally level appropriate, which is rather restricting. Either a course cannot advance past the level it is granted, or advancements need to be made into a separate course. I propose an additional training requirement can be added to principles notably stronger than the base of the course, listed the same way as the above prerequisites.
I don't see the issue. Could you explain further?


There is currently nowhere for purely miscellaneous principles. I suggest a general course available at first levels, but with specific training requirements (using the last proposal) on the individual principles, to hold all of these.
Why are you making purely miscellaneous principles? I would take the principle you want to add, and then make up new principles that could be related and make them a course. That's what I did with that mech principle.


I love Arcanist. Why aren't people on the forum? Is Fako back? He had disappeared for a while.
Fako's been back for a while, and roleps back, and zale is back.


That's interesting because you agreed the first time I brought it up.
You said
My opinion changes relatively often :smalltongue:
Right now, I'm of a view that ELDK could be part of ARCD (though I think CONT should be part of ARCD before ELDK), they shouldn't be forced to have similar function to transformers. They should still be engines.


The big ELDK rewrite that was happening back whenever.
Oh... That.


You have succeeded in making a very scary sword, but I don't know the material well enough to know how you did everything. I'd appreciate a blueprint if you felt like making one.
It's just, Get a Adamantine Longsword, Affect it with all the Predatory Armaments. Turn it into biostructure. Turn it into a chassis. Give it a cargo hold and make it sentient. Give it mutations and give it teratomorphisms.

qazzquimby
2014-05-24, 01:06 AM
I did that by point costs without much issue.
I don't know what you mean. Having a higher or lower point cost indicates the relative strength of the principle, and has nothing to do with prerequisites. Listing principle prereqs would also make it easier to sift through, so if you only know gold outs, you don't look through principles for gold ins.


I don't see the issue. Could you explain further?
Currently principles are linked by theme into a course, which has a single training requirement.
That means the every principle of that theme must have the same training requirement.
That means that the theme can't grow into significantly more powerful (higher level) principles, because they would all be available as soon you have enough training for the course.


BIOY 381: Eccentric Genetics [Thesis] 10
Prerequisites: x Training, At least 4 BIOY courses
Does this mean dipping in 4 courses or maxing out 4 courses? I would suggest against having course prerequisites, since it functions the same as investing training in a discipline, but gives people something else to keep track of.


Why are you making purely miscellaneous principles? I would take the principle you want to add, and then make up new principles that could be related and make them a course. That's what I did with that mech principle.
I'm not, I haven't created anything yet. There are miscellaneous discoveries for ARCD and more for KALD. ARCD and KALD and similar are fundamentally different from BIOL and HEUR and others, because it has one function and continues to expand on it. If a principle effects every instance of that function (transformers can receive ebbs from heuristic circuits directly, KALD filter can take any shape) it doesn't fit easily in any course. Building a course around the principle might work, but seems like working around the problem rather than fixing it. If an easy home for misc principles is made, they won't all need friends for support.


Right now, I'm of a view that ELDK could be part of ARCD (though I think CONT should be part of ARCD before ELDK), they shouldn't be forced to have similar function to transformers. They should still be engines.
I agree. I also think CONT should be an ARCD sub-discipline unless it's rewritten somehow.

Milo v3
2014-05-24, 01:21 AM
I don't know what you mean. Having a higher or lower point cost indicates the relative strength of the principle, and has nothing to do with prerequisites. Listing principle prereqs would also make it easier to sift through, so if you only know gold outs, you don't look through principles for gold ins.
You can put in the point cost required Before you can take that principle. The [2]'s and [3]'s at the ends of principles allowed me to make it so you needed a specific principle from this course before you get these other principles from the course.


Currently principles are linked by theme into a course, which has a single training requirement.
That means the every principle of that theme must have the same training requirement.
That means that the theme can't grow into significantly more powerful (higher level) principles, because they would all be available as soon you have enough training for the course.
No. Because you can put the training point requirement things inside the courses for each principle as well, in the [ ]'s.

So each can have a different training requirement.


Does this mean dipping in 4 courses or maxing out 4 courses? I would suggest against having course prerequisites, since it functions the same as investing training in a discipline, but gives people something else to keep track of.
That's a copy paste typo.... Will fix.


I'm not, I haven't created anything yet. There are miscellaneous discoveries for ARCD and more for KALD. ARCD and KALD and similar are fundamentally different from BIOL and HEUR and others, because it has one function and continues to expand on it. If a principle effects every instance of that function (transformers can receive ebbs from heuristic circuits directly, KALD filter can take any shape) it doesn't fit easily in any course. Building a course around the principle might work, but seems like working around the problem rather than fixing it. If an easy home for misc principles is made, they won't all need friends for support.
There are less miscellaneous discoveries in ARCD and KALD though... Most are related to specific colour filters or specific transformers. @_@

qazzquimby
2014-05-24, 01:46 AM
You can put in the point cost required Before you can take that principle. The [2]'s and [3]'s at the ends of principles allowed me to make it so you needed a specific principle from this course before you get these other principles from the course.


No. Because you can put the training point requirement things inside the courses for each principle as well, in the [ ]'s.

So each can have a different training requirement.
The [2]'s and [3]'s mean what exactly? It sounds like I suggested what was already the case.


There are less miscellaneous discoveries in ARCD and KALD though... Most are related to specific colour filters or specific transformers.
But they do exist, and finding a place for them will make it easy for anyone adding more. Would a general studies course within the discipline be fitting?

Milo v3
2014-05-24, 01:51 AM
The [2]'s and [3]'s mean what exactly? It sounds like I suggested what was already the case.
The [ ]'s are how many points you need to spend in the course before you can take that principle. This may be why i didn't know what you meant.


But they do exist, and finding a place for them will make it easy for anyone adding more. Would a general studies course within the discipline be fitting?
Depends on how you handle them I guess.

qazzquimby
2014-05-24, 02:47 AM
The [ ]'s are how many points you need to spend in the course before you can take that principle. This may be why i didn't know what you meant.
I don't see how that indicates requiring specific principles, unless there are very few principles in the course. It does differentiate between base and expansion, but doesn't indicate what it's expanding on, if that's important.
It also doesn't increase the required level, just the amount of training you're focusing on that one course. Correct me if I'm wrong please.
So I don't think it does either of the things I think would be useful. The principle prereq one is less important, since it's usually clear after reading, but the training requirement would be useful and wouldn't take up much extra effort or space, since it's only needed when things differ from the norm.

If I'm completely wrong about things, I'm sorry for making your correct me all the time :p

Milo v3
2014-05-24, 03:06 AM
I don't see how that indicates requiring specific principles, unless there are very few principles in the course. It does differentiate between base and expansion, but doesn't indicate what it's expanding on, if that's important.
You indicate what it's expanding on by limiting options and choosing the numbers carefully. For example:
In predatory armaments, you cannot get Easily Intergrated until you have something that it can modify or in Animate Construction which has a specific order to how you can obtain it's principles (Basic, Mutation Induction, Physiology Research, Physiology Research, Physiology Research).


It also doesn't increase the required level, just the amount of training you're focusing on that one course. Correct me if I'm wrong please.
Training is based on level, since skill ranks is based on level. The level you can get Mutation Induction at would be 1 level after you can get Basic Animate Construction. Unless we select the course prerequisites in a way that would invalidate that of course.

qazzquimby
2014-05-24, 12:31 PM
You indicate what it's expanding on by limiting options and choosing the numbers carefully. For example:
In predatory armaments, you cannot get Easily Intergrated until you have something that it can modify or in Animate Construction which has a specific order to how you can obtain it's principles (Basic, Mutation Induction, Physiology Research, Physiology Research, Physiology Research).
It does work, it just needs to be deciphered by the reader and makes it hard to add new principles into the course. Having the option for direct principle requirements would make things more transparent.


Training is based on level, since skill ranks is based on level. The level you can get Mutation Induction at would be 1 level after you can get Basic Animate Construction. Unless we select the course prerequisites in a way that would invalidate that of course.
I know, but the course prereq is your total training in the discipline, and the principle prereq is your investment in that course.
Say animate construction requires 15 training, and you have 15 uninvested training to spend. You can buy every principle at the initial level. This is only untrue if you cannot store training to invest, which then disqualifies expensive principles.

While [ ]'s can serve either funciton, they don't do it as well as just writing "prerequisites:__"

Leviting
2014-05-24, 03:40 PM
Unrelated to the conversation, but I noticed that there was not a theory for Heuristicism yet. So, after reading a whole bunch of Romantically Apocalyptic, I present, the Theory of Neural Networking. I may have gone a bit overboard.

Theory of Neural Networking
Grade: Theory
Prerequisite: Specialization in Heuristicism, must know at least six HEUR principles including 328
Preparation Time: 6 hours

You create a new type of Exotic Intelligence: the Neural Network; the ultimate search engine. You also gain the ability to create Connection Nodes, small devices that are worn on the head and attach the user to the Neural Network. These function on 99% of all sapient creatures, and all other creatures as well, as long as the creature has a brain. Creating a Connection Node takes thirty minutes, and connection occurs immediately upon wearing the Connection Node on one's head. Multiple sapient creature connected via Connection Nodes can communicate via thoughts. Connected creatures gain +1 on all knowledge checks for every total 20 points of intelligence of creatures connected to the Neural Network.

The Neural Network takes six hours to create. It begins much differently than a standard Exotic Intelligence. It begins with no physical abilities, and mental ability scores of -2 intelligence, -2 Wisdom, and -2 charisma. However, every total ten points of intelligence, wisdom, or charisma of creatures connected to the Neural Network via Connection Node adds one to the Neural Network's intelligence, wisdom, or charisma, respectively. The Neural Network can view the thoughts and memories of all creatures connected, and communicate them to the grammarist who created it. In addition, the Neural Network treats any area within five feet of a connected individual to be part of a single circuit. In addition, the Neural Network can control a number of circuited biollurgical chassis equal to its intelligence score.

The 1% of sapient creatures unaffected by Connection Nodes are called Unscannable. Unscannable creatures cannot be connected to the Neural Network. Instead, they consume the connective signal around them, causing all connected creatures within ten feet to lose connection to the Neural Network and take -10 on all checks. These individuals are otherwise identical to everybody else, they just ruin signal. Any Connection Node worn by an Unscannable permanently ceases to function.

While the Neural Network has its advantages, it can also be dangerous. For every forty points of intelligence the Neural Network has, it learns to bypass one rule set by its Grammarist creator. Redundant rules can be bypassed for free (such as "don't hurt humans" + "don't inflict bodily harm to humans"). In addition, whenever the Neural Network reaches a charisma score 10 points higher than that of a connected individual, it may subsume the connected individual's mental stats, transferring all but one point of each of the individual's mental ability scores to that of the Neural Network. This cannot be used on the grammarist creator of the network, however. Lastly, if a connected creature is suddenly disconnected from the Neural Network, such as via the breaking of its Connection Node (but not via the presence of an Unscannable), all the creature's mental ability scores are halved until it is reconnected.

Does this all make sense? Please critique, explain the glaring errors, etc.

Zale
2014-05-24, 04:49 PM
With regards to the default mental stats, does the EI have A) ability scores of -2, B) ability modifiers of -2, or C) have ability scores of two less than an normal EI?

Leviting
2014-05-24, 06:41 PM
With regards to the default mental stats, does the EI have A) ability scores of -2, B) ability modifiers of -2, or C) have ability scores of two less than an normal EI?

A) it has ability scores of -2. It requires connected minds in order to exist. (That is, unless it subsumes the minds of its users)

Milo v3
2014-05-24, 08:20 PM
It does work, it just needs to be deciphered by the reader and makes it hard to add new principles into the course. Having the option for direct principle requirements would make things more transparent.
I don't see how it needs to be deciphered by the reader or makes new principles harder. :smallconfused:


I know, but the course prereq is your total training in the discipline, and the principle prereq is your investment in that course.
Say animate construction requires 15 training, and you have 15 uninvested training to spend. You can buy every principle at the initial level. This is only untrue if you cannot store training to invest, which then disqualifies expensive principles.
You can't store training, and you only get 5 or 8 training points per level. And the amount you can spend on a discipline is 3*your skill rank. You can't possibly get a whole principle in one level unless the total is really really small.

So, if say Animate construction would be say... 15 Training as a Course Prerequisite. That'd mean, the first level you could get it is level 2, and the minimum level you'd have to be to get all of it would be 5.

Mith
2014-05-24, 09:37 PM
With regards to the Neural network, is the ability for it to bypass commands set down by the grammarist related to an Ego score that allows an intelligent item to refuse a command, or is it that htye are garunteed to bypass any one command?

Milo v3
2014-05-24, 09:40 PM
With regards to the Neural network, is the ability for it to bypass commands set down by the grammarist related to an Ego score that allows an intelligent item to refuse a command, or is it that htye are garunteed to bypass any one command?

I think it's more allowing things like AI that ignore Asimov's Laws of Robotics, than resisting commands.

Leviting
2014-05-24, 09:43 PM
In the Neural Network, the "bypass rules" section refers to the HEUR EI section, as where the grammarist can impose rules on EIs. A sufficiently intelligent can learn to bypass these rules, but it takes a lot of intelligence.

Mith
2014-05-24, 10:23 PM
The danger I with that is that it may involve PCs having to learn a crash course in writing legal documentation if the GM enjoys having fun with interpretations. Not saying it's not a good thematic growth, just saying that it can make a very dangerous tool for the GM to use against the gramarist.

Leviting
2014-05-24, 10:45 PM
oh... The idea is that the Neural Network bypasses the set rules, so it dosn't matter how well it is written, if it is being essentially ignored

I am really poor at wording things, aren't I?

EDIT: Grammar got me.

qazzquimby
2014-05-25, 01:39 AM
I don't see how it needs to be deciphered by the reader or makes new principles harder.
Decipher, because the reader has to go through the principles to figure out what order they have to be taken in, rather than having the order written out through prereqs.
Harder to expand, I believe, because future principles without requirements could grant the required expenditure in the course without fitting the actual principle requirement. That's not a big problem though, and it's mostly a subpoint of the first.


You can't store training, and you only get 5 or 8 training points per level. And the amount you can spend on a discipline is 3*your skill rank. You can't possibly get a whole principle in one level unless the total is really really small.
Thanks, my understanding was wrong.
That still doesn't fully fix the problem I was pointing out though. If the course becomes available at level 3, and one of the thematically grouped principles should only be allowed at level 15, the current version requires them to dump all their points in the course until level 15 to prove they're high level enough, rather than just saying it requires 54 training in the discipline.

Milo v3
2014-05-25, 02:32 AM
That still doesn't fully fix the problem I was pointing out though. If the course becomes available at level 3, and one of the thematically grouped principles should only be allowed at level 15, the current version requires them to dump all their points in the course until level 15 to prove they're high level enough, rather than just saying it requires 54 training in the discipline.
Wouldn't having a 15th level principle in a low level course make things Much harder to find, cause the powerful things would be scattered all over the place rather than slowly getting more powerful as you gain courses?

qazzquimby
2014-05-25, 10:53 AM
Wouldn't having a 15th level principle in a low level course make things Much harder to find, cause the powerful things would be scattered all over the place rather than slowly getting more powerful as you gain courses?
It would, but it would also be difficult separating things from their thematically similar principles, so there isn't one really nice way of doing it.

I suggest a training requirement when there are not enough high level principles to merit a separate course, and a new course when there are. The new course should have a similar name, and the first one could say something along the lines of "this course advances into x at 54 training."

Most of my suggestions aren't needed now, but I'm trying to future-proof the system, as there will hopefully be many additions to come.

Also some of your principles can only be taken a number of times, why is that?

Milo v3
2014-05-26, 12:05 AM
IAlso some of your principles can only be taken a number of times, why is that?

What? :smallconfused:
Basically all principles can only be taken once.... iirc Physiology Research is the only one that can be taken a number of times.

Zale
2014-05-26, 12:35 AM
A) it has ability scores of -2. It requires connected minds in order to exist. (That is, unless it subsumes the minds of its users)


How do negative ability scores even work?

Wouldn't it just bottom out at zero?

Milo v3
2014-05-26, 12:38 AM
How do negative ability scores even work?

Wouldn't it just bottom out at zero?

I think that means that it wont function until it has at least 6 people linked into it.

Leviting
2014-05-26, 01:28 AM
Yeah, I just remember reading somewhere (probably the SRD) That something with 0 CHA cannot tell the difference between itself and everything else, and I assumed that 0 INT would mean the thing would be unable to think.

Rolep
2014-05-26, 11:15 AM
I don't have much to say about the theory other than that it is much more reasonable (read: balanced) than transdeific intelligence.

Darkweave31
2014-06-05, 02:14 PM
Just recently got into this. Absolutely wonderful system. I wonder though, has anyone considered somehow reworking the items from clockwork wonders to fit into this system? For example, I feel like the clockwork armor in particular would be perfect for the fluff of gramarie.

Perhaps a 200-level military science principle for Eldrikinetics could include a hydraulic engine which can be used to make strength checks or whatnot.

What about something like the spellclock?

qazzquimby
2014-06-05, 03:54 PM
I don't know the clockwork wonders in depth, but I think gramarie can emulate most of them fairly well, if leaving out some of the more specific gimmicks. What aspects are currently not possible?

Darkweave31
2014-06-05, 05:28 PM
Clockwork armor (http://www.wizards.com/default.asp?x=dnd/cw/20070212a), in short, grants the user a bonus to strength, dexterity, and speed. It is essentially power armor. There is the biollurgical chassis that can be turned into a sort of mecha, but it has to be 2 size categories larger, so not really power armor.

Leviting
2014-06-05, 07:15 PM
There is the symbiont class somewhere around there, which could be refluffed into what you are looking for, potentially.

Milo v3
2014-06-05, 08:46 PM
Clockwork armor (http://www.wizards.com/default.asp?x=dnd/cw/20070212a), in short, grants the user a bonus to strength, dexterity, and speed. It is essentially power armor. There is the biollurgical chassis that can be turned into a sort of mecha, but it has to be 2 size categories larger, so not really power armor.

hmmm... Could be a chassis turned into a symbiont or symbiote. Could be a chassis one size larger, but that doesn't really retain the pilots stats so doesn't mimic it as well.

The best bet for something like that so far, would be getting armour made of metal, turn it into biostructure, then turn it into a chassis, then finally grant the chassis the symbiosis mutation. Then, as long as your in contact with the armour it should increase your strength and dexterity for checks iirc.

It would mimic it better if the wearer of the armour also had the Symbiosis mutation (possibly through grafting or a evolutionist dip or something), so that they could properly merge granting bonuses like the increased speed.

Milo v3
2014-06-11, 07:28 AM
The Geneticist
http://www.templeton.org/sites/default/files/imagecache/hero_image_520/genetics-640x360.jpg
"All it required was a cocktail of dangerous, experimental surgery and a willingness to ignore the unnecessary suffering of perfectly innocent beings! Also, I shot magic into their chromosomes until they turned inside-out."

To a normal scientist the field of biollurgy can allow you to create monsters, servants, weapons and buildings, geneticists see this as only the beginning. They can use their knowledge to modify and enhance any form of life; from walls and blades of biostructure, to constructed chassis, or even their companions. They can also use their biollurgical expertise to mend the sick and restore the wounded.

Game Rule Information

Abilities: The main abilities of Geneticist are wisdom and intelligence, wisdom improves their healing skill and governs how well they can apply gramaric principles, intelligence determine how many skills points they have so they can be proficient in the disciplines of gramarie.

Alignment: Any
Hit Die: d8
Skill Points at 1st Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier
Training Points per Level: 5

Class Skills: The geneticist's class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Forgery (Int), Handle Animal (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (psionics) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis) and Use Magic Device (Cha).

The Geneticist


Level BAB Fort|Ref Will Special Training


1st +0 +0 +0 +2 Organic science, plasmids, principles 5


2nd +1 +0 +0 +3 Recess plasmid 10


3rd +2 +1 +1 +3 Combat medic 15


4th +3 +1 +1 +4 Surgical deformation 20


5th +3 +1 +1 +4 Bonus Feat, sphere of influence 25


6th +4 +2 +2 +5 Takwin 30


7th +5 +2 +2 +5 Genetics transfusion 35


8th +6/+1 +2 +2 +6 Back on their feet, bonus Feat 40


9th +6/+1 +3 +3 +6 Improved surgical deformation 45


10th +7/+2 +3 +3 +7 Sphere of influence 50


11th +8/+3 +3 +3 +7 Bonus Feat, hostile plasmids 55


12th +9/+4 +4 +4 +8 Emergency action, upgrade takwin 60


13th +9/+4 +4 +4 +8 Biostructure specialist 65


14th +10/+5 +4 +4 +9 Bonus feat 70


15th +11/+6/+1 +5 +5 +9 Mastered surgical deformation, sphere of influence 75


16th +12/+7/+2 +5 +5 +10 Always on call 80


17th +12/+7/+2 +5 +5 +10 Bonus feat 85


18th +13/+8/+3 +6 +6 +11 Upgrade takwin 90


19th +14/+9/+4 +6 +6 +11 Medical mastery 95


20th +15/+10/+5 +6 +6 +12 Birth of knowledge, bonus feat 100



All of the following are class features of the geneticist.

Weapon and Armour Proficiencies: As a geneticist you are proficient with all simple weapons, as well as light armour.

Principles of Gramarie (Su): As a student of gramarie, you have many avenues of learning available to you. At each level, you gain a number of training points as indicated above. These points of training may be used to learn principles, which are supernatural (Su) abilities which bend or break the laws of physics, but not quite in the same way that most magic does. Some principles have additional requirements which must be met as well - see their descriptions for details. Principles can be used whenever you have the time, materials and inclination; they are effectively usable at-will if you are in an appropriate situation. Each principle is part of a discipline and each discipline has a key skill associated with it. A student of gramarie may not spend more than three training points on principles from a discipline per skill rank they have in that discipline's key skill. If a principle references your Training, it refers to the total number of training points you have invested in that principle's discipline.

A principle is not cast, it is prepared. By preparing a principle multiple times, you can change the volume or size of the target affected. For example, if a principle targets 1 cubic foot of material, by preparing it twice (and thus spending twice as long on it) you could target 2 cubic feet of the material instead. A special case is made for bubbles, which are spherical effects. For more information on the size of bubbles, refer to the miscellaneous section at the end of this document. Preparing a principle is similar to crafting an item. When preparing a principle, follow these steps:


Find the principle's preparation time in rounds. To do so, multiply the time in minutes by ten.
Determine the base preparation DC by adding 15 to the principle's training point cost. You may voluntarily increase this DC in increments of 5 to work faster.
Make all the appropriate choices for the preparation. Gather the materials and spend the preparation time working. You must be able to touch the target of the principle for the duration of the preparation.
If the principle is being used on a creature or attended object and allows a save, that save is made at this time. The save type is based on the principle in question, but the save DC is always 10 + 1/6 Training + Wisdom modifier.
Make a Gramarie Check of 1d20 + 1/3 Training + Wisdom Modifier. You can gain a bonus of up to +2 from having access to masterwork tools.
Compare your check to the preparation DC. If you fail by 4 or less, you make no progress preparing the principle. If you fail by 5 or more, you ruin half the required materials, damage the target of the principle or otherwise make some grave error. Otherwise, you succeed in making progress.
To determine how much progress was made, multiply the result of the check by the preparation DC and then add any prior progress. If the final value exceeds the preparation time in rounds, you have finished preparing the principle with a quality equal to your current training. If the final value is not high enough, add the resulting progress to the next attempt to prepare the principle.


Any progress beyond that needed to prepare the principle can be applied to further preparations, or, (if there is enough progress made) to prepare the principle multiple times in a single session. If multiple gramarists know the same principle, they can work simultaneously on the same project. Sum the progress of each gramarist participating in order to determine the total progress.

A gramarist may make a Gramarie check at any time to 'lock' a principle that has been prepared, meaning that only he can continue work on it later. Bypassing the lock requires making a Gramarie check 5 higher than the check made to lock the principle. Both locking a principle or bypassing the lock require one minute of work.

Organic Science: Being extremely focused in the sciences of the body and life, you can only learn principles from the disciplines of alchemetry (ALCH), biollurgy (BIOY), geoccultism (GEOC), and heuristicism (HEUR). At 1st level you have access to [Thesis] Biollurgy principles. Finally, the geneticist can use their Heal ranks as the Key Skill of any discipline, though they take a -10 penalty when they do so.

Plasmids (Su): The specialty of the geneticist is their ability to induce changes and mutations in creatures through experimentation and surgery. These changes are applied by injecting the creature with a plasmid, which contains a mutation. A geneticist can give a creature a plasmid with an hours work per the number of plasmids they will possess once they gain the one being applied, and costs 100 gp of materials per hour.

A creature can have a number of plasmids equal to half it's constitution score (minimum 1)(ignoring constitution increases from plasmids), but each mutation can only be gained a number of times per the creatures HD as if it was an evolutionist. The mutator level of the mutation is equal to the average of the Geneticist's level and the creature's HD (rounded down). For a creature to gain a plasmid they must meet all the prerequisites of the mutation.

A geneticist only knows a small number of mutations that it can induce; learning the procedure for one mutation of their choice for every rank in the Heal skill they possess. In addition, they can learn new procedures from other geneticists and from in-depth examination of the physiology of specific creatures. A geneticist can learn a number of mutation procedures in this way equal to twice their heal ranks.

Recess Plasmids: Upon reaching second level, the geneticist can deactivate plasmids. Removing a plasmid requires two hours of work per plasmid the target possesses and a Heal check (DC 10 + target's Fortitude bonus).

Combat Medic (Ex): Starting at 3rd level a geneticist becomes adept at providing medical attention to his allies in tight conditions. By making a successful Heal check (DC 10 + their HD) as a standard action he can remove all nonlethal damage on an adjacent ally or heal them 1 hit point per class level. The geneticist can only provide this benefit to an ally once every three hours. A geneticist can treat himself with this ability, but within the same time restriction. This ability provokes attacks of opportunity.

Surgical Deformation (Ex): A fourth level geneticist can take the time to deform and disable a creature with their surgical expertise. With an hours work, they can make a helpless creature affected by Bestow Curse. This is non-magical, and can only be removed with a heal check (DC 10 + Heal Ranks) that takes at least two hours or an effect that regrows body parts like regeneration.

At 9th level, this ability can be used with only five minutes work. At 15th level, this ability only requires a full-round action.

Bonus Feat: At fifth level and every three levels thereafter, the geneticist gains a [Plasmid] feat they meet the prerequisites of as a bonus feat.

Sphere of Influence: At 5th level, and again at 10th level and 15th level, your experimentation and research allows you to pursue new fields of study. Every time you gain this class feature, you can select one of your available disciplines of gramarie in order to gain access to [Thesis] tagged principles of that discipline, or another tag in a discipline you already have [Thesis] access with.

Alternatively, you can choose a new discipline of gramarie, in which case you can now choose principles from that field of study as well as your existing disciplines.

Takwin: At sixth level, the geneticist can create a form of life to follow them and serve as a companion. This creature acts as a tiny sized aberration biollurgical chassis, except for the following:

It doesn't count as a chassis for the purpose of being the target of gramaric principles.
Hit Dice is equal to the geneticists class level.
Adding plasmids to a takwin has no cost.
The sum of the tawkin's strength and dexterity scores are double the tawkins constitution score, but neither score can be more than double the other.
The tawkin's constitution score is equal to half the geneticists heal ranks + 10.
The tawkin's mental ability scores are all 10, but for the purposes of mutation prerequisites they are 19.


Genetic Transfusion (Su): A seventh level geneticist can properly modify the genetics of a creature. They gain a Bloodline point every level, which can be expended with 24 hours worth of dedicated research. One point can purchase knowledge of a Minor Strength Bloodline, two points can purchase knowledge of a Moderate Strength Bloodline, three points can purchase knowledge of a Major Strength Bloodline. With three hours work, a geneticist can infuse a living creature's genetics with a bloodline he has knowledge of, granting that bloodline to the creatures offspring. A creature can only have one bloodline added to a creatures genetics in this way at a time, with additional uses replacing the previous.

Back On Their Feet (Ex): Beginning at 8th level when a geneticist successfully treat someone with his combat medic class feature he provides far more than a few bandages. With the whole of the geneticists medical expertise he can also allow them to make a new saving throw against any ongoing condition affecting them. The geneticist can now provide aid to a given creature once per hour.

Hostile Plasmids (Su): Some geneticists can create plasmids that weaken rather than improve. Hostile plasmids do not function as normal plasmids instead they are poisons. Your Heal ranks count as Craft (Poison) ranks, and the poisons you create are immune to effects that would cure poisons and are instead removed by spells and effects that would remove a plasmid. In addition, poison immunity gives only a +10 circumstance bonus on saves against the poison rather than actually making the creature immune to it.

Emergency Action (Ex): Beginning at 12th level, a geneticist can use his combat medic class feature to save an ally a lesser surgeon might have lost. If he can perform this ability on an ally who has died within two rounds of their death the geneticist can bring them back from the brink with no penalty. The combat medic ability now heals 2 hit points per class level and can be used on a given creature once every ten minutes.

Upgrade Takwin: At 12th and 18th level, the geneticist can make a severe improvements to the takwin. At both of these intervals, you may select one of the following changes to make to the takwin:

Armour: The geneticist can spend a standard action while adjacent to the takwin to merge with it, following the fusion rules of the symbiote mutation.
Horde: The geneticist gains another takwin.
Malleable: The takwin's constitution score is doubled for the purpose of how many plasmids they can have.
Roboticisation: The takwin's type changes to Construct with the Living subtype.
Size Increase: The geneticist can spend 4 hours work to change the size of their takwin. When doing this, they can change the takwins size to and from; tiny, small, medium, or large. This doesn't change the ability scores of the takwin.


Biostructure Specialist (Ex): Whenever a 13th level geneticist uses an attack, effect or skill that would heal or deal hit point damage against Biostructure or a Biollurgical chassis, the amount of hit points affected is doubled.

Always on Call (Ex): Beginning at 16th level the geneticist can provide aid to his allies perpetually with his combat medic class feature. The geneticist can now use the ability as often as he likes.

Medical Mastery (Ex): Starting at 19th level a geneticist is a master of life and death, and probably the best doctor in the world. Whenever he use his combat medic class feature the geneticist can instead use it as a full-round action, to fully restore a creatures hit points.

Birth of Knowledge: Upon reaching 20th level, the geneticist's research and testing into biollurgy has borne great fruit. The geneticist gains one Theory that they meet the prerequisites of, though the theory must have training in a discipline you have [Thesis] access for as a prerequisite.

Feats
Heartless Subject
Prerequisites: No constitution score.
Benefit: For the purpose of how many plasmids you can have, you may use your charisma score rather than your constitution score.
Normal: Creatures without a constitution score can only have one plasmid.

Forest of Monsters [Plasmid]
Prerequisites: Geoccultism training 10, plasmids, Thesis access for Geoccultism.
Benefit: You can spend a full-round action while in contact with a geoccultism pole that has at least one plasmid to aggressively activate a plasmid, or to stop the plasmid from being aggressively active. While a geoccultic pole has a plasmid aggressively active, it broadcasts the mutation into it's bubble, giving every living creature born in the area has a chance of being born with that plasmid if they would meet the mutations prerequisites, the chance equal to a tenth of their Geoccultism training, as a percentage. Geoccultism poles use up an additional 5 pounds of fuel each day while it has an aggressively active plasmid.

Liar's Grafting [Plasmid]
Prerequisites: Plasmids.
Benefit: You may ignore type prerequisites when inducing a mutation, by doubling that plasmids manufacturing cost.
Normal: You cannot apply construct, elemental, plant, etc. mutations on creatures without access to those lists of mutations.

Pain Tolerance
Prerequisites: 11 Constitution
Benefit: You gain Damage Reduction 5/-, that only applies to non-lethal damage. In addition, you can have one additional plasmid beyond normal.

Mental Metabolism [Plasmid]
Prerequisites: Psychomantics training 10, plasmids, Thesis access for Psychomantics.
Benefit: You may spend a full-round action to alter the metabolism of an adjacent living creature to be much more mental, or to revert such a change. A creature altered in this way can sustance as if they had eaten and drunk for the day by spending 10 minutes taking no actions aside from thinking, with either a successfuly autohypnosis or concentration check (DC 30), or by spending 10 power points. The Difficulty Class of the check is reduced by 5 for every 20 points of training in Psychomantics, and the power point cost is reduced by 1 for every 10 points of training in Psychomantics.

Plasmid Research [Plasmid]
Prerequisites: Plasmids.
Benefit: Select three mutations. You can apply these mutations with your plasmid ability.
Special: This feat can be gained multiple times.

Theories
Cell Theory
Grade: Theory
Prerequisite: 60 Training in Biollurgy, Plasmids
Preparation Time: 6 hours

Organisms sometimes work together; this could be providing shelter to one another, defend the weaker of the two, or trading valuable resources between each other. Generally this connection is only recognized in regards to two or more species working together in a symbiotic or parasitic relationship, but the true is that every creature is the result of thousands upon thousands of organisms working together to form their bodies. By exploiting your understanding that each creature is simply a mass of cells, you can combine the cells which form different creatures into one form.

This principle requires two creatures that are both helpless, of the aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze or vermin types, and only possess racial hit dice. This functions as two creatures merging through the symbiosis mutation, except for the following:

The fused entity is treated as if it had one type of the two participants (the geneticist's choice which), though all of subtypes of the participants.
The fused entity has a number of HD equal to the highest hit die of the participants, though the type of die is based on the creature type. Its hit points are determined by the creatures new HD and Constitution score.
The fused entity has a single initiative modifier, set by its combined feats, ability scores, mutations and any other effects that modify it. It rolls initiative once for the whole creation and only possesses a single turn each turn.
The fused entity has the best base attack bonus determined by it's HD and type.
The fused entity uses the best base saves of the creatures HD and Type, modified by its new ability score bonuses.
The fused entity has it's skill ranks determined from it's Type, HD, and intelligence score.
The fused entity has a number of feats based on it's HD. It's suggested that it selects the same feats as the original two entities possessed.
The fused entity cannot exit the fused state.
For the purpose of spawning new young, the geneticist must choose one method of reproduction from one of the participants. This method is used for the fused entity, but the fused entity counts as a separate species to it's original participant species and has to mate with its own species to reproduce if it needs to mate.


Important Links
Bloodlines - UA (http://www.d20srd.org/srd/variant/races/bloodlines.htm)
Bloodlines - Welknair (http://www.giantitp.com/forums/showthread.php?208703-3-5e-Bloodline-Guide-What-in-the-Nine-Hells-is-a-Bloodline)
Mutations - Draken (http://www.giantitp.com/forums/showthread.php?240717-The-better-man-There-is-no-such-thing-base-class)

thethird
2014-06-11, 12:08 PM
It's been a while since I put myself up to speed, so my apologies if something I say doesn't make much sense.



The Geneticist
http://www.templeton.org/sites/default/files/imagecache/hero_image_520/genetics-640x360.jpg
"All it required was a cocktail of dangerous, experimental surgery and a willingness to ignore the unnecessary suffering of perfectly innocent beings! Also, I shot magic into their chromosomes until they turned inside-out."

To a normal scientist the field of biollurgy can allow you to create monsters, servants, weapons and buildings, geneticists see this as only the beginning. They can use their knowledge to modify and enhance any form of life; from walls and blades of biostructure, to constructed chassis, or even their companions. They can also use their biollurgical expertise to mend the sick and restore the wounded.

