Support the GITP forums on Patreon
Help support GITP's forums (and ongoing server maintenance) via Patreon
Page 18 of 46 FirstFirst ... 891011121314151617181920212223242526272843 ... LastLast
Results 511 to 540 of 1370
  1. - Top - End - #511
    Dwarf in the Playground
     
    DrowGuy

    Join Date
    Jul 2013

    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Given there is a newly established distinction between official and not, could we have an official universalist PrC?

  2. - Top - End - #512
    Orc in the Playground
     
    Alokue's Avatar

    Join Date
    Oct 2011
    Location
    Abilene TX
    Gender
    Male

    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Unsettling Geometry I question...when can you make the logical decision? And how do you make it? Full-round action and you have to beat the forgery check when touching the flux or the center of the flux? Or?

  3. - Top - End - #513
    Ettin in the Playground
     
    Lateral's Avatar

    Join Date
    Apr 2010
    Location
    Hell's Heart

    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Also, how come its saving throw is based on the number of YGGD principles you have? The other fluxes all go off of a skill check.

  4. - Top - End - #514
    Titan in the Playground
     
    Necroticplague's Avatar

    Join Date
    Aug 2010

    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Milo v3 View Post
    Here's my properly updated Grim Wight.

    The Anabolist
    Spoiler
    Show

    "They call me a killer, a monster, a terrorist... I am all of these things."

    The assimilating abomination is a form of taint which arose from the Far Realm. This taint causes its host to become a shapeshifter known as a Anabolist, who evolves and adapts through the "noble" art of combat. By assimilating the corpses of the fallen he can warp his body into new and improved forms.

    Through this taint they can turn their arms into blades, cover themselves in a exoskeleton of bone, lash out with a tendril, and accend walls with a step. Despite this taint, they can hide in society through use of their shapeshifting.

    Role: Anabolists act as a frontline fighter who use mobility and fast movement to their advantage. Using their natural weapons they can deal out large amounts of damage while surviving against enemy strikes because of their hard exoskeleton.

    Alignment: Anabolist often succumb to evil acts in an effort to continue to evolve, though any alignment is possible.

    Hit Die: d10.

    Starting Gold: As Barbarian.

    Class Skills
    The Anabolist's class skills are Bluff (Cha), Climb (Str), Control Shape (Wis), Craft (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Local) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis) Survival (Wis), and Tumble (Dex).

    Skill Points per Level: (4 + Int modifier)

    Anabolist
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Adaptions|Priciples

    1st|
    +0
    |
    +0
    |
    +2
    |
    +0
    |Consume, natural flesh|1|0

    2nd|
    +1
    |
    +0
    |
    +3
    |
    +0
    | Baccalaureate principles, organic outfit, organic science|2|1

    3rd|
    +2
    |
    +1
    |
    +3
    |
    +1
    |Assimilate the flesh, fast movement|3|1

    4th|
    +3
    |
    +1
    |
    +4
    |
    +1
    |Evolution, natural armour|3|1

    5th|
    +3
    |
    +1
    |
    +4
    |
    +1
    |Assimilate the mind|4|2

    6th|
    +4
    |
    +2
    |
    +5
    |
    +2
    |Improved fleshshift|5|2

    7th|
    +5
    |
    +2
    |
    +5
    |
    +2
    |Magisterial principles|6|3

    8th|
    +6/+1
    |
    +2
    |
    +6
    |
    +2
    |Damage reduction, evolutions|6|3

    9th|
    +6/+1
    |
    +3
    |
    +6
    |
    +3
    |Efficient carnivore, unnatural mobility|7|3

    10th|
    +7/+2
    |
    +3
    |
    +7
    |
    +3
    |Discovery, resist taint|8|4

    11th|
    +8/+3
    |
    +3
    |
    +7
    |
    +3
    |Biostructure muscle|9|4

    12th|
    +9/+4
    |
    +4
    |
    +8
    |
    +4
    |Discovery, evolutions|9|5

    13th|
    +9/+4
    |
    +4
    |
    +8
    |
    +4
    |Natural survivor, tendril grip|10|5

    14th|
    +10/+5
    |
    +4
    |
    +9
    |
    +4
    |Discovery, improved damage reduction|11|5

    15th|
    +11/+6/+1
    |
    +5
    |
    +9
    |
    +5
    |Doctorate principles|12|6

    16th|
    +12/+7/+2
    |
    +5
    |
    +10
    |
    +5
    |Discovery, evolutions|12|6

    17th|
    +12/+7/+2
    |
    +5
    |
    +10
    |
    +5
    | Improved natural survivor|13|7

    18th|
    +13/+8/+3
    |
    +6
    |
    +11
    |
    +6
    |Discovery, perfect damage reduction|14|7

    19th|
    +14/+9/+4
    |
    +5
    |
    +11
    |
    +6
    |Abomination|15|7

    20th|
    +15/+10/+5
    |
    +6
    |
    +12
    |
    +6
    |Discovery, evolutions, natural theories|15|7[/table]

    Class Features
    All of the following are class features of the Anabolist.

