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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    The Academist

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


    Image credit evermind-design 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 [Thesis] 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.

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    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 (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.

    Spoiler
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    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.

    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.
    Last edited by Milo v3; 2014-11-01 at 11:04 PM.
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