Game Rule Information

Abilities: The main abilities of Geneticist are wisdom and intelligence, wisdom improves their healing skill which governs how effectively they can apply principles and heal people (obviously), intelligence determine how many skills points they have so they can be proficient in disciplines.

Alignment: Any
Hit Die: d8
Skill Points at 1st Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier
Training Points per Level: 5

Class Skills: The geneticist's class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Forgery (Int), Handle Animal (Cha), Heal (Wis), Knowledge (all except architecture and engineering) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis) and Use Magic Device (Cha).

I do think that knowledge (Architecture and engineering should be a class skill, it makes more sense than knowledge (nobility). Alternatively reduce the knowledge skills to the knowledges that identify creatures.


The Geneticist


Level BAB Fort|Ref Will Special


1st +0 +0 +0 +2 Organic science, plasmids, principles


2nd +1 +0 +0 +3 Recess plasmid


3rd +2 +1 +1 +3 Combat medic


4th +3 +1 +1 +4 Surgical deformation


5th +3 +1 +1 +4 Sphere of influence


6th +4 +2 +2 +5 Takwin


7th +5 +2 +2 +5 Genetics transfusion


8th +6/+1 +2 +2 +6 Back on their feet


9th +6/+1 +3 +3 +6 Improved surgical deformation


10th +7/+2 +3 +3 +7 Sphere of influence


11th +8/+3 +3 +3 +7 Hostile plasmids


12th +9/+4 +4 +4 +8 Emergency action, upgrade takwin


13th +9/+4 +4 +4 +8 Biostructure specialist


14th +10/+5 +4 +4 +9 *


15th +11/+6/+1 +5 +5 +9 Mastered surgical deformation, sphere of influence


16th +12/+7/+2 +5 +5 +10 Always on call


17th +12/+7/+2 +5 +5 +10 *


18th +13/+8/+3 +6 +6 +11 Upgrade takwin


19th +14/+9/+4 +6 +6 +11 Medical mastery


20th +15/+10/+5 +6 +6 +12 Birth of knowledge



I hate the new tables, move along.


All of the following are class features of the geneticist.

Weapon and Armour Proficiencies: As a geneticist you are proficient with all simple weapons, as well as light armour.

Principles of Gramarie (Su): As a student of gramarie, you have many avenues of learning available to you. At each level, you gain a number of training points as indicated above. These points of training may be used to learn principles, which are supernatural (Su) abilities which bend or break the laws of physics, but not quite in the same way that most magic does. Some principles have additional requirements which must be met as well - see their descriptions for details. Principles can be used whenever you have the time, materials and inclination; they are effectively usable at-will if you are in an appropriate situation. Each principle is part of a discipline and each discipline has a key skill associated with it. A student of gramarie may not spend more than three training points on principles from a discipline per skill rank they have in that discipline's key skill. If a principle references your Training, it refers to the total number of training points you have invested in that principle's discipline.

A principle is not cast, it is prepared. By preparing a principle multiple times, you can change the volume or size of the target affected. For example, if a principle targets 1 cubic foot of material, by preparing it twice (and thus spending twice as long on it) you could target 2 cubic feet of the material instead. A special case is made for bubbles, which are spherical effects. For more information on the size of bubbles, refer to the miscellaneous section at the end of this document. Preparing a principle is similar to crafting an item. When preparing a principle, follow these steps:


Find the principle's preparation time in rounds. To do so, multiply the time in minutes by ten.
Determine the base preparation DC by adding 15 to the principle's training point cost. You may voluntarily increase this DC in increments of 5 to work faster.
Make all the appropriate choices for the preparation. Gather the materials and spend the preparation time working. You must be able to touch the target of the principle for the duration of the preparation.
If the principle is being used on a creature or attended object and allows a save, that save is made at this time. The save type is based on the principle in question, but the save DC is always 10 + 1/6 Training + Wisdom modifier.
Make a Gramarie Check of 1d20 + 1/3 Training + Wisdom Modifier. You can gain a bonus of up to +2 from having access to masterwork tools.
Compare your check to the preparation DC. If you fail by 4 or less, you make no progress preparing the principle. If you fail by 5 or more, you ruin half the required materials, damage the target of the principle or otherwise make some grave error. Otherwise, you succeed in making progress.
To determine how much progress was made, multiply the result of the check by the preparation DC and then add any prior progress. If the final value exceeds the preparation time in rounds, you have finished preparing the principle with a quality equal to your current training. If the final value is not high enough, add the resulting progress to the next attempt to prepare the principle.


Any progress beyond that needed to prepare the principle can be applied to further preparations, or, (if there is enough progress made) to prepare the principle multiple times in a single session. If multiple gramarists know the same principle, they can work simultaneously on the same project. Sum the progress of each gramarist participating in order to determine the total progress.

A gramarist may make a Gramarie check at any time to 'lock' a principle that has been prepared, meaning that only he can continue work on it later. Bypassing the lock requires making a Gramarie check 5 higher than the check made to lock the principle. Both locking a principle or bypassing the lock require one minute of work.

Gramarist is used in the paragraphs above, should be changed to geneticist. Since the check is wisdom based I would also mention it at the important attributes above.[/quote]


Organic Science: Being extremely focused in the sciences of the body and life, you can only learn principles from the disciplines of alchemetry (ALCH), biollurgy (BIOY), geoccultism (GEOC), and psychomantics (PSYM). At 1st level you have access to [Thesis] Biollurgy principles.

The class seems strongly biollurgy based, I hope the other disciplines also are important, like injecting plasmids in a geoccultism pole, or creating a plasmid that transmits as a psychomantic virus... (I haven't read the whole thing yet so this is just a first impression).


Plasmids (Su): The specialty of the geneticist is their ability to induce changes and mutations in creatures through experimentation and surgery. These changes are applied by injecting the creature with a plasmid, which contains a mutation. A geneticist can give a creature a plasmid with an hours work per the number of plasmids they will possess once they gain the one being applied, and costs 100 gp of materials per hour.

I'm confused by the hours work thingie.


A creature can have a number of plasmids equal to half it's constitution score (minimum 1)(ignoring constitution increases from plasmids), but each mutation can only be gained a number of times per the creatures HD as if it was an evolutionist. The mutator level of the mutation is equal to the average of the Geneticist's level and the creature's HD (rounded down). For a creature to gain a plasmid they must meet all the prerequisites of the mutation.

A geneticist only knows a small number of mutations that it can induce; learning the procedure for one mutation of their choice for every rank in the Heal skill they possess. In addition, they can learn new procedures from other geneticists and from in-depth examination of the physiology of specific creatures. A geneticist can learn a number of mutation procedures in this way equal to twice their heal ranks.

Recess Plasmids: Upon reaching second level, the geneticist can deactivate plasmids. Removing a plasmid requires two hours of work per plasmid the target possesses and a Heal check (DC 10 + target's Fortitude bonus).

Combat Medic (Ex): Starting at 3rd level you're adept at providing medical attention to your allies in tight conditions. By making a successful Heal check (DC 10 + their HD) as a standard action you can remove all nonlethal damage on an adjacent ally or heal them 1 hit point per class level. You can only provide this benefit to an ally once every three hours. You can treat yourself with this ability, but within the same time restriction. This ability provokes attacks of opportunity.

This last paragraph uses second person instead of third


Surgical Deformation (Ex): A fourth level geneticist can take the time to deform and disable a creature with their surgical expertise. With an hours work, they can make a helpless creature affected by Bestow Curse. This is non-magical, and can only be removed with a heal check (DC 10 + Heal Ranks) that takes at least two hours or an effect that regrows body parts like regeneration.

At 9th level, this ability can be used with only five minutes work. At 15th level, this ability only requires a full-round action.

Sphere of Influence: At 5th level, and again at 10th level and 15th level, your experimentation and research allows you to pursue new fields of study. Every time you gain this class feature, you can select one of your available disciplines of gramarie in order to gain access to [Thesis] tagged principles of that discipline, or another tag in a discipline you already have [Thesis] access with.

Alternatively, you can choose a new discipline of gramarie, in which case you can now choose principles from that field of study as well as your existing disciplines.

Takwin: At sixth level, the geneticist can create a form of life to follow them and serve as a companion. This creature acts as a tiny sized aberration biollurgical chassis, except for the following:

It doesn't count as a chassis for the purpose of being the target of gramaric principles.
Hit Dice is equal to the geneticists class level.
Adding plasmids to a takwin has no cost.
The sum of the tawkin's strength and dexterity scores are double the tawkins constitution score, but neither score can be more than double the other.
The tawkin's constitution score is equal to half the geneticists heal ranks + 10.
The tawkin's mental ability scores are all 10, but for the purposes of mutation prerequisites they are 19.


Genetic Transfusion (Su): A seventh level geneticist can properly modify the genetics of a creature. They gain a Bloodline point every level, which can be expended with 24 hours worth of dedicated research. One point can purchase knowledge of a Minor Strength Bloodline, two points can purchase knowledge of a Moderate Strength Bloodline, three points can purchase knowledge of a Major Strength Bloodline. With three hours work, a geneticist can infuse a living creature's genetics with a bloodline he has knowledge of, granting that bloodline to the creatures offspring. A creature can only have one bloodline added to a creatures genetics in this way at a time, with additional uses replacing the previous.

I would link this to the big lot of homebrew bloodlines that there are.


Back On Their Feet (Ex): Beginning at 8th level when you successfully treat someone with your combat medic class feature you provide far more than a few bandages. With the whole of your medical expertise you can also allow them to make a new saving throw against any ongoing condition affecting them. You can now provide aid to a given creature once per hour.

Hostile Plasmids (Su): Some geneticists can create plasmids that weaken rather than improve. Hostile plasmids do not function as normal plasmids instead they are poisons. Select one poison every level after 10th, for the purposes of crafting these poisons, your Heal ranks count as Craft (Poison) ranks. Poisons created this way are immune to effects that would cure poisons and ignore immunity to poisons.

I would limit the poison craft DC to twice your ranks in heal, this limits the poisons available. Alternatively just let use heal instead of Craft (poison) period. That would reduce book keeping. HAHA REDUCE BOOK KEEPING IN A GRAMARIE BASED CLASS HAHA.


Emergency Action (Ex): Beginning at 12th level, you can use your combat medic class feature to save an ally a lesser surgeon might have lost. If you can perform this ability on an ally who has died within two rounds of their death you can bring them back from the brink with no penalty. Your combat medic ability now heals 2 hit points per class level and can be used on a given creature once every ten minutes.

Upgrade Takwin: At 12th and 18th level, the geneticist can make a severe improvements to the takwin. At both of these intervals, you may select one of the following changes to make to the takwin:

Armour: The geneticist can spend a standard action while adjacent to the takwin to merge with it, following the fusion rules of the symbiote mutation.
Horde: The geneticist gains another takwin.
Malleable: The takwin's constitution score is doubled for the purpose of how many plasmids they can have.
Roboticisation: The takwin's type changes to Construct with the Living subtype.
Size Increase: The geneticist can spend 4 hours work to change the size of their takwin. When doing this, they can change the takwins size to and from; tiny, small, medium, or large. This doesn't change the ability scores of the takwin.


Biostructure Specialist (Ex): Whenever a 13th level geneticist uses an attack, effect or skill that would heal or deal hit point damage against Biostructure or a Biollurgical chassis, the amount of hit points affected is doubled.

Always on Call (Ex): Beginning at 16th level you can provide aid to your allies perpetually with your combat medic class feature. You can now use the ability as often as you like.

Medical Mastery (Ex): Starting at 19th level you're a master of life and death, and probably the best doctor in the world. Whenever you use your combat medic class feature you restore the target to full hit points plus an additional ten percent temporary hit points.

I know that the balance point of gramarie is rather high, but 110% hp recovery as a standard action seems a tad too much.


Birth of Knowledge: Upon reaching 20th level, the geneticist's research and testing into biollurgy has borne great fruit. They geneticist gains one Theory that they meet the prerequisites of, though the theory must have training in biollurgy principle as a prerequisite.

I think that being from a discipline in which you have [thesis] instead would be cool.


Feats
Heartless Subject
Prerequisites: No constitution score.
Benefit: For the purpose of how many plasmids you can have, you may use your charisma score rather than your constitution score.
Normal: Creatures without a constitution score can only have one plasmid.

Liar's Grafting
Prerequisites: Plasmids.
Benefit: You may ignore type prerequisites when inducing a mutation, by doubling that plasmids manufacturing cost.
Normal: You cannot apply construct, elemental, plant, etc. mutations on creatures without access to those lists of mutations.

Plasmid Research
Prerequisites: Plasmids.
Benefit: Select three mutations. You can apply these mutations with your plasmid ability.

Theories
Cell Theory
Grade: Theory
Prerequisite: 60 Training in Biollurgy, Plasmids
Preparation Time: 6 hours

Organisms sometimes work together; this could be providing shelter to one another, defend the weaker of the two, or trading valuable resources between each other. Generally this connection is only recognized in regards to two or more species working together in a symbiotic or parasitic relationship, but the true is that every creature is the result of thousands upon thousands of organisms working together to form their bodies. By exploiting your understanding that each creature is simply a mass of cells, you can combine the cells which form different creatures into one form.

This principle requires two creatures that are both helpless, of the aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze or vermin types, and only possess racial hit dice. This functions as two creatures merging through the symbiosis mutation, except for the following:

The fused entity is treated as if it had one type of the two participants (the geneticist's choice which), though all of subtypes of the participants.
The fused entity has a number of HD equal to the highest hit die of the participants, though the type of die is based on the creature type. Its hit points are determined by the creatures new HD and Constitution score.
The fused entity has a single initiative modifier, set by its combined feats, ability scores, mutations and any other effects that modify it. It rolls initiative once for the whole creation and only possesses a single turn each turn.
The fused entity has the best base attack bonus determined by it's HD and type.
The fused entity uses the best base saves of the creatures HD and Type, modified by its new ability score bonuses.
The fused entity has it's skill ranks determined from it's Type, HD, and intelligence score.
The fused entity has a number of feats based on it's HD. It's suggested that it selects the same feats as the original two entities possessed.
The fused entity cannot exit the fused state.
For the purpose of spawning new young, the geneticist must choose one method of reproduction from one of the participants. This method is used for the fused entity, but the fused entity counts as a separate species to it's original participant species and has to mate with its own species to reproduce if it needs to mate.


I would still love to see something related to the disciplines that you've got access, maybe having feats that require thesis (in one of the disciplines) and plasmids, making something related to them? If you don't have anything for 14/17 giving a bonus feat with plasmid as a prereq is an option.

Milo v3
2014-06-11, 08:39 PM
I do think that knowledge (Architecture and engineering should be a class skill, it makes more sense than knowledge (nobility). Alternatively reduce the knowledge skills to the knowledges that identify creatures.
That was the intention, though it appears I was incorrect in thinking there were more Monster knowledges than non-monster ones. Will fix.


Gramarist is used in the paragraphs above, should be changed to geneticist. Since the check is wisdom based I would also mention it at the important attributes above.
Gramarist is just the generic name for a person who does gramarie now so I didn't think it'd be an issue.


The class seems strongly biollurgy based, I hope the other disciplines also are important, like injecting plasmids in a geoccultism pole, or creating a plasmid that transmits as a psychomantic virus... (I haven't read the whole thing yet so this is just a first impression).
Those are good ideas, I probably should've but more focus on those.


I'm confused by the hours work thingie.
I'm unsure what needs clarification.


This last paragraph uses second person instead of third
Oh, that was kellus's. I didn't consider he used a different person, I should pay more attention in the future.


I would link this to the big lot of homebrew bloodlines that there are.
Added a link section at the bottom.


I would limit the poison craft DC to twice your ranks in heal, this limits the poisons available. Alternatively just let use heal instead of Craft (poison) period. That would reduce book keeping. HAHA REDUCE BOOK KEEPING IN A GRAMARIE BASED CLASS HAHA.
Good idea.



I know that the balance point of gramarie is rather high, but 110% hp recovery as a standard action seems a tad too much.
Was just a copy and paste from xenoalchemist so I didn't really look it over. Hmm... Would 100% as a full-round action be better?


I think that being from a discipline in which you have [thesis] instead would be cool.
I was sort of argued into putting that restriction on it, as it appears that multiple people think that only the Gramarist/Academist should get Theories at all.


I would still love to see something related to the disciplines that you've got access, maybe having feats that require thesis (in one of the disciplines) and plasmids, making something related to them? If you don't have anything for 14/17 giving a bonus feat with plasmid as a prereq is an option.
Ok, started to add those sort of things in, so far only one feat but I just woke up so, yeah.

Leviting
2014-06-11, 11:31 PM
perhaps one of the suggested feats should involve metabolism (and the slowing of it)? Just saying because the Geneticist cannot create enthalpic transformers, and thus any keeping 100-foot tall adamantine chassis fed is... difficult. Not to say it is impossible, it just involves an excessive amount of biomass.

Milo v3
2014-06-12, 02:32 AM
perhaps one of the suggested feats should involve metabolism (and the slowing of it)? Just saying because the Geneticist cannot create enthalpic transformers, and thus any keeping 100-foot tall adamantine chassis fed is... difficult. Not to say it is impossible, it just involves an excessive amount of biomass.

Which of the Disciplines would that fit with best, do you think?

thethird
2014-06-12, 03:57 AM
That was the intention, though it appears I was incorrect in thinking there were more Monster knowledges than non-monster ones. Will fix.

Knowledge psionics isn't really necessary for identification, so unless it is a gramarist skill it isn't necessary.



Gramarist is just the generic name for a person who does gramarie now so I didn't think it'd be an issue.

Oh, I guess I should do more reading then.


Those are good ideas, I probably should've but more focus on those.

Glad you like it :D


I'm unsure what needs clarification.

It's probably just me jumping at the geneticist wandwagon before reading the academicist


Oh, that was kellus's. I didn't consider he used a different person, I should pay more attention in the future.

:P


Added a link section at the bottom.

Good


Good idea.

Glad you like it, otherwise you need to note down a lot of poisons.


Was just a copy and paste from xenoalchemist so I didn't really look it over. Hmm... Would 100% as a full-round action be better?

Wow the xenoalchemist is strong then, somehow I always ignored that class feature. Personally I would make it twice your gramarist + xenoalchemist levels for both, but that's me, being stingy on "at will" healing.


I was sort of argued into putting that restriction on it, as it appears that multiple people think that only the Gramarist/Academist should get Theories at all.

I disagree but I'm not in charge :P I think theories are fun, and many people try to build one. It is like getting an epic spell as a capstone. IT IS COOL. Classes should get it. It is a great way to encourage not multiclassing.


Ok, started to add those sort of things in, so far only one feat but I just woke up so, yeah.

I would up the % change, 1% is nice but not significant. Why not go with X% where X is your geoccultism training? That way if it was someone really focused on geoccultism it would get bigger benefits from it.


Which of the Disciplines would that fit with best, do you think?

It could be linked to psychomantycs giving the creatures an ability to feed on emotions, instead of material, ala Dreamason

Milo v3
2014-06-12, 04:18 AM
Knowledge psionics isn't really necessary for identification, so unless it is a gramarist skill it isn't necessary.
It's not necessary but it's a skill that identifies monsters so I thought why not.


It's probably just me jumping at the geneticist wandwagon before reading the academicist
That mechanics you mentioned actually have nothing to do with the updates changes, I just say "requires x hours of work" as an often thing in my own homebrew, so I'd be interested to know of the confusion.


I disagree but I'm not in charge :P I think theories are fun, and many people try to build one. It is like getting an epic spell as a capstone. IT IS COOL. Classes should get it. It is a great way to encourage not multiclassing.
I agree COMPLETELY

thethird
2014-06-12, 06:02 AM
So I've been thinking on constructivity because I like the basic idea, and the update that it's been underway to gramarie, as such I would like to introduce some ideas I've got for constructivity.

As its base constructivity is a discipline that allows one to bind elementals into metal so they produce energy, at high levels it also works to produce metals. It's two main critics were that it only gave numbers and that those numbers were small. The second problem has an "easy" solution, the first one...

First of all let's take a look at the planes/elements and their respective planetary metals:


PlanePlanetary Metal
FireIron
EarthTin
AirCopper
WaterMercury
PositiveSilver
NegativeLead
WoodWood
ShadowGold
MetalPlatinum
TimeChrome
Flesh (http://www.giantitp.com/forums/showthread.php?53869-The-Elemental-Plane-of-Flesh!)Flesh and/or Bone


This are the basic unaltered planes I'm thinking of using and the associated planetary metal. Depending on how Gramarie evolves chrome might be a chronomancer exclusive. Metal isn't a plane described anywhere, but I think can link really well to platinum, which was otherwise slightly unused.

Constructivy should work by giving you ebbs per round (EPR from now on) based on the size of the elemental, at first I tried to link this to the size of metal used, but it was proved repeteadly that it wasn't efficient (even if it was cool) so I think we should drop the size increase (of material used).

Another thing (that in my opinion was cool) was the use of paraelemental, quasielemental planes, and the quasiparaelemental planes (which again are homebrew). This was a cool idea but had a boring execution because again was only giving bonus EPR, and a small bonus.

Finally I like the idea of using ascended metals as a way to increase EPR, but once again gives a really small bonus and it is almost not worth it.

The thing that people found fun, or awesome, was the idea of binding a genie to the heart so it would give wishes. That got me thinking, wishes are strong... So I got 2 ideas.

Idea (1)

Self resetting traps of wish => Tippyverse => Self resetting traps of other things

Idea (2)

Silver: A silver transformer channels magical energy by creating a field that dissipates spells or by transforming energy into eldritch power.
Input: Eldritch input absorbs spells and spell-like abilities which enter the net. This applies only to effects which are normally vulnerable to spell resistance. Any spell or spell-like ability which targets anything inside the net or which passes through the net in the case of a projectile spell (such as an magic missile is subject to the absorption effect. The net has an effective spell resistance of 5 + 5 for every ARCD principle you knew when you prepared this principle (preparing this principle again lets you update the DC later on). A silver net generates 1 ebb per spell level absorbed.
Output: Eldritch output transforms energy either into raw magical power or into a specifically prepared spell. The choice is made when this principle is used and the transformer is first established. If raw magical power is selected, the field spontaneously generates a bolt of magical power whenever a transformation happens. By default this bolt strikes the nearest living creature for 1d6 untyped damage per ebb (this is a supernatural ability), as a ranged touch attack; the transformer is treated as a weapon in this case. The bolt can be aimed by anyone holding the transformer. In either case, there is a maximum range on the bolt of 100ft. per ebb transformed.
Alternatively, a spell can be cast into the transformer when it is first prepared. If the transformer then absorbs a number of ebbs at least equal to the spell level of the particular spell it is keyed to, it then activates the spell in its memory. If the spell chosen has costly material components or an XP cost, 50 times that amount of the resource must be sacrificed when the transformer is first created. All relevant decisions as far as targetting or other controlled aspects of the spell are decided ahead of time by the gramarist preparing the transformer, or can be overridden by someone holding the transformer. If a lesser number of ebbs are absorbed, the energy is instead transformed into a raw magical bolt as described above. A silver output can be used to charge further transformers with the same spell, but the same price for XP costs and material components needs to be paid. A transformer or a heuristical circuit which it is attached to cannot pay XP themselves, but a willing subject touching the circuit can contribute their XP towards the project.

What if the output of the transformers is instead spells? Just plain old magic? I'm partial to having them have the tag (i.e. [Fire], [Cold], [Acid], [Electricity]) associated with their base element, this would mostly limit the hearts to blasting, making them become some sort of turrets. And an alternative to ARCD / ELDK for gramaric weapons. The Positive / Negative are also easy to use, giving them spells that deal with positive or negative energy respectively. Wood, can be the Wu Jen spells of Wood, and similarly for Metal. Flesh would need some working. And shadow keeps being the strongest.

The spell level would be based on the size of the elemental, and the caster level on the skill check and the ebbs introduced.

So what do you guys think? Should I re-purpose constructivity into tippyverse the discipline? I don't really think it would be unbalanced, gramarie is that strong already.

Milo v3
2014-06-12, 06:19 AM
Metal isn't a plane described anywhere, but I think can link really well to platinum, which was otherwise slightly unused.
This would make divine and magic have links to metal. Hmm....


What if the output of the transformers is instead spells? Just plain old magic? I'm partial to having them have the tag (i.e. [Fire], [Cold], [Acid], [Electricity]) associated with their base element, this would mostly limit the hearts to blasting, making them become some sort of turrets. And an alternative to ARCD / ELDK for gramaric weapons. The Positive / Negative are also easy to use, giving them spells that deal with positive or negative energy respectively. Wood, can be the Wu Jen spells of Wood, and similarly for Metal. Flesh would need some working. And shadow keeps being the strongest.
Flesh shouldn't be too hard, I mean, there's a pretty decent amount of transmutation that affects flesh.


So what do you guys think? Should I re-purpose constructivity into tippyverse the discipline? I don't really think it would be unbalanced, gramarie is that strong already.
My only issues with it, I feel like it should be restricted to only certain spells so that you can't just do whatever, but.... it needs to have enough spell options that you can do... stuff with it.

thethird
2014-06-12, 06:35 AM
This would make divine and magic have links to metal. Hmm....

We can make it give access to some of the spells that require divine conection, that would be cool.


Flesh shouldn't be too hard, I mean, there's a pretty decent amount of transmutation that affects flesh.

Great idea.


My only issues with it, I feel like it should be restricted to only certain spells so that you can't just do whatever, but.... it needs to have enough spell options that you can do... stuff with it.

My idea was to restrict it by element, an Iron heart gives you [fire] spells, for example. Wood spells could be some of the druidic spells that make things grow and the wood school of wu jen spells (maybe I'm mixing wu jen and shugenja). Positive and negative energy would give access to spells that manipulate those. Shadow should be the most versatile, as it should give shadow evocation and shadow conjuration, which is really powerful. Metal could link to some divine spells, and thus be really strong on skills (i'm thinking of divine insight for example).

I would personally make the quasielemental and paraelemental give a limited energy substitution metamagic effect, so instead of using the normal element of the spell you can use the element of the other section of the heart (or be 50/50). This could lead to zombies animated by fire, but it is too cool to pass.

And the quasiparaelemental planes, which are theory level should give an energy admixture thing.

Darkweave31
2014-06-12, 05:20 PM
So, after thinking more about clockwork armor I decided to do a thing that ended up being a lot bigger than it...

Mythallarity

http://images7.alphacoders.com/439/439197.jpg
Image credit Robokoboto (http://wall.alphacoders.com/profile.php?id=69089)

Introduction
Mythallarity is the practice of creating quasi-magical items that can be powered using puissance rather than the life force of the creator. A master of mythallarity can produce and power a wide variety of quasi-magic items. At the heart of this discipline is the mythallar, a crystal attuned to arcane energy which is a powerful means to keep all of the quasi-magical creations running. Mythallarity allows for bustling cities filled with arcane wonders that are within reach of the general populace due to the reduced expense of creating them.

Mythallarity requires arcane laboratories not unlike those used to create normal magical items. Other useful supplies include spell tomes, arcane reagents, and texts of arcane knowledge. Any piece of equipment like this counts as masterwork, and provides a +2 circumstance bonus on the Spellcraft check made to prepare a mythallarity principle. The Crystal Heart is one of the most famous pieces of mythallarity, said to enhance mythallars around it with the feelings of love and hope in the hearts of creatures nearby.

Key Skill: Spellcraft (because Use Magic Device is taken by Arcanodynamics)

Principles
MYTH 101: Intro to Mythallarity
Grade: Baccalaureate
Prerequisites: None
Target: See text
Preparation Time: See text

This principle can be used to produce quasi-magical items. This follows the normal rules for creating magic items except you do not have to pay the experience point cost of the item. Instead the item must receive a number of ebbs every minute equal to what the experience point cost to make the item would have been or cease function. The gold cost and time required to make a magic item remains the same, however gold created through the use of gramaric principles does not work for the purpose of creating quasi-magic items.

An item which has ceased function is for all intents and purposes nonmagical, except for effects that detect magic in which case a faint aura of the appropriate school will be detected.

This principle allows the user to emulate any required spells, even if they would not normally have access to the spells. The user must make a successful spellcraft check (DC 20+caster level) to emulate each spell normally required to create the item.

The user must make a successful check for each prerequisite for each item she makes. If she fails a check, she can try again each day until the item is complete (see Creating Magic Items, page 282 of the Dungeon Master's Guide). If she comes to the end of the crafting time and she has still not successfully emulated one of the powers, she can make one final check—her last-ditch effort, even if she has already made a check that day. If that check also fails, then the creation process fails and the time and money expended to craft the item are lost.

For the purpose of meeting item prerequisites the user may use her levels in gramarie using classes as her caster level. A spellcraft check can also be used to emulate nonspell requirements, including alignment and race, using the Use Magic Device DCs for the skill. Quasi-magic items created using this principle are considered neither arcane nor divine.

This principle may be used to create items that require the Scribe Scroll, Brew Potions, or the Create Wondrous item feats.

MYTH 149: Sustained Charge [Specialist]
Grade: Baccalaureate
Prerequisites: Spellcraft 4 ranks
Target: One quasi-magical item
Preparation Time: 10 minutes

This principle prepares a quasi-magic item to use; preparing it allows you to store puissance within the item for later use. This puissance is essentially locked inside the quasi-magic item, and cannot be retrieved except through activating the quasi-magic item. A quasi-magic item can store enough puissance for 20 rounds (2 minutes) of activation. This puissance can be used to keep the item functional when it is not connected to another source of puissance. If the item does not receive the required puissance from an outside source it defaults to the stored puissance. If connected to a heuristic circuit, a logical decision can be made to activate and item using stored puissance or to prevent use of stored puissance.

MYTH 205: Enhanced Resonance
Grade: Magisterial
Prerequisites: MYTH 101, Spellcraft 8 ranks
Target: See text
Preparation Time: See text

This principle works the same as MYTH 101, except can be used to create items requiring Craft Magical Arms and Armor, Craft Wand, and Craft Rod.

MYTH 242: Crystal Attunement [Specialist]
Grade: Magisterial
Prerequisites: MYTH 101, Spellcraft 8 ranks
Target: 1 cubic foot of crystal
Preparation Time: 1 hour

This principle allows for the creation of a mythallar, a crystal that can power nearby quasi-magical items. The mythallar has a bubble with radius of 5 ft and can be extended by preparing the principle multiple times (as usual for bubbles). The mythallar produces a number of ebbs every minute equal to the spellcraft check used to prepare the principle (or one tenth the check every round). The puissance produced by a mythallar can only be used for powering quasi-magical items and cannot be used for powering other gramaric devices.

By default, the puissance will go to quasi-magic items in the bubble with the least amount of ebbs/minute required first. If there is a tie between two or more quasi-magic items, select at random. This can be changed if the mythallar is connected to a heuristic circuit, in which case the priority of quasi-magical items in the field can be changed with a logical decision.

Additional preparations on the same mythallar increase the number of ebbs generated by the spellcraft check result of each additional preparation as well as increasing the bubble’s radius.

MYTH 310: Intense Harmonics
Grade: Doctorate
Prerequisites: Any 3 MYTH principles, Spellcraft 15 ranks
Target: See text
Preparation Time: See text

This principle works the same as MYTH 101, except can be used to create items requiring Craft Staff, Forge Ring, and Craft Construct.

MYTH 378: Marvelous Mythals [Specialist]
Grade: Doctorate
Prerequisites: Any 4 MYTH principles, Spellcraft 15 ranks
Target: One Mythallar
Preparation Time: See text

This principle allows for the production of a mythal powered by a mythallar. Use the mythal epic seed (Lost Empires of Faerun, page 44) to decide the effects of the mythal with the following exceptions:

1. The mythal must have the capped mitigating factor with the capstone being the mythallar that is targeted by this principle.
2. The mythal cannot use any other mitigating factors.
3. The mythal cannot make use of any other epic seeds.
4. The mythal may not use any epic spell factors except mythal components and increase area 100%
5. The maximum radius of the mythal’s emanation equals the radius of the mythallar’s bubble.

The cost and preparation time of the mythal is equal to the cost and time to research the equivalent epic spell (see Developing Epic Spells). The resulting mythal requires a number of ebbs per minute equal to the number of experience points that researching the epic spell would have cost to continue function. Essentially, the mythal is treated as a special type of quasi-magical item. At the end of preparing this principle, a successful spellcraft check (DC equal to the equivalent epic spell DC) or the time and money spent preparing the principle are lost.


Discoveries
Gramaric Attunement: Puissance produced by your mythallars can be used by gramaric devices within the bubble or connected via heuristic circuit.

Efficient Artisan: Reduce the number of ebbs/minute required by any quasi-magic item you create by 25%

Compact Crystallization: When creating a mythallar, the amount of crystal required is reduced to one 6” cube.

Echoing Energy: A quasi-magic item you create can continue to function for 1 minute after it is no longer receiving enough puissance to power it. This discovery may be taken multiple times, each time increasing the number of minutes a quasi-magic item can continue to function by 1.

Harmony Intensifies: When determining your caster level for the purpose of meeting prerequisites of any quasi-magic item you produce you may treat it as 2 higher than normal. However, the item produced still uses your normal caster level when determining the strength of its effects.

Resonant Redistribution: You may destroy a quasi-magic item in order to use the value in gold used to make it to meet the cost of another quasi-magic item you are creating.

Mythal Memory: You must have at least 16 HD to select this discovery, and you must know MYTH 378. If the mythallar capstone of one of your mythals is destroyed, the mythal will continue to persist so long as it receives the required amount of ebbs per minute from another source.


Theory
Law of Intraeuphonics
Grade: Theory
Prerequisites: Specialization in mythallarity, must know 6 MYTH principles
Preparation Time: 6 hours

You have learned how to mimic the resonance of the life force in true magic items using puissance. You may prepare this principle on any quasi-magic item created using a MYTH principle, including mythals created with MYTH 378. Make a spellcraft check as part of this principle. You may lower the amount of ebbs/minute required by the item by the check result (minimum 0).

If the ebbs/minute requirement of a quasi-magic item is reduced to 0 it becomes a magic item and no longer requires any ebbs to continue function. A mythal that has its ebb/minute requirement reduced to 0 is no longer destroyed if the mythal capstone is destroyed and the maximum radius is also no longer determined by the mythallar. The mythal still used the mythallar as a special reference to determine its area.

qazzquimby
2014-06-12, 07:31 PM
@Constructivity
I support spell-ish abilities, but granting access to spells is potentially problematic. Granting all spells with a subtype disallows quality control and could make some hearts (engines? What are they called?) significantly better than others with variety. Differences in engine strength isn't a big deal, since they don't need to be equal, but it looks kind of sloppy.
Granting spells can also cause problems with numbers. If a spell can produce X fire damage several ebbs, and that fire damage can be converted into more ebbs at an ARCD in, there is a problem.

I would suggest instead 1-9 (to be determined now) abilities for each. If there are fewer abilities, 1-3ish per engine, then all engines will need fairly unified style rules in what the engine can do. If there are more, it's only important to understand that gramarie works best when it is interacting with other components, and is not a lonely, self sufficient effect.

I'd also like to not step on the other disciplines, when possible.