    Weapon and Armor Proficiencies: An Anabolist is proficient with all simple weapons, light armor, and shields (except tower shields).

    Adaption (Ex): When a graft is gained through the Consume ability, the Anabolist may add it to an acceptable empty body slot, or add it to his list of adaptions. A graft which is an adaption isn't normally active on the anabolist, but as a full-round action he can replace any of his grafts with an adaption which can apply to the same body slot with a successful control shape check (DC 10).

    Any or all of these Adaptions can be dismissed as a free action, which returns your normal grafts to the body slots.

    An anabolist can have a number of Adaptions equal to the number indicated on the Anabolist Table + his Wisdom bonus (minimum 0). Any new Adaptions which would place the anabolist over his maximum replaces one Adaption of his choice.

    If the anabolist has any Adaptions which don't have a Graft, they count as level 0 Grafts when activated, temporarily returning it to a normal body part.

    Consume (Ex): An Anabolist can absorb the organic matter of other living creatures. This functions as a Coup de Grace except for the following:
    • The attack must be with an unarmed or natural attack.
    • It can affect creatures immune to Critical Hits.
    • If he succeeds in killing the creature the anabolist heals 1d4 hit points for every size category the target is over tiny, and 1 hit point if the target is tiny or smaller.
    • If he succeeds in killing the creature the anabolist may select one Graft which the creature fills the prerequisites of and gains this Graft. This Graft must be of a level equal or below the anabolist's allowed Graft Level.

    {table=head]Graft Level|Minimum Level
    1|1
    2|5
    3|10
    4|15
    5|20[/table]

    Natural Flesh (Ex): Through the use of his shapeshifting abilities, the Anabolist can return his warped body to normal. As a free action, the anabolist may remove any of his current grafts he possesses, turning the body slot back to its natural state (Counts as a level 0 Graft).

    Also, because of his bodyís natural tendency to aggressively revert to its default biostructure, any grafts he gains through the Xenoalchemy ability are automatically affected by this ability after one week.

    Principles of Gramarie: At 2nd level, and again whenever indicated on your class table, you learn a new principle. Principles are supernatural (Su) abilities which bend or break the laws of physics, but not quite in the same way that most magic does. 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. Principles come in three grades: Baccalaureate, Magisterial, and Doctorate. You gain access to these higher grade principles as shown on your class table. Once you achieve the Doctorate level (at your 15th class level) you may refer to yourself as a doctor of your that discipline. You cannot put off learning a principle; if you do not qualify for one when you would otherwise receive it, it's lost. If a principle is marked [Specialist], it can only be learned by a specialist in that 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.

    If a principle requires materials, you need extra materials every time you prepare it. You can also improve a principle later on my adding more materials to it (if applicable) and by spending more time on it. This also forces you to make a new skill check on it. Speaking of skill checks, you can always choose to use Control Shape as the skill to prepare a principle instead of the discipline key skill, but you take a -10 penalty on the check. In the same vein, you can take 20 on key skill checks made to prepare a principle, but you can never take 10 on them. Bear in mind that taking 20 means taking 20 times as long as you normally would, which for gramarie can be very long indeed. To prepare a principle you must be within range of touch of the structure or object or location on which you are setting the principle for the duration of the preparation.

    If multiple users of gramarie know the same principle, they can work simultaneously on the same project. For example, two anabolists could prepare the same principle at the same time, and the principle would count as having been prepared twice. Later a third anabolist who also knows that principle could show up and prepare it again, and the principle would then have been prepared three times. An anabolist can choose to 'lock' a principle that has been prepared, meaning that only he can continue work on it later. Bypassing the lock requires making a key skill check (based on the discipline) which beats the principle's current skill check by 5 or more.

    Organic Outfit (Ex): An Anabolist of 2nd level and above, can warp his own flesh into clothing. This requires expending a move-action and a making Control Shape check. The DC of this is equal to 10 plus the weight of the outfit.

    This clothing cannot be removed, nor does it grant any mechanical benefits and acts as though you weren't wearing anything. This ability can mimic armour, though as normal it acts as though you weren't wearing the armour.

