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

    Quote Originally Posted by Darkweave31 View Post
    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
    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
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    "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
    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.

    Spoiler: Diet Groups
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    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
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    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

    Last edited by Milo v3; 2014-08-06 at 04:01 AM.
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