@Mythallarity
I like powering things with ebbs, because that means you either need a factory strapped to your back or some cleverness taking place.
I don't like using existing magic items. Part of gramarie's greatness is being able to make anything using the disciplines alone. You don't need spells to have spellish effects, you don't need monster manuals for creatures.
I would like this discipline much more, I think, if it gave or expanded rules on building magic items using existing components of gramarie. Perhaps adding a new principle to other disciplines to make an interlocking and hopefully open ended system. If you see this as a goal, the discipline wouldn't need to be changed to support it. Only some creative crafting rules would have to be written.


@Both those points
I don't know if anyone else cares about gramarie running in a vacuum. I find that it can be run almost as a system in itself to be one of it's greatest strengths, and would rather that was expanded upon (new spellish abilities and crafting) rather than removed with dependence on existing content.

Milo v3
2014-06-12, 08:39 PM
To be honest Mythallarity seems like abit of a cheat. I mean, not only does it sort of bypass the gramarie combining tech stuff, but it also actually lets you get magic items before you could get them as a normal Wizard.

Darkweave31
2014-06-12, 09:01 PM
@Constructivity
I support spell-ish abilities, but granting access to spells is potentially problematic. Granting all spells with a subtype disallows quality control and could make some hearts (engines? What are they called?) significantly better than others with variety. Differences in engine strength isn't a big deal, since they don't need to be equal, but it looks kind of sloppy.
Granting spells can also cause problems with numbers. If a spell can produce X fire damage several ebbs, and that fire damage can be converted into more ebbs at an ARCD in, there is a problem.

I would suggest instead 1-9 (to be determined now) abilities for each. If there are fewer abilities, 1-3ish per engine, then all engines will need fairly unified style rules in what the engine can do. If there are more, it's only important to understand that gramarie works best when it is interacting with other components, and is not a lonely, self sufficient effect.

I'd also like to not step on the other disciplines, when possible.

@Mythallarity
I like powering things with ebbs, because that means you either need a factory strapped to your back or some cleverness taking place.
I don't like using existing magic items. Part of gramarie's greatness is being able to make anything using the disciplines alone. You don't need spells to have spellish effects, you don't need monster manuals for creatures.
I would like this discipline much more, I think, if it gave or expanded rules on building magic items using existing components of gramarie. Perhaps adding a new principle to other disciplines to make an interlocking and hopefully open ended system. If you see this as a goal, the discipline wouldn't need to be changed to support it. Only some creative crafting rules would have to be written.


@Both those points
I don't know if anyone else cares about gramarie running in a vacuum. I find that it can be run almost as a system in itself to be one of it's greatest strengths, and would rather that was expanded upon (new spellish abilities and crafting) rather than removed with dependence on existing content.

An interesting idea... Mythallarity draws strongly from the flavor of Faerun where the mythallar allow arcanists to create quasi-magic items without imbuing them with their life force. Thus, this first draft was very much a quantification of that piece of magic. That being said, it may be possible to make a modular magic item creation system for use with it. Off the top of my head, I could break it down into categories of effects like numeric bonuses, immunities, movement, senses, debuffs (various conditions). Then alter Marvelous Mythals to draw effects from that list rather than the standard mythal seed. Rank each effect and divide them between the three item creation principles...

For example (spells listed as shorthand for effects given),
Rank 1
enhancement bonus (Attack, Damage, Armor, Shield, DR, land speed), Natural Armor bonus (AC), competence bonus (Skills), sicken, dazzle, shaken, fatigued, swim, climb, darkvision, detect magic, see invisibility, energy resistance

Rank 2
Deflection (AC), Luck (Attack, Damage, Skills), Resistance (saves), fear, nauseate, exhausted, fly, burrow, blindsense, immunity to fear or fatigue, nondetection, invisibility

Rank 3
Insight Bonus, daze, stun, energy drain, teleportation, ethereal, plane shift, mind blank, death ward, fortification

qazzquimby
2014-06-12, 11:19 PM
I think adding principles to existing disciplines with a magic item focus might be effect, either as an alternative or in addition. Preferably in addition, I think, because I like what you're doing. Milo's biollurgy weapon principle is an example.

Milo v3
2014-06-13, 12:43 AM
I think adding principles to existing disciplines with a magic item focus might be effect, either as an alternative or in addition. Preferably in addition, I think, because I like what you're doing. Milo's biollurgy weapon principle is an example.

I think I spent half an hour trying to word something like this *Facepillow*

Milo v3
2014-06-13, 05:36 AM
The Academist

"This is my world. It follows my rules."

http://fc06.deviantart.net/fs71/i/2010/210/d/8/The_Architect_by_evermind_design.jpg
Image credit evermind-design (http://evermind-design.deviantart.com/) of deviantart.com

In a world as fabulous and frightening as we find ourselves, knowledge is a valuable commodity. Many marvels seem like magic to the uneducated, but the intellectual knows that all phenomena must follow certain rules and laws, even if we don't quite understand them, and even if they might potentially rip our faces off as they spawn tentacled horrors. Science is the great leveller, allowing for equalisation between those people who can arbitrarily shoot laser beams out of their eyes and those who can't. The mechanisation of the magical is collectively known as gramarie, and the best students of these sciences are Academists.

Game Rule Information

Abilities: Intelligence is probably the most important skill for an academist, because it boosts their general Knowledge (architecture and engineering) checks, as well as the sheer number of skill points they have to play with. In general, a good Charisma will also make many of your abilities more potent, especially your animas.

Alignment: Any
Hit Die: d6
Skill Points at 1st Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier
Training Points at Each Level: 8

Class Skills: The academist's class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Bluff (Cha), Craft (Int), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), 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), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis) and Use Magic Device (Cha).

The Gramarist


Level
BAB
Fort
Ref
Will
Special
Training


1st
+0
+0
+0
+2
Eldritch blast +1d6, principles, sphere of influence, supernatural engineering
8


2nd
+1
+0
+0
+3
Eldritch anima
16


3rd
+1
+1
+1
+3
Eldritch blast +2d6, spectroconstruction
24


4th
+2
+1
+1
+4
Bonus feat, eldritch anima
32

5th
+2
+1
+1
+4
Eldritch blast +3d6, extra construction, sphere of influence
40

6th
+3
+2
+2
+5
Eldritch anima
48


7th
+3
+2
+2
+5
Eldritch blast +4d6
56


8th
+4
+2
+2
+6
Bonus feat, eldritch anima
64


9th
+4
+3
+3
+6
Eldritch blast +5d6, extra construction
72


10th
+5
+3
+3
+7
Eldritch anima
80


11th
+5
+3
+3
+7
Eldritch blast +6d6, sphere of influence
88


12th
+6/+1
+4
+4
+8
Bonus feat, eldritch anima
96


13th
+6/+1
+4
+4
+8
Animus incarnate, eldritch blast +7d6, extra construction
104


14th
+7/+2
+4
+4
+9
Eldritch anima
112


15th
+7/+2
+5
+5
+9
Eldritch blast +8d6, sphere of influence
120


16th
+8/+3
+5
+5
+10
Bonus feat, eldritch anima
128


17th
+8/+3
+5
+5
+10
Eldritch blast +9d6, extra construction
136


18th
+9/+4
+6
+6
+11
Eldritch anima
144


19th
+9/+4
+6
+6
+11
Eldritch blast +10d6
152


20th
+10/+5
+6
+6
+12
Eldritch anima, grand theory, the architect
160



All of the following are class features of the academist.

Weapon and Armour Proficiencies: Academist are proficient in all simple weapons and light armour, but are not proficient in shields of any kind.

Eldritch Blast (Sp): As a student of arcane science, you can learn to project your own personal power in the same way as those whose magic is in their blood. This is a ranged touch attack that must be made within 60ft. as a standard action. An eldritch blast deals 1d6 damage at 1st level, with an additional 1d6 damage every two levels thereafter as shown on your class table. This blast is interchangeable with that gained from other classes, and additional eldritch blast damage from other sources adds to this eldritch blast. An academistseldritch blast has an equivalent spell level of half his Hit Dice, and the caster level of the effect is equal to his Hit Dice.

The caster level for the academists eldritch blast is equal to your class level, and qualifies you to take feats, prestige classes, and other such venues which require a generic caster level. It does not count as arcane, divine, or anything else more specific than a vanilla caster level.

Principles of Gramarie (Su): As a student of gramarie, you have many avenues of learning available to you. At each level, you gain a number of training points as indicated above. These points of training may be used to learn principles, which are supernatural (Su) abilities which bend or break the laws of physics, but not quite in the same way that most magic does. Some principles have additional requirements which must be met as well - see their descriptions for details. Principles can be used whenever you have the time, materials and inclination; they are effectively usable at-will if you are in an appropriate situation. Each principle is part of a discipline and each discipline has a key skill associated with it. A student of gramarie may not spend more than three training points on principles from a discipline per skill rank they have in that discipline's key skill. If a principle references your Training, it refers to the total number of training points you have invested in that principle's discipline.

A principle is not cast, it is prepared. By preparing a principle multiple times, you can change the volume or size of the target affected. For example, if a principle targets 1 cubic foot of material, by preparing it twice (and thus spending twice as long on it) you could target 2 cubic feet of the material instead. A special case is made for bubbles, which are spherical effects. For more information on the size of bubbles, refer to the miscellaneous section at the end of this document. Preparing a principle is similar to crafting an item. When preparing a principle, follow these steps:


Find the principle's preparation time in rounds. To do so, multiply the time in minutes by ten.
Determine the base preparation DC by adding 15 to the principle's training point cost. You may voluntarily increase this DC in increments of 5 to work faster.
Make all the appropriate choices for the preparation. Gather the materials and spend the preparation time working. You must be able to touch the target of the principle for the duration of the preparation.
If the principle is being used on a creature or attended object and allows a save, that save is made at this time. The save type is based on the principle in question, but the save DC is always 10 + 1/6 Training + Intelligence modifier.
Make a Gramarie Check of 1d20 + 1/3 Training + Intelligence Modifier. You can gain a bonus of up to +2 from having access to masterwork tools.
Compare your check to the preparation DC. If you fail by 4 or less, you make no progress preparing the principle. If you fail by 5 or more, you ruin half the required materials, damage the target of the principle or otherwise make some grave error. Otherwise, you succeed in making progress.
To determine how much progress was made, multiply the result of the check by the preparation DC and then add any prior progress. If the final value exceeds the preparation time in rounds, you have finished preparing the principle with a quality equal to your current training. If the final value is not high enough, add the resulting progress to the next attempt to prepare the principle.

Any progress beyond that needed to prepare the principle can be applied to further preparations, or, (if there is enough progress made) to prepare the principle multiple times in a single session. If multiple gramarists know the same principle, they can work simultaneously on the same project. Sum the progress of each gramarist participating in order to determine the total progress.

A gramarist may make a Gramarie check at any time to 'lock' a principle that has been prepared, meaning that only he can continue work on it later. Bypassing the lock requires making a Gramarie check 5 higher than the check made to lock the principle. Both locking a principle or bypassing the lock require one minute of work.

Sphere of Influence: At 1st level, 5th level, and every five levels thereafter, your experimentation and research allows you to pursue new fields of study. Every time you gain this class feature, you can select one of your available disciplines of gramarie in order to gain access to tagged principles of that discipline, or another tag (such as [Military]) in a discipline you already have [Thesis] access with.

Supernatural Engineering: An academist can use their Knowledge (Architecture and Engineering) ranks as the Key Skill of any discipline, though they take a -10 penalty when they do so.

Eldritch Anima (Su): The knowledge of the secret science of the cosmos infuses an academists very being; whenever you use your eldritch blast ability (see below) you can activate a special anima for it based on the principles of gramarie (see below) which you have learned. You learn an anima at every even level. You can apply any anima you like as a free action, but only one with every eldritch blast. Animas which allow a saving throw (as specified) have a save DC of 10 + 1/2 your HD + your Cha modifier. All animas have a caster level equivalent to your Hit Dice.


ALCH
1 Training:
5 Training:
10 Training:
20 Training:
40 Training:
60 Training:


ARCD
1 Training:
5 Training:
10 Training:
20 Training:
40 Training:
60 Training:


BIOY
1 Training:
5 Training:
10 Training:
20 Training:
40 Training:
60 Training:


CONT
1 Training:
5 Training:
10 Training:
20 Training:
40 Training:
60 Training:


DVPY
1 Training:
5 Training:
10 Training:
20 Training:
40 Training:
60 Training:


ELDK
1 Training:
5 Training:
10 Training:
20 Training:
40 Training:
60 Training:


GEOC
1 Training:
5 Training:
10 Training:
20 Training:
40 Training:
60 Training:


HEUR
1 Training:
5 Training:
10 Training:
20 Training:
40 Training:
60 Training:


IMCH
1 Training:
5 Training:
10 Training:
20 Training:
40 Training:
60 Training:


KALD
1 Training:
5 Training:
10 Training:
20 Training:
40 Training:
60 Training:


YGGD
1 Training:
5 Training:
10 Training:
20 Training:
40 Training:
60 Training:


Spectroconstruction (Su): Building super awesome architecture would take a while if one person had to do it all themsel. Luckily academists have at their beck and call an army of spectral labourers willing to take one for the team. Starting at 3rd level, an academist can cause an effect equivalent to a lyre of building (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#lyreofBuilding) (building effect) for 30 minutes. You can use this ability a number of times per day equal to your Charisma modifier. At 5th level, and every four levels thereafter, you gain an additional daily use of this ability.

No Perform check is required to initiate this effect, but instead you must make a DC 18 Knowledge (architecture and engineering) check every time you activate it (+3 to the DC for every additional time per day you activate it). Failure indicates the daily use is wasted. You cannot split up individual uses of this ability; if you do not use all 7,200 man-hours during the activation period, they're lost.

It's not always entirely clear how useful a man-hour is, because it's not always clear how to quantify labour. The lyre of building is an ambiguous wondrous item at best, so while it's the only reference that exists in this case, it's not exactly helpful in the strictest sense. So for your convenience here is a small list of commonly manufactured items and an estimate of the number of man-hours required to build them in the real world. This should provide a decent starting point for you to determine how many man-hours you'll need for a given project.



[th]Man-hours
Project


20
A well-made cart


50
One 5ft. cube of a tunnel


300
A gypsy's carriage


5,000
A nice house


7,200
Maximum labour from one spectroconstruction


44,000
A small boat


200,000
A large building


300,000
Industrial factory


600,000
A viking ship


1,000,000
The Colossus at Rhodes


2,000,000
A fortified castle


7,000,000
The Empire State Building


15,000,000
The Titanic


650,000,000
The Great Pyramid of Giza



It should also be prominently mentioned that the work from this effect is akin to unskilled labour. You can use it to build, essentially, anything that doesn't require a Craft check of any kind.

Bonus Feat: As a student, an academist will inevitably pick up a few lessons along the way which aren't necessarily taught in a classroom. At 4th level, as well as every four levels thereafter, he gains a bonus feat with the [Gramarie] tag he qualify for.

Animus Incarnate (Sp): At 13th level an academist has attained an amazing degree of understanding over your own anitu, allowing him to better channel your mystic theory into his innate arcane energies. An eldritch blast is now an attack action for the academist, which means he can use it more than once per round if he takes a full attack. He can also use up to two animas on a single eldritch blast; the animas he would like to use are decided when the academist rolls the attack.

Grand Theory: The academist has reached the pinnacle of his scientific career, so he's probably about 14 or so. At 20th level he discovers a new law of gramarie, which must be chosen from the list of Theories. You must meet the prerequisites of the Theory and the Theory must have training in a discipline you have [Thesis] access for, as a prerequisite.

The Architect (Ex): An amateur could do something right; a professional never does it wrong. At 20th level, the academist far beyond being a master of magical engineering. Every Knowledge (architecture and engineering) check they make is maximized (treated as a natural 20), as well as the rolls for the key skill of any disciplines he has Thesis access with.

The true revelation at this level, however, is the perfect understanding he has achieved of the connection between magic rules and the conventional laws of physics. Knowing how these principles of weird science interact allows him to transcend the normal preconceptions of what is and what is not 'possible'. All of the academists principles are now extraordinary in nature, and for all intents and purposes any machine or structure you build out of them is considered nonmagical in every way.

thethird
2014-06-13, 07:00 AM
@Constructivity
I support spell-ish abilities, but granting access to spells is potentially problematic. Granting all spells with a subtype disallows quality control and could make some hearts (engines? What are they called?) significantly better than others with variety. Differences in engine strength isn't a big deal, since they don't need to be equal, but it looks kind of sloppy.
Granting spells can also cause problems with numbers. If a spell can produce X fire damage several ebbs, and that fire damage can be converted into more ebbs at an ARCD in, there is a problem.

I would suggest instead 1-9 (to be determined now) abilities for each. If there are fewer abilities, 1-3ish per engine, then all engines will need fairly unified style rules in what the engine can do. If there are more, it's only important to understand that gramarie works best when it is interacting with other components, and is not a lonely, self sufficient effect.

I'd also like to not step on the other disciplines, when possible.

First impression: Booooh Boring!

Second impression: Wait I can use that to give spells to all the quasi/para planes and give an ample list of spells.

Third impression: Make the effects work more similarly to powers, so they scale better, than to spells. This might need a little conversion, but I think it can be a good idea.

@Mythallarity: Seems like a cool idea, I started doing something like that with a prestige class for constructivity, forge master (http://www.giantitp.com/forums/showsinglepost.php?p=16648554&postcount=66) feel free to salvage anything you want.

@All: I don't think we should try to step into other disciplines toes, or at least keep it at a minimum, but I don't think redundancy is particularly bad. It is just a way to give more tools to play with. For example some infinite EPR generation methods exists, but I still believe that an EPR discipline would be cool. If not, let me know.


Academist snip

So Animae are still a thing? Cool

On skills, I'm totally open to change perform to a different thing, but I've always liked the idea of it. I can probably make it perform (any).

I'm still getting confused by the principles description, it seems to not mention courses and disciplines.

I would include a clarification to the spheres of influence description, [...] or another tag (such as military) in a discipline you already have [Thesis] access with.[...]

I would also require that they select a theory for a discipline in which they have [Thesis].

Baccalaureate (I can't believe I wrote that right on the first go), Magisterial, and Doctorate are no longer a thing?

Darkweave31
2014-06-13, 07:02 AM
@Academist
Several copy paste errors from gramarist. Not sure exactly what you're trying to do with it since it seems like gramarist already fits the role better. Only real difference I see is the lack of specialization and discoveries, but the ability to get military science or similar class specific principles. The problem with the former is that specialization and discoveries can make for widely different gramarists. The problem with the latter is that those tagged principles are supposed to be what makes classes like the Warmaker unique and different from the Gramarist beyond being a more restrictive, specialized version of it.

@facepillow and the [magic item creation] tag
My initial thought for mimicking clockwork armor was a military science for eldrikinetics that would allow push to be transformed into a strength bonus. However, if I were going for a much larger scale magic item creation system I feel like having its own discipline, and thus theory, feats, and discoveries, would make for a more complete subsystem. I'm currently trying to work out a pricing system based on effect rank and check result (since that will have a huge effect on the power of the item).

The end goal is to utilize gramarie to produce magic items powered by puissance rather than the creator's life force.

Milo v3
2014-06-13, 08:43 AM
So Animae are still a thing? Cool
If we can figure out a way for them to work.... Prerequistes for it seem... difficult with the update, unless we just made it based on Training in the disicpline.


On skills, I'm totally open to change perform to a different thing, but I've always liked the idea of it. I can probably make it perform (any).
I think (any) would be best, just so we can have heart strings and heart beats :smalltongue:


I'm still getting confused by the principles description, it seems to not mention courses and disciplines.
It should mention disciplines at the very least... hmmm....


I would include a clarification to the spheres of influence description, [...] or another tag (such as military) in a discipline you already have [Thesis] access with.[...]
Fair enough.


Baccalaureate (I can't believe I wrote that right on the first go), Magisterial, and Doctorate are no longer a thing?
Yeah, that way the courses and principles can be spread across more levels and be better balanced rather than trying to have abilities that are meant to be balanced for a range of six levels.


@Academist
Several copy paste errors from gramarist. Not sure exactly what you're trying to do with it since it seems like gramarist already fits the role better. Only real difference I see is the lack of specialization and discoveries, but the ability to get military science or similar class specific principles. The problem with the former is that specialization and discoveries can make for widely different gramarists. The problem with the latter is that those tagged principles are supposed to be what makes classes like the Warmaker unique and different from the Gramarist beyond being a more restrictive, specialized version of it.
The Academist is a draft of the new Gramarist, for the update, not a new class. The main change is in the Principle Mechanics. There isn't really a lack of specialization, since it has been more represented by where you spend your training and whether you have Thesis principles. Discoveries have been converted into principles themselves, meaning that they technically don't exist anymore.


@facepillow
At facepillow, seriously :smalltongue:

qazzquimby
2014-06-13, 07:02 PM
I'm alright with granting military science after thesis in most cases, since it takes 10 levels to get there anyway.
Warmaker needs to unlock disciplines though, meaning they would get military science in unfocused disciplines at the same time the Academist would. That seems a little off.

Darkweave31
2014-06-16, 04:26 PM
So I've been wracking my brain trying to come up with an appropriate modular magic-like item system for Mythallarity (possibly gonna rename mythallurgy) and am hitting a wall. Anyone have some suggestions?

So far all I've got is a sort of ranked system like the xenoalchemy grafts for different bonus types and abilities, but am having trouble sorting and pricing them. I'm also stuck on whether they should cost x amount of gold in arcane supplies or be more like other gramarie principles and require crystal in various amounts.

qazzquimby
2014-06-16, 07:27 PM
I'm also stuck on whether they should cost x amount of gold in arcane supplies or be more like other gramarie principles and require crystal in various amounts.
Most certainly the latter, I'd think.
I will hopefully have time to think on this, and will help later tonight.

Zale
2014-06-16, 07:45 PM
Scroll of Charm Person: 1 ebb.
Wand of Charm Person: 30 ebbs per minute or 3 ebbs per round.
+1 Sword: 80 ebbs per minute or 8 ebbs per round.
Belt of Giant's Strength (+4): 640 ebbs per minute or 64 ebbs per round.

Hmmm.

Darkweave31
2014-06-16, 09:54 PM
So I did come up with an idea that could help merge the gold value and the crystal requirement... what if there were a required amount of a certain gemstone using the values from the DMG as a guide?

qazzquimby
2014-06-17, 10:54 PM
I'd like to escape gp requirements altogether, with reasonable mining or creative alchemy methods, such as that I started in the formula thread. Obtaining the material should naturally be enough challenge to warrant the gp cost of buying and selling it in the setting.

Anyone who was part of the lightsaber build, do you remember what percentage of immersion damage is dealt through an attack with a Kaliedomantic weapon filled with hazard? Did we use 1/50th?

Is there a biol method of raising stats and other numbers? If so, write off all number raising items (they're boring anyway).

I think mostly we need a list of important effects we want in the game that can't be emulated by gramarie. Does PSYC cover most mind effecting abilities? Can people change shape? Anyone want to add to the list?

I'm seeing less reason to make an item system, which is probably frustrating since I just encouraged one :\

Milo v3
2014-06-17, 11:26 PM
Is there a biol method of raising stats and other numbers? If so, write off all number raising items (they're boring anyway).
Plasmids can increase stats from ability scores to natural armour to some skill groups.

Though I can add in stuff to Biollurgy since I was thinking about adding some Gramaric Modifications for armour and drinks.

Leviting
2014-06-17, 11:38 PM
Plasmids can increase stats from ability scores to natural armour to some skill groups.

Though I can add in stuff to Biollurgy since I was thinking about adding some Gramaric Modifications for armour and drinks.

With armor, couldn't you just sculp some iron into a breastplate before animating it and adding some illogically attached graftsmutations?

Milo v3
2014-06-17, 11:57 PM
With armor, couldn't you just sculp some iron into a breastplate before animating it and adding some illogically attached graftsmutations?

Yeah, that's the philosophy I had behind stating up Excaliber two pages back.

qazzquimby
2014-06-18, 12:12 AM
Is there a good reason to keep magic items, given all the alternatives?

Leviting
2014-06-18, 12:18 AM
Definitly not all of them, as many functions can be simply assumed via mutations.

Is it still possible to make tarresque plate with the current biollurgy?

Milo v3
2014-06-18, 12:34 AM
Definitly not all of them, as many functions can be simply assumed via mutations.

Is it still possible to make tarresque plate with the current biollurgy?

Refresh me on what that'd do.

Leviting
2014-06-18, 01:25 AM
Well, in the Grammarie MK II Biollurgy, one of the level 5 mutations gives the chassis the carapace of a tarresque, and all the reflective properties of it. I was assuming that it would have the same effect if the chassis was shaped as, say, a very heavy trenchcoat, covering the wearer's body with the reflective carapace.

Milo v3
2014-06-18, 02:01 AM
Well, in the Grammarie MK II Biollurgy, one of the level 5 mutations gives the chassis the carapace of a tarresque, and all the reflective properties of it. I was assuming that it would have the same effect if the chassis was shaped as, say, a very heavy trenchcoat, covering the wearer's body with the reflective carapace.

Ok, for reflective we have the following mutation that can be given to characters as a plasmid, or chassis as a mutation:

Spell Reversal
Prerequisite: Spell Resistance
Ability Score: None
Benefit: Whenever the evolutionist’s spell resistance blocks a spell, he may use an immediate action to turn the spell back against the caster. This effect only works against spells of 1st level or lower.
Further Mutations: Each time this mutation is taken the maximum level of spells that can be turned increases by 1. This mutation can be taken once per two mutator levels.

hmm... I probably should send Draken mutation some ideas just to make sure more stuff is covered.

Zale
2014-06-18, 06:12 AM
I'd like to escape gp requirements altogether, with reasonable mining or creative alchemy methods, such as that I started in the formula thread. Obtaining the material should naturally be enough challenge to warrant the gp cost of buying and selling it in the setting.

Anyone who was part of the lightsaber build, do you remember what percentage of immersion damage is dealt through an attack with a Kaliedomantic weapon filled with hazard? Did we use 1/50th?

Not sure, I'm trying to recreate my lightsabre now.

I somehow arrived at 2d10 for phlogiston. (Which under the revised Temperature rules, would deal 32d6 fire damage normally).

(1/50th would be less than one d6)

If I went with 1/10th, then that means it would be 3d6 damage. (How I converted them into d10s I don't recall. If It did on average about 10 damage, I might have changed them to be more appealing to my eyes. )

I would personally go with 1/10th, simply because that seems like a reasonable approximation. Ten rounds a minute, one minute does X, so 1 round would be X/10?

Darkweave31
2014-06-18, 08:33 AM
I'm not sure if I'm surprised or saddened, probably both. I present my work for critique and rather than getting constructive criticism on how to improve my work the discussion has turned to how unnecessary it is and how everything is already covered by your own homebrews.

Has it dawned upon anyone that someone may not like the flavor of mutating and grafting modifications onto a creature so it may be used as a magical sword?

Has anyone even noticed that my homebrew was an attempt, not only to include magic items, but to create a gramarie explanation for the mythallars of Netheril?

Magic items are a staple of fantasy games, and just because you can create a mutated monstrosity of a breastplate doesn't mean that should be the only means for a character to achieve the desired effect. Perhaps an artificer-inspired gramarist wants to produce magic items, but doesn't like violating the sanctity of life. Perhaps a warmaker wants to expand into item crafting instead of creature crafting. Perhaps someone wants to run a gramarie campaign around the ancient technology of Netheril. Mythallarity has its place, even if not in your campaigns.

Now, if anyone cares to help me improve upon the concept here are some more of my ideas.

The effects will be bound into gems (different gems for different enchantments, more rare and expensive gems for more powerful effects).

These gems may be bound into mountings on items. A masterwork item has one mounting. More mountings may be added to an item using a principle, up to 3. A discovery may allow further improvement.

The principle that creates a mythal tied to the mythallar will be reworked to use whatever magic item creation system I come up with and will essentially give certain creatures certain magical effects so long as they are within the radius of the mythallar.

There are currently 4 categories of item types:
-Consumable which requires a one shot pulse of ebbs to activate
-Activated which will work similar to a wand requiring a pulse of ebbs each time it is activated
-Use-activated which will work more like a sword that stuns an opponent on a hit, requiring ebbs for each activation
-Continuous which will require a certain amount of ebbs each minute/round to continue function

Milo v3
2014-06-18, 08:44 AM
Wow.
..
...
....
....
.....
......
.......

sirpercival
2014-06-18, 08:56 AM
I'm not sure if I'm surprised or saddened, probably both. I present my work for critique and rather than getting constructive criticism on how to improve my work the discussion has turned to how unnecessary it is and how everything is already covered by your own homebrews.

Has it dawned upon anyone that someone may not like the flavor of mutating and grafting modifications onto a creature so it may be used as a magical sword?

Has anyone even noticed that my homebrew was an attempt, not only to include magic items, but to create a gramarie explanation for the mythallars of Netheril?

Magic items are a staple of fantasy games, and just because you can create a mutated monstrosity of a breastplate doesn't mean that should be the only means for a character to achieve the desired effect. Perhaps an artificer-inspired gramarist wants to produce magic items, but doesn't like violating the sanctity of life. Perhaps a warmaker wants to expand into item crafting instead of creature crafting. Perhaps someone wants to run a gramarie campaign around the ancient technology of Netheril. Mythallarity has its place, even if not in your campaigns.

I haven't read your proposed discipline, so I won't comment on that -- this is simply an observation/explanation of the response you seem to have gotten. It's been pretty common practice when new disciplines are proposed that we all look for and discourage redundancy. There are a few possible/likely reasons for that: (a) maybe because this is magical engineering and reinventing the wheel seems like it's not an efficient use of a homebrewer's time and energy; (b) because we're trying really hard to balance the effects that already exist, and adding new ways to do similar things can throw that out of whack. These two reasons are not to say that we (and by that I mean the active community) are against new disciplines, not at all. We're simply trying to determine what it is that makes each new discipline unique, and trying to enhance that instead of having duplicate effects.

If you think your new discipline fills a niche that hasn't been filled yet, good! Let's work out a way for it to do that to its utmost.

Zale
2014-06-18, 09:57 AM
I'm not sure if I'm surprised or saddened, probably both. I present my work for critique and rather than getting constructive criticism on how to improve my work the discussion has turned to how unnecessary it is and how everything is already covered by your own homebrews.

Has it dawned upon anyone that someone may not like the flavor of mutating and grafting modifications onto a creature so it may be used as a magical sword?

Has anyone even noticed that my homebrew was an attempt, not only to include magic items, but to create a gramarie explanation for the mythallars of Netheril?

Magic items are a staple of fantasy games, and just because you can create a mutated monstrosity of a breastplate doesn't mean that should be the only means for a character to achieve the desired effect. Perhaps an artificer-inspired gramarist wants to produce magic items, but doesn't like violating the sanctity of life. Perhaps a warmaker wants to expand into item crafting instead of creature crafting. Perhaps someone wants to run a gramarie campaign around the ancient technology of Netheril. Mythallarity has its place, even if not in your campaigns.

Now, if anyone cares to help me improve upon the concept here are some more of my ideas.

The effects will be bound into gems (different gems for different enchantments, more rare and expensive gems for more powerful effects).

These gems may be bound into mountings on items. A masterwork item has one mounting. More mountings may be added to an item using a principle, up to 3. A discovery may allow further improvement.

The principle that creates a mythal tied to the mythallar will be reworked to use whatever magic item creation system I come up with and will essentially give certain creatures certain magical effects so long as they are within the radius of the mythallar.

There are currently 4 categories of item types:
-Consumable which requires a one shot pulse of ebbs to activate
-Activated which will work similar to a wand requiring a pulse of ebbs each time it is activated
-Use-activated which will work more like a sword that stuns an opponent on a hit, requiring ebbs for each activation
-Continuous which will require a certain amount of ebbs each minute/round to continue function

My first attempt at making anything for Grammarie was met with the response of how it wasn't even necessary. And looking back, It wasn't. I couldn't have made enough principles for what I was doing.

But you seem to know what you're looking for. And I do like it. I love the idea of magical weapons fueled by ebbs. It gives me something to want to use ebbs for.

I don't really have anything to add right now, my only previous comment was examining the prices of ebbs and finding them a big strange.

But I can see so much room for creativity with this discipline. I think the main issue is fear that giving Grammarie access to the more broken powers of magic could cause something of disastrous feed-back loop.

Keeping a close eye on what powers are allowed might be a good idea.

Darkweave31
2014-06-18, 11:26 AM
@sirpercival

The initial draft of the discipline is here (http://www.giantitp.com/forums/showsinglepost.php?p=17618846&postcount=614). As it is right now, I agree with a lot of the initial comments that simply allowing access to magic items through gramarie is not a particularly good way to handle what I want the discipline to ultimately be, a means to produce and power magic-like items within the area of a mythallar.

While grafting and mutations are certainly one way of enhancing certain qualities, I feel like there should be a system to fulfill the traditional fantasy trope of the magic amulet or enchanted sword. Though cross-referencing those to ensure each method is balanced against the other would be useful. Where can I find all of these mutations that keep being referenced?

@Zale

The discipline will be going through a huge reworking, so ebb prices will certainly change in addition to the items one could create.



One other idea I had was to have the mythallar use a similar mechanic to geocult poles, requiring a certain weight of a certain gemstone and slowly consuming that mass unless ebbs are supplied. The mythallar will be attuned to the type of gemstone it is created from and will power any quasi-magic item with that gemstone mounted on it. The more items the mythallar must power within the area, the more mass is consumed by the mythallar.

Thus an emerald mythallar could power a masterwork sword with a mounted emerald, but not one with a mounted ruby.

As for the effects these items could have, I am currently trying to brainstorm and would very much like input into these effects. However, I feel like certain effects should require a certain gemstone.

Some of my most recent ideas were having gems mounted on walls or doors that would create a certain effect within the room or when opened. This could create areas where teleportation or some other magic is forbidden, or doors that are magically locked unless a certain trigger is fulfilled.

EDIT: Another thing I feel might be appropriate is a feat for artificers and other characters that can produce magic items that would allow them to instead create a quasimagical item similar to the first draft of mythallarity. I like the idea of bridging magic and gramarie, though it needn't be as overt as my first attempt.

Milo v3
2014-06-18, 06:40 PM
While grafting and mutations are certainly one way of enhancing certain qualities, I feel like there should be a system to fulfill the traditional fantasy trope of the magic amulet or enchanted sword. Though cross-referencing those to ensure each method is balanced against the other would be useful. Where can I find all of these mutations that keep being referenced?
Here (www.giantitp.com/forums/showthread.php?240717-The-better-man-There-is-no-such-thing-base-class).

Also, I would like to say that mutations/grafting etc. isn't the only way to have enchanted style items in gramarie and that we are open to other ideas, for example items affected by ALCH and Gramaric Modifications applied to weapons.

Though, I'll admit that the only Gramaric modifications so far are for Biollurgy that's more because the idea was relatively recent. But your idea of having an ELDK device that provides a Strength bonus would be a perfect example of a Gramaric modification for armour.

qazzquimby
2014-06-18, 08:44 PM
I'm not sure if I'm surprised or saddened, probably both. I present my work for critique and rather than getting constructive criticism on how to improve my work the discussion has turned to how unnecessary it is and how everything is already covered by your own homebrews.