    This clothing can be changed or removed with additional uses of this ability, (DC of removing Natural Outfit is 10).

    Organic Science: Acting as a strange example of biostructure, the Anabolist has a natural inclination towards certain sections of knowledge. You can only learn principles from the disciplines of alchemetry (ALCH), biollurgy (BIOY), geoccultism (GEOC), and yggdratecture (YGGD). However, your taint grants you eldritch control over biostructure, and as such you can learn principles with the [Organic Science] tag. An anabolist is treated as a specialist in biollurgy.

    Assimilate the Flesh (Ex): At 3rd level, the Anabolist can take on the shape of the fallen. This functions as the Change Shape ability except for the following:
    • It requires expending a full-round action.
    • Can only turn into the last creature you killed with Consume of the same size category.
    • It requires a successful Control Shape check (DC 10 + 1/2 targets CR + targets Fortitude save).
    • Can be dismissed as a free action.


    Evolution: An Anabolist is an example of a chassis with an innate link to his nature. As a anabolist you learn new methods to manipulate your form based on your scientific knowledge. Every principle has an associated evolution which you can learn once you know the corresponding principle. Evolutions which permit a saving throw have a DC of 10 + half your class level + your Wisdom modifier. Every time you gain this class feature, you gain a +3 bonus to Control Shape checks. Evolutions are extraordinary abilities unless indicated otherwise in the particular entry.

    Spoiler
    Show
    Baccalaureate
    • ALCH 101: Intro to Alchemetry: You can activate this evolution as a swift action when making an attack to ignore the targets natural armour by an amount equal to half your anabolist level.
    • ALCH 112: Spooky Solvents: You can activate this evolution as an immediate action after being successfully damaged by a slashing or piercing attack. The weapon which committed the attack is affected as though hit by acid. If is a ranged projectile based weapon, only the projectile itself is affected. This acid only affects the weapons themselves, and doesnít harm itís wielder.
    • ARCD 101: Intro to Arcanodynamics: You can activate this evolution as a swift action after succeeding on a piercing or slashing natural attack. The target continues to take damage every round equal to your Strength or Dexterity modifier (your choice) until they receive magical healing or a DC 15 Heal check (Fort negates). This effect only stacks from iterative attacks on the same round; additional attacks on subsequent rounds do not add to the ongoing damage.
    • ARCD 176: Disturbing Kinematics: You can activate this evolution as a standard action while mid-air to burst forward. This allows you to move upto double your landspeed in a straight line without losing altitude. After being used, this evolution canít be used for another five rounds.
    • BIOY 101: Intro to Biollurgy: You can activate this evolution as a swift action after successfully using consume. Instead of gaining a graft, you can convert the creatures body into biostructure as long as they would normally be an acceptable target for BIOY 101. As a side-effect of consuming the target though, the amount of biostructure created is half the amount it would normally produce.
    • BIOY 191: Blacksmithing for Biologists: This evolution allows you to integrate weapons and armour made of biostructure into your body. This requires a full-round action and a successful Control Shape check (DC 20 for weapons, 30 for armour) to commit. Failure on the check doesnít damage the object, and simply wastes your time. Success indicates the weapon or armour is converted into a graft and placed directly into the body slot or turned into an adaption, with its body slot determined by the type of object it is.
      {table=head]Object Type|Body Slot
      Weapon|Hand
      Armour|Body
      Shield|Arms[/table]
    • ELDK 101: Intro to Eldrikinetics: This evolution can be activated as a swift action when you make a charge, run or overrun action. Until the end of the round, the enhancement bonus to speed from your Fast Movement is doubled.
    • ELDK 150: Kinetic Conversions: This evolution can be activated as an immediate or swift action when landing or otherwise hitting the ground from a fall. All fall damage is negated. Upon reaching 11th level, this may be exchanged for another evolution you meet the prerequisite of.
    • GEOC 101: Intro to Geoccultism: This evolution allows you to sense the presence of all geoccultism poles within a 1 mile radius per class level that are made of biostructure as a full-round action. This tells you how many are within the radius and their general direction.
    • GEOC 117: Rocks for Jocks: This evolution grants you a climb speed equal to half your land speed. Upon reaching 13th level, this may be exchanged for another evolution you meet the prerequisite of.
    • HEUR 101: Intro to Heuristicism:?
    • HEUR 159: Experimental Thoughts: ?
    • IMCH 101: Intro to Imachination: ?
    • IMCH 167: Unbound Expectations: ?
    • KALD 101: Intro to Kaleidomantics: ?
    • KALD 107: Unearthly Colours: ?
    • YGGD 101: Intro to Yggdratecture:?
    • YGGD 198: Unsettling Geometry I: ?