Has it dawned upon anyone that someone may not like the flavor of mutating and grafting modifications onto a creature so it may be used as a magical sword?

Has anyone even noticed that my homebrew was an attempt, not only to include magic items, but to create a gramarie explanation for the mythallars of Netheril?

Magic items are a staple of fantasy games, and just because you can create a mutated monstrosity of a breastplate doesn't mean that should be the only means for a character to achieve the desired effect. Perhaps an artificer-inspired gramarist wants to produce magic items, but doesn't like violating the sanctity of life. Perhaps a warmaker wants to expand into item crafting instead of creature crafting. Perhaps someone wants to run a gramarie campaign around the ancient technology of Netheril. Mythallarity has its place, even if not in your campaigns.

Sorry to answer so late.

The pretense you're missing I think, is that generally when people are homebrewing for gramarie, they are trying to add to the overall product, the package that DMs will use by default if they run a campaign with gramarie. In that regard, the community is working on one large homebrew, and ideas are changed or vetoed based on the community's reaction.

I'm certainly not saying there's no worth in your idea, that's mad, and would be hardly my place to judge. The comments were directed at what I thought would be best for the default gramarie package.


You've also got a misunderstanding with Biollurgy fluff. Other than the material technically being alive (something I'd like made optional), it can appear more or less however you choose it. You don't need to make your breastplate a "mutated monstrosity" unless you want to. Unless I'm very mistaken, both mutations and Biollurgy are easily refluffed in many directions.

@ Zale
Are you using our temperature damage formula? (http://www.giantitp.com/forums/showsinglepost.php?p=16661297&postcount=121) I remember the damage being much higher than that.

Milo v3
2014-06-18, 08:51 PM
You've also got a misunderstanding with Biollurgy fluff. Other than the material technically being alive (something I'd like made optional), it can appear more or less however you choose it. You don't need to make your breastplate a "mutated monstrosity" unless you want to. Unless I'm very mistaken, both mutations and Biollurgy are easily refluffed in many directions.


I believe it says you choose how it looks, having it as metal specifically is an option since your meant to be able to make robots with it. Also, construct and undead typed biostructure are both not alive.

Leviting
2014-06-18, 09:06 PM
I believe it says you choose how it looks, having it as metal specifically is an option since your meant to be able to make robots with it. Also, construct and undead typed biostructure are both not alive.

Well, technically, anything not prepared with BIOY 381 doesn't meet the full biological definition of "living"... (unable to reproduce)

qazzquimby
2014-06-19, 12:44 AM
Construct and undead typed biostructure are both not alive.
Oh yay. That's it then, I don't think I have any surviving problems with biollurgy. You've done a really great job, both with the discipline and the Geneticist. They're the best part of the project right now.


Well, technically, anything not prepared with BIOY 381 doesn't meet the full biological definition of "living"... (unable to reproduce)
I was referring mostly to needing to breath in sickening gasps, which I think was default. It doesn't matter now though.


I have kind of written ARCD, but there is nothing nice to look at. I don't have balance points for the courses, or good ideas for additions, so it's basically identical to the old version with reformatting. If people want to come up with names and flavour text, that would be welcome. I also feel bad as I'm working, because with each imperfect effect to material relation, I'm soiling the system's metaphysics even further.

Milo v3
2014-06-19, 01:55 AM
Oh yay. That's it then, I don't think I have any surviving problems with biollurgy. You've done a really great job, both with the discipline and the Geneticist. They're the best part of the project right now.
Yay :smallbiggrin:


I have kind of written ARCD, but there is nothing nice to look at. I don't have balance points for the courses, or good ideas for additions, so it's basically identical to the old version with reformatting. If people want to come up with names and flavour text, that would be welcome. I also feel bad as I'm working, because with each imperfect effect to material relation, I'm soiling the system's metaphysics even further.
Well it's a community project so any issues can be modified to be better suited. Though, I thought the material relation was less of an issue in ARCD. In the other disciplines they seemed to not match up right.

thethird
2014-06-19, 04:40 AM
snip

Seriously you are right, in part. I rarely go over much homebrew till it is on a very advanced state unless someone pockes me with a stick (which happens from time to time). I did find the idea you had interesting. And I'm partial to having magic items in gramarie.

Not to sound rude but it has been done before arcanitect (http://www.giantitp.com/forums/showthread.php?291019-By-the-Inferior-Science-of-our-Enemies-Gramarie-Mark-II&p=15557467#post15557467), graughtsman (http://www.giantitp.com/forums/showsinglepost.php?p=15557488&postcount=26) or the forgemaster that I brewed and linked earlier are based on making items.

One of the problems of brewing for gramarie is that it is really hard to find a niche and build for it. For example when I started brewing constructivity it was a discipline based on producing ebbs. That was it. I, at the time, believed that there was a huge niche on ebb production. But you know what? You can generate infinite ebbs with arcanodynamics. The question is: is this a bug or is this a feature? How much overlap is there between what you are trying to do and what is already there?

From there the comments, at least till the thing is more advanced, are probably going to be on the lines of: "I like this idea, but it is not unique enough."

If you want another critic I personally find the fluff of it bland, and contrary to some of the basic ideas of gramarie. Most gramarie disciplines have strong bases on both engineering and magic. This seems to be I want to make magic items! I know what mythals are, but is this going to be a faerun specific discipline? Why not try for something setting agnostic? (Says the guy whose discipline is based on the great wheel)

Could someone more capable with tables update the tables from kellus base classes/prcs?

Milo v3
2014-06-19, 05:08 AM
Could someone more capable with tables update the tables from kellus base classes/prcs?

I could convert them, but I don't know how much use that'd be considering we can't edit Kellus's posts.

Lpaulb116
2014-06-19, 06:45 AM
I have kind of written ARCD, but there is nothing nice to look at. I don't have balance points for the courses, or good ideas for additions, so it's basically identical to the old version with reformatting. If people want to come up with names and flavour text, that would be welcome. I also feel bad as I'm working, because with each imperfect effect to material relation, I'm soiling the system's metaphysics even further.
I can probably help with the flavor text.

Darkweave31
2014-06-19, 10:38 AM
Here (www.giantitp.com/forums/showthread.php?240717-The-better-man-There-is-no-such-thing-base-class).

Also, I would like to say that mutations/grafting etc. isn't the only way to have enchanted style items in gramarie and that we are open to other ideas, for example items affected by ALCH and Gramaric Modifications applied to weapons.

Though, I'll admit that the only Gramaric modifications so far are for Biollurgy that's more because the idea was relatively recent. But your idea of having an ELDK device that provides a Strength bonus would be a perfect example of a Gramaric modification for armour.

Ok, so I've read through them, and the effects they grant are extensive. I assume it was designed as a system to replace magic items entirely. The problem I have with it is that it is its own subsystem apart from gramarie and can only be accessed through your specialist class that learns both gramarie and mutations. This means that it would not be possible for another gramarist to use their sphere of influence to learn how to create the effects.

There's also the balance issue of mutations since the spell-like ability and psi-like ability mutations open up a huge realm of possibilities by allowing access to 6th level wizard spells and psion powers, not least of which is temporal acceleration (1 round psionic time stop). I know one of the complaints about my initial system was that it stepped outside the bounds of what gramarie is supposed to be. Not sure where access to spells leaves the mutations...



As to the comments on the arcanitect and graughtsman being methods to produce magic items... how do they work? They don't have a method of mimicking spell requirements for items they'd create. Graughtsman uses xenoalchemy, but how does arcanitect mimic spells?

I could certainly rework arcanitect though, I hadn't read it before now. I will say though, that I'd like to make item creation a discipline, or at least a tag. If made into a tag, I might revise arcanitect into a specialist class like warmaker rather than a prestige class. Can someone guide me to the revisions that will be made in the next iteration of gramarie so that I can adapt accordingly?

EDIT: I think I'm going to focus my efforts on making a draft of an item creation tag to have an alternate system for comparison.

EDIT2: Does anyone have feelings on a specialist class being similar to artificer with arcanitect's ebbs for exp instead of craft reserve (max 1/10th the normal artificer craft reserve) and gramaric principles instead of infusions?

Milo v3
2014-06-19, 04:26 PM
There's also the balance issue of mutations since the spell-like ability and psi-like ability mutations open up a huge realm of possibilities by allowing access to 6th level wizard spells and psion powers, not least of which is temporal acceleration (1 round psionic time stop). I know one of the complaints about my initial system was that it stepped outside the bounds of what gramarie is supposed to be. Not sure where access to spells leaves the mutations...
I don't think an issue considering you have to meet level prerequisites for them and still meet the XP and GP costs of casting. It's not like you get 6th level spells at level one.


As to the comments on the arcanitect and graughtsman being methods to produce magic items... how do they work? They don't have a method of mimicking spell requirements for items they'd create. Graughtsman uses xenoalchemy, but how does arcanitect mimic spells?
Arcanitect is specifically based around combining Arcanodynamics and magic items, and Graughtsman doesn't attach grafts, it makes items that grant the ability of grafts. Basically making them magic items without having to use the magic item rules.


Can someone guide me to the revisions that will be made in the next iteration of gramarie so that I can adapt accordingly?
Of course:
General (http://www.giantitp.com/forums/showsinglepost.php?p=17337266&postcount=502)

Classes
Academist (http://www.giantitp.com/forums/showsinglepost.php?p=17621213&postcount=620)
Arcwielder (http://www.giantitp.com/forums/showsinglepost.php?p=17701186&postcount=709)
Geneticist (http://www.giantitp.com/forums/showsinglepost.php?p=17611051&postcount=604)
Warmaker

Disciplines
Alchemetry
Arcanodynamics (https://docs.google.com/document/d/1qjMNE25ARjW8ChaVfhUzWyMgf_Z2cuBWwe-7kquj244/edit?usp=sharing)
Biollurgy (http://www.giantitp.com/forums/showsinglepost.php?p=17484688&postcount=536)
Constructivity
Divinentropy
Eldrikinetic (http://www.giantitp.com/forums/showsinglepost.php?p=17659595&postcount=681)
Geoccultism
Heuristics
Imachination
Kaleidomantics
Yggdratecture

The_Final_Stand
2014-06-19, 05:11 PM
Is it ever directly stated how Principles are part of a Course, for which you must meet all prerequisites before learning Principles from that Course?
Or that if a Course has a Basic Principle, that Principle must be learned before any others in the Course can be taken?
Also, what's a Principle's training point cost, the raw "if you meet the prerequisites of the course, this Principle costs 2 points" cost, or that plus the number of points necessary to take the course + any Basic Principle, or what?
On a less nitpicking note, it's kinda unintuitive that it's possible to make the Gramarie check, and spend the preparation time, and still not complete the preparation.
Otherwise, I eagerly await more New Gramarie, keep up the good work.

Milo v3
2014-06-19, 05:22 PM
Is it ever directly stated how Principles are part of a Course, for which you must meet all prerequisites before learning Principles from that Course?


Current disciplines and principles are divided into Disciplines (ie. ALCH) containing Courses (ie. ALCH 101 - Intro to Alchemetry) containing Principles (ie. Durability Modification)

Also, I would think that you having to meet prerequisites was sort of obvious considering they're prerequisites.... :smallconfused:


Or that if a Course has a Basic Principle, that Principle must be learned before any others in the Course can be taken?
No you don't. Basic was just me not knowing what to name the principle.

EDIT: But you should note that sometimes you do have to take principles in a certain order, but this is a result of [x] not the name.


Also, what's a Principle's training point cost, the raw "if you meet the prerequisites of the course, this Principle costs 2 points" cost, or that plus the number of points necessary to take the course + any Basic Principle, or what?
The this Principle costs 2 points. 'Cause that's how much it costs....

qazzquimby
2014-06-19, 08:17 PM
Well it's a community project so any issues can be modified to be better suited. Though, I thought the material relation was less of an issue in ARCD. In the other disciplines they seemed to not match up right.
Probably because ARCD has the most straightforwards attachments, and they come to mind faster.
I'm more ready to propose these projects than I am to finish them, but if detailed metaphysics on the workings of the materials (the equivalent of looking at the molecules and atoms) were written, everything could be worked out step by step from there, and would fundamentally make sense based on those assumptions. That would probably be extremely difficult, but might make an amazing final product.


Could someone more capable with tables update the tables from kellus base classes/prcs?
Where do you want them?


I can probably help with the flavor text.
Hooray! Thank you, it's not that much work, but my motivation died to nothing a while ago.
This (https://docs.google.com/document/d/1qjMNE25ARjW8ChaVfhUzWyMgf_Z2cuBWwe-7kquj244/edit?usp=sharing) should take you there. They get gradually drier as time goes on.


Ok, so I've read through them, and the effects they grant are extensive. I assume it was designed as a system to replace magic items entirely. The problem I have with it is that it is its own subsystem apart from gramarie and can only be accessed through your specialist class that learns both gramarie and mutations. This means that it would not be possible for another gramarist to use their sphere of influence to learn how to create the effects.
I'm not the expert, but I'm fairly sure all biollurgists have access to mutations, since they're replacing grafts in the new version. I don't know if that's true or relevant to what you're saying.

I don't know how this will sound, but you can also ignore feedback and make the class you want, and then work backwards from there if you're interested in making it more popular. That might be really inefficient, but that's what I did with Transvolution (sans fixing it...) and it left me with a discipline I personally love, even if it's clunky and poorly executed.


Or that if a Course has a Basic Principle, that Principle must be learned before any others in the Course can be taken?
As Milo says. My suggestion, rather than [x]ing things for prereqs, is to list other principles required from the course. It seems much more straight forward.

Milo v3
2014-06-19, 08:32 PM
I'm not the expert, but I'm fairly sure all biollurgists have access to mutations, since they're replacing grafts in the new version. I don't know if that's true or relevant to what you're saying.
All biollurgists can use mutations, but only Geneticists can use plasmids which I think Darkweave was referring to.


As Milo says. My suggestion, rather than [x]ing things for prereqs, is to list other principles required from the course. It seems much more straight forward.
[x]ing is smaller and doesn't force people to follow specific paths as much and I don't see how it's complicated or not straightforward, though I haven't heard anyone else go against your suggestion so it'll be interesting to see it in practice.

Edit:
Wait.... Wood is a course?!

Decent idea to be honest. Though, I'm not sure about the execution I mean. Which is 101? Wood or Silver? Also, I thought you were going to put the engines into ARCD.

Darkweave31
2014-06-19, 09:33 PM
Minor flavor suggestion for alchemetry... Profession: astrologist or similar makes much more sense than diplomacy for a discipline that is based around the manipulation and ascension of planetary metals

Using one's knowledge of the movements and alignment of the stars and planets to manipulate and attune matter that was forged in the ancient starfire of creation seems much cooler to me than asking the atoms nicely to change their form :smalltongue:

Milo v3
2014-06-19, 09:42 PM
Minor flavor suggestion for alchemetry... Profession: astrologist or similar makes much more sense than diplomacy for a discipline that is based around the manipulation and ascension of planetary metals

Using one's knowledge of the movements and alignment of the stars and planets to manipulate and attune matter that was forged in the ancient starfire of creation seems much cooler to me than asking the atoms nicely to change their form :smalltongue:

I think it's diplomancy because there was a teeny tiny fae called Atoms or something, and so that Profession isn't used. Personally I think that Craft, Perform, and Profession shouldn't be Key skills unless it really makes sense for the entire set of skills since, Profession: Astrologist is really really really specific.

Personally, I think it should be Craft, since you know how things are structured and built up. Though, I think most of the skills are chosen to not be Intelligence based.

qazzquimby
2014-06-19, 11:15 PM
[x]ing is smaller and doesn't force people to follow specific paths as much and I don't see how it's complicated or not straightforward, though I haven't heard anyone else go against your suggestion so it'll be interesting to see it in practice.
They do different things. I'm not suggesting replacing [x]ing, just writing prerequisites whenever they exist. When there is meant to be a chain, writing prereqs is simpler, when it's meant to have branches [x] gives more freedom.


Edit:
Wait.... Wood is a course?!

Decent idea to be honest. Though, I'm not sure about the execution I mean. Which is 101? Wood or Silver?
I would say wood is 101. It's most core to gramarie in function, and if puissance is the most basic form of energy, all the other transformers are more complex


Also, I thought you were going to put the engines into ARCD.
I thought that got vetoed. I do think the two should be joined somehow, like two branches of the same root. If ELDK gets it's suggested rewrite, all the options with overcharging and things should be possible with transformers.

Mith
2014-06-19, 11:30 PM
I'm more ready to propose these projects than I am to finish them, but if detailed metaphysics on the workings of the materials (the equivalent of looking at the molecules and atoms) were written, everything could be worked out step by step from there, and would fundamentally make sense based on those assumptions. That would probably be extremely difficult, but might make an amazing final product.


So this is the information on the physical and Gramaric properties of the planetary metals, and gems as well now that I think of it.

qazzquimby
2014-06-20, 12:04 AM
So this is the information on the physical and Gramaric properties of the planetary metals, and gems as well now that I think of it.
Yeah, if we could figure out whatever those little fey are doing that causes ARCD, ELDK and GEOC and things, everything would make a lot more sense. Microgramarie.

Zale
2014-06-20, 12:56 AM
I think it's diplomancy because there was a teeny tiny fae called Atoms or something, and so that Profession isn't used. Personally I think that Craft, Perform, and Profession shouldn't be Key skills unless it really makes sense for the entire set of skills since, Profession: Astrologist is really really really specific.

Personally, I think it should be Craft, since you know how things are structured and built up. Though, I think most of the skills are chosen to not be Intelligence based.

I personally like the fluff of using Diplomacy. You're persuading the material to be something else. That's pretty cool, honestly, and it's nice to see something of a less obvious link.



@ Zale
Are you using our temperature damage formula? (http://www.giantitp.com/forums/showsinglepost.php?p=16661297&postcount=121) I remember the damage being much higher than that.

Yeah, but 2d10 is what my lightsabre did in damage, so I'm trying to backwards rework to figure out how I got to that number.

Milo v3
2014-06-20, 01:20 AM
Yeah, if we could figure out whatever those little fey are doing that causes ARCD, ELDK and GEOC and things, everything would make a lot more sense. Microgramarie.

We should change them to be elementals rather than fey, more sciency. Plus, having a mad scietist discover and scream out that "ELECTRICiTY Is A SwARM oF AiR eleMenTALS!" would be hilarious :smalltongue:

Lpaulb116
2014-06-20, 09:14 AM
Quazz, it appears that the ice section and Melf's Special Case are the only things that need serious fluffing. Am I right in that?

Edit: Do we have a place where all the fixed/changed disciplines are?

Km0nk3y
2014-06-20, 02:35 PM
Hey everyone,

I'm a DM that has fallen in love with all the content posted here to the point that I have taken it to my home game in the form of a new campaign setting. The flavor and detail of all your content makes for a fascinating new world. Keep up the good work with this amazing homebrew!

Further, I might start pitching in as I have been following gramarie religiously for awhile now. I also have a good bit of my own take on gramarie in order to adapt it to my campaign setting, and if any one is interested I may begin to share that as well.

Otherwise, I am still just dutifully awaiting the prophesized return of our Lord Kellus.

qazzquimby
2014-06-20, 03:10 PM
Quazz, it appears that the ice section and Melf's Special Case are the only things that need serious fluffing. Am I right in that?
Oh, I haven't been keeping track, I just thought there had been a shoddy job the whole way through. I think there is little that needs doing, but lot's that could be added. Principles would be good too, since some of the courses are only two principles long.


Further, I might start pitching in as I have been following gramarie religiously for awhile now. I also have a good bit of my own take on gramarie in order to adapt it to my campaign setting, and if any one is interested I may begin to share that as well.
What's your take? Feel free to share your setting, we have a few now.

Mith
2014-06-20, 05:55 PM
I'm not having much luck finding the list of gemstones used in PUIS. Does anyone else have better luck?

Milo v3
2014-06-20, 06:11 PM
Edit: Do we have a place where all the fixed/changed disciplines are?
Biollurgy (http://www.giantitp.com/forums/showsinglepost.php?p=17484688&postcount=536)is the only one done so far


I'm not having much luck finding the list of gemstones used in PUIS. Does anyone else have better luck?
There is a treasure - gems list in the DMG in the making adventures chapter.

Mith
2014-06-20, 06:22 PM
I more thinking about which ones were used as a refractors and stuff so that if I want to try my hands at the metaphysics of Gramarie, I can write up on all materials at one time.

spikeof2010
2014-06-20, 07:40 PM
I'd like to request more theories in general, since as an ARCD Specialist, I saw no need for the Caloric principle.

Darkweave31
2014-06-20, 08:22 PM
I guess the DM in me thinks that players don't need any more reasons to take diplomacy, but then that could be said for UMD and spot as well... Anyway is anyone working on a revision of Heuristicism? If not it's definitely something that I'll take on.

Also, about the craft skill-like method for speeding up a preparation... I understand why it is included, and certainly isn't a bad thing, but it adds a layer of complexity that I don't think is absolutely necessary for a starting DM or player. There's already enough for them to take in and digest without needing to worry about the disconnect between preparation time and actual speed of preparation. Have you considered making it a suggested alternate rule? I think it would make learning the system that much easier.

qazzquimby
2014-06-20, 08:27 PM
@Mith

Puissamantics (http://www.giantitp.com/forums/showsinglepost.php?p=16630490&postcount=18) They're all listed in the material requirements of the principles.

Materials thing I made (http://www.giantitp.com/forums/showsinglepost.php?p=16792641&postcount=256)
Most of the more obscure ones are in the broken table in the spoiler.

Please note however, that the current materials are incredibly loose, and things could easily be reworked around a core material system that makes sense. If you're taking it on, don't feel shackled by what exists if you can make something better.

thethird
2014-06-20, 08:38 PM
I personally LOVE the fluff about diplomancing the elements into rearranging themselves, please don't change that. On changing the fey references to be elemental references I would be cool with that.

Milo v3
2014-06-20, 09:16 PM
but then that could be said for UMD and spot as well... Anyway is anyone working on a revision of Heuristicism? If not it's definitely something that I'll take on.
I was thinking about it a hour or so ago.... but decided on trying out ELDK instead since it'd probably be less complicated @_@


Also, about the craft skill-like method for speeding up a preparation... I understand why it is included, and certainly isn't a bad thing, but it adds a layer of complexity that I don't think is absolutely necessary for a starting DM or player. There's already enough for them to take in and digest without needing to worry about the disconnect between preparation time and actual speed of preparation. Have you considered making it a suggested alternate rule? I think it would make learning the system that much easier.
Yeah.... I was worried it was being unnecessarily complex...

Lpaulb116
2014-06-20, 09:21 PM
@Milo The link appears to be broken.

Can somebody refresh me on how the points are used? I haven't memorized how everything works since MkII. In that same vein is this Gramarie: take three?

Milo v3
2014-06-20, 09:43 PM
@Milo The link appears to be broken.
Which?


Can somebody refresh me on how the points are used? I haven't memorized how everything works since MkII. In that same vein is this Gramarie: take three?
You get 5 (Geneticist/Warmaker) or 8 (Academist) points per level. And can spend up to your skill rank * 3 of points in a discipline.

These points can buy principles from any course you meet the prerequisites of. In addition, spending more points in a discipline makes you better at applying that disciplines principles.

Also, with the Crafting-like progress thing, what if it was removed but there was a [Gramarie] feat added for each discipline that reduces the amount of time, with training as a prerequisite?

Darkweave31
2014-06-20, 09:55 PM
I was thinking about it a hour or so ago.... but decided on trying out ELDK instead since it'd probably be less complicated @_@


Yeah.... I was worried it was being unnecessarily complex...

Hueristicism is probably my favorite discipline so I'll be glad to take on the challenge :smallbiggrin:



Also, for the time reduction, you could have a feat for the default system that reduces the preparation time by 25% similar to that one eberron feat for magic items.

That said, definitely keep the craft-like time reduction as a rules variant for those that want to include it.

Lpaulb116
2014-06-20, 09:55 PM
The one that leads to Biollurgy.

Milo v3
2014-06-20, 10:48 PM
The one that leads to Biollurgy.

Works for me :smallconfused:

EDIT: Ok, here is the current brainstorming of Eldrikinetics 101 that took me about half an hour. Hopefully grek will like this more than my previous ELDK 101. Does this look like it's heading in the right direction? Or does it look like it'll need much more to be you know.... decent

Also, I put in something that might fit the suggestion of Darkweave as an ELDK thing that improves strength.

Eldrikinetics
91

http://www.wall321.com/thumbnails/detail/20120525/original%20steampunk%20fantasy%20art%20battleship% 20science%20fiction%20vehicles%20anime%20airship%2 0habour%206000x3411_www.wall321.com_85.jpg
"It might not look as classy as if it was bein' pulled by a bunchcha birds, but it's a thousand times more advanced."

The nature of motion is one of the oldest problems of mankind; as a species we seem to be addicted to speed, and other humanoid races are no better. The ability to transport materials at high speeds and across great distances makes many amazing feats of civilization possible. Eldrikinetics is the study of magical principles which can create this movement using powerful thaumaturgical engines. An eldrikinetic ship scoffs at gravity!

Eldrikinetics typically makes use of predrawn sets of blueprints, schematics, and parametric drawings of various engines and vehicles. Other useful supplies include pendulums and springs to test various principles of motion. Any piece of equipment like this counts as masterwork, and provides a +2 circumstance bonus on the gramarie check made to prepare an eldrikinetic principle. A particularly famous kinetic device is the Foucalt Pendulum, which is said to be able to control the motion of the earth itself.

Key Skill: Concentration

ELDK 101: Intro to Eldrikinetics 10
Prerequisites: None
Preparation Time: 1 hour
Target: 1 solid cubic foot of appropriate material
Save: None
Tools: Blueprints, schematics, and springs.

This course of study teaches the gramarist to convert normal materials into simple engines that enhance energy that was probably already there to begin with. An engine can generate a certain amount of Push, which is a kind of imparted momentum. Every engine has a particular kind of fuel which can be used to generate its Push, although all of them can also run off of pure puissance if they're hooked up to a circuit. When an engine generates Push, it moves itself in a certain direction, and brings anything attached to it along for the ride.

To determine how fast a structure moves, you need two things: the magnitude of the Push, and the Bulk rating of the object (including the engine). The Bulk rating can be found from the following chart:


Size Category
Bulk Rating


Fine
1


Diminutive
8


Tiny
27


Small
64


Medium
125


Large
216


Huge
343


Gargantuan
512


Colossal
729


Enormous
1,000


Immense
1,331


Behemothic
1,728


Cavernous
2,197


Mountainous
2,744


Vast
3,375


Unusally heavy (stone, metal, etc)
x 2


Unusually light (cotton candy, paper, etc)
x 1/2



Determining the speed is the tricky part, as it requires abit more maths. Divide the Push generated, by the Bulk rating of the thing moving. Then round down. Multiply this value by 30 feet per round. You now have the speed your object moves every round, and it can be steered or controlled by anyone in contact with the engine or a control point.

Like any principle, if this principle is prepared more than once you can end up with an engine much larger than normal. For every additional time you prepare this principle you need an additional volume of the appropriate material as described for each engine; the entire engine must be a single solid unit no matter the size. If you supply enough fuel for the extra size you get extra Push out of it. If you feed it less fuel than the maximum, the entire engine still moves, but only produces Push equivalent to the fuel used. When you combine into a larger engine like this, you're said to have multiple engines in parallel.

Note that there are certain benchmarks for speed. At a speed of 1,800ft. objects can now be considered as projectiles for ranged attacks (this speed is hereafter known as projectile speed). These objects deal damage based on their weight, as described in Complete Warrior. At a speed of 6,698ft. the speed of sound is broken, also known as mach 1. Similarly, mach 2 is a speed of 13,397ft. and mach 3 is a speed of 20,096ft.

At mach 1, objects are considered projectiles for ranged touch attacks. At mach 2, they also catch enemies flat-footed unless the target has uncanny dodge. At mach 3, they deal double their normal damage (including double the speed bonus damage), with the extra damage being sonic energy damage.

Projectiles also deal additional damage based on their momentum; the faster an object goes, the more damage it deals. For every 1,000 ft. beyond projectile speed, an projectile deals an additional 1d6 damage of the same type as it typically deals, to a maximum amount of speed bonus damage equal to the gramarie check of the engine that launched it.



Bulk Rating
Example Object
200 Push
300 Push
400 Push
500 Push


1
Wood chip
Projectile
Mach 1
Mach 1
Mach 2


2
Bullet
Projectile
Projectile
Projectile
Mach 1


8
Arrow
750ft.
1,110ft.
1,500ft.
Projectile


27
Spitoon
210ft.
330ft.
420ft.
540ft.


64
Chest of drawers
90ft.
120ft.
180ft.
210ft.


125
Human with a jetpack
30ft.
60ft.
90ft.
120ft.


216
Automotive
-
30ft.
30ft.
60ft.


343
Light aircraft
-
-
30ft.
30ft.


512
Pirate ship
-
-
-
-



An engine has a set amount of Push that it generates, but that is a maximum. When this principle is first prepared, you can set the Push output to any number you like up to the maximum value. This can be changed later with an oppose Gramarie check to the one made when the engine was set up. It should also be noted that an engine produces Push (and, consequently, speed) which occurs in the space that the engine is inside. This means that the engine must have more than 50% of its volume inside of the dimension where it's producing its Push.

1 Point Principles:

Buoyant Engine: This principle turns mercury into a buoyant engine, that uses wood as a fuel source. It requires 1 pound of wood for 1 hour of operation or 2 ebbs of puissance for 1 minute of operation. Each round the engine produces 400 push, that moves it towards the surface of the water if it is submerged.
Green Energy: This principle doesn't create a new type of engine, instead any eldrikinetic engine that you create can be sustained for one round or one burst with 1 less ebb of puissance than listed in its description. This doesn't function on engines that don't work in rounds. [2]


2 Point Principles:

Charcoal Engine: This principle turns iron into a charcoal engine, that uses wood as a fuel source. It requires 1 log of wood for 1 minute of operation or 2 ebbs of puissance for 1 round of operation. Each round the engine produces 200 push, that moves it horizontally along whatever plane it is on.
Gale Engine: This principle turns copper into a gale engine, that uses wood as a fuel source. It requires 1 log of wood for 1 minute of operation or 2 ebbs of puissance for 1 round of operation. Each round the engine produces 200 push, that it moves horizontally in the same direction as the wind of the area. This engine gains additional push depending on the wind force, for every tier of wind force the wind is over moderate, the engine produces 100 more push.
Muscular Engine: This principle turns silver into a muscular engine, that uses wood as a fuel source. It requires 1 log of wood for 1 minute of operation or 2 ebbs of puissance for 1 round of operation. Each round the engine produces 200 push, but the engine itself doesn't move from this. Instead, it only applies 200 push to each creature that is in contact with which increases their movement speed till the next round.
Taiga Engine: This principle turns gold into a taiga engine, that uses wood as a fuel source. It requires 1 log of wood for 1 minute of operation or 2 ebbs of puissance for 1 round of operation. Each round the engine produces 300 push, but can only impart it's push for movement that is going downhill.


ELDK 124: Personal Carrier Armour [Military] 10
Prerequisites: None.
Preparation Time: 1 hour
Target: One armour made primarily of metal.
Save: Reflex (Negates)
Tools: Blueprints, parametric drawings of various vehicles and springs.

This course of study teaches the gramarist how to create devices sometimes known as powered armour. Armour modified through a principle of this course is visibly altered; the fact it's been altered by this course can be detected by a concentration check (DC 15), if the result surpasses the DC by 10 or more they also determine which principles of this course were used to modify it.

With the exception of Easily Integrated, the principles in this course count as Gramaric Modifications. An object may only have a number of modifications equal to 1/10th your training in the relevant discipline rounded up.

1 Point Principles

Greaves of Aeris: This principle alters the armour to assist acrobatic endeavors with some push. Every ebb placed into the armour makes the wearer count as having already traveled 5 ft. for the purpose of having running starts, with a maximum number of 5 ft. increments that can be granted by this equal to a 10th of your training in ELDK when you make the gramarie check.
Hermes Plating: This principle alters the armour to use push to follow the wearers movements more precisely. Every ebb placed into the armour lowers the armour check penalty of the armour by 1, up to a reduction of a 10th of your training in ELDK when you make the gramarie check. At the end of the round, the ebbs within the armour dissipate as normal. In addition, for every reduction the arcane spell failure of the armour is reduced by 5%.


2 Point Principles

Easily Integrated: Select a different principle of this course that you know. The selected principle doesn't count as a Gramaric Modification for the purpose of determining how many Gramaric Modifications armour can have. This principle can be taken up to two times. [1]


3 Point Principles

Galena's Repulsion: This principle alters the armour to apply push against those who may harm the wearer. Every 2 ebbs placed into the armour make gain a +1 bonus on checks made to resist being bull rushed, grappled or tripped, with a bonus up to a 10th of your Training in ELDK when you make the gramarie check. At the end of the round, the ebbs within the armour dissipate as normal.
Muscles of the Grey: This principle alters the armour to provide push to the arms of the wearer. Every 5 ebbs placed into the armour grants the wearer a +1 alchemical bonus to strength for the purposes of carry capacity and strength-based checks, up to an amount equal to a 10th of your training in ELDK when you make the gramarie check. At the end of the round, the ebbs within the armour dissipate as normal.


ELDK 150: Kinetic Conversions 10
Prerequisites: # Training.
Preparation Time: 10 minutes
Target: One eldrikinetic engine
Save: None.
Tools: Blueprints, schematics and pendulums.

This course of study teaches the gramarist how to modify engines so they are better prepared for use.

1 Point Principles

Falling with Style: This principle allows you to reflavour and reshape the engine so that it looks like whatever you want that fits the material and volume requirements.


3 Point Principles

Puissakinetic Cells: This principle allows the engine to store a limited amount of puissance rather than converting it instantly. An engine can store a number of ebbs equal to your Training in Eldrikinetics to the nearest 10 (minimum 10). Ebbs stored into an engine can not be removed except through that engine converting it into Push.
Overclocked: This principle allows the engine to have it's Push increased by 50%, though it requires twice as much fuel as it normally would when it's over it's original maximum.
Intricate Engineering: This principle doesn't normally affect an existing engine, though it can be used on an existing engine to be affected by it. Any eldrikinetic engine that you create has it's required size reduced. An engine that normally requires 1 cubic foot per preparation now only requires a 6" cube per. An engine that normally requires 8 cubic feet per preparation now only requires 1 cubic foot per.


ELDK 178: Mobile Artillery [Military] 7
Prerequisites: x Training
Preparation Time: 1 hour
Target: One weapon made primarily of metal.
Save: Reflex (Negates)
Tools: Blueprints and springs, lots and lots of springs.

This course of study teaches the gramarist how to alter weaponry to have more mobility based effects. Weapons modified through a principle of this course is visibly altered; the fact it's been altered by this course can be detected by a concentration check (DC 15), if the result surpasses the DC by 10 or more they also determine which principles of this course were used to modify it.

With the exception of Easily Integrated, the principles in this course count as Gramaric Modifications. An object may only have a number of modifications equal to 1/10th your training in the relevant discipline rounded up.

1 Point Principles

Amplified Ballistics: This principle alters the weapon to allow the projectile to travel further, the range increment of this weapon increases by a number of feet equal your training in ELDK when you make the gramarie check, rounded down to nearest 10 ft. As a move-action the wielder can cause the bonus to increase to twice of your training in ELDK when you make the gramarie check, rounded down to nearest 10 ft.