    Magisterial
    • ALCH 202: Irregular Properties: ?
    • ALCH 286: Mysterious Metallurgy: ?
    • ARCD 204: Nonlinear Waves: ?
    • ARCD 230: Interpretive Charges: ?
    • BIOY 228: Animate Construction: ?
    • BIOY 273: Artificial Reckoning: ?
    • ELDK 219: Atypical Ballistics: ?
    • ELDK 276: Unnatural Propulsion: ?
    • GEOC 235: Bizarre Biomes: ?
    • GEOC 291: Unknown Oceans: ?
    • HEUR 245: Nonstatic Instruction: ?
    • HEUR 266: Unorthodox Triggers: ?
    • IMCH 228: Imperfect Images: ?
    • IMCH 295: Perturbed Mentalities: ?
    • KALD 238: Extrareal Hues: ?
    • KALD 282: Cthonic Dyes: ?
    • YGGD 212: Unsettling Geometry II: ?
    • YGGD 241: Incongruous Pathways: ?


    Doctorate
    • ALCH 325: Preternatural Fluids: ?
    • ALCH 364: Unexpected Materials: ?
    • ARCD 350: Unlikely Thermodynamics: ?
    • ARCD 365: Unsubstantiated Light: ?
    • BIOY 340: Erratic Mutations: ?
    • BIOY 381: Eccentric Genetics: ?
    • ELDK 355: Strange Locomotion: ?
    • ELDK 399: Immaterial Travel: ?
    • GEOC 323: Curious Climates: ?
    • GEOC 374: Supernal Ecologies: ?
    • HEUR 302: Abnormal Behaviour: ?
    • HEUR 328: Exotic Intelligence: ?
    • IMCH 334: Nonsensical Senses: ?
    • IMCH 388: Glamorous Gramarie:?
    • KALD 347: Superlunar Pigments: ?
    • KALD 379: Imperceptible Shades: ?
    • YGGD 353: Uncanny Cosmology II: ?
    • YGGD 371: Abstruse Causality: ?


    Fast Movement (Ex): Anabolist subtly manipulate their forms as they move, allowing for better mobility. Upon reaching 3rd level, an anabolist gains an enhancement bonus to his speed, as shown on the table below. An anabolist in medium or heavy armour or carrying a medium or heavy load loses this extra speed.

    {table=head]Level|Enhancement Bonus
    3-5|+10 ft.
    6-8 +20 ft.
    9-11|+30 ft.
    12-14|+40 ft.
    15-17|+50 ft.
    18-20|+60 ft.[/Table]

    Natural Armour (Ex): As the Anabolist slowly adapts to the world, his flesh adapts to the threats of combat. An anabolist of 4th level gains a bonus to Natural Armour equal to a third of his class level (rounded down).

    Assimilate the Mind (Ex): Upon attaining 5th level, an Anabolist can absorb the minds and memories of the fallen. When the anabolist uses Consume and kills the target, they can gain the benefits of one of the following, at the cost of not gaining a Graft:
    • Add a Weapon or Armour Proficiency, which the target possessed to the anabolist list of Proficiencies.
    • Learn a Language that the target knew.
    • He can read the memories of the target, this functions as Speak with Dead except it has a casting time of a free action, and the duration of 1 round. The Caster Level is equal to halve his class Level.


    Improved Fleshshift (Ex): Upon reaching 6th level, the Anabolist can use activate his Adaptions (Detailed above), as a Standard action instead of a Full-Round action and can turn into any of the last three creatures you killed with Consume when using Assimilate Body.

    Damage Reduction: At 8th level, the Anabolist's form is hardened and highly resistant to attack, gaining Damage Reduction 5/-. Subtract 5 from the damage the anabolist takes each time he is dealt damage from a weapon or a natural attack. At 14th level this increases to DR 10/-, and at 18th level it increases to DR 15/-.

    Damage reduction can reduce damage to 0 but not below 0.

    Efficient Carnivore: Upon reaching 9th level, whenever the Anabolist succeeds in killing a creature with Consume, they heals 1d6 hit points for every size category the target is over tiny, and 1d4 hit points if the target is tiny or smaller.

    Unnatural Mobility (Ex): Starting at 9th level, the Anabolist gains a bonus to Climb, Jump and Tumble checks equal to his class level.

    Discovery: At 10th level, and again every two levels thereafter, you make an important discovery in gramaric research. You may choose a single discovery you qualify for off of the list of discoveries for Biollurgy.