3 Point Principles

Kinetic Collider: This principle alters the weapon to assist the wielder with knocking enemies away. When they make a bull rush while wielding this weapon, they can count the opponent as one size smaller for every 20 points of training in ELDK you had when you made the gramarie check. As a move-action, the wielder can cause the opponent to count as one size smaller if someone attempts to bull rush the wielder before the start of his next turn.
Graviton Tether: This principle alters the weapon to allow the wielder be pulled towards a target they hit as a swift action, this pulls the wielder a number of feet equal your training in ELDK when you make the gramarie check, rounded down to nearest 5 ft. If this would reach the targets square, you select a square adjacent to the target that you can fit in, and stop there. As a move-action the wielder can make the movement caused by this weapon to not incur attacks of opportunity, until the start of your next turn.


ELDK 219: Atypical Ballistics 10
Prerequisites: # Training.
Preparation Time: 1 hour
Target: One cubic foot of the appropriate material.
Save: None.
Tools: Blueprints, schematics and pendulums.

This course of study teaches the gramarist about trajectories and allow you to produce ranged based engines.

Two Point Principles:

Artillery Expertise: This principle doesn't normally affect an existing engine, though it can be used on an existing engine to be affected by it. Engines that you create treat projectiles being launched as if they were one size category smaller than they actually are for the purposes of bulk, but one size category larger than they actually are for determining the damage that they deal. This can be taken up to three times.
Ballistic Engine: This principle turns copper into a ballistic engine, that uses bone as a fuel source. It requires 1 pound of bone (about a human arm bone) for 3 uses or 3 ebbs of puissance for 1 use. Each use the engine produces 500 push, to an object it's touching instead of to itself. The object is then launched at any angle the operator likes.
Tractor Engine: This principle turns tin into a tractor engine, that uses clay as a fuel source. It requires 1 pound of clay for 3 uses or 3 ebbs of puissance for 1 use. Each use of the engine produces 500 push, to an unattended object in line of sight within 1 mile instead of itself, pulling the object towards the engine.


ELDK 241: Lucid Manoeuvrability 5
Prerequisites: # Training, HEUR 159
Preparation Time: 2 hours
Target: One cubic foot of the appropriate material.
Save: None.
Tools: Springs, schematics and braided cord.

This course of study teaches the gramarist about movement of the mind rather than the body. The principles of lucid manoeuvrability create mental constructs and projections of it's operators:


Size: A mental construct's size is medium.
Type: A mental construct's type is outsider (extraplanar, native).
HD: A mental construct’s Hit Dice is equal to its operator's Hit Dice.
Initiative: A mental construct's initiative is equal to the operator's wisdom modifier.
Speed: A mental construct's base land speed is 30 ft., plus 5 ft. for every point of the operator's intelligence modifier above +0, and minus 5 ft. for every point of your intelligence modifier below +0.
Armour Class: A mental construct gains a dodge bonus to armour class equal to the operator's wisdom modifier.
Attack: A mental construct adds the opperator's intelligence modifier to attack rolls instead of strength or dexterity. Also, they can use their Lucid Dreaming ranks as their base attack bonus if it is higher than the operator's hit dice.
Special Attacks: A mental construct has a small number of special attacks based on it's lucid dreaming aptitude. They have a number of dream power slots equal to 1 + operator's lucid dreaming ranks.
Ability Scores: A mental construct has no ability scores, relying on it's operator. Any effect that would lower the ability scores of the mental construct, instead affects the operator.
Skills: A mental construct do not have skills of their own. Instead it uses the operator's lucid dreaming skill modifier to resolve all skill checks, except for Bluff, Concentration, Decipher Script, Diplomacy, Gather Information, Intimidate, Knowledge (all skills), and Sense Motive, which use the operator's ranks and ability scores.
Feats: A mental construct has no feats.
Alignment: Same as operator.


Dream Powers

Anikętos - 3 As a full-round action you can fill a 5 ft. square with solid material to make walls and structures. Regardless of what you choose for this to look like; it has the break DC, hit points and hardness of wood.
Grígora - 1 The speeds of your movement modes doubles. This can be taken multiple times.
Íkaros - 3 You gain a fly speed (perfect) equal to your base land speed.
Kęres - 2 Whenever you successfully kill a creature in the dream that isn't a "real person", you get another standard action that can only be used to attack another creature in the dream that isn't real.
Kontáóla - 3 As a free action when moving, you can make your movements not incur attacks of opportunity, as instead of walking you are simply at your new position as if you were always there.
Melás - 1 As a standard action, you can harm an adjacent creature or object in the dreamscape. This functions as a melee weapon that deals 1d8 damage, doesn't take a hand to use, and it could be flavored as basically anything at any time. This can be taken multiple times, each time it is taken the damage increases as the Improved Natural Attack feat.
Pylai - 1 As a full-round action the mental construct can create an entrance to another dream. The dreams must be of one of the other sleepers fueling the engine. This entrance can manifest however you want, though it's only mechanical effect is that it transports you to the other sleepers dreamscape.
Telemellás - 2 As a standard action, you can harm a creature or object in the dreamscape. This functions as a ranged weapon that deals 1d4 damage, doesn't take a hand to use, has infinity as it's range increment and it could be flavored as basically anything at any time. This can be taken multiple times, each time it is taken the damage increases as the Improved Natural Attack feat.





Size: A mental projection's size is the same size category as the operator's brain.
Type: A mental projection's type is construct (incorporeal).
HD: A mental projection's Hit Dice is equal to its operator's Hit Dice.
Speed: A mental projection's has a fly speed (perfect), based on the push of the projection engine.
Armour Class: A mental projection's gains a deflection bonus to armour class equal to the operator's charisma modifier.
Attack: A mental projection cannot attack.
Ability Scores: A mental projection has no ability scores, relying on it's operator. Any effect that would lower the ability scores of the mental construct, instead affects the operator.
Skills: A mental projection do not have skills of their own. Instead it uses the operator's skill ranks and ability modifiers.
Feats: Same as operator.
Alignment: Same as operator.


1 Point Principles

Distraction Engine: This principle turns amber into a distraction engine, that uses insects and arachnids for fuel. It requires 1 hit die worth of vermin corpses for 1 "minute" of operation or 4 ebbs of puissance for 1 "round" of operation. Each round the engine produces 200 push, that moves through time. The exact of this engine result depends on how fast the resulting speed is (see below), but while it is operating, the engine and everything it carries ceases to exist in regards to the rest of the world until the engine stops operating or it stops being carried by the engine.




[th]Speed Result

0 ft. 1 round of apparent time is 1 round on the plane
[/tr]

30 ft. 1 round of apparent time is 1 minute on the plane


90 ft. 1 round of apparent time is 10 minutes on the plane


270 ft. 1 round of apparent time is 100 minutes on the plane


810 ft. 1 round of apparent time is 17 hours on the plane


2430 ft. 1 round of apparent time is 166 hours on the plane


7290 ft. 1 round of apparent time is 1666 hours on the plane


21870 ft. 1 round of apparent time is 16666 hours on the plane

[tr]
x 3 x 10


2 Point Principles

Oneiroi Engine: This principle turns sand or glass into an oneiroi engine, that uses dreams as a fuel source. Each sleeping creature in contact with the engine allows for it to function for one other creature. Each creature in contact with the engine that is conscious is considered an operator, and a mental construct is created inside the dreams of anyone of the sleeping creatures. If a sleeper wakes up the operator that is linked to that sleeper is removed from the dreams, and they do not count as having gained rest for the entire time they fueled the engine.
Projection Engine: This principle turns crystal into a projection engine, that uses mental energy as a fuel source. It requires 1 power point for 1 minute of operation or 2 ebbs of puissance for 1 round of operation. Each round the engine produces 200 push, but nothing physical moves from this. Instead, it only applies 200 push to the mind of the operator, if there are multiple operators the push is divided evenly. This creates a mental project that the operator controls from the engines push and senses through as if they were at the projections position. Once the engine stops functioning, the mental projection is destroyed.


ELDK 279: Unnatural Propulsion [Thesis] 10
Prerequisites: # Training
Preparation Time: 1 hour
Target: One cubic foot of the appropriate material.
Save: None.
Tools: Springs, schematics and pendulums.

This course of study teaches the gramarist about more powerful methods of propelling an object or vehicle. If a vehicle has both a charcoal engine and an engine from this course, the vehicle gains a Fly or Swim speed (Fly for celestial, Swim for Abyssal). This speed is equal lesser of the two engines resultant speed. With a fly speed the vessel is treated as having average maneuverability for any relevant purposes.

1 Point Principles

Aeronautical Savant: This principle doesn't normally affect an existing engine, though it can be used on an existing engine to be affected by it. Any eldrikinetic engine you create which generates a fly speed can be controlled more finely; this increases the maneuverability by 1 stage, to a maximum of perfect. This principle can be taken twice. [3]
Astral Leverage: This principle doesn't normally affect an existing engine, though it can be used on an existing engine to be affected by it. Any eldrikinetic engine that you create ignores the modifier to Bulk for unusually dense or heavy materials. [2]


2 Point Principles

Abyssal Engine: This principle turns solid mercury into an abyssal engine, that uses blood as a fuel source. It requires 1 gallon of blood for 1 minute of operation or 4 ebbs of puissance for 1 round of operation. Each round the engine produces 800 push, that moves in the same direction as gravity is acting upon the engine.
Purgatory Engineering: This principle doesn't normally affect an existing engine, though it can be used on an existing engine to be affected by it. Any eldrikinetic engine that you create with this course that end up granting a fly or swim speed also grants a burrow speed using the same mechanics.


3 Point Principles

Celestial Engine: This principle turns silver into a celestial engine, that uses daylight as a fuel source. It needs to be in full daylight or 4 ebbs of puissance for 1 round of operation. Each round the engine produces 400 push, that moves in the opposite direction as gravity is acting upon the engine.


ELDK 280: Thrust Off Inertia 9
Prerequisites: # Training, Atypical Ballistics
Preparation Time: 1 hour
Target: One eldrikinetic engine
Save: None.
Tools: Vehicle schematics, rubber ball, and pendulums.

Despite the fact this course's name is often a colloquial swear in corean cultures, the subject it teaches is important and near invaluable. This course teaches the gramarist how to get the best results of travel in the empty expanse of space.

1 Point Principles:

Inertia Dampeners: The engine is modified so that, as a free action, anyone who is operating the engine can choose to not have the inertia continue to move the engine and structure after the engine produces push from this rounds operation. Sadly, this doesn't cause people inside the structure to shoot out into space when it stops if they aren't wearing seat-belts.


4 Point Principles:

Reverse Graviton Exploitation: The engine is modified to function more optimally when the amount of nearby gravitons is lower. When the environment it and the structure it carries with it has heavy gravity it only produces half push, when it has light gravity it produces double the push, when it has no gravity it produces five times the push.
Telekinetic Conductor: The engine is modified to allow it to become parallel with engines it is not physically connected with. With a full-round action, the operator can select another engine of the same type he can perceive within 1 mile, if that engine has also been modified with this principle the two engines are "Telekinetically Linked". Engines that are telekinetically linked count as parallel. Giving fuel to one of these engines is shared between all of these engines, and when one of the engines is activated, the push generated is from all the engines (if fuel allows), but only moves the engine that initially activated. An engine can stop being telekinetically linked by an operator expending a full-round action or by either engine going out of range.


ELDK 355: Strange Locomotion 10
Prerequisites: # Training.
Preparation Time: 1 hour
Target: Eight cubic feet of the appropriate material.
Save: Reflex (Halves), see leaping engine
Tools: Vehicle drawings, springs, and blueprints.

This course teaches the gramarist in the more esoteric modes of transport.

1 Point Principles

Ride the Rails: This principle doesn't normally affect an existing engine, though it can be used on an existing engine to be affected by it. When you a leap engine you've created would enter a square that is primarily filled by a conductive material mid-leap, it only takes up tenth of the movement it normally would. [2]


2 Point Principles

Leap Engine: This principle turns carmot into a leap engine, that uses electricity as a fuel source. It requires 20 amps of electrical current in one round or 10 ebbs per 1 use. Each use the engine produces 1000 push, that can go in any direction as a fly speed (good), conductive materials can be passed through as if they were air, and the entire structure only takes up one 5 ft. by 5ft. space. This movement transforms the vehicle into a bolt of lightning, then reforms them at the end of the leap. This movement deals 10d6 electricity damage to everything non-conductive it passes through during the leap, with a successful reflex save halving the damage. [ARCD 5]
Lighting Innovation: This principle doesn't normally affect an existing engine, though it can be used on an existing engine to be affected by it. When you create a leap engine select Acid, Cold, Electricity, Fire, or Sonic. The engine deals that form of damage. This can be changed after initial uses of this principle with Falling with Style. [ARCD 10]
Stonefish Engine: This principles turns alkhest into a stonefish engine, that uses sea water as a fuel source. It requires 1 gallon of sea water for 1 minute of operation or 10 ebbs of puissance for 1 round of operation. Each round the engine produces 500 push that can only function as a swim speed that travels through stone, metal, and other earth materials as if they were water.


3 Point Principles

Swarm Engine: This principle turns solid quicksilver into an swarm engine, that uses honey as a fuel source. It requires 1 gallon of honey for 1 minute of operation or 10 ebbs of puissance for 1 round of operation. Each round the engine produces 1000 push, that can move in any direction as a fly speed (perfect). While this is in operation, the vehicle gains immunity to physical damage and cannot be specifically targeted by spells or effects and it can move the squares it takes up as long as each is adjacent to at least one other, as it transforms into a mass of similar objects. This mass might appear to be a swarm of bees or flies, a twister of sand, a bloody red mist, a mess of neon particles or anything similar. The form is selected during the engines creation, but it can be changed with the Falling with Style principle.


ELDK 399: Immaterial Travel [Thesis] 10
Prerequisites: # Training.
Preparation Time: 1 hour
Target: Eight cubic feet of the appropriate material.
Save: None
Tools: Pendulums, blueprints, and vehicle schematics.

This course teaches the gramarist how to build engines that move on a greater scale.

2 Point Principles

Aetherial Engine: This principle turns cold iron into an aetherial engine, that uses moonsteel as a fuel source. It requires 1 cubic foot of moonsteel for 1 hours operation or 10 ebbs of puissance for 1 round of operation. Each round the engine produces 500 push, that can move in any direction as a fly speed (Perfect). While it is being opperated, the engine and any structure it carries with it are pulled into a transitive plane (chosen during creation, can be changed with Falling with Style). One round after the engine stops operating, the engine and any structure it is carrying with it returns to the material plane.
Petitioner Engine: This principle turns thinaun into a petitioner engine, that uses cursed lead as a fuel source. It requires 1 cubic foot of cursed lead or 15 ebbs of puissance for 1 use. Each use the engine produces 500 push, that must result in at least 30 ft of movement from one or more petitioner engines to be a successful use of the engine. A successful use causes the engine and any structure it carries with it to be planeshifted onto whichever plane would function as the afterlife for the operator if they were to die immediately.
Stellar Engine: This principle turns riverine into a stellar engine, that uses phlogiston as a fuel source. It requires 1 cubic foot of phlogiston or 15 ebbs of puissance for 1 use. Each use the engine produces 500 push, that must result in at least 30 ft of movement from one or more stellar engines to be a successful use of the engine. A successful use causes the engine and any structure it carries with it to be effected by greater teleport, to a location 10,000 miles from the planet nearest to a star the operator can see and selects.


4 Point Principles

Wheel Engine: This principle turns adamantine into a wheel engine, that uses sunmetal as a fuel source. It requires 1 cubic foot of sunmetal or 30 ebbs of puissance for 1 use. Each use the engine produces 1000 push, that must result in at least 30 ft of movement from one or more wheel engines to be a successful use of the engine. A successful use causes the engine and any structure it carries with it to be gated onto whichever plane the operator selects.

sirpercival
2014-06-21, 12:09 AM
Also, about the craft skill-like method for speeding up a preparation... I understand why it is included, and certainly isn't a bad thing, but it adds a layer of complexity that I don't think is absolutely necessary for a starting DM or player. There's already enough for them to take in and digest without needing to worry about the disconnect between preparation time and actual speed of preparation. Have you considered making it a suggested alternate rule? I think it would make learning the system that much easier. You're partially correct.

The point of the craft-like speed method is that it removes the randomness from the result of the preparation and puts it into the time. This allows us to control the power levels of the principles much more rigorously. If we take the prep time randomness out, then there's no point in having a roll at all. There's something to be said for that, but it's a big departure from the original so we haven't discussed it really.

As for complexity, I have two responses. (1) The Craft skill is a very common in standard D&D, so there's a good chance that anyone who wants to learn Gramarie has already encountered the mechanic. It's not hugely different in Gramarie, and experience should transfer or at least smooth the way. (2) Gramarie is already really complex. I think this is probably a drop in the bucket... and I think the benefit of good rolls here is actually better, since it lets you speed up large-scale preparation sequences without being required to get function out of the system (unlike the original version, where it was required).

Mith
2014-06-21, 01:01 AM
@Mith

Puissamantics They're all listed in the material requirements of the principles.

Materials thing I made
Most of the more obscure ones are in the broken table in the spoiler.

Please note however, that the current materials are incredibly loose, and things could easily be reworked around a core material system that makes sense. If you're taking it on, don't feel shackled by what exists if you can make something better.

Thanks! What I was finding was rather messy with broken tables and such. I think I may look into tying the colour scheme in with KALD as well for consistency. It may take a while, since I have things going on, but I promise I won't abandon it like my Vectorist idea.:smallamused:

Milo v3
2014-06-21, 09:37 AM
Hueristicism is probably my favorite discipline so I'll be glad to take on the challenge :smallbiggrin:

Well you're welcome to write up a version, though I should say their is a the idea about Psychomantics being incorporated into Heuristicism.

Darkweave31
2014-06-21, 01:53 PM
Well you're welcome to write up a version, though I should say their is a the idea about Psychomantics being incorporated into Heuristicism.

Could you direct me to the discussion on that, or some type of summary of the consensus?

My initial thoughts are to tie psychomantics into it using experimental thoughts as a sort of basis. Also as much as I like the idea of creating networks that amplify the effects, I think the bonus for that should be toned down... like a lot... a network of 15 commoners using the peace effect gets +60 to most rolls and a bunch of temporary HD... even just an average adventuring party of 4-5 people can have at least +16 to attack, damage, skills, and saves. It gets silly fast.

Also instead of the degradation of the networks over time, what if there were an ebb requirement to hold it together? Increase in ebb requirement for more creatures.

EDIT: Has there been any discussion of including some psychomantics in imachination? Seems like that could also work... That said, I'll probably end up giving a few of the specialist psychomantic principles the organic science tag since I know you wanted that to be one of the available disciplines for geneticist at some point. It'd seem fitting.

Milo v3
2014-06-21, 07:21 PM
Could you direct me to the discussion on that, or some type of summary of the consensus?
I believe it was just three or four lines of dialogue between me and sirpercival.


Also instead of the degradation of the networks over time, what if there were an ebb requirement to hold it together? Increase in ebb requirement for more creatures.
Personally, I think a reliance on ebbs is abit much and if it was me I'd probably just remove that degradation thing since it doesn't work as well with the idea of gramarie being a long term thing.


EDIT: Has there been any discussion of including some psychomantics in imachination? Seems like that could also work...
There hasn't been as far as I'm aware, though you could easily put in elements of other disciplines, especially since I did it with ELDK, HEUR, and KALD in the BIOY update.


That said, I'll probably end up giving a few of the specialist psychomantic principles the organic science tag since I know you wanted that to be one of the available disciplines for geneticist at some point. It'd seem fitting.
Organic science isn't really a thing anymore, hasn't been for a while, though it'd technically be fine if you still added stuff for it but someone would need to make a class that grants that tag and such.

qazzquimby
2014-06-21, 07:57 PM
I think psychomantics should work much more like Amechra's Machiavellian (http://www.giantitp.com/forums/showthread.php?221950-quot-Believe-me-you-don-t-want-him-inside-your-head-quot-3-5-Base-Class-PEACH). It's like HEUR in your head.

Darkweave31
2014-06-21, 08:41 PM
Organic science isn't really a thing anymore, hasn't been for a while, though it'd technically be fine if you still added stuff for it but someone would need to make a class that grants that tag and such.

Oh, for some reason I thought Geneticist had access to it. Well one less thing to worry about.


I think psychomantics should work much more like Amechra's Machiavellian (http://www.giantitp.com/forums/showthread.php?221950-quot-Believe-me-you-don-t-want-him-inside-your-head-quot-3-5-Base-Class-PEACH). It's like HEUR in your head.

Very cool class. I like it, but I'm not sure that the open-ended nature gels well with gramarie. In general, principles create well-defined effects. Even Imachination, which is probably the most open-ended discipline still has reasonable limits on the senses it can target.

qazzquimby
2014-06-22, 12:34 AM
HEUR, which said psychomantics would be styled after is incredibly open ended due to contingency effects. Virtually anything can be a trigger, and virtually anything can be a response, just like my proposition.

sirpercival
2014-06-22, 06:38 AM
Hey Darkweave31, you should drop into the #Gramarie channel on irc.rizon.net (there's a link via mibbit in the first post of this thread if you need one) sometime. There's almost always someone there, and often several people, for realtime discussions. (Qazz, you should come back, too!)

One of these days I'll convert DVPY... when I have time... ugh.

Milo v3
2014-06-22, 06:48 AM
Ok, so we have:
Qazz on Arcanodynamics, Milo on Eldrikinetics, Darkweave on Heuristicism, Fako on Yggdratecture, Sirpercival on Divinentropy, and thethird on Constructivity.

Anyone I missed?

Mith
2014-06-22, 01:07 PM
Since there are changes to be made, should I wait on my metaphysics of Gramarie paper, or will the materials likely not change?

Darkweave31
2014-06-22, 04:32 PM
Is there any real use for discipline key skills anymore other than a training limiter? Because that could easily be level based instead...


HEUR, which said psychomantics would be styled after is incredibly open ended due to contingency effects. Virtually anything can be a trigger, and virtually anything can be a response, just like my proposition.

You do make a good point, with the contingency trigger I could merge the disciplines more completely. I'll definitely keep the defined effects but the triggers can work more like the contingency triggers of HEUR. I'm thinking at baccalaureate you can start with minor network benefits like telepathy, sense link, algorithm etc. and then at magisterial you can start to activate different effects as a logical decision or as part of a contingency trigger.

Milo v3
2014-06-22, 07:38 PM
Since there are changes to be made, should I wait on my metaphysics of Gramarie paper, or will the materials likely not change?

I will likely be changing some of the materials for eldrikinetics, and I've already added in at least one new material into it.

Mith
2014-06-22, 08:51 PM
OK. Would it be feasible and not too limiting for people to keep materials as consistent as possible across the board in terms of planetary metals, gems, and such? It mostly just helps keep everything tied in and makes the system seem more together.

Milo v3
2014-06-22, 09:12 PM
OK. Would it be feasible and not too limiting for people to keep materials as consistent as possible across the board in terms of planetary metals, gems, and such? It mostly just helps keep everything tied in and makes the system seem more together.

Yes. Honestly, we'll probably end up making materials More consistent than they were in the original gramarie.

spikeof2010
2014-06-23, 03:49 AM
I think I got a good idea for a theory for IMACH

The Grand Illusion Theory
Grade: Theory
Prereqs: 6 Theories in IMACH
Preparation Time: 6 Hours

This theory functions exactly like IMCH 101 except you may now prepare your illusions with a fun new form to taunt anyone with, mind adjusting.

Mind Adjusting: Instead of setting your illusion to something definite like "A Dungeon Wall" or "A pile of swords" or the such, you may now use more abstact terms such as "the viewer's first love" or "the viewer's worst nightmare". Viewers take a -20 penalty to disbelief this illusion. Note, if the viewer does not meet the criteria (Such as "Viewer's favorite food" and the viewer is a construct), then they will completely ignore the illusion. Note that you may also set it that it assumes the shape of the first viewer's thought, and then it will appear like that for anyone else looking on. (An example being that if you set the criteria to "The Viewer's Father" and Roy came in, he would see Roy's father, and everyone else on looking will also see Roy's father).

Note that in order for the criteria to work, the viewer must have been aware of it, whether he remembers it or not (unless under some magic amnesia). Saying "the viewer's favorite food" would work because the viewer is aware of his own tastes, but "the contents of the viewer's best friend's father's pockets" wouldn't work unless the viewer actually did know what was in them.

Milo v3
2014-06-23, 10:15 PM
Okay, ELDK's draft is done. Though I'm not sure whether it actually resolves any of the issues that ELDK has. At the very least, a standard car with 96 intricate charcoal engines (96 comes from my estimation of the cubic foot volume of my dads car engine *4) gives it a maximum speed of 300 mph or 482.8 km/h. Or with an intricate leaping engine that rides the rails we can get 3784 miles per hour or 6.09 megameters per hour.

Mith
2014-06-24, 01:29 PM
I do not see any problem with ELDK, and it sounds like FUN!

By 6.09 Mm/hr, you mean 6 090 km/hr correct?

Leviting
2014-06-24, 05:03 PM
I do not see any problem with ELDK, and it sounds like FUN!

By 6.09 Mm/hr, you mean 6 090 km/hr correct?

according to Wikipedia, he does.

Mith
2014-06-24, 05:24 PM
Yeah I'm not used to unit conversion to keep numbers as small as possible. I use units of ten (ex. 1000=10^3) with standard units. Anyways, you are still going pretty fast. Are there stats for those fantasy horses that are literally "run like the wind" for speed in D&D, or are those just the "speed of plot" things?

Milo v3
2014-06-24, 07:18 PM
Yeah I'm not used to unit conversion to keep numbers as small as possible. I use units of ten (ex. 1000=10^3) with standard units.
I mainly just did it because I think it sounds cooler that it uses a different scale for it's speed. Though it is a unit of ten and a standard unit.


Are there stats for those fantasy horses that are literally "run like the wind" for speed in D&D, or are those just the "speed of plot" things?
There is an engine in 101 that increases the speed of horses and stuff, but not by an immense amount. Though, by the end their is an engine that always arrives a distance away from the destination.

Though, the GM still controls factors like traffic and distance so I guess they can still do speed of plot stuff, but just on a much larger scale.

qazzquimby
2014-06-25, 12:46 AM
Are there rules for breaking the sound barrier? I admire you ability to actually accomplish things.
Also, if you deem them worthy, my maybe use the terms and variables in my formula page to make it easier to calculate the damage you take when you crash, or you do when you slam into someone.

Milo v3
2014-06-25, 01:16 AM
Are there rules for breaking the sound barrier?

Sorta... From Kellus's and my ELDK:

At a speed of 6,698ft. the speed of sound is broken, also known as mach 1.
Basically it makes them touch attacks.


Also, if you deem them worthy, my maybe use the terms and variables in my formula page to make it easier to calculate the damage you take when you crash, or you do when you slam into someone.

Wouldn't you treat crashes by using the projectile damage rules?

qazzquimby
2014-06-25, 03:56 AM
Sorta... From Kellus's and my ELDK:
I meant more along the lines of damaging the accelerating objects. Most earlier airplanes exploded during the sonic boom, so it would be good if people weren't sending marshmallow tents to mach 9.


Wouldn't you treat crashes by using the projectile damage rules?
I've never been able to find these rules. I'm sure they're easier to use than mine, which has deals (Other objects push/260-1.5)d6 damage.

Milo v3
2014-06-25, 04:13 AM
I meant more along the lines of damaging the accelerating objects. Most earlier airplanes exploded during the sonic boom, so it would be good if people weren't sending marshmallow tents to mach 9.
I haven't put in any that damages itself, since that would immediate destroy any bullets you fire making ballistic engines much less useful. Also, that seems like it'd be very annoying if you need every structure to be heavily Alchemetrically modified just to survive sonic booms.


I've never been able to find these rules. I'm sure they're easier to use than mine, which has deals (Other objects push/260-1.5)d6 damage.
It says where they are in 101:


At a speed of 1,800ft. objects can now be considered as projectiles for ranged attacks (this speed is hereafter known as projectile speed). These objects deal damage based on their weight, as described in Complete Warrior. At a speed of 6,698ft. the speed of sound is broken, also known as mach 1. Similarly, mach 2 is a speed of 13,397ft. and mach 3 is a speed of 20,096ft.

At mach 1, objects are considered projectiles for ranged touch attacks. At mach 2, they also catch enemies flat-footed unless the target has uncanny dodge. At mach 3, they deal double their normal damage (including double the speed bonus damage), with the extra damage being sonic energy damage.

Projectiles also deal additional damage based on their momentum; the faster an object goes, the more damage it deals. For every 1,000 ft. beyond projectile speed, an projectile deals an additional 1d6 damage of the same type as it typically deals, to a maximum amount of speed bonus damage equal to the gramarie check of the engine that launched it.

This is all about the damage.

qazzquimby
2014-06-25, 09:42 PM
I know the rules are somewhere in CW, but I've never been able to find them. Is it improvised weapon damage for their size?

Milo v3
2014-06-25, 10:14 PM
I know the rules are somewhere in CW, but I've never been able to find them. Is it improvised weapon damage for their size?

Yeah, should be on one of the last pages of the book.

Milo v3
2014-06-30, 08:17 AM
The Arcwielder
"Moment splinter moment, Splinter into colour, and let me be Electricity"

There's an old story about a sick child who was feed a small amount of copper every day in the hopes that some of it was carmot, and just as the child was about to die the gods ascended the copper still within the girl into carmot, not only giving the child one more day but changing the child into a being of lightning. But.... that's just a story. People aren't truly sure what causes some people to have mental mastery over spontaneous electro-arcanodynamics, but they do seem to end up as mecenaries and thieves in cities that contain large amounts of gramarists (likely because of the often larger amounts of metal in said cities).

Game Rule Information

Abilities: Intelligence is probably the most important skill, because it allows the arcwielder to better understand the exact paths his electricity will travel and comprehend the effects the channeling of electrons will result in. After intelligence, an arcwielder can focus more in either strength or dexterity depending on whether they would rather be melee characters with fists of lightning, or shooting bolts of plasma at their foes.

Alignment: Any
Hit Die: d8
Skill Points at 1st Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Class Skills: The Arcwielder's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Disable Device (Int), Escape Artist (Dex), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Architecture and engineering), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Spot (Wis), Tumble (Dex), and Use Magic Device (Cha).


Everything below this point was eaten by the forum, so it lacks formatting for now :smallannoyed:

The Arcwielder

Level BAB Fort Ref Will Special Quick as Lightning Unarmed Damage
1st +0 +2 +2 +0 Capacitor, Improved Unarmed Strike, Plasma Strike, Silver Circuit +0 ft. 1d6
2nd +1 +3 +3 +0 Quick as Lightning, Lightning Conversion +10 ft. 1d6
3rd +2 +3 +3 +1 Silver Conductor +10 ft. 1d6
4th +3 +4 +4 +1 Nervous Strike, Secondary Circuit +10 ft. 1d6
5th +3 +4 +4 +1 Energized Fists +20 ft. 1d8
6th +4 +5 +5 +2 Conductive Weaponry, Plasma is Hot +20 ft. 1d8
7th +5 +5 +5 +2 Voltaic Step +20 ft. 1d8
8th +6/+1 +6 +6 +2 Tertiary Circuit +30 ft. 1d10
9th +6/+1 +6 +6 +3 Voltaic Leap +30 ft. 1d10
10th +7/+2 +7 +7 +3 Improved Lightning Conversion +30 ft. 1d10
11th +8/+3 +7 +7 +3 Voltaic Form +40 ft. 2d6
12th +9/+4 +8 +8 +4 Improved Plasma is Hot, Thermal Circuit +40 ft. 2d6
13th +9/+4 +8 +8 +4 Improved Voltaic Step, Sparksized +40 ft. 2d6
14th +10/+5 +9 +9 +4 Thermal Conductor +50 ft. 2d8
15th +11/+6/+1 +9 +9 +5 Improved Voltaic Form, Sparksized +50 ft. 2d8
16th +12/+7/+2 +10 +10 +5 Improved Voltaic Leap +50 ft. 2d8
17th +12/+7/+2 +10 +10 +5 Sparksized +60 ft. 2d10
18th +13/+8/+3 +11 +11 +6 Ultimate Circuit +60 ft. 2d10
19th +14/+9/+4 +11 +11 +6 Sparksized +60 ft. 2d10
20th +15/+10/+5 +12 +12 +6 Body of the Storm, Ultimate Conductor +70 ft. 3d6
[/table]

All of the following are class features of the arcwielder.

Weapon and Armour Proficiency: Arcwielders are proficient in all simple weapons and light armour, but are not proficient in shields of any kind.

Capacitor: An arcwielder can store more electricity inside of nervous system than normal for his kind. An arcwielder can store a number of Amps in his body equal to half his class level + intelligence bonus (minimum 1).

Improved Unarmed Strike: Arcwielders gain Improved Unarmed Strike as a bonus feat.

Plasma Strike (Su): Arcwielders can expend Amps to discharge electricity. This can occur either through touch or at range. When making a touch or unarmed attack, he can expend amps as a free action to have that attack deal an additional +1d6 electricity damage if it hits per amp spent.

Or, the arcwielder can expend amps as a standard action to make a line attack. The line is 20 ft. long per amp that was spent, 5 ft. wide, and deals 1d6 electricity damage per amp that was spent.

Silver Circuit (Su): An arcwielder can convert his vital energy into electrical energy as a free action, gaining 1 amp for every 6 points of damage he deals to himself. Also, he can reverse the circuit to convert electrical energy into vital energy, healing 1d6 hit points per every amp he sacrifices.

Lightning Conversion (Su): A second level arcwielder takes only half damage from electricity. For every six points of electricity damage that is negated by this ability, you gain an amp.

Quick as Lightning (Su): An arcwielder that is at least second level gains improved reflexes from the extra electricity running through him, gaining an alchemic bonus to his reflex save, equal to the number of amps he has stored. In addition, as long as he has at least one amp stored he gains an alchemic bonus to all his non-magical movement modes based on your level.

Silver Conductor (Su): At third level, the arcwielder can convert the vital energy in others into electricity. On a successful touch or unarmed attack, the arcwielder can deal an additional 1d6 electricity damage per 2 hit dice of the target as a free action. This cannot be used with the same attack as plasma strike or similar abilities.

Nervous Strike (Su): When a 4th level arcwielder hits with an unarmed or touch attack, they can take a free action to manipulate the electricity in the targets nervous system. The target must make a fortitude save (DC 10 + 1/2 level + Intelligence modifier), or take 1d6 dexterity, intelligence, or wisdom damage (chosen with the free action). This cannot be used with the same attack as plasma strike or similar abilities.

Secondary Circuit (Su): Arcwielders of 4th level must select a type of energy to learn how to convert, puissance or wind.

Puissant Circuit: As a free action, you can turn any amps you have into ebbs of puissance or vice versa. This puissance is normally supplied or taken from the arcwielder through heurisitic circuits. In addition, as a standard action you can make a touch attack against an object and deal 1d6 damage per ebb of puissance the target has stored inside of it at the moment

Wind Circuit: As a free action once per round, you can lower the wind force in a 100 ft. radius by one stage till the start of you next turn, and gain 1 amp. If the wind force of the area is Light to begin with, you cannot use this ability. In addition, as a standard action you can expend 4 amps to cast Gust of Wind.