    Resist Taint (Ex): Upon reaching 10th level, the Anabolist gains a bonus on saves equal to his class level against diseases, poisons and to will saves against symbionts.

    Biostructure Muscle (Ex): Being a shapeshfting clump of biomass, he can manipulate his organs and muscles to become immune to fall damage and sneak attacks, and count as one size larger for the purposes of carry capacity and the Rock Throwing ability.

    Natural Survivor (Ex): Biostructure is a creature of pure life, and lifeís main drive is to survive. Upon reaching 13th level, they gain the benefits of either Evasion or Mettle of the Mountain. These improve to Improved Evasion and Improved Mettle of the Mountain respectively at seventeenth level.

    Tendril Grip (Ex): Using thin tendrils the Anabolist can grip to nearly any surface. As of 13th level, the anabolist can walk and travel on vertical surfaces or even traverse ceilings as well as a spider does.

    The anabolist doesnít need his hands free to climb in this manner and can use his feet. He gains a climb speed equal to his land speed; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down) or slopes. A creature with this ability retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it.

    Abomination: Upon reaching 19th level, the Anabolist can take full advantage of his biostructural nature. He functions as an aberration and a creature of his type, whichever would be most beneficial in the situation. Also he becomes immune to death from massive damage, aging, disease, petrification, and polymorph effects.

    Natural Theories: At 20th level you discover a new law of gramarie, which must be chosen from the list of Theories and have biollurgy specialisation as one of itís prerequisites. You can never discover more than one gramaric Theory.

    Note
    Spoiler
    Show
    This is lacking several of the things the original Grim Wight had, they will be implemented as Evolutions.
    Also, I've written a bit saying they can get Principles with the Organic Science tag which I probably wont put up till I see the Military Science principles so I get an idea of what sort of things they should be.
    Finnally, I've got no image for this class because I can't access deviantart to ask for permission. Sorry 'bout that.
    Hopefully Iíll get some more Evolutions posted tonight considering how small the list is right now.
    Just some ideas for Evolutions for the Anabolist (like the name, by the way):
    -HEUR101:You can see bubbles and circuits as easily as another man can see a light smoke. You automatically can tell if an object is part of a circuit by looking at it, and the edges of bubbles are visible to you.

    -HEUR159:By focusing while within a bubble, you can detect thoughts in the area like the spell, except that instead of a cone, you detect through the whole volume of the bubble, it doesn't have a maximum range (instead again limited by bubble size), and avoiding having your surface thoughts read is an opposed Bluff vs. Autohypnosis check.

    -IMCH101:You can enhance your presence among one of the senses by creating a minor illusion as a full-round action. Enhancing your visual presence causes you to give off light like a torch.Enhancing your auditory presence allows you to be heard from 50% farther away, and makes you able to be heard even under conditions you normally couldn't (like over a loud crowd or in a Silenced area, though this illusory sound won't cut it for speaking spell components).Enhancing your gustatory prescence means any creature that hits you with a biate attack or attempts to use Swallow whole on you must make a FORT save opposed by a Bluff check (rolled at time they trigger), or else be nauseated for one turn (and vomit you up if trying to swallow you whole).Enhancing your Olfactory presence causes your scent to count as an overpowering scent. Enhancing your Tactile presence gives you a +1 to all combat maneuver checks and checks to oppose them as your opponents act as if you are more solid (unless they disbelieve your enhanced presence with a Sense Motive vs. Bluff).You can only have one presence enhanced at a time, and you can stop having an enhanced presence as a free action

    -IMCH156:You can nullify your presence my taking standard action every round to maintain it, targeting one of the senses.
    Visual:You become invisible. Doing anything other than moving no more than half your base land speed renders you visible.
    Auditory: You and any objects in your possession, are silenced.
    Olfactory: You cannot be detected or tracked by scent.
    Gustatory: You, and any food you prepare while suppressing your gustatory presence, are completely bland and have no flavor whatsoever.
    Tactile:You don't trigger anything's sense of touch, nor do any objects in your possession. This grants a +1 to heal checks to provide care for someone, and makes you automatically succeed Sleight of Hand checks to oppose being Frisked for objects (though the fact you don't feel like anything is likely to be suspicious in and of itself).

    KALD101:Any biostructure you create can pass through yellow filters unhindered, even if it is based on a metal.

    KALD107: You gain a swim speed equal to half your base land speed.

    YGGD101: Containers you make out of biomass can hold twice what their volume would appear to able to hold.