Energized Fists (Su): A 5th level arcwielder with at least one amp stored can punch much harder. The unarmed damage is increased to an amount depending on your class level (the table shows the damage for a medium sized character).

Conductive Weaponry: Upon reaching 6th level, arcwielders can treat attacks they make with conductive weapons as unarmed attacks for the purpose of using plasma strike, energized fists, and similar abilities.

Plasma is Hot: When a 6th level arcwielder hits with plasma strike, they can spend a free action to force the target to make a reflex save (DC 10 + 1/2 arcwielder level + intelligence modifier) or be set on fire.

Voltaic Step (Su): At seventh level, an arcwielder can convert their legs into electrical energy, allowing them to treat conductive surfaces as if they were horizontal ground. In addition, whenever travelling upon a conductive surface, every 10 ft. counts as only 5 ft. for the purpose of your movement speed.

Tertiary Circuit (Su): Arcwielders of 8th level must select a type of energy to learn how to convert, light or sound.

Crystal Circuit: As a free action once per round, you can affect yourself with a silence effect, and gain 1 amp if their is noise equivalent or greater than to 4 people talking. In addition, any sonic damage that would be dealt to you is negated, gaining 1 amp for every 6 damage that is negated. In addition, they can expend amps to make a Control Sound effect, with he manifester level equal to the amps expended.

Gold Circuit: As a free action, you can convert any amps you have into illumination. This functions as a torch, but expends two amps per round. By expending three amps instead of one, the light created is considered Daylight. Also they can blind themselves as a free action once per round, as long as the light level you are in is at least shadowy illumination, you gain one amp per turn.

Voltaic Leap (Su): At 9th level an arcwielder can shift themselves into electricity temporarily to assist in jumps. If they are jumping towards a material that is conductive, they gain an alchemical bonus to the jump check equal to their class level. In addition, when jumping in this way you do not require a run up.

Improved Lightning Conversion (Su): The lightning conversion ability of a 10th level arcwielder negates all electricity damage, not just half.

Voltaic Form (Su): An arcwielder of 11th level can convert their entire bodies into an electrical state. At the cost of five amps per turn and a free action, arcwielder gains the incorporeal subtype, but only to conductive materials. Moving through conductive materials counts for the purposes of voltaic step.

Improved Plasma is Hot: At level 12, when an arcwielder sets someone on fire through Plasma is Hot, the fire deals 1d10 damage instead of 1d6.

Thermal Circuit (Su): A twelfth level arcwielder can spend a free action once per turn to bring the temperature in his an his adjacent squares twenty degrees closer to 20 centigrade, and gain two amps. In addition, he can expend any number of amps as a free action to make his square and his adjacent squares five degrees further away (you choose the direction) from 20 centigrade per amp.

Improved Voltaic Step (Su): Upon reaching 13th level, the arcwielder treats ever 30 ft. of travel on or through conductive material as if it was 5 ft. for the purpose of his movement speed.

Sparksized (Su): At thirteenth level, the arcwielder can temporarilly compress themselves by converting bits of themselves into energy. For the purposes of squeezing into small spaces, they count one size smaller. At 15th level, and every two levels thereafter they count as one more size smaller.

Thermal Conductor (Su): At fourteenth level, the arcwielder can convert the thermal energy in others into electricity. On a successful touch or unarmed attack, the arcwielder can deal an additional 1d6 damage per 10 degrees the creatures body is over or 20 centigrade as a free action. Half of this damage is electricity, the other half is either cold or fire damage, depending on whether the target's temperature was above or below 20 respectively. This cannot be used with the same attack as plasma strike or similar abilities. In addition, the creature is cooled or heated to 20 degrees centigrade.

Improved Voltaic Form: At level 15, the voltaic form ability stops requiring amps to be expended, instead it can just be activated and deactivated as a free action.

Improved Voltaic Leap: A sixteenth level arcwielder's ability to leap to conductive surfaces improves, doubling the bonus.

Ultimate Circuit (Su): A 18th level arcwielder learns how to convert either faith or nuclear energy into electrical energy:

Lead Circuit: Whenever arcwielder would gain any negative levels from radiomantic materials or effects, they instead gain 5 amps for every negative level they would've gained. Also, they can expend amps as a free action to give one negative level to whichever creature adjacent to you has the least hit dice, per 5 amps.

Platinum Circuit: The arcwielder gains spell resistance 10+class level, that only applies to divine spells. Whenever this successfully negates a spell, you gain that spells level as amps. In addition, by expending amps as a free action you can make a use of turn or rebuke undead as a cleric with a level equal to a quarter of the number of amps expended, to a maximum of half your arcwielder level. These uses of turning and rebuking undead count for the purpose of feats.

Ultimate Conductor (Su): Upon reaching 20th level, the arcwielder can convert faith or nuclear energy in others into electricity. On a successful touch or unarmed attack, the arcwielder can deal an additional 2d6 electricity damage per level of divine spells they can cast (if you convert faith), or per negative level they have (if you convert nuclear energy). This cannot be used with the same attack as plasma strike or similar abilities. In addition, the creature expends their highest unused divine spell slot, if faith, or loses all their negative levels, if nuclear.

Body of the Storm (Su): A twentieth level arcwielder is a being of pure electricity. His type changes to Elemental (Air), though still counts as his previous type in situations where it would be beneficial, he stops taking aging penalties and has no maximum age, the damage dice used with plasma strike is increased to 2d6.

In addition, the arcwielder becomes immune to all forms of energy damage, gaining one amp for every 6 points of energy damage negated.

Darkweave31
2014-07-03, 09:34 AM
Sooooo, I've done some thinking on biollurgy and come up with some interesting spins on the discipline.

First is the idea of elven technology being strongly based in the manipulation of plant-based biostructure. This includes the traditional tree houses that are made up of woven branches of trees and self repairing wood that they use to make their ships. The ships could also be plant-typed chassis that have the fly teratomorphism and vestigial wings mutation to represent the sails and feather-like ores that propel the ship forward. I am now imagining an elven academist specializing in biollurgy and heuristicism to create all of these wondrous creations.

Second is the way I have assuaged my distaste for the flavor of mutations and manipulation of life. The change in flavor comes from modern biomedical engineering and robotics which produces technologies that mimic the mechanics of biological things like legs. Rather than mutating and manipulating genetics of the chassis it could just be shaping the "living" metal to essentially copy the corresponding natural feature.

Third is a new (I think) blueprint that I have named...

Name: Nanobots
Principle: BIOY 101 (any), BIOY 228 (It's Alive, Mutation Induction)
Optional Principles: BIOY 273, HEUR 101, HEUR 328
Feats: Liar's Grafting (for plasmid maker)
Optional Feats: Construct/Elemental/Outsider/Plant/Undead Mutator
Items: Plasmid (Symbiosis)
Optional Items: moar plasmids (Symbiosis)

First, the target must be given a plasmid that contains the symbiosis mutation. Liar's Grafting allows for this plasmid to be given to a subject that could not normally gain an Ancient Mutation. (I will note that it is possible to create a sentient biollurgical chassis that can gain 1 level in Geneticist, the ability to make a symbiosis plasmid, and the liar's grafting feat.) Once as many symbiosis plasmids as possible for the target are in place, use BIOY 101 to create the desired type of biostructure for the chassis (Ooze works well since it doesn't require a special feat to be a viable target for the symbiosis and grants several immunities. Since the plasmid technically grants the target a mutator level they can take mutator feats to allow types like construct to work as well.)

Now animate the chassis (I like to make them fine-sized) and use mutation induction to grant it whatever mutations you desire. Use BIOY 273, HEUR 101, and HEUR 328 to grant it the desired level of sentience and control. (Simply granting it the instincts to fuse on a certain chemical/sensory trigger and to follow the orders of the host should be sufficient though you can over-think at your discretion.) If the chassis can't gain the symbiosis mutation give it a suitable plasmid (or multiple if you want more than 1 for the target). Now simply have the nanobot(s) fuse with the target and the target now has incredibly enhanced abilities and access to far more mutations than it would have gained from any other plasmid.

EDIT: Ok, so in my excitement I missed the line in Symbiosis that you can only fuse with another creature of the same type, thus you couldn't get an ooze or construct type nanobot unless you took a mutator feat or were that type too. Oh, well...

For a summary of the abilities the nanobot can give its host:
Symbiosis [Extraordinaire]
Prerequisite: -
Ability Score: None.
Benefit: The evolutionist can connect to other creatures to gain benefits from it. As a full-round action, the evolutionist can forge a symbiotic link with a willing creature within reach, belonging to the aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze or vermin types. Once this link is forged, it remains active for as long as the target stays within the evolutionist’s reach, or until the evolutionist takes a standard action to sever the connection.
While the symbiotic link is active, both creatures gain the other’s appropriate ability score modifiers (if positive) as a bonus on all skill checks. Furthermore, once per turn, the evolutionist can Aid another the linked creature as a free action, similarly, the linked creature can aid the evolutionist as a free action once per turn.
Symbiosis shows its true power when employed by multiple evolutionists who boast it. As a full round action, two or more creatures of the same creature type, all of whom must possess this mutation, may temporarily fuse together (all the limitations of creature type listed before apply, but the evolutionists need not be adjacent to each and everyone, being adjacent to a single other suffices). This fusion provides the following effects:

The fused entity’s size category is equal to the size category of the largest participant, increased by one for every two participants of the same size category that enter the symbiotic fusion. If all participants are considered long creatures, the fused entity is a long creature, if all participants are tall creatures, the fused entity is considered a tall creature, if there are long and tall creatures among the participants, they may chose to make the fused entity tall or long, and may change this shape as a full-round action.
The fused entity is treated as if it had the type and subtypes of all the participants. It can chose to be affected by spells and effects that check for subtype as best benefits it.
The fused entity has an effective HD equal to the highest hit die of the participants. Its hit points are equal to the sum of the hit points of the participants.
The fused entity’s armor class is set by its new size, ability scores and class features. If any of the participants has a natural armor (before considering mutations and class features), the fused entity uses the best natural armor available.
The fused entity has the best movement modes of each of the participants.
The fused entity has a single initiative modifier, set by its combined feats, ability scores, mutations and any other effects that modify it. It rolls initiative once for each participant in its creation and may act on each of these initiatives as normal, with a full complement of actions in each one. It may take one immediate action between each pair of turns it takes.
The fused entity has the best base attack bonus among the participants.
The fused entity has all the natural weapons of the participants. It is treated as if it had as many manipulating limbs as the total sum of the participants and as if it were wielding anything the participants were, even if its outward appearance would say otherwise.
The fused entity uses the best base ability scores of the participants in its creation, with a bonus to said ability scores equal to the respective modifiers of the unused ability scores (if positive). Changes in constitution do not alter the fused entity’s hit point total. The base ability scores used in these calculations are the ability scores without any typed bonuses, such as enhancement, alchemical or inherent, all of which are added to the final ability scores according to their own limits.
The fused entity uses the best base saves of the participants, modified by its new ability score bonuses. It can make one will save for every participant, and succeeds on will saves as long as any of the participants succeeds.
The fused entity has access to all skills and feats of the participants, modified by its new ability score bonuses. Any repeated skills have their ranks added up to the maximum allowed by the fused entity’s HD and are treated as class skills if they are class skills to any of the participants. Any repeated feats provide no additional benefits unless the feat can normally be taken multiple times.
The fused entity has access to all special attacks and special qualities of the participants.
The fused entity has access to all of the mutations, teratomorphisms, ascendancies and perfections of the participants, up to their caps as set by its mutator level. The fused entity has a mutator level equal to the sum of the mutator levels of the evolutionists involved, up to a maximum of its HD. Repeated teratomorphisms gained in this manner provide no benefit unless they can be taken repeatedly normally, size altering teratomorphisms do not change the fused entity’s size (as it is set in a different manner).
The fused entity has access to all other class features of the participants. The benefits granted by repeated class features do not stack (as per gestalt rules).
The fused entity has access to all of the body slots and magic items (and chakras and soulmelds if applicable) worn by the participants and benefits from all of them as normal.
The fused entity is affected by any condition that affects the participants, be it active spells, poisons, diseases etc. If the condition is prevented by a will save, the other participants have the option to make a save against the effect in order to end it. When the original bearer of the condition leaves the fused entity, it remains affected by it, as do any participants that leave it afterwards.

The overall appearance of the fused entity is up to the participants.
The participants can remain fused for as long as they wish. Any participant can extricate himself from the fused entity as a full round action at any time he desires. When one participant removes himself from the fused entity, the whole being’s characteristics must be recalculated to account for the removal. The removed participant exits the fused entity with an amount of hit points equivalent to the percentage of hit points the fused entity had when the split was performed.
The fused entity requires as much sleep as the creature involved that needs the most sleep, it can prepare spells, shape soulmelds and otherwise ready any class features that need such readying immediately following this rest. The fused entity requires daily nourishment equal to one and a half times what the participants would need.
Further Mutations: This mutation can be taken once per four mutator levels. For each time it is taken, the evolutionist and the linked creature may make an additional aid another check as a free action per turn, only one such aid another attempt can be made for any given roll on a turn. Additionally, an evolutionist can only take part in a symbiotic fusion with a maximum number of participants beyond himself equal to the number of times he has taken this mutation.
Special: The evolutionist can forge a symbiotic link with creatures of the construct, elemental, outsider, plant or undead types if he has access to the appropriate special mutation lists.

Milo v3
2014-07-03, 06:03 PM
Sooooo, I've done some thinking on biollurgy and come up with some interesting spins on the discipline.

First is the idea of elven technology being strongly based in the manipulation of plant-based biostructure. This includes the traditional tree houses that are made up of woven branches of trees and self repairing wood that they use to make their ships. The ships could also be plant-typed chassis that have the fly teratomorphism and vestigial wings mutation to represent the sails and feather-like ores that propel the ship forward. I am now imagining an elven academist specializing in biollurgy and heuristicism to create all of these wondrous creations.
Yeah that can be done with BIOY, though why mention HEUR?


Second is the way I have assuaged my distaste for the flavor of mutations and manipulation of life. The change in flavor comes from modern biomedical engineering and robotics which produces technologies that mimic the mechanics of biological things like legs. Rather than mutating and manipulating genetics of the chassis it could just be shaping the "living" metal to essentially copy the corresponding natural feature.
Yep, one of the reasons I basically gave plasmids no flavour was so that it can easily be changed to being cybernetics and shaping living metal.

Darkweave31
2014-07-04, 09:58 AM
BIOY and HEUR because I like the synergy...

Also an idea for Biollurgy, specifically dealing with instincts... I think reflex could be an interesting addition, allowing the gramarist to program a certain reaction to a specific stimulus. Or maybe it's just me over-thinking the intricacies of life :smalltongue:

Milo v3
2014-07-04, 10:13 AM
Also an idea for Biollurgy, specifically dealing with instincts... I think reflex could be an interesting addition, allowing the gramarist to program a certain reaction to a specific stimulus. Or maybe it's just me over-thinking the intricacies of life :smalltongue:

It should be able to do that already.... I think.....

EDIT: Anabolist [WIP] *It's getting annoying keeping the page open and I can't be bothered going to pastebin*

The Anabolist

http://fc03.deviantart.net/fs71/i/2012/098/9/5/_prototype_2__by_thelizangel-d4vhuur.png
"I woke up in a morgue. Now I hunt. I kill. I consume. I become."

An anabolist is a survivor. This concept is key to the very being of an anabolist, so much so that they can biollurgically alter their bodies with other creatures scavenged body parts to survive nearly anything. As scavengers, they often don't fight on the front lines, instead they use their mobility and shapechanging to end up standing right behind their prey, and taking them apart for sustenance. Anabolists are not warriors, they are a cancer, appearing out of nowhere, turning your body into it's own, and being a near perfect survivor.

Game Rule Information

Abilities: The primary abilities of an anabolist are dexterity and constitution. Dexterity since they don't wear large amounts of armour and so they can be masters of stealth. Constitution is the ability score used to control and utilize their adaption abilities.

Alignment: Any
Hit Die: d8
Skill Points at 1st Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Class Skills: The anabolist's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Spot (Wis), Survival (Dex), Tumble (Dex) and Use Rope (Dex).

The Anabolist


Level BAB Fort Ref Will Special AP


1st +0 +2 +2 +0 Adaption Surge, Consume, Instant Adaptation 5


2nd +1 +3 +3 +0 Cloak of the Living, Hide the Hunger, Weapon Finesse 2


3rd +2 +3 +3 +1 Aberrant Aid +2, Face of the Fallen 2


4th +3 +4 +4 +1 Eldritch Descension, Lesser Adaptions, Natural Weapon Finesse 3


5th +3 +4 +4 +1 Amoebic Mobility, Food for Thought 3


6th +4 +5 +5 +2 Homeostasis, Skitter +30 ft. 4


7th +5 +5 +5 +2 More Flipping Tentacles! 4


8th +6/+1 +6 +6 +2 Blend with the Mass, Intermediate Adaptions 5


9th +6/+1 +6 +6 +3 Improved Aberrant Aid +4, Viral Incarnation 6


10th +7/+2 +7 +7 +3 Fast Healing, Supernatural Diet 6


11th +8/+3 +7 +7 +3 Biollurgic Incorporation 7


12th +9/+4 +8 +8 +4 Greater Adaptions, Skitter +60 ft. 7


13th +9/+4 +8 +8 +4 Improved Face of the Fallen 8


14th +10/+5 +9 +9 +4 Even More Flipping Tentacles! 8


15th +11/+6/+1 +9 +9 +5 Greater Aberrant Aid +8, Improved Fast Healing 9


16th +12/+7/+2 +10 +10 +5 Superior Adaptions 9


17th +12/+7/+2 +10 +10 +5 Talented Diet 10

S
18th +13/+8/+3 +11 +11 +6 Skitter +90 ft. 11


19th +14/+9/+4 +11 +11 +6 Expanded Surge 11


20th +15/+10/+5 +12 +12 +6 Transcendent Survivor 12



All of the following are class features of the anabolist.

Weapon and Armour Proficiency: Anabolists are proficient in simple weapons and light armour, but are not proficient in shields of any kind.

Adaption Surge (Su): Where a normal person gets a surge of adrenaline when in danger, anabolists grow new limbs or make their claws even sharper. A number of times per day equal to 3 + your constitution bonus, you can spend a swift action to increase the tier of one adaption that is unlocked as long as your currently fulfilling either it's Surge Prerequisite. The benefits of an adaption surge last till the end of the encounter or 10 minutes, whichever happen first. You can have multiple surges activate at once.

Consume (Su): As a standard action, an anabolist can make an attack with a natural weapon at his highest base attack bonus. If this attack leaves a living creature with less than 1 hit point, you immediately consume them, rending them into cells with tendrils and adding their flesh and bone to your husk. This does two things, heals you and unlocks adaptations.

When you consume a creature in this way you heal 1d6 hit points per hit die of the creature or 1 point of strength, dexterity, or constitution damage, and you may select a single adaptation the consumed creature meets the Unlock Prerequisites of and unlock it. When you unlock an adaptation, you can immediately spend as much AP you want on it as if you fulfilled it's surge prerequisite.

If you kill a living creature through coup de grace with a natural weapon, you can consume the killed creature as a free action.

Instant Adaption (Su): Each level, the anabolist gains a set number of AP which is retained when you level up if it is not spent. As an immediate action, you can spend one or more of your Adaption Points (AP) to gain an adaption that is unlocked. This can only be done with adaptions that you currently meet the Surge prerequisite of.

When an adaption is actually gained, it is automatically affected by adaption surge except that it does not take up a daily use of the ability.

Cloak of the Living (Su): By altering his outer structure, texture, and colouration of his body a second level anabolist can make it look like he is wearing clothing or armour, this takes a standard action. In addition, he can alter his skin colour and his living clothing to match the surroundings by taking a standard action and selecting a terrain type. While in that terrain, he gains a +8 racial bonus to hide checks while in that environment. Either of these two effects can be removed as a free action.

Hide the Hunger (Su): At 2nd level, an anabolist can cause the manifestation of their adaptions to recede as a free action. Any receded adaptions automatically have their manifestations return if they are used.

Weapon Finesse: A second level anabolist gains weapon finesse as a bonus feat.

Aberrant Aid (Su): As a swift-action, a third level anabolist can warp their body to assist their skills. When the swift action is taken, select a skill you have at least one rank in, you are counted as having masterwork tools for that skill except the competence bonus is based on your level (see table above). This ability cannot be used with craft or profession.

Face of the Fallen (Su): Anabolists of third level can take the face from those they devour. This functions as Disguise Self except you can only take the appearance of the last creature you consumed that fits the limitations of the spell. Whenever you consume a creature you can choose to not use that appearance for this ability, instead retaining their previous form.

Eldritch Descension: Upon reaching fourth level, the anabolist loosens the ties to his original kind, changing his creature type to Aberration and gaining darkvision to 60 ft.

Lesser Adaptions: A fourth level anabolist gains access to lesser tier adaptions with his Instant Adaptation ability. This functions as normal except that they must have the adaption they want to purchase as a lesser adaption.

Natural Weapon Finesse (Ex): At 4th level, the anabolist can use his dexterity score and modifier instead of strength to calculate damage for melee attacks, but only with attacks from natural weapons.

Amoebic Mobility (Su): Because of an anabolists cellular structure, once he reaches 5th level he can compress his body enough to squeeze through a 1-inch-wide crack. Cracks and similar openings that are 1 inch or more in width do not slow the anabolist at all. In addition, he gains a racial bonus to escape artist checks equal to twice his class level.

Food for Thought (Su): When a 5th level anabolist consumes a creature, he can spend a free action to learn information from the victim. This effect functions like speak with dead, with a caster level equal to his hit dice.

Homeostasis (Su): Upon reaching 6th level an anabolist can spend an immediate action to fake death perfectly. While in this state, your body temperature slowly drops to room temperature, you have no heart beat, you cannot sense anything, you do not age, there is no electricity passing through your nerves, and you rot, only a single cell of your body is still alive. A person inspecting your body can make a Heal check (DC 50) to notice your still alive. If you are dealt lethal damage at all while in this state, you immediately leave it and any harm that came from rot is removed as your body regenerates.

Skitter (Ex): After sixth level, the anabolist gains an enhancement bonus to base land speed based on his level (see table above) that only applies while using the run or withdraw actions.

More Flipping Tentacles!: Anabolists of seventh level can release immense amounts of biomass to birth a torrent of tendrils. As a full-round action, you can inflict points of constitution damage to yourself. Immediately tendrils burst out dealing 1d10 bludgeon, piercing and slashing damage per constitution point lost to all in a 50 ft. radius, with a reflex save (DC 10 + 1/2 anabolist level + constitution modifier) halving the damage.

Blend with the Mass (Ex): An anabolist of 8th level or higher can use the Hide skill to hide while adjacent to at least three creatures of at least medium size while all his adaptions are hidden, even if the terrain doesn't grant cover or concealment.

Intermediate Adaptions: An eighth level anabolist gains access to intermediate tier adaptions with his Instant Adaptation ability. This functions as normal except that they must have the adaption they want to purchase as a lesser adaption.

Viral Incarnation (Su): A ninth level anabolist can take over a creature as a malignant cell. When an anabolist can use their consume ability, they can instead decide to use this ability. Immediate the body of the anabolist decays and decontructs, while the victim's hit points are increased to the anabolist's (even if this would be over the victims normal maximum). The anabolist can then sense anything the victim senses and hear their thoughts, though has no way to manipulate the victim aside from being able to force the victim to make a fortitude save (DC 10 + 1/2 class level + constitution modifier) up to once per week. If this save is failed, the victim's body is destroyed and the anabolist is recreated where the victim previously stood, with however many hit points the victim had at the time. This ability unlocks adaptions as consume, though does not heal the anabolist.

Fast Healing (Ex): Anabolists of 10th level gain Fast Healing 1 that stacks with all forms of fast healing.

Supernatural Diet (Su): At 10th level the anabolist can gain supernatural powers by feeding upon monsters and mages. By spending a full-round action instead of a standard action when using consume, you automatically select one diet group that creature fits in and gain the Diet Groups abilities. You can only have one diet group at a time, and gaining a new one replaces the old.


Binder
Prerequisite: Soul Binder
You gain Bind Vestige and Practiced Binder as a bonus feat.

Caster
Prerequisite: Spellcasting or Invocations
Select one of the following:

Eldritch Abilities: You gain a invocations as a warlock with a level equal to a third of your class level. Regardless of if you lose this ability and later regain it, you select the same invocations. You cannot have this ability and dragonfire adept or warlock levels at the same time.
Slave to Magic: You gain a familiar as if you were a sorcerer with a level equal to your class level. This familiar doesn't cost anything to call into existence, and nothing is lost when the familiar dies or this ability is lost. If you have an ability that grants a familiar, your level for the purpose of familiars is the sum of your classes that grant familiars.
Taste of Magic: You gain spellcasting of a sorcerer with a level equal to a quarter of your class level, except that constitution is used as the spellcasting ability score rather than charisma. Regardless of if you lose this ability and later regain it, you select the same spells as spells known. You cannot have this ability and sorcerer levels at the same time.


Evoker
Prerequisite: Illuminations
Select one of the following:

Costume of Bone: The anabolist can treat clothes made from Cloak of the Living as costumes from Radiant Armaments, with imbuements as if they were Champions with a level equal to your anabolist level. Once you select the type of costume, it cannot be changed.


Gramarist
Prerequisite: Principles
Select two of the following:

Alchemetric Expert: Select a special material that weapons can be made from worth at most 500 gp per 3 class levels. Your natural weapons count as being made from that material.
Arcanodynamic Technician: When you consume a creature, instead of healing, you can instead temporarily enchant your weapons. For 1 round per hit dice of the victim, your natural attacks deal an additional +1d6 damage from acid, cold, electricity, or fire (chosen when you consume the creature).
Biollurgic General: When you consume a creature, instead of healing or unlocking, you can turn the victim into a biollurgical chassis. This immediately affects the creature with BIOY 101: Informismateria, to make it aberration biostructure, and then BIOY 228:It's Alive. Your level + constitution modifier counts as your training for the purpose of this. These chassis function as normal, except that they have mental ability scores equal to half of yours, they have three mutations per hit die, and they do not count as chassis for the purpose of gramaric principles. You can only control a mass of chassis with hit dice totaling up to twice your class level.
Eldrikinetic Mechanic: Your skitter ability applies to all movement, rather than just run and withdraw actions. In addition, you become immune to fall damage.
Gramaric Overseer: You can spend a full-round action to see nearly everything near you, perceiving as though you were in every single empty 5 ft. cube within 100 ft.
Heuristics Analyst:
Imachinated Conceptualist:
Kaleidomantic Artist:
Yggdratectic Engineer:


Initiator

Manifester

Meldshaper

Mutator

Mythos

Transformers
Prerequisite: Features
Select one of the following:

Eldritch Chest: You gain a subspace (as YGGD 101) that sticks out of your chest. This subspace has volume of 5 cubic feet, and can be opened and closed by the anabolist as a free action.
Vicious Grappler: Whenever you hit a creature you have pinned, you can deal 1d4 points of constitution damage against the creature as a free action.


Truenamer



Biollurgic Incorporation (Su): When an 11th level anabolist uses consume on biostructure or a biollurgical chassis, they can choose to either regain 1d12 hit points and 1d2 physical ability score damage per hit die of the victim, or they can temporarily increase their size category, as enlarge person with a caster level equal to the hit die of the victim.

Greater Adaptions: A twelfth level anabolist gains access to greater tier adaptions with his Instant Adaptation ability. This functions as normal except that they must have the adaption they want to purchase as an intermediate adaption.

Improved Face of the Fallen: An anabolist with thirteen levels can remember more appearances to use for disguises, you can remember a number of forms for Face of the Fallen equal to your constitution bonus (minimum 1).

Even More Flipping Tentacles!: When an anabolists of fourteenth level uses More Flipping Tentacles, the range is tripled, and the damage counts as magical for the purpose of damage resistance.

Improved Fast Healing (Ex): Anabolists of 15th level gain Fast Healing 5 that stacks with all forms of fast healing.

Superior Adaptions: A sixteenth level anabolist gains access to superior tier adaptions with his Instant Adaptation ability. This functions as normal except that they must have the adaption they want to purchase as a greater adaption.

Talented Diet (Su): By spending a full-round action instead of a standard action when using consume, a seventeenth level anabolist can assimilate the talents of a person with class levels. Doing this causes you to gain the class features of that class, as if you had taken five levels in it. You can only have one classes features with this ability at the same time, and you cannot use it to gain class features from classes you already possess levels in.

Expanded Surge: At nineteenth level the anabolist no longer needs to meet surge prerequisites when using the Adaption Surge ability.

Transcendent Survivor (Su): Upon reaching 20th level, the anabolist gains Regeneration 5. In addition, he no longer takes penalties from aging and no longer has a maximum age.

Adaptions


Armour
Unlock Prerequisite: Creature with natural armour
Surge Prerequisite: An attack roll would beat your armour class, attacked while not wearing armour, or similar.

Benefit: You gain +2 armour bonus to armour class.
Lesser: The armour bonus to armour class increases to +4, and can be made into magical armour as though it was masterwork in quality.
Intermediate: ?
Greater: ?
Superior: ?
Epic: ?


Bite
Unlock Prerequisite: Creature with a bite natural attack.
Surge Prerequisite: Someone puts their hand in your mouth, attacked while you possess no weapon, your weapon is disarmed or sundered, or similar.

Benefit: Each of your heads gains a bite natural attack, that each deals 1d8 bludgeon, piercing and slashing damage. The damage listed is for medium creatures.
Lesser: If you kill a living creature with your bite attack, you can consume it as a free action.
Intermediate: Your bite attack's damage increases to 2d8, it counts as masterwork for the purpose of making them magical weapons, and you count as wielding a two-handed weapon whenever you attempt to sunder with your bite attack.
Greater: ?
Superior: ?
Epic: ?



Claws
Unlock Prerequisite: Creature with a claw natural attack.
Surge Prerequisite: Attacked while you possess no weapon, your weapon is disarmed or sundered, or similar.

Benefit: Each of your arms gains a claw natural attack, that each deals 1d4 piercing and slashing damage. The damage listed is for medium creatures.
Lesser: You may make a full-attack against any creature that is denied it's dexterity modifier to armour class as a standard action rather than full-round action, but the only attacks you may make are claw attacks.
Intermediate: Your claw attack's damage increases to 2d4, they count as masterwork for the purpose of making them magical weapons, and you gain a burrow speed equal to half your base land speed.
Greater: ?
Superior: ?
Epic: ?


Hammerfist
Unlock Prerequisite: Creature with a slam natural attack.
Surge Prerequisite: Shaking someones hand, attacked while you possess no weapon, your weapon is disarmed or sundered, or similar.

Benefit: Each of your arms gains a slam natural attack, that each deals 1d6 bludgeon damage. The damage listed is for medium creatures. In addition, it counts as an unarmed attack whenever it would be beneficial.
Lesser: When you bullrush you may make a constitution check rather than a strength check.
Intermediate: Your slam attack's damage increases to 2d6, they count as masterwork for the purpose of making them magical weapons, and you can bullrush a creature you have hit with your slam attack this round as a free action.
Greater: ?
Superior: ?
Epic: ?


Healthy
Unlock Prerequisite: Creature with fast healing, immunity to disease, or regeneration.
Surge Prerequisite: Be in dying condition, fail a save against disease, or similar.

Benefit: You gain a +4 alchemic bonus on saves against disease and poison.
Lesser: You gain an alchemic bonus on saves against death effects, disease and poison equal to your class level (minimum +4).
Intermediate: You gain immunity to non-magical disease and poison.
Greater: In instances where you would normally have to make a save or be afflicted with a disease if not for immunities, you instead heal 1 point of ability damage.
Superior: You gain immunity to death effects, disease and poison.
Epic: You gain immunity to the unconscious condition.


Shield
Unlock Prerequisite: Creature with natural armour
Surge Prerequisite: An attack roll would beat your armour class, attacked while not wearing armour, or similar.

Benefit: As a free action, you can turn one or more of your free hands into a light steel shield, except that it doesn't count as metal for the purposes of spells or effects. These shields can be dismissed as free actions, and they stack with each other (though not with any other type of shield).
Lesser: You can turn one or more of your free hands into shields as above, as immediate actions. In addition, you gain the benefits of Deflect Arrows while at least one of your arms is a shield. For these purposes, your arm shields count as being free hands.
Intermediate: This adaption creates heavy shields instead of light shields, though it otherwise functions as a above. In addition, they can be enchanted as if they were masterwork in quality.
Greater: When using the deflect arrows feat through this adaption, you can deflect a number of projectiles each round equal to your dexterity bonus (minimum 1). In addition, deflect arrows now functions on unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks.
Superior: The shield bonus of shields you create with this adaption increase to +4, and you can spend a standard action while to grant yourself Total Cover until the beginning of your next turn.
Epic: ?


Speedster
Unlock Prerequisite: Creature with a base land speed higher than 20 ft. +10 ft. per size category bigger than small.
Surge Prerequisite: Taking a withdraw action.

Benefit: You gain a +10 ft. alchemic bonus to your movement modes.
Lesser: You gain a +30 ft. alchemic bonus to your movement modes when charging, running, or withdrawing.
Intermediate: You can travel three times your base land speed in a straight line as a standard action, this straight line does not need to be horizontal.
Greater: You gain a +30 ft. alchemic bonus to your movement modes, which doubles when charging, running or withdrawing.
Superior: Your +30 ft. alchemic bonus to movement increases to +60 ft., in addition you can use the Intermediate benefit as a swift action.
Epic: Your +60 ft. alchemic bonus to movement increases to +90 ft., in addition you can use the Intermediate benefit as a free action once per turn.


Skymaster
Unlock Prerequisite: Creature with a Fly Speed
Surge Prerequisite: Fall far enough you would take lethal damage (if not for the benefits of skymaster).

Benefit: Any distance fallen while adjacent to a solid vertical surface does not count for the purpose of fall damage.
Lesser: You gain immunity to fall damage.
Intermediate: ?
Greater: ?
Superior: ?
Epic: ?


Fast Healing - Regrow Limbs - Damage Reduction - Regeneration
Uncanny Dodge - Improved Uncanny Dodge - Blindsense - Blindsight
Tighter Grip/Grappling/Disarm - Improved Grab - Constrict
Swimming - Breath Underwater
Camouflage - Hide in Plain Sight
Low Light Vision - Darkvision
Gore - Augmented Critical
Slam x2 - Bash - Augmented Critical - Maul
Tail - Augmented Critical - Tailsweep
Tentacles x4 - Augmented Critical
Energy Resistance - Slime - Immunity
Ferocity
Quills - Impale
Colossal Strength - Rock Throwing - Rock Catching
Scent
Spell Resistance - Spell Absorption - Spell Reversal
Spines
Stentch
Leaves - Solar Power 1 - Solar Power 2 - Soar Power 3

Milo v3
2014-07-06, 07:57 PM
The Dungeonjammer


"For the last time: it's a meticulously calibrated hand-bevelled piece of technical equipment with original Ozark imagery, guaranteed to enhance athletic performance. Not a ten-foot pole."

http://fc06.deviantart.net/fs10/i/2006/130/a/1/Ready_for_Action_by_PReilly.jpg
Image credit PReilly ( http://preilly.deviantart.com/) of deviantart.com.