    YGGD198: By making a Control Shape check opposed by the Forgery of the Alternating Flux, you can remain despite the bubbles being swapped. If something else moved by the swap would take up your space, you are shunted to the nearest valid space for you to be in, and take 1d6 damage for each cube shunted.
    Avatar by TinyMushroom.

  5. - Top - End - #515
    Firbolg in the Playground
     
    Milo v3's Avatar

    Join Date
    Aug 2010
    Location
    Australia
    Gender
    Male

    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Necroticplague View Post
    Just some ideas for Evolutions for the Anabolist (like the name, by the way):
    Thanks.

    -HEUR101:You can see bubbles and circuits as easily as another man can see a light smoke. You automatically can tell if an object is part of a circuit by looking at it, and the edges of bubbles are visible to you.
    Haha. I added one for HEUR101 (and a few more) while you were posting. I was orginally going to do something like this, but it seemed abit close to the Warmaker's. Might change it too this anyway cause I hate the wording I picked.

    -HEUR159:By focusing while within a bubble, you can detect thoughts in the area like the spell, except that instead of a cone, you detect through the whole volume of the bubble, it doesn't have a maximum range (instead again limited by bubble size), and avoiding having your surface thoughts read is an opposed Bluff vs. Autohypnosis check.
    This is probably more useful than the empathic thing I've got right now.

    -IMCH101:You can enhance your presence among one of the senses by creating a minor illusion as a full-round action. Enhancing your visual presence causes you to give off light like a torch.Enhancing your auditory presence allows you to be heard from 50% farther away, and makes you able to be heard even under conditions you normally couldn't (like over a loud crowd or in a Silenced area, though this illusory sound won't cut it for speaking spell components).Enhancing your gustatory prescence means any creature that hits you with a biate attack or attempts to use Swallow whole on you must make a FORT save opposed by a Bluff check (rolled at time they trigger), or else be nauseated for one turn (and vomit you up if trying to swallow you whole).Enhancing your Olfactory presence causes your scent to count as an overpowering scent. Enhancing your Tactile presence gives you a +1 to all combat maneuver checks and checks to oppose them as your opponents act as if you are more solid (unless they disbelieve your enhanced presence with a Sense Motive vs. Bluff).You can only have one presence enhanced at a time, and you can stop having an enhanced presence as a free action
    I like this. Worried it might be too long though.

    -IMCH156:You can nullify your presence my taking standard action every round to maintain it, targeting one of the senses.
    Visual:You become invisible. Doing anything other than moving no more than half your base land speed renders you visible.
    Auditory: You and any objects in your possession, are silenced.
    Olfactory: You cannot be detected or tracked by scent.
    Gustatory: You, and any food you prepare while suppressing your gustatory presence, are completely bland and have no flavor whatsoever.
    Tactile:You don't trigger anything's sense of touch, nor do any objects in your possession. This grants a +1 to heal checks to provide care for someone, and makes you automatically succeed Sleight of Hand checks to oppose being Frisked for objects (though the fact you don't feel like anything is likely to be suspicious in and of itself).
    Interesting, more focused but powerful version of the present evolution.

    KALD101:Any biostructure you create can pass through yellow filters unhindered, even if it is based on a metal.
    Sounds good, though I'll make it so that you can toggle whether or not it can pass through with some Control Shape magic.

    KALD107: You gain a swim speed equal to half your base land speed.
    Definitely.

    YGGD101: Containers you make out of biomass can hold twice what their volume would appear to able to hold.
    I would've never thought of that.

    YGGD198: By making a Control Shape check opposed by the Forgery of the Alternating Flux, you can remain despite the bubbles being swapped. If something else moved by the swap would take up your space, you are shunted to the nearest valid space for you to be in, and take 1d6 damage for each cube shunted.
    Isn't this already covered by the reflex save? Maybe adding half your Control Shape ranks to the reflex save?

    EDIT: I mentioned this in one of the new evolutions so I should probably post it.

    The Tainted Template
    Spoiler
    Show

    Tainted are the result of radiomantic energy damaging the elemental systems which build up the body of a creature. Tainted appear just as they did before afflicted, although their features are often dulled and their flesh is pale.

    Creating a Tainted

    "Tainted" is an acquired template that can be added to any living corporeal creature (referred to hereafter as the base creature). Whenever an acceptable creature is dealt a negative level from radiomantic energy make a fortitude save except use a d% instead of a d20. The DC is equal to the number of negative levels they have been dealt from radiomantic energy in the past ten years. If a sum of negative levels are dealt within a single round, roll for each specific negative level dealt (increasing the DC accordingly each time). If the save is failed they gain the Tainted Template after 1d6 days.

    A tainted uses all the base creatureís statistics and special abilities except as noted here.

    Special Qualities

    A tainted retains all the special qualities of the base creature and gains those described below.

    Crumbling Life (Ex): Because of the extensive damage to your body at the hands of radiomantic energy, the elements that hold you together are weakened. You age three times faster than you normally would and whenever you would be afflicted by a negative level you instead gain two.

    Twisted Progeny (Ex): The very essence of your body is forever damaged by the taint, and this causes issues with the creation of new life. Whenever you would produce a child, roll 1d6. On a 1 the child is normal. On a 2 to 4, the child dies during childbirth. On a 5 or 6, the child must take Evolutionist as their first level and may continue leveling in the class.

    Saves

    A tainted takes a -4 racial penalty to fortitude saves against negative levels and disease.

    Abilities

    A tainted suffers from a -2 penalty to Constitution and Charisma.

    Challenge Rating
    Same as the base creature -2.

    Level Adjustment
    Same as the base creature -1.
    Last edited by Milo v3; 2013-07-21 at 08:55 AM.
    Spoiler: Old Avatar by Aruius
    Show
    http://i133.photobucket.com/albums/q56/Zeritho/Koboldbard.png

  6. - Top - End - #516
    Titan in the Playground
     
    Necroticplague's Avatar

    Join Date
    Aug 2010

    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Milo v3 View Post
    I like this. Worried it might be too long though.
    I can probably streamline it with more efficient formatting like I did for the other IMCH evolution I suggested, so changing it to this:

    IMCH101:By taking a full-round action, you can enhance your presence among one of the senses. You can only have one of your presences enhanced at a time, and you can end any as a free action.
    Visual:You shed light like a torch.
    Auditory:your voice carries 50% further, and you can be heard even when other noise would drown you out or you are silenced (though you remain unable to use vocal components).
    Gustatory:Any creature trying to swallow you whole or that hits you with a bite attack has to make a FORT save opposed by your Control Shape, or else be nauseated for one turn (and vomit you out, if swallowed whole).
    Olfactory:Your scent counts as overpowering.
    Tactile:You gain a +1 on all opposed combat maneuver checks unless opponent disbelieves presence with Sense Motive v. Control Shape.

    Nah, still a bit on the lengthy side.Ah well, may as well try and contribute for other Evolutions (I had a similar idea for HEUR101 at first, but then I realized you could do that anyway just with the principle.)

    BIOY228:Biollurgical chassis that you create gain the Consume ability.

    BIOY228:Biollurgical chassis you create do not provide cover for your foes, and you can charge through their spaces.

    (not sure which one of these I liked more).

    BIOY273:You gain the benefit of a Hive Mind when you and chassis you created share a heuristical bubble/ are linked to the same circuit. Forming the hive mind is a logical decision by the bubble/circuit, as is deciding to add a chassis or you to it. This hive mind only includes chassis (and you) inside the bubble/existing in the circuit, exiting the bubble/disconnecting from the circuit instantly ends membership to the hive mind.

    ELDK219:You can launch force to act as an extension of your physical attacks, acting as if under the effects of a Blood Wind spell constantly.

    ELDK276:You can glide whenever you would fall, allowing you to move 15 feet horizontally for every 5 feet vertically. As a swift action, you can propel yourself 5 feet into the air.

    GEOc235: You can step in or out of any biostructure you create as if through a Tree Stride spell, except for biostructure instead of trees.

    GEOC291: Your attacks do not suffer penalties when underwater, regardless of type of damage they deal or whether they are ranged, thrown, or melee.

    HEUR245:You can attempt to control a circuit as a swift action instead of a standard action.

    HEUR266: By beating the Autohypnosis check of a bubble by 10, you can have the bubble not consider your actions for triggering responses for one round. This is the same action as determining the responses.

    IMCH228: By spending a swift action, you can adapt yourself to your surrounding, gaining concealment.

    IMCH295: You can use Control Shape for all purposes that Lucid Dreaming can be used.

    KALD238:With a DC20 Control Shape check as a standard action, you can modify a chassis with an acidic or poisonous attack so that it can pass through the appropriate filter with its ability still intact.

    KALD282: In addition to stopping extradimentional containers, your pink filters now stop even mundane containers from going through. Anything built for the purpose of holding other objects (bottles, flasks, backpacks, fanny-packs, really, there's a rather long list) cannot pass through, though the full weight of its contents are added to the force it can push on the filter with. Natural containers, like skin-pouches and stomachs of creatures with Swallow Whole, may pass through, though they must be emptied of contents first.