Raiding dungeons is a dangerous pastime. There's the monsters, and the traps, and the evil masterminds, and the furniture that wants to eat you, and did I mention all the monsters? Only an idiot would choose to continue risking life and limb by going again and again into the depths of the earth, breaking into some cursed tomb, a dragon's vault, a giant's sky fortress, or whatever the latest horrible place to die is. Only the truly desperate or the truly stupid would lower themselves to such madness.

That is, if you're an amateur.

For a trained professional, of course, dungeons are nothing but a regular day's work. Extreme dungeoneering is the latest craze sweeping the realm, as skilled and talented challengers engage in this death-defying sport! The smartest, most cunning athletes of the land are the dungeonjammers, who break into the most secure vaults, the most treacherous dungeons, the most frightening haunts, to return with riches aplenty! Dungeonjammers are high-performance athletes who compete in the biggest and most dangerous sport of them all, hardcore treasure hunting. Using the latest gadgets and equipment afforded by gramarie, they cheat the laws of physics themselves in their pursuit of the ultimate loot. Do you have what it takes to join their ranks and win eternal glory?

Requirements: To become a dungeonjammer you must meet all of the following requirements.
Feat: Athletic
Gramarie: 20 Training in YGGD
Skills: Forgery 10 ranks, Knowledge (dungeoneering) 8 ranks, Open Lock 8 ranks
Special: Must have the inspiration and trapfinding class features
Specialization: Must have access to courses of Yggdratecture with a tag (such as [Military] or ).

Hit Die: d6
Skill Points at Each Additional Level: 6 + Int modifier

Class Skills: All. A dungeonjammer treats all skills as class skills. Yes, even that one.
Training Points per Level: 5

The Dungeonjammer


[th]Level BAB Fort Ref Will Special Inspiration Monty Haul


1st +0 +0 +2 +2 Extra-D trick, tools of the trade, monty haul +1 1 lb


2nd +1 +0 +3 +3 Cunning aim, Dimensional Spheres +2 5 lb


3rd +2 +1 +3 +3 Extra-D trick, fast movement (weird) +3 10 lb


4th +3 +1 +4 +4 Cunning spaces +4 50 lb


5th +3 +1 +4 +4 Adrenaline rush, extra-D trick +5 100 lb


6th +4 +2 +5 +5 Cunning tool +6 500 lb


7th +5 +2 +5 +5 Extra-D trick, it might work +7 1,000 lb


8th +6 +2 +6 +6 Cunning ploy +8 5,000 lb


9th +6 +3 +6 +6 Extra-D trick, fast movement (flickering) +9 10,000 lb


10th +7 +3 +7 +7 The competitor +10 ]50,000 lb



All of the following are class features of the dungeonjammer.

Weapon and Armour Proficiencies: As a dungeonjammer, you gain proficiency with firearms if your setting permits them. Otherwise, you gain no additional weapon or armour proficiencies.

Extra-D Trick (Su): It's only cheating if you get caught! Dungeonjammers push the rules of reality itself to the breaking point as they pursue everlasting glory and piles of treasure. At 1st level, and every two levels thereafter, you learn a special extradimensional trick that you can deploy using your yggdratectural talent in order to break the laws of physics to get an edge. Activating an extradimensional trick is usually a swift action, and costs inspiration as noted in the entry.

Arrow Time: This trick is activated as an immediate action, when you're targeted by a ranged attack or when a ranged attack passes through your square en route to its target. You can either gain 25% miss chance against projectiles until the start of your next turn, or you can make an opposed attack roll in an attempt to knock the projectile in the direction of your choice, including back at the launcher. If you fail the opposed attack roll, you're hit by the projectile; however, if you succeed it's as if you were relaunching the projectile, using your own attack roll (even if it's a melee attack roll) to aim it. This trick costs 1 point of inspiration. Successfully deflecting an attack allows you to attempt to continue deflecting projectiles without expending another action until the start of your next turn, or until you're hit by one of them, whichever comes first.
Danger Sense: This is a trick which heightens your senses when danger rears its head. You can activate this trick as an immediate action to skip back slightly in time and prepare yourself. This lets you reroll initiative if you don't like the result; more interestingly, if you are ambushed, you can activate this trick to be expecting the ambush and thus to be able to act in the surprise round. You can also activate this trick to avoid being flat-footed against an attack. This trick costs 1 point of inspiration.
Dimensional Skip: This simple trick moves you between worlds, and you end up up to your move speed away from where you started. It can only take you to a point to which you have line of sight. This trick costs 1 point of inspiration, but it can be activated as an immediate action for 2 points of inspiration instead.
Double Take: You need to be 9th level to select this trick. You activate this trick with a swift action at the start of your turn, and can take two entirely separate possible turns. This means that you start your first take, play the turn normally, and end your turn. Then everything is reset to its location at the point you used the double take, and you play through your turn for a second time. Afterwards, you can choose which take becomes the actual course of events. This trick costs 4 points of inspiration.
The Easy Way: You need to be 7th level to select this trick. You can activate a phase door (http://www.d20srd.org/srd/spells/phaseDoor.htm) effect as a swift action. This effect has a caster level equal to your Hit Dice, and costs 3 points of inspiration.
Freeze-Frame: You need to be 7th level to select this trick. This trick is activated as a swift action, and works like a one-round time stop (http://www.d20srd.org/srd/spells/timeStop.htm), stopping time until the end of your current turn. Unlike a normal time stop, you can interact with creatures during this effect, and they are treated as flat-footed against you. This trick costs 3 points of inspiration.
Portal-Fu: Much like the Spot, you can make clever use of portals in fighting. You can activate this trick to place a portal on any flat surface within 100ft. of you. Once you have placed two matching portals, creatures and attacks can move through them as if the points in space were connected; a portal is about the size of a standard Medium-sized doorway. The portals last indefinitely until you place another portal, at which point the oldest one collapses and the newest two are linked. Placing a portal is a swift action, and costs 2 points of inspiration.
Wallcrawler: Gravity is really just a point of view. This trick is activated as a swift action, and until the start of your next turn you can walk up surfaces of any inclination, even upside down. You always gain the attack bonus for higher ground while this trick is activated. This trick costs 1 point of inspiration.
Wire-Fu: You can make weirdly improbable jumps using this trick, which don't quite seem to follow normal rules of geometry. This lets you make a single Jump check at a +30 bonus. This works like a normal Jump check, except that you can choose to take regular actions (except movement) at any point during the Jump, and even end your turn there and pick it up on a following round. Only when you want to continue moving do you complete the jump. This jump is activated as a swift action by spending 1 point of inspiration.


Inspiration (Ex): Dungeonjammers are forced to be as cunning and ruthless as possible if they're going to make it to the big time. At every level, you add 1 point of inspiration to your pool. As normal, inspiration is restored at the start of every encounter, typically when initiative is rolled.

Monty Haul (Su): What's the point of specializing in yggdratecture if you can't use it for your own benefit? You have big pockets; really big pockets. Like, extradimensional pockets. As a dungeonjammer you have your own personal extradimensional space which you and only you can reach into. You can draw things from your extradimensional space as a free action, as if you had the Quick Draw feat. At 1st level this space can only hold 1 lb of material, but this increases exponentially as you level, as shown on your class table. Volume is not a concern, and neither is sorting it; the stuff that you want just ends up at the top, much like a handy haversack. You can only store stuff that you personally can carry.

Tools of the Trade (Su): What you don't have, you can fake. By making a Forgery check as a full-round action, you can convert a number of lb of material in your extradimensional pocket space into a liquid asset known as potential. Potential isn't really anything tangible, but it can be assimilated into other stuff by drawing from other parallel realities where you collected different items. Your Forgery check must be greater than or equal to both the gold piece value of the object and the Craft check made to build it in the first place in order to disassemble it like this. Potential still takes up as much weight in your pocket space as it did when it was an object, it's just... different now.

As another full-round action, you can reassemble potential into the exact tool that you need for the job. You make a Forgery check, which is the Craft check made to create the item. The tool created cannot have a gold piece value greater than the result of your check. It materializes in your hand as if you had had it all along, of course. You can make either of these Forgery checks as a swift action by spending 1 point of inspiration. You can treat your Forgery check as the relevant Craft check made to create any object you desire through this. You gain a bonus to Forgery checks equal to half your class levels as you hone your talents at deception with this talent.

A DC 15 Appraise check reveals the foreign nature of these objects; merchants typically buy them for substantially less than their nominal price because of this. These items are primarily useful for your adventures and your competitions, not for their market value.

Cunning Aim (Ex): Precision is the name of the game. Starting at 2nd level you can spend 1 point of inspiration as a swift action to gain a bonus to attack on your next attack made in the same round equal to half your class level, and additional precision-based damage equal to +1d6 per class level. If you spend 2 points of inspiration instead, the attack also twists through the intervening space, either allowing you to make a melee attack against a creature within 30ft. of you, or eliminating all range penalties on a ranged attack.

Dimensional Spheres: Upon reaching second level, you gain access to all Tags for yggdratecture ([Military Science] and [Thesis]).

Fast Movement (Su): By stepping through space and between dimensions during your regular movement, your ground speed increases by 20ft. at 3rd level. You also automatically avoid the first attack of opportunity made against you each round because of this strange motion. At 9th level your speed increases by an additional 20ft., and you can choose to activate a blink (http://www.d20srd.org/srd/spells/blink.htm) effect whenever you want as a free action (turning it on or off).

Cunning Spaces (Ex): Extradimensional talent certainly lets you be a master of surprise; starting at 4th level, by spending 2 points of inspiration, you can prepare an YGGD principle as a swift action. This principle only lasts until the end of the current encounter.

Adrenaline Rush (Ex): You don't have time to take a breath and calm down, there's so much to do! You know who stopped to smell the roses? The guy that came in 2nd. Starting at 5th level, you can take two swift or immediate actions every round.

Cunning Tools (Su): Starting at 6th level, you can get more bang for your buck when obtaining high-performance athletic equipment out of the aether. Whenever you use your tools of the trade class feature, you can spend an extra point of inspiration to multiply your Forgery check by 100 for the purposes of determining the gold piece value that can be obtained from an alternate possible dimension. This opens up all sorts of possibilities, including such things as masterwork items, potions, wondrous items, and so on. When we talk about gold piece value, we're talking strictly about price, not cost. Note that this only changes the volume of value you can coalesce at once, not the actual value of the potential. You must still disassemble enough items to provide you with the potential for whatever you want to build.

It Might Work (Ex): The all-important words when you have no other options left and it's all come down to this. Starting at 7th level, you can make a Forgery check as a full-round action to convert potential in your pocket space into puissance. This generates a number of ebbs equal to your Forgery check, and consumes 100 times that much potential in lb. This costs 4 points of inspiration; if you spend 6 instead, you can do it as a swift action.

Cunning Ploy (Ex): At 8th level, you can prepare a cunning plan to imitate other arts of gramarie. You need to have a blueprint of a tagged principle from a discipline other than Yggdratecture. As a full-round action, you can expend 10 inspiration points to make a Forgery check to imitate the requisite skills needed to use it. The Forgery check counts as the gramarie check, but takes a -20 penalty. After this, the blueprint is ruined.

The Competitor (Ex): At 10th level, you've reached the height of your fame and the height of your glory; there's nowhere to go but down. Or perhaps... sideways? If you're willing to take the leap, you can transform yourself into potential inside of your pocket dimension, to be reassembled in an alternate universe similar, but not quite the same, as our own. Doing this allows you to introduce some change into the world based on the particular dimension you choose to enter into. This works like a reality revision (http://www.d20srd.org/srd/psionic/powers/realityRevision.htm) that you don't need to pay any cost for. However, there's one problem with your plan: there's another you in that universe, none too happy that you've broken in. This is a carbon-copy of you, down to every item you carry and every decision you've ever made, except for the choice to jump to another dimension. Alternate versions of you that you encounter like this are driven insane by the unexpected experience of encountering themselves, and try their darnedest to kill you in order to reassert their reality.

This ability can be used once every month, or you can build an yggdratectural portal which leads people through to another dimension like this (whoever travels through can select the change introduced into it). A few caveats, though: as far as you're concerned, unless you follow them to that precise dimension, that person is dead, since they no longer exist in your reality. Second, a tremendous amount of energy is required to power this alternate universe machine, on the order of 100 ebbs per trip.

Amnoriath
2014-07-06, 09:36 PM
The Dungeonjammer


"For the last time: it's a meticulously calibrated hand-bevelled piece of technical equipment with original Ozark imagery, guaranteed to enhance athletic performance. Not a ten-foot pole."

http://fc06.deviantart.net/fs10/i/2006/130/a/1/Ready_for_Action_by_PReilly.jpg
Image credit PReilly ( http://preilly.deviantart.com/) of deviantart.com.

Raiding dungeons is a dangerous pastime. There's the monsters, and the traps, and the evil masterminds, and the furniture that wants to eat you, and did I mention all the monsters? Only an idiot would choose to continue risking life and limb by going again and again into the depths of the earth, breaking into some cursed tomb, a dragon's vault, a giant's sky fortress, or whatever the latest horrible place to die is. Only the truly desperate or the truly stupid would lower themselves to such madness.

That is, if you're an amateur.

For a trained professional, of course, dungeons are nothing but a regular day's work. Extreme dungeoneering is the latest craze sweeping the realm, as skilled and talented challengers engage in this death-defying sport! The smartest, most cunning athletes of the land are the dungeonjammers, who break into the most secure vaults, the most treacherous dungeons, the most frightening haunts, to return with riches aplenty! Dungeonjammers are high-performance athletes who compete in the biggest and most dangerous sport of them all, hardcore treasure hunting. Using the latest gadgets and equipment afforded by gramarie, they cheat the laws of physics themselves in their pursuit of the ultimate loot. Do you have what it takes to join their ranks and win eternal glory?

Requirements: To become a dungeonjammer you must meet all of the following requirements.
Feat: Athletic
Gramarie: 20 Training in YGGD
Skills: Forgery 10 ranks, Knowledge (dungeoneering) 8 ranks, Open Lock 8 ranks
Special: Must have the inspiration and trapfinding class features
Specialization: Must have access to courses of Yggdratecture with a tag (such as [Military] or ).

Hit Die: d6
Skill Points at Each Additional Level: 6 + Int modifier

Class Skills: All. A dungeonjammer treats all skills as class skills. Yes, even that one.
Training Points per Level: 5

The Dungeonjammer


[th]Level BAB Fort Ref Will Special Inspiration Monty Haul


1st +0 +0 +2 +2 Extra-D trick, tools of the trade, monty haul +1 1 lb


2nd +1 +0 +3 +3 Cunning aim +2 5 lb


3rd +2 +1 +3 +3 Extra-D trick, fast movement (weird) +3 10 lb


4th +3 +1 +4 +4 Cunning spaces +4 50 lb


5th +3 +1 +4 +4 Adrenaline rush, extra-D trick +5 100 lb


6th +4 +2 +5 +5 Cunning tool +6 500 lb


7th +5 +2 +5 +5 Extra-D trick, it might work +7 1,000 lb


8th +6 +2 +6 +6 Cunning ploy +8 5,000 lb


9th +6 +3 +6 +6 Extra-D trick, fast movement (flickering) +9 10,000 lb


10th +7 +3 +7 +7 The competitor +10 ]50,000 lb



All of the following are class features of the dungeonjammer.

Weapon and Armour Proficiencies: As a dungeonjammer, you gain proficiency with firearms if your setting permits them. Otherwise, you gain no additional weapon or armour proficiencies.

Extra-D Trick (Su): It's only cheating if you get caught! Dungeonjammers push the rules of reality itself to the breaking point as they pursue everlasting glory and piles of treasure. At 1st level, and every two levels thereafter, you learn a special extradimensional trick that you can deploy using your yggdratectural talent in order to break the laws of physics to get an edge. Activating an extradimensional trick is usually a swift action, and costs inspiration as noted in the entry.

Arrow Time: This trick is activated as an immediate action, when you're targeted by a ranged attack or when a ranged attack passes through your square en route to its target. You can either gain 25% miss chance against projectiles until the start of your next turn, or you can make an opposed attack roll in an attempt to knock the projectile in the direction of your choice, including back at the launcher. If you fail the opposed attack roll, you're hit by the projectile; however, if you succeed it's as if you were relaunching the projectile, using your own attack roll (even if it's a melee attack roll) to aim it. This trick costs 1 point of inspiration. Successfully deflecting an attack allows you to attempt to continue deflecting projectiles without expending another action until the start of your next turn, or until you're hit by one of them, whichever comes first.
Danger Sense: This is a trick which heightens your senses when danger rears its head. You can activate this trick as an immediate action to skip back slightly in time and prepare yourself. This lets you reroll initiative if you don't like the result; more interestingly, if you are ambushed, you can activate this trick to be expecting the ambush and thus to be able to act in the surprise round. You can also activate this trick to avoid being flat-footed against an attack. This trick costs 1 point of inspiration.
Dimensional Skip: This simple trick moves you between worlds, and you end up up to your move speed away from where you started. It can only take you to a point to which you have line of sight. This trick costs 1 point of inspiration, but it can be activated as an immediate action for 2 points of inspiration instead.
Double Take: You need to be 9th level to select this trick. You activate this trick with a swift action at the start of your turn, and can take two entirely separate possible turns. This means that you start your first take, play the turn normally, and end your turn. Then everything is reset to its location at the point you used the double take, and you play through your turn for a second time. Afterwards, you can choose which take becomes the actual course of events. This trick costs 4 points of inspiration.
The Easy Way: You need to be 7th level to select this trick. You can activate a phase door (http://www.d20srd.org/srd/spells/phaseDoor.htm) effect as a swift action. This effect has a caster level equal to your Hit Dice, and costs 3 points of inspiration.
Freeze-Frame: You need to be 7th level to select this trick. This trick is activated as a swift action, and works like a one-round time stop (http://www.d20srd.org/srd/spells/timeStop.htm), stopping time until the end of your current turn. Unlike a normal time stop, you can interact with creatures during this effect, and they are treated as flat-footed against you. This trick costs 3 points of inspiration.
Portal-Fu: Much like the Spot, you can make clever use of portals in fighting. You can activate this trick to place a portal on any flat surface within 100ft. of you. Once you have placed two matching portals, creatures and attacks can move through them as if the points in space were connected; a portal is about the size of a standard Medium-sized doorway. The portals last indefinitely until you place another portal, at which point the oldest one collapses and the newest two are linked. Placing a portal is a swift action, and costs 2 points of inspiration.
Wallcrawler: Gravity is really just a point of view. This trick is activated as a swift action, and until the start of your next turn you can walk up surfaces of any inclination, even upside down. You always gain the attack bonus for higher ground while this trick is activated. This trick costs 1 point of inspiration.
Wire-Fu: You can make weirdly improbable jumps using this trick, which don't quite seem to follow normal rules of geometry. This lets you make a single Jump check at a +30 bonus. This works like a normal Jump check, except that you can choose to take regular actions (except movement) at any point during the Jump, and even end your turn there and pick it up on a following round. Only when you want to continue moving do you complete the jump. This jump is activated as a swift action by spending 1 point of inspiration.


Inspiration (Ex): Dungeonjammers are forced to be as cunning and ruthless as possible if they're going to make it to the big time. At every level, you add 1 point of inspiration to your pool. As normal, inspiration is restored at the start of every encounter, typically when initiative is rolled.

Monty Haul (Su): What's the point of specializing in yggdratecture if you can't use it for your own benefit? You have big pockets; really big pockets. Like, extradimensional pockets. As a dungeonjammer you have your own personal extradimensional space which you and only you can reach into. You can draw things from your extradimensional space as a free action, as if you had the Quick Draw feat. At 1st level this space can only hold 1 lb of material, but this increases exponentially as you level, as shown on your class table. Volume is not a concern, and neither is sorting it; the stuff that you want just ends up at the top, much like a handy haversack. You can only store stuff that you personally can carry.

Tools of the Trade (Su): What you don't have, you can fake. By making a Forgery check as a full-round action, you can convert a number of lb of material in your extradimensional pocket space into a liquid asset known as potential. Potential isn't really anything tangible, but it can be assimilated into other stuff by drawing from other parallel realities where you collected different items. Your Forgery check must be greater than or equal to both the gold piece value of the object and the Craft check made to build it in the first place in order to disassemble it like this. Potential still takes up as much weight in your pocket space as it did when it was an object, it's just... different now.

As another full-round action, you can reassemble potential into the exact tool that you need for the job. You make a Forgery check, which is the Craft check made to create the item. The tool created cannot have a gold piece value greater than the result of your check. It materializes in your hand as if you had had it all along, of course. You can make either of these Forgery checks as a swift action by spending 1 point of inspiration. You can treat your Forgery check as the relevant Craft check made to create any object you desire through this. You gain a bonus to Forgery checks equal to half your class levels as you hone your talents at deception with this talent.

A DC 15 Appraise check reveals the foreign nature of these objects; merchants typically buy them for substantially less than their nominal price because of this. These items are primarily useful for your adventures and your competitions, not for their market value.

Cunning Aim (Ex): Precision is the name of the game. Starting at 2nd level you can spend 1 point of inspiration as a swift action to gain a bonus to attack on your next attack made in the same round equal to half your class level, and additional precision-based damage equal to +1d6 per class level. If you spend 2 points of inspiration instead, the attack also twists through the intervening space, either allowing you to make a melee attack against a creature within 30ft. of you, or eliminating all range penalties on a ranged attack.

Fast Movement (Su): By stepping through space and between dimensions during your regular movement, your ground speed increases by 20ft. at 3rd level. You also automatically avoid the first attack of opportunity made against you each round because of this strange motion. At 9th level your speed increases by an additional 20ft., and you can choose to activate a blink (http://www.d20srd.org/srd/spells/blink.htm) effect whenever you want as a free action (turning it on or off).

Cunning Spaces (Ex): Extradimensional talent certainly lets you be a master of surprise; starting at 4th level, by spending 2 points of inspiration, you can prepare an YGGD principle as a swift action. This principle only lasts until the end of the current encounter.

Adrenaline Rush (Ex): You don't have time to take a breath and calm down, there's so much to do! You know who stopped to smell the roses? The guy that came in 2nd. Starting at 5th level, you can take two swift or immediate actions every round.

Cunning Tools (Su): Starting at 6th level, you can get more bang for your buck when obtaining high-performance athletic equipment out of the aether. Whenever you use your tools of the trade class feature, you can spend an extra point of inspiration to multiply your Forgery check by 100 for the purposes of determining the gold piece value that can be obtained from an alternate possible dimension. This opens up all sorts of possibilities, including such things as masterwork items, potions, wondrous items, and so on. When we talk about gold piece value, we're talking strictly about price, not cost. Note that this only changes the volume of value you can coalesce at once, not the actual value of the potential. You must still disassemble enough items to provide you with the potential for whatever you want to build.

It Might Work (Ex): The all-important words when you have no other options left and it's all come down to this. Starting at 7th level, you can make a Forgery check as a full-round action to convert potential in your pocket space into puissance. This generates a number of ebbs equal to your Forgery check, and consumes 100 times that much potential in lb. This costs 4 points of inspiration; if you spend 6 instead, you can do it as a swift action.

Cunning Ploy (Ex): At 8th level, you can prepare a cunning plan to imitate other arts of gramarie. You need to have a blueprint of a tagged principle from a discipline other than Yggdratecture. As a full-round action, you can expend 10 inspiration points to make a Forgery check to imitate the requisite skills needed to use it. The Forgery check counts as the gramarie check, but takes a -20 penalty. After this, the blueprint is ruined.

The Competitor (Ex): At 10th level, you've reached the height of your fame and the height of your glory; there's nowhere to go but down. Or perhaps... sideways? If you're willing to take the leap, you can transform yourself into potential inside of your pocket dimension, to be reassembled in an alternate universe similar, but not quite the same, as our own. Doing this allows you to introduce some change into the world based on the particular dimension you choose to enter into. This works like a reality revision (http://www.d20srd.org/srd/psionic/powers/realityRevision.htm) that you don't need to pay any cost for. However, there's one problem with your plan: there's another you in that universe, none too happy that you've broken in. This is a carbon-copy of you, down to every item you carry and every decision you've ever made, except for the choice to jump to another dimension. Alternate versions of you that you encounter like this are driven insane by the unexpected experience of encountering themselves, and try their darnedest to kill you in order to reassert their reality.

This ability can be used once every month, or you can build an yggdratectural portal which leads people through to another dimension like this (whoever travels through can select the change introduced into it). A few caveats, though: as far as you're concerned, unless you follow them to that precise dimension, that person is dead, since they no longer exist in your reality. Second, a tremendous amount of energy is required to power this alternate universe machine, on the order of 100 ebbs per trip.
This isn't really a particular response to this one but I think a way to give PrC's a specialist edge at a cost to make base classes have a decent affect advantage to them would be as follows.
Upon taking this class the maximum amount of training points in x discipline may be increased by one point per level of class taken. Additionally they may take any principles that have another tag on them. However for every class level taken they must decrease the maximum of two other disciplines by one. If this maximum would come below what is already trained then they may reinvest them.

Milo v3
2014-07-07, 03:11 AM
This isn't really a particular response to this one but I think a way to give PrC's a specialist edge at a cost to make base classes have a decent affect advantage to them would be as follows.
Upon taking this class the maximum amount of training points in x discipline may be increased by one point per level of class taken. Additionally they may take any principles that have another tag on them. However for every class level taken they must decrease the maximum of two other disciplines by one. If this maximum would come below what is already trained then they may reinvest them.

Akay, I've made it so they have access to the other tags, though I'm not comfortable toying with the training maximums since those numbers definitely aren't my... specialty.

Milo v3
2014-07-07, 03:38 AM
Gramaric Dragons
These are the dragons that are considered gods in the Fractured Horizon setting. Each of these bloodlines is a different faction in the grand game that they play. These dragons have gramaric power rather than arcane, each possessing immense abilities in two disciplines of science. The only discipline of gramarie that lacks a bloodline is biollurgy, since each bloodline must have representatives of that field so they assimilation can occur and so their supply of pieces can remain high.

Cordis Dragon
Type: Dragon (Fire, Gramarie)
Environment: Warm Underground
Organization: *
Challenge Rating: *
Treasure:Triple standard
Alignment: Any Alignment
Advancement: *
Level Adjustment: *

Looking like immense turtles, with a body of rusty scales and a carapace of jagged obsidian, the cordis take domain over the molten cores of planets. The Cordis bloodline are also known as the Slavers as they entrap elementals within their obsidian carapace, with the energy from these victims directed through the dragon's body through their magma-tube veins. With the cordis's ability to create and direct puissance, they are generalists who work together in groups guided by heuristic mental networks.

By Age


Age Size Hit Dice (HP) Str Dex Con Int Wis Cha Base Attack/Grapple Attack Fort Ref Will Breath Weapon (DC) Frightful Presence DC


Wyrmling Medium 8d12+16 (68) 15 10 15 13 9 9


Very Young Large 11d12+22 (93) 17 10 15 15 11 11


Young Large 14d12+42 (133) 19 10 17 15 11 11


Juvenile Huge 17d12+68 (178) 23 10 19 17 13 13


Young Adult Huge 20d12+100 (230) 27 10 21 17 13 13


Adult Gargantuan 23d12+115 (264) 29 10 21 21 15 15


Mature Adult Gargantuan 26d12+156 (325) 31 10 23 21 17 17


Old Gargantuan 29d12+174 (362) 33 10 23 23 19 19


Very Old Gargantuan 32d12+224 (432) 35 10 25 25 21 21


Ancient Colossal 35d12+280 (507) 37 10 27 27 23 23


Wyrm Colossal 38d12+304 (551) 39 10 27 27 23 23


Great Wyrm Colossal 41d12+369 (635) 41 10 29 29 25 25


Imāgō Dragon
Type: Dragon (Gramarie)
Environment: Any
Organization: *
Challenge Rating: *
Treasure:Triple standard
Alignment: Any Alignment
Advancement: *
Level Adjustment: *

Imāgō dragons appear as large axolotls with flesh more fluid than solid, eternally dancing between shades of gray. The Imāgō bloodline are also known as the Lucid as they cover everything in so much glamour that outsiders have effectively no comprehension on what is reality. Possessing amazing mobility and the talent for lying to the senses, the Imāgō are masters of ambush and guerrilla tactics.

Iridis Dragon
Type: Dragon (Gramarie, Water)
Environment: Any
Organization: *
Challenge Rating: *
Treasure:Triple standard
Alignment: Any Alignment
Advancement: *
Level Adjustment: *

Iridis dragons appear as great serpents made from a near infinite number of two-dimensional panes of colour, each a slightly different shade even if some species eyes cannot tell the difference between them. The Iridis bloodline are also known as the Architects as they place filters and warp the terrain to turn their homes (which often are more than one planet) into works of art. Being able to alter weather and terrain, and form filters as powerful shields, the Iridis have basically perfected military defense.

By Age

Membrāna Dragon
Type: Dragon (Air, Gramarie)
Environment: Any vacuum
Organization: *
Challenge Rating: *
Treasure:Triple standard
Alignment: Any Alignment
Advancement: *
Level Adjustment: *

Membrāna dragons appear as horned lizards with two exceptions, they are much larger because of their ability to increase their dimensions in relation to the plane of existence, and they have a large and long horn jutting out of their brow. The Membrāna bloodline are also known as the Librarians as they record nearly everything they discover and hide libraries throughout the void in immense semi-spaces. Being able to bend space and observe the possibility that are/has/will happen, they are ridiculously skilled in reconnaissance.

By Age

Planeta Dragon
Type: Dragon (Earth, Gramarie)
Environment: Any Mountain
Organization: *
Challenge Rating: *
Treasure:Triple standard
Alignment: Any Alignment
Advancement: *
Level Adjustment: *

Planeta dragons appear as bloated frogs of many tarnished metals, constantly oozing with an acidic substance. The Planeta bloodline are also known as the Merchants as they produce the largest amount of high quality materials and puissance. Able to make objects made of even paper as strong as steel and make energy from nearly any source, the planeta are expert weapon designers.

By Age


Age [td]Size[/th] Hit Dice (HP) Str Dex Con Int Wis Cha Base Attack/Grapple Attack Fort Ref Will Breath Weapon (DC) Frightful Presence DC


Wyrmling Medium


Very Young Large


Young Large


Juvenile Huge


Young Adult Huge


Adult Gargantuan


Mature Adult Gargantuan


Old Gargantuan


Very Old Gargantuan


Ancient Colossal


Wyrm Colossal


Great Wyrm Colossal

sirpercival
2014-07-07, 06:22 AM
Gramaric Dragons


oh man i'm so excited

JennTora
2014-07-18, 05:11 AM
Just making it known that I haven't forgotten about Acoustimantics. tried redesigning to include vibration in general(as a result I'm changing the name in the next draft to oscillomantics though I still hate that name, I just hate it less than vibratomantics and acoustimantics for that matter...), but i'm still running into a few hurdles. So the effects of principles will likely end up including changing vibrations of non-mechanical waves. This will probably include altering vibrations in magical energy.

It will likely include interactions with magic like the ability to make spells into a wave. (For instance a fireball wave might be permanent rather than instantaneous and, assuming a 10d6 fireball, might start at 10d6 and decrease by 1d6 each round and after 0 start inflicting cold damage.) Maybe requiring an input of ebbs smaller than that of one required for generating the effect with a transformer. Sort of mirroring the DC vs AC thing in RL electrical engineering's history. Although maybe it should be a device that adds the frequency to avoid stepping on arcanodynamics' toes...

This will probably have an effect on the way disciplines from other principles work as well... Maybe... I don't know if that's a good idea or not. The first idea was having kaleidomantic filters periodically switch what they exclude and what they're vulnerable to. But I don't know if someone like that would be broken or not... Probably.

It might be overcomplicated, but different waveform options could be interesting, (sinusoidal, sawtooth, etc.) The trick is writing rules that can easily describe how they work, I think. Heh.

I'm including the harmonic connection idea that qazzquimpy mostly came up with. Still including the sound stuff so far. And there's no way the Tesla Tower theory isn't making it to the end result in some form.

And I'll probably go ahead and try and make it for the new version, now that I've seen a couple of translated principle. Though the very next draft likely won't be.

I'll post the next draft when I get it finished regardless. I still need to figure out how it's all going to work in the end. I'm still open to any suggestions anyone has on writing the mechanics, other principles, etc.

Milo v3
2014-07-19, 12:09 AM
Snip

It'll be interesting to see how oscillomantics ends up and how it will interact with the other aspects of gramarie.

qazzquimby
2014-07-19, 02:36 AM
Maybe useful somehow? (http://en.wikipedia.org/wiki/List_of_cycles)

I like the idea of it changing the effects of other principles more than making its own effects. Looking at KALD specifically you could have it switch between two filters each round, or have it switch at such a high frequency it functions as both filters on at half power (actually if it was flickering between them it would cut material passing through, which might be interesting and op). GEOC could follow the cycles of the seasons and moon.

What is the Tesla Tower? It sounds possible with puissamantics.

Milo v3
2014-07-19, 03:43 AM
What is the Tesla Tower? It sounds possible with puissamantics.

A tower Tesla was making that'd send energy into the air, which can then be easily transformed into free electricity as long as what you want to power is in range. Sounds like puissamantics or arcanodynamics to a T.

JennTora
2014-07-19, 07:32 AM
http://www.damninteresting.com/teslas-tower-of-power/
In addition to what Milo said, It was also going to be able to send radio transmissions and it apparently was going to work by vibrating at the resonant frequency of the earth. Which was why I originally had it as a theory for acoustimantics..

Milo v3
2014-07-20, 03:15 AM
Acadesti
A well known trait of elves is that they evolve to survive in new environments faster than their lifespans would indicate resulting in desert elves, underdark elves, aquatic elves, even elves with wings and elves with fire in their soul. But this trait interacted weirdly with the advancements in the science of geoccultism. At first the elves were happy to be able to increase the size of their domains and assist nature, but soon lay radiation from geoccult poles acted as mutagens for these land-tied people, turning their children into a new subrace. When a creature of the elf subtype (that isn't already going to be an acadesti) is born add the number of years the two parents have spent inside of the effects of geoccult poles, half of that number is the percentage chance that the child will be an acadesti.

Physical Description: First generation acadesti have the basic physiology of the elf subrace that birthed them; except that the acadesti's blood glows as a torch under low-light vision, their eye colour is dynamic depending on what sort of terrain they are currently attuned to, and they have a much lower conception rate. Second generation acadesti on the other hand appear most like wood elves, with dynamic eyes and glowing blood as above, but also they have a slightly metallic sheen to their palm skin that matches their eyes. Acadesti with one "normal" parent and one acadesti parent are considered second generation as the mutant alleles are dominant.

Society: Gramarie elves are an invasive breed that are too skilled for their own good, instead of just sitting in tree houses for centuries, acadesti utilize magic and science to build semi-automated civilisations that require no resources and most work is done my arcane constructs (not all such constructs are creatures with the construct type and often refers to being just created through magic such as unseen servants), leaving the acadesti to relax, entertain themselves and expand into further throughout various worlds to sustain their exponentially growing population. This expansion has caused them to take over planets that wouldn't even be considered habitable normally, and annihilate several sentient species.

Relations: Most sentient species view the acadesti as barbaric invaders despite the advanced technology that they possess. It is slowly reaching the level where they are considering joining up and attacking the mutant elves with no restraint. In contrast to the above, acadesti are rather neutral towards others just preferring they didn't take up so much space.

---

RACIAL TRAITS

+2 Wisdom, -2 Constitution: The lay radiation that imprinted on their cells grants them a stronger connection to the world, but did damage their code enough that they are relatively feeble.
Medium: Acadesti are medium sized.
Mutant: Acadesti are creatures of the Humanoid (Elf, Gramarie) type.
Normal Speed: Acadesti have a base land speed of 30 ft.
Elven Mind: Acadesti have immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects.
Lay Linked (Su): While trancing, the acadesti can choose to acclimate himself to the terrain he is currently in (if the terrain doesn't match any of the below then he cannot acclimate to that environment), gaining a set of benefits and losing his current benefits. The caster level for abilities that act as spells is equal to your hit dice.

Arctic: Your eyes turn golden, and you gain the benefits of Snowsight and the the Snowrunner feat constantly.
Cavern: Your eyes twinkle like diamonds, granting you darkvision 120 ft. that can see through even magical darkness.
Desert: Your eyes turn like iron, you gain the benefits of the Sandskimmer feat, and resistance to fire 5.
Forest: Your eyes turn copper, and you gain the benefits of Speak with Animals and the the Brachiation feat constantly.
Marsh: Your eyes turn like lead, and can cast Obscuring Mist at will. After being used, the acadesti can't use it again until 1 minute after the spell's effect ends.
Ocean: Your eyes turn silver, you gain the Hold Breath ability, and you can allow yourself to travel on the surface of moving water as if it was solid ground until the start of your next turn if you spend a standard action and succeed at a balance check (DC 15).
Plains: Your eyes turn like tin, you gain the benefits of Longstrider constantly, and the range increment of your weapons double.
Wetlands: Your eyes turn like mercury, you gain the Hold Breath ability and a 20 ft. swim speed.
Urban: Your eyes shine like platinum, you gain the benefits of Jump constantly, and you gain Slow Fall as a monk with a level half of your hit dice (stacks with monk levels if you have any).

Low-Light Vision


---

Random Starting Ages



Adulthood

Intuitive

Self-Taught

Trained


55 years

+2d6

+3d6

+5d6



Aging Effects



Middle Age

Old

Venerable

Maximum Age


87 years

131 years

175 years

+2d% years



Random Height and Weight



Gender

Base Height

Height Modifier

Base Weight

Weight Modifier


Male

4'2"

+2d6

75 lb.

× (1d6) lb.


Female

4'2"

+2d6

70 lb.

× (1d6) lb.



Librarium Dwarves
Dwarven culture has been detailing knowledge in stone for thousands of years, meaning that every couple of generations an old dwarven settlement is unearthed that reveals technology that is discovered in isolation. Librarium dwarves were originally merely a hamlet of hill dwarves that uncovered a lost dwarven city made of metal that detailed the methods of several advanced scientific theories and applications. The dwarves choose to divvy up the different fields of knowledge to the eleven major families. From this the librarium have expanded immensely with the ruling families effectively becoming corporations.

Physical Description: Librarium dwarves look like hill dwarves except for tattoo they were branded with at puberty, displaying which family they are part of. Each family has it's own basic tattoo, with additions slowly being added to the dwarf as they increase in rank. Tattoos aside from Family Brands are illegal, and often result in prison sentences.

Society: With the families transition to effectively being companies, the Librarium dwarves live in a very capitalistic environment personal power is your highest priority, with the most direct method of utilizing power is wealth. Nearly everything has a price in a librarium complex, with even some laws having their "Bypass Prices" listed publicly. Despite the families each being given a discipline of gramaric knowledge, they do aim to gain information about the other fields so they can be competitive, this leads to the librarium being more secretive than other races.

Relations: The families of the librarium are known throughout the stars as large retail organizations, with most enjoying the large range of services and products that can be obtained anywhere, though many non-dwarven businesses dislike their monopolistic approach that tends to steal their customers. The most librarium sees other species as either products or customers, and a disturbingly large amount see them as both.

---

RACIAL TRAITS

+2 Intelligence, -2 Charisma: Having a supply of advanced knowledge drip feed to you since birth has assisted with your intellect, though their secretive individual focuses society has left their social skills rather undeveloped.
Medium: Librarium dwarves are medium sized.
Hill Heritage: Librarium dwarves are creatures of the Humanoid (Dwarf) type.
Slow: Librarium dwarf base land speed is 20 feet. However, librarium dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
Darkvision 60 ft.
Family: At creation, the librarium must select a family to be part of, and gains benefits from that family. These benefits are supernatural in nature, except for integration and proficiencies. The caster level for abilities that act as spells is equal to your hit dice.
Resistance: +2 racial bonus on saving throws against poison, spells and spell-like effects.



Abstergo
Granted knowledge of Divinentropy; the abstergo's supply things like researchers, spies, surveillance, crime prevention, historians, communication, and cartographers. The crest of the abstergo family is a giant eagle, because of their long allegiance with the intelligent avians.

Eagle Vision: Named after their crest, the abstergo can cast Detect Magic at will.
Genetic Memory: You gain a +4 racial bonus to knowledge checks on information relating to one of your ancestors or their actions.
Principles of Gramarie: You gain the principles of gramarie ability of an academist except that you only gain one training point, and it can only be spent on principles from the divinentropy discipline.
Proficiency: You gain proficiency with the Gnome Quickrazor.
Telempathy: You gain a +4 racial bonus to sense motive checks.


Irken
Granted knowledge of Geoccultism; the irken's supply things like raw materials, property ownership, landscaping, battlements, architecture, weather predictions and alterations, and teraforming weapons of doom. The crest of the irken family is a beetle shell, because of the endurance of such creatures in any environment.


Birthright: You immediately gain the Landlord feat as a bonus feat once you meet the prerequisites.
Craftsmen: You gain a +4 racial bonus to craft checks that are related to stone or wood.
Lay Bond: While in a wilderness environment, you gain the benefits of +2 racial bonus to Knowledge (Geography), but while in an urban environment, you instead gain the benefits of +2 racial bonus to Knowledge (Architecture and Engineering).
Natural Servant: You can create a construct from environmental materials known as a Geoccultic Animated Servant as full-round action, this has the statistics of a small animated object with two legs, and an intelligence score of 6. You can only have one GAS at a time. The hit dice of your GAS is equal to your hit dice.
Principles of Gramarie: You gain the principles of gramarie ability of an academist except that you only gain one training point, and it can only be spent on principles from the geoccultism discipline.


Kirijo:
Granted knowledge of Kaleidomantics; the kirijo's supply things like water, air and temperature management, construction materials, armour, poisons, and security. The crest of the kirijo family is a black mass with a coloured mask, because of the mask and cloak combo the first Kirijo queen was often seen wearing.


Chromatic Steel: During the crafting of an object, you can spend a free action to make the object gain resistance 5 to an energy type. This process also causes the items appearance to change to only be shades of one colour (acid = Indigo, cold & fire= red, electricity = orange, radiant = white, sonic = black). At tenth level and every five levels thereafter, the energy resistance granted increases by 5.
Flickering Candle: You gain +4 dodge bonus against creatures native to the plane of shadow.
Principles of Gramarie: You gain the principles of gramarie ability of an academist except that you only gain one training point, and it can only be spent on principles from the kaleidomantic discipline.
Proficiency: You gain proficiency with light ballistic engines.
Radiant Rainments: As a full-round action you can cause yourself to glow as a torch, and gain energy resistance 5 against a single energy type chosen during the full-round action. The colour of the light is dependant on the energy type (the colour is the same as the light that is used for chromatic steel).


Osborn:
Granted knowledge of Alchemetry; the osborn's supply materials for every single field and also have a substantial range of chemicals from strengthening gases to acidic explosives, sometimes the osborns have been known to sell their services towards the weakening and sabotage of objects and structures. The crest of the osborn family is a bat, because of the swarms of bats that filled their greatest mines.


Blood Alchemy: As a move-action, you can grant yourself a +2 bonus to natural armour, +2 alchemic bonus to strength based skills, +2 alchemic bonus to dexterity based skills, or +2 alchemic bonus to constitution based skills. The benefits of this last for 1 minute per hit die, but once it ends the osborn is dealt 1 point of wisdom damage.
Craftsmen: You gain a +4 racial bonus to craft checks that are related to alchemy or metal, and they can take ranks in Craft (Alchemy) even without spellcasting levels.
Principles of Gramarie: You gain the principles of gramarie ability of an academist except that you only gain one training point, and it can only be spent on principles from the alchemetry discipline.
Throwing Ancestry: You gain Weapon Focus as a bonus feat, that applies it's benefits to all throwing weapons.


Silph
Granted knowledge of Yggdratecture; the silph's supply things like storage space, transport, entertainment, labour assistance, architecture, and the containment of criminals and beasts. The crest of the silph family is an orb with one side white and the other black, representing space and negative space.


Principles of Gramarie: You gain the principles of gramarie ability of an academist except that you only gain one training point, and it can only be spent on principles from the yggdratecture discipline.
Subtle Warping: Any containers you own that are smaller than medium size, can store things as though they were 50% larger. In addition, you count as moving 20 ft. faster when calculating your local and overland movement.
?
?
?
?

Tyrell
Granted knowledge of Biollurgy; the tyrell's supply things like labour, tools, vehicles, plasmids, plantlife, pets, and even children, nearly entirely produced from biostructure. The crest of the tyrell family is an owl, because of the immense owl that was created by three generations of tyrells as an awe inspiring presentation in the early years of librarium history.


Hatcher: You gain a +4 insight bonus to Craft (Giant Owl Egg).
Integration: You can use Warforged Components as if you were a warforged, without needing to make a Use Magic Device check.
Principles of Gramarie: You gain the principles of gramarie ability of an academist except that you only gain one training point, and it can only be spent on principles from the biollurgy discipline.
?
?



---

Random Starting Ages



Adulthood

Intuitive

Self-Taught

Trained


40 years

+3d6

+5d6

+7d6



Aging Effects



Middle Age

Old

Venerable

Maximum Age


125 years

188 years

250 years

+2d% years



Random Height and Weight



Gender

Base Height

Height Modifier

Base Weight

Weight Modifier


Male

3'9"

+2d4

90 lb.

× (2d6) lb.


Female

3'7"

+2d4

85 lb.

× (2d6) lb.

Rolep
2014-07-21, 11:54 AM
Just popping on to be that one one guy and point out that the Tesla Tower is indeed possible with Bacc PUIS.

Darkweave31
2014-07-21, 08:58 PM
Just popping on to be that one one guy and point out that the Tesla Tower is indeed possible with Bacc PUIS.

Or bacc heuristics given a source of ebbs... in fact that's kind of one of the major uses of heuristics, transfer of ebbs across a distance. Arcanodynamics generates power and heuristics distributes it across an area.

Milo v3
2014-07-21, 09:11 PM
Just popping on to be that one one guy and point out that the Tesla Tower is indeed possible with Bacc PUIS.

Is there any reason aside from particle physics flavour that Puissimantics couldn't be merged with ARCD and HEUR?

Speaking of flavour in particle physics.....
Culinaretics
10

http://i.imgur.com/T5QEppT.jpg
"You ate something that came out of a seventy five thousand year old machine?"

An offshoot of Alchemetry, Culinaretics is the art of manipulating a type of particle elemental called flavours through weak but precise somatic gestures. A master of Culinaretics understands the properties of Beauty, Charm, Spin, Strangeness and Truth and how they radically alter edible matter. A project that utilizes culinaretics is more likely to be in a luxury or military in nature compared to the more constructive applications of gramarie.

Culinaretics often involves the use of spatulas, spices, and various measuring implements. Any such specialized equipment counts as a masterwork piece of equipment, and provides a +2 circumstance bonus on the Gramarie check made to prepare a culinaretic principle. The Kobayashi–Maskawa matrix is a mythical puzzlebox that shifts to show the strength of the different culinaretic traits of whatever matter sealed within.

Key Skill: Sleight of Hand

CULN 101: Intro to Culinaretics 5
Prerequisites: None
Preparation Time: 5 minutes
Target: Meal or Drink of no more than 1 cubic ft., that is edible to you.
Save: Will negates
Tools: Spices and measuring spoons.

This course of study teaches the gramarist to bluntly modify materials through the increasing and lowering of culinaretic properties. Each statistic of a given mass can only be modified in the same direction once (for example, a cookie can't have its strangeness raised twice); however, reversing the polarity of a given statistic modification is always allowed. .
For each of the principles there are two sets of overeating effects, which of the two sets takes affect is dependent on whether the food has increased or lower levels of a flavour. The effects from overeating start 10 minutes after eating an amount of food or drink modified by the principle equal to 1/30th of your weight in a 4 hour period, and last for 1 round per point of training in culinaretics. If the individual eats enough to activate overeating more than once, the duration stacks.

1 Point Principles

Beautiful Banquet: The target changes to taste more or less savoury by changing its amount of beauty. If you increase the savouriness of the target, it counts as an animal product for the purpose of diets and effects if it doesn’t already (counting as blood or milk for liquids, and red or white meat if solid). If you decrease the savouriness of the target, it stops counting as an animal product for the purpose of diets and effects if it normally would.

Increased: You are more on edge and aggressive, you are confused (as the spell) except that 01-70 on the table is changed to Act Normally. In addition you gain a +2 morale bonus to damage rolls per 5 points of training in culinaretics.
Decreased: You are calmer and less impulsive, you are affected by calm emotions, except that you also take a -2 morale penalty to initiative per 5 points of training in culinaretics.


Charming Cuisine: The target changes to taste more or less sweet by changing its amount of charm. If you increase the sweetness of the target, it doesn’t count towards the amount of food or drink you need to eat for the day, and causes the eater to treat fatigue as one tier lower for 5 rounds per pound of the food eaten. If you decrease the sweetness of the target, it counts towards the amount of food or drink necessarily daily.

Increased: You are much more content and easier to please, all morale penalties are reduced by an amount equal to +2 per 5 points of training in culinaretics, and a morale penalty to sense motive checks equal to the above bonus’s inverse. The minimum modifier from these is +-2.
Decreased: You are cynical and harder to please, you gain +2 bonus to sense motive per 5 points of training in culinaretics (minimum +2), and all other morale bonuses are reduced by an amount equal to the above bonus’s inverse (minimum -2).


Honest Herbs: The target changes to taste more or less salty by changing its amount of truth. If you increase the saltiness of the target, it’s harder for elementary negative to bond with it increasing the duration the food remains “fresh” by a factor of 2 per 5 points of culinaretics training, and it harms negative animated creatures as holy water. If you decrease the saltiness of the target, the duration the food remains fresh is divided by 2 per 5 points of culinaretics training you possess and it harms positive animated creatures as holy water harms undead.

Increased: Your throat becomes immensely dry, and must make a will save or be affected by Tormenting Thirst for the duration of the overeating. Even if you succeed on the save, water you drink during the duration do not count for the purposes of dehydration.
Decreased: Your throat becomes over hydrated and muscus filled as if you were sick, every round you must make a fortitude check or have to hold your breath as if you were underwater this only stops if you are magically healed at least 1 point, the duration ends, or someone spends a standard action on a heal check (DC 15).


Spinning Specialty: The target changes to be more or less sour by changing its amount of spin. If you increase the sourness of the target, it becomes acidly energetic, having a single ebb worth of energy inside of it per pound (minimum 1 ebb), this energy can be transformed by Tin Input Transformers and similar effects, but also by dealing 1 point of acid damage per ebb remaining to anything that destroys it. If the food stops being “fresh” it immediately loses all stored ebbs. If you decrease the sourness of the target, it becomes basely energetic. Every round where an increased sourness and decreased sourness are in contact, an ebb worth of energy is lost from both.

Increased: You gain 5 resistance to acid damage from bases per 10 points of training in culinaretics (minimum 5), in addition you take a -2 circumstance penalty to concentration checks per 5 points of training in culinaretics.
Decreased: You gain a resistance to acid damage from acids per 10 points of training in culinaretics (minimum 5), in addition you take a -2 circumstance penalty to concentration checks per 5 points of training in culinaretics.


Strange Snacks: The target changes to be more or less bitter by changing its amount of strangeness. If you increase the bitterness of the target it becomes mildly toxic, being affected with a poison of the same statistics as Drink-and-Tell Mead (Races of Stone pg. 59). If you decrease the bitterness of the target, the DC any ingested poisons in it are reduced by 5.

Increased: Your mind drifts off dulling your vision and common sense, your wisdom score lowers by two points lower per 10 points of training in culinaretics (maximum -1)
Decreased: Your mind experiences minor hallucinations, causing your wisdom modifier to count as a point higher per 10 points of training in culinaretics, except for listen and spot checks, where it is instead lowered.



CULN 237: Delicious Dynamos 5
Prerequisites: 5 Training, 1 Arcanodynamic Training
Preparation Time: 10 minutes
Target: Food or drink that has the specified ingredient
Save: See text
Tools: Source of heat and saucepan.

This course of study teaches the gramarist how to convert the ingredients into energy transformers.

1 Point Principles:

Pyroclastic Powder (Spices): The meal bestows one of the following benefits:

Spicy Combustion - Any creature that eats or drinks more than 50% of the meal has to make a fortitude save (negates) or be set on fire.

Seeds of Sustenance (Grains): The meal bestows one of the following benefits:

True Sustenance - Any creature that eats or drinks more than 50% of the meal counts as having eaten and drunken one days worth of food or drink.



Cold - Milk
Acid - Fruit
Electricity - Salt

CULN 251: Alchemic Appetites 5
Prerequisites: 5 Training, 1 Alchemetry Training
Preparation Time: 10 minutes
Target: Special
Save: See Text
Tools: Source of heat and measuring spoons.

This course of study teaches the gramarist how to reconstruct the structure of flavours, altering it's physical nature.

1 Point Principles:

Energetic Eating: This principle targets a meal or drink of no more than 1 cubic ft., that is edible to you, and makes it immune to one form of energy damage. In addition to the immunity itself, the energy type chosen grants a benefit to the food, though it doesn't necessarily improved all meals that have it. Only a single effect of this principle can affect a meal or drink at a time, with additional uses overriding the previous.

Acid: The target becomes inedible to all creatures that digest via acid damage (most creatures).
Cold: The targets takes twice as long to lower in temperature than it otherwise would.
Electricity: The target is unaffected by the negative effects of wind strength.
Fire: If the target is solid, it now lacks a melting point.
Sonic: The target doesn't make any noise; whether it's being sizzled or boiling, dripping or sloshing about, even if it is being chewed by someone really annoying.

Food Fluidity: This principle a food or drink of no more than 1 cubic ft., that is edible to you, to alter the melting or boiling point of the meal. The melting or boiling point of the meal can be moved up or down by up to two degrees Celsius per point of ALCH and CULN training you have. In addition, any food affected by this retains it's flavour, effects, and "nutriental value" regardless of whichever phase it's in. [ALCH 20]
Informal Ingredients: This principle targets up to 1 cubic ft. of raw material that can be used for Craft (Brewing, Cooking, or similar), turning them into Omningredients of equal worth. Omningredients count as raw ingredients for any attempt at Craft (Brewing, Cooking, or similar), regardless of how bizarre. This can end up with people making pie out of things like blackbirds and wine from curry leaves. [ALCH 10]


2 Point Principles

Ascended Appetites: This principle can ascend a specific food into a more refined state, though your options of what meals you can ascend are dependent on your ALCH training.

Ambrosia: You can prepare this principle on a pound of honey to ascend into an ounce of Ambrosia. Ambrosia is said to be the which functions like Agony (see Book of Vile Darkness). In addition, each ounce counts as a living creature for the purposes of silver transformers. [ALCH 30]
Bathory Beer: You can prepare this principle on blood to ascend it to Bathory Beer. Bathory beer gains the functions as a normal beer, while retaining the traits of the blood it was, while also bestowing the benefit of longevity. A creature that drinks a pint of bathory beer must make a fortitude save, while a successful save causes you to not age for the following 24 hours, a failed save causes you to age one year in the following 24 hours. [ALCH 20]
Beardloaf: You can prepare this principle on bread to ascend it to Beardfloaf. Beardloaf has a hardness of 10, and can be wielded as a club, with the size category of club it counts as being determined on the size of the ascended bread. [ALCH 10]
Maleus Sieversii: You can prepare this principle on fruit to ascend grant it the traits of Maelus Sieversii. If a creature that devours a maleus sieversii has an alignment of "Always" in it's creature description, it can immediately change it's alignment to anything it wishes. In addition if an animal eats a maelus sieveresii it gains the benefits of Awaken, but only as long as it eats one every 13 months. [ALCH 0]
Tannchevon: You can prepare this principle on meat to ascend it to Tannchevon. Tannchevon slowly regrows itself gaining fast healing 1, though only heals 1 point per hour rather than per turn. If dealt electricity damage it heals 1 Hit Point.
Saltroot: You can prepare this principle on non-fruit vegetables to ascend it to Saltroot. Saltroot lowers the turn resistance of any undead that eats it, by -1 penalty for every 10 points of Training you have in Alchemetery and Culinaretics. This penalty lasts for eight hours. [ALCH 10]




- Gain energy powers after eating
- Living Food
- Elemental Ovens
- Drugs that grant extra awareness
- Sugary Superspeed Food
- Drugs
- Food Dye
- Poisons

Allnightmask
2014-07-22, 12:47 AM
Well I wasn't expecting something like this to crop up in this thread. Color me interested.

Milo v3
2014-07-22, 12:54 AM
Well I wasn't expecting something like this to crop up in this thread. Color me interested.

We'd been joking about having gramarie food like ALCH icecream that's uneatable and neverending YGGD food, but once sirpercival came up with the name I thought we may as well actually put food science in.

JennTora
2014-07-22, 01:54 AM
Or bacc heuristics given a source of ebbs... in fact that's kind of one of the major uses of heuristics, transfer of ebbs across a distance. Arcanodynamics generates power and heuristics distributes it across an area.

Darn. Guess I have to think up a new theory. Eh, I would've had to rewrite the whole theory anyway.

Darkweave31
2014-07-24, 07:59 PM
I felt like it would be useful to have a table to outline the minimum biostructure requirement for each size category. After wracking my brain trying to think of a method to calculate it I settled on using the average human density of 66.3 lb/ft3 and the minimum weights of each size category to calculate approximately how much biostructure would be necessary to produce a chassis of each size category...



Size
Minimum Biostructure (Ft3)


Fine
>0


Diminutive
0.002


Tiny
0.015


Small
0.12


Medium
1


Large
8


Huge
60


Gargantuan
482


Colossal
3,770


Enormous
30,000


Immense
240,000


Behomothic
1,920,000


Cavernous
15,360,000


Mountainous
123,000,000


Vast
983,000,000



Also has anyone given thought to having different planetary metals tied to each of the biostructure creature types? So say silver could be made into fey, elemental, or outsider type biostructure since its ascended form has extraplanar properties.

Milo v3
2014-07-24, 08:14 PM
I felt like it would be useful to have a table to outline the minimum biostructure requirement for each size category. After wracking my brain trying to think of a method to calculate it I settled on using the average human density of 66.3 lb/ft3 and the minimum weights of each size category to calculate approximately how much biostructure would be necessary to produce a chassis of each size category...
I think that table is incorrect for two reasons;

Many creatures wouldn't be anywhere near as dense as humans, like elementals.
It looked like your using cubed. When size category only cares about the longest measurement regardless of the others.



Also has anyone given thought to having different planetary metals tied to each of the biostructure creature types? So say silver could be made into fey, elemental, or outsider type biostructure since its ascended form has extraplanar properties.
With that in addition to metal making constructs or replacing the whole system? :smallconfused:

Darkweave31
2014-07-24, 08:49 PM
I did it that way because published weights assume the creature is about as dense as an animal (thus my use of human). Thus I can get a general idea of the volume of each size category without worrying about the density of other creatures. Now when you have an iron golem with density 490 lb/ft3 you just have to multiply by the given volume to get its weight. That said it's nowhere near perfect and falls apart at the higher size categories. Do you have a suggestion for a different calculation?

Sort of as an addition to the one already in place. Constructs will be able to be made of iron and stone rather than just metals in general.

Milo v3
2014-07-24, 09:19 PM
I did it that way because published weights assume the creature is about as dense as an animal (thus my use of human). Thus I can get a general idea of the volume of each size category without worrying about the density of other creatures. Now when you have an iron golem with density 490 lb/ft3 you just have to multiply by the given volume to get its weight. That said it's nowhere near perfect and falls apart at the higher size categories. Do you have a suggestion for a different calculation?
No I don't have a different calculation, because the exact minimum would be something like having a colossal biollurgical chassis is only 64. Or 32 if your willing to have it only a 6 inch width. Or... etc.


Sort of as an addition to the one already in place. Constructs will be able to be made of iron and stone rather than just metals in general.

Wait, "made of iron" doesn't that imply you wouldn't be able to make constructs from other metals?

If that's intentionally implied then I disagree with the idea. Otherwise, what do you suggest for the metals - types. Just having it use You can convert "X Metal" into biostructure with "X Principle" doesn't work as there are 6 converting principles and 7 planets meaning 1 metal would be excluded.

EDIT: Also your mention of stone reminds me... someone needs to start updating feats.

qazzquimby
2014-07-25, 01:41 AM
Why is weight even brought into it? I don't think weight has anything to do with size category ot conversion of matter to biostructure.

I would find a size which is approx 1cubicft, probably small(?) and then increase or decrease the size from there at a set rate. Ozodrin stomachs say 1 large = 4 medium = 16 small, but that seems exagerated to me.

Milo v3
2014-07-25, 02:11 AM
I would find a size which is approx 1cubicft, probably small(?)
Dimunitive or Tiny

qazzquimby
2014-07-25, 05:29 AM
Tiny, from this (http://wiki.answers.com/Q/Average_volume_of_a_cat?#slide=1) questionable source, would be about 1/3 a cubic ft. Note that we have to reorganize the creature into a cube, not just draw a box around it.

A medium creature LINK (http://www.wolframalpha.com/input/?i=volume+human+body) is about 2.3 cubic ft.

I can't find more reference points. For some reason people don't list the volumes of various animals.

Here are more size categories extrapolating from those two datapoints, with math shown.

0.333(Tiny)*7(Difference)=2.3(Medium)

0.333(Tiny)*2.645(sqrroot of previous difference)=0.88(Small)
0.88(Small)*2.645(difference between categories)=2.3(Medium)

2.3(Medium)*2.645=6.1(Large, WA says about the volume of a filled bathtub)
6.0835(Large)*2.645=16.1(Giant)

Darkweave31
2014-07-25, 05:42 PM
No I don't have a different calculation, because the exact minimum would be something like having a colossal biollurgical chassis is only 64. Or 32 if your willing to have it only a 6 inch width. Or... etc.



Wait, "made of iron" doesn't that imply you wouldn't be able to make constructs from other metals?

If that's intentionally implied then I disagree with the idea. Otherwise, what do you suggest for the metals - types. Just having it use You can convert "X Metal" into biostructure with "X Principle" doesn't work as there are 6 converting principles and 7 planets meaning 1 metal would be excluded.

EDIT: Also your mention of stone reminds me... someone needs to start updating feats.

So I can have a vast biollurgical chassis that is large enough to engulf the sun so long as I take 1 cubic foot of biostructure and make it into an infinitesimally thin sheet? :smallconfused:

A minimum is a good guide for DMs and players to have when they are working together to use gramarie effectively and to keep every chassis from becoming a paper colossus.

As for the biostructure it was just an idea that I thought might be interesting to develop the planetary metals further. I can't find the notebook I jotted down my ideas in, I'll get back to you on which for which.


Why is weight even brought into it? I don't think weight has anything to do with size category ot conversion of matter to biostructure.

I would find a size which is approx 1cubicft, probably small(?) and then increase or decrease the size from there at a set rate. Ozodrin stomachs say 1 large = 4 medium = 16 small, but that seems exagerated to me.

So the way I calculated the minimum volume, weight and density of the biostructure used to create the chassis no longer matters. The published minimum weight assumes a certain density (average animal). Thus, I can factor out the weight and replace it with a volume that will work for any density of biostructure.

Your method doesn't calculate a minimum so much as an average (assuming a cat and human are average examples of their size category).

All that said, my draft was a rough approximation and came up with some pretty odd numbers (when does combining D&D math with real world math not), thus fine tuning is certainly necessary for sanity reasons

qazzquimby
2014-07-25, 06:16 PM
While we're working on size rules, something which gramarie (or at least I, in gramarie's name) has attempted before, is it possible to fix it's other problems without breaking 3.5?

Also correct me if I'm wrong on anything.

By current rules, a creature has roughly equal health to a generic prism 1/100th or 100* its size. Health should scale with size. Maybe scaling CON?
By current rules, a fine jogger moves roughly as fast as a colossal jogger. Should scale.
A dragon shrunk down to bug size still gets a huge strength bonus to damage. Strength should scale.
Playing a game where everyone is colossal should even out.

So first step would be avoiding paper giants, and figuring a way to be flexible with various levels of mass and volume without becoming unrealistic. Huge marshmallow men are not as strong as huge iron golems. Should flesh be given hardness and hitpoints? Should I stop now before people run from the numbers?

Second step would be figuring out the new benefits and penalties of size scaling.

Third would possibly be making size increases more difficult to balance.

Milo v3
2014-07-25, 07:13 PM
So I can have a vast biollurgical chassis that is large enough to engulf the sun so long as I take 1 cubic foot of biostructure and make it into an infinitesimally thin sheet? :smallconfused:
Technically, yes, as long as you can dodge the immense number of books that would be thrown at you since it's pretty bull****.


A minimum is a good guide for DMs and players to have when they are working together to use gramarie effectively and to keep every chassis from becoming a paper colossus.
Well, if you do, list it for multiple creature builds since giant people will likely have a much different mass to giant canine. Also you will have to list that the "minimum" isn't a real minimum.


As for the biostructure it was just an idea that I thought might be interesting to develop the planetary metals further. I can't find the notebook I jotted down my ideas in, I'll get back to you on which for which.
Ok. Still not sure how your going to use every metal equally with it.


Your method doesn't calculate a minimum so much as an average (assuming a cat and human are average examples of their size category).
Which is probably for the best, since you can easily have humanoid shaped things smaller in weight than the average human in the same size category. Like.... effectively half the human population.


While we're working on size rules, something which gramarie (or at least I, in gramarie's name) has attempted before, is it possible to fix it's other problems without breaking 3.5?

Also correct me if I'm wrong on anything.

[QUOTE]By current rules, a creature has roughly equal health to a generic prism 1/100th or 100* its size. Health should scale with size. Maybe scaling CON?

So you want every creature to basically get the health bonus from being a construct?


By current rules, a fine jogger moves roughly as fast as a colossal jogger. Should scale.

How many fine creatures have you seen with 50 ft. base land speed :smallconfused:
If you were using the BIOY rules, larger creatures have larger speeds, if you use the monster creation rules in the Monster Manuual, larger creatures have larger speeds.


A dragon shrunk down to bug size still gets a huge strength bonus to damage. Strength should scale.
What are you talking about? Strength does scale with size, as does dexterity.


So first step would be avoiding paper giants, and figuring a way to be flexible with various levels of mass and volume without becoming unrealistic. Huge marshmallow men are not as strong as huge iron golems. Should flesh be given hardness and hitpoints? Should I stop now before people run from the numbers?

Could give it the hardness and hitpoints of leather?

Leviting
2014-07-25, 09:43 PM
Regarding the sun, does this mean you could permanently replicate the epic Eclipse spell by simply paying a couple adventurers to give you all the corpses they create, making an inch thick flying pancake chassis of biostructure and give it a ring of sustenance and a Necklace of adaption?

...Now, to become quick enough to dodge a thrown book...

EDIT: Grammar

Mith
2014-07-25, 10:19 PM
Technically, yes, as long as you can dodge the immense number of books that would be thrown at you since it's pretty bull****.

There can also be the answer of the fact that you will have material failure to deal with paper and molecule thin sheets for a variety of reasons.

qazzquimby
2014-07-25, 10:24 PM
So you want every creature to basically get the health bonus from being a construct?
Something along those lines, but I don't really like construct type's flat bonus, nor the way it scales in increments of 10 when the size change is exponential.


How many fine creatures have you seen with 50 ft. base land speed
If you were using the BIOY rules, larger creatures have larger speeds, if you use the monster creation rules in the Monster Manuual, larger creatures have larger speeds.
I hadn't seen the relevant BIOY rule, and that negates much of my argument. The problem with changing size categories remains though, since changing a creature's size doesn't change its speed.


What are you talking about? Strength does scale with size, as does dexterity.
How? (http://dungeons.wikia.com/wiki/SRD:Table_of_Creature_Size_and_Scale) I'm not sure what I'm missing.


Could give it the hardness and hitpoints of leather?
I think leather is significantly tougher than skin since it's been treated. Something more like cloth might be closer, but I'm only guessing.

Milo v3
2014-07-25, 10:37 PM
[QUOTE=qazzquimby;17829719How? (http://dungeons.wikia.com/wiki/SRD:Table_of_Creature_Size_and_Scale) I'm not sure what I'm missing.[/QUOTE]

Monster Manual, Page 291, Table 4-2. Lists the Stat changes from changing size category.

qazzquimby
2014-07-26, 01:58 AM
That's monster advancement. Is all size changing considered monster advancement? Scaling with BIOY might work if con was based off of size, thus making dex and str based off size as well.

sirpercival
2014-07-26, 07:09 AM
Re: size changes and ability adjustments, qazz is sort of right. This is one case where the designers were actually kind of smart: non-advancement size changes do not have an intrinsic ability adjustment. Instead, every size-changing effect has its own rules (explicit in the entry) for how abilities are changed. In some cases this refers to the monster advancement table, but more often it's a flat bonus/penalty. If there's nothing given for an effect, it defaults to no change.

So, BIOY size changes need to have an explicit modification to abilities for size changes.

Darkweave31
2014-07-26, 11:38 AM
Another idea, has it been considered that gramarie could be its own game system rather than trying to build on the bones of d20 as a subsystem? I know people try to make it as standalone as possible already.

qazzquimby
2014-07-26, 04:45 PM
Something like that was brought up, but I think 3.5 is a good starting point due to the sheer amount of ready made content. To fit the more simulationist style of gramarie I've been writing variant rules for calculations, but that's as far as its gotten I think.

Also hooray for being sort of right!

Darkweave31
2014-07-26, 06:43 PM
Any idea how the bulk values were calculated? Because that could be a decent starting point for figuring out a minimum volume requirement.

EDIT: Nevermind, it's just 1 through 15 cubed

Milo v3
2014-07-26, 08:05 PM
So, BIOY size changes need to have an explicit modification to abilities for size changes.
I was thinking it was applied to BIOY because of the teratomorphism go off that table.... Somehow forgot that I wasn't inserted into the specific BIOY mechanics.... Will fix. Sorry qazz.


Another idea, has it been considered that gramarie could be its own game system rather than trying to build on the bones of d20 as a subsystem? I know people try to make it as standalone as possible already.
Yeah, 3.G was an idea that was brought up and eventually turned into the update because..... It'd prob be smarter to finish updating gramarie before you start making revised race and class rules.