    YGGD212: Whenever a local area has gravity different from the normal for the plane it is on, you can make a control shape against the DC of the effect to ignore it (for principles, this is 10+5 per principle of same discipline, for others, this is however they determine DCs normally).

    YGGD241:You can modify a semi-space created through this principle to be personal to that creature, creating what's known as a Hammerspace. A Hammerspace has no portal that can simply be reached into and out of. Instead, whenever the creature interacts with a container, it can instead pull things out of (or store things in) it's Hammerspace. No amount of searching the creature shows anything different, but the Hammerspace still is there.

    Take em or leave em, here are all my two cents as to possible options. Though it looks like we're working through these differently: you go by discipline, I go by level.
    Avatar by TinyMushroom.

  7. - Top - End - #517
    Firbolg in the Playground
     
    Milo v3's Avatar

    Join Date
    Aug 2010
    Location
    Australia
    Gender
    Male

    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Take em or leave em, here are all my two cents as to possible options. Though it looks like we're working through these differently: you go by discipline, I go by level.
    Took nearly all of them. And I tried to do by level, but I couldn't think of ones for some of the principles so I changed to going through by Discipline. But then I couldn't think of stuff for some of the principles again so I just filled in any that I had ideas for.

    Also, quick question. If a biostructure chassis is created as a construct, can you still give it grafts through principles?
    Spoiler: Old Avatar by Aruius
    Show
    http://i133.photobucket.com/albums/q56/Zeritho/Koboldbard.png

  8. - Top - End - #518
    Ogre in the Playground
     
    Arcanist's Avatar

    Join Date
    Jun 2012

    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Galilei Verne: The First God of Gramarie
    In the beginning, when creation was all, but a child there existed a number of entities referred to as Gods or Powers. These Powers were believed to have constructed all of the multiverse with a set of systems and rules that had already been pushed into place in the times before creation. However since the dawn of sentient life the question has been asked "Who established these rules? And why?" This question has been answered by a group of men and woman known as the Galileanites or the worshipers of Galilei, by stating that Galilei, in his infinite curiosity and imagination developed these rules...

    Galilei Verne
    The Father of Science, The Grand Architect
    Greater Deity
    Symbol: An Atom
    Home Plane: The Sierpinski Triangle (Unknown Layer of the Far Realm)
    Alignment: True Neutral
    Portfolio: Education, Gramarie, Science, Reason, Logic,
    Worshipers: Gramarist, Scholars, Wizards,
    Cleric Alignments: LN, CN, N
    Domains: Gramarie, Knowledge, Magic, Balance
    Favored Weapon: Central Hyperion (Spellbook)


    Galilei Verne
    Gramarist 25 / Gramarie-Lord 15
    Medium Outsider (Extraplanar)
    Divine Rank: 17
    Spoiler
    Show
    Hit Dice: 25d6 (Gramarist) plus 15d6 (Gramarie-Lord) plus 480 (720 hp)
    Initiative:
    Speed: 60ft (12 squares)
    Armor Class: 73, Touch 73, Flat-footed 67
    Base Attack/Grapple: +43/+43
    Attack: +39 (1d4+3)
    Full Attack: +39/+34 (1d4+3)
    Space/Reach: 5/5
    Special Attacks: Eldritch Blast 15d6, Eldritch Anima (+5), Spectroconstruction
    Special Qualities: The Architect, Discoveries, Powered By Magic!, Theory of Everything
    Divine Salient Abilities: Alter Reality, Alter Size, Alter Form, Divine Gramarie, Divine Spellcasting, Know Secret, Shapechange, Game Theory, True Shapechange, Create Object, Greater Create Object, Divine Inspiration, Divine Blast, Divine Recall (Gramarie, Science, Technology), Divine Skill Focus (Knowledge (architecture and engineering), Use Magic Device, Heal, Spot, Bluff, Concentration, Autohypnosis, Diplomacy).
    Saves: Fort +16, Ref +16, Will +22
    Abilities: Str 21, Dex 23, Con 27, Int 31, Wis 28, Cha 29,
    Skills:
    Feats:
    Epic Feat:
    Environment:
    Organization:
    Challenge Rating:
    Treasure:
    Alignment:


    And this is what I've got so far. I'm not too good at making stat-blocks so I'm not going to pretend that I am. *Cast "Summon Someone else to finish his work IX"*

    EDIT: Improved stats with wish and magical items, added in attack and grapple bonuses, added in DSA, added in some class features, and other good stuff.

    Game Theory [Divine Theory]
    Spoiler
    Show

    Game Theory
    Grade: Theory
    Prerequisite: Divine Rank 1 or higher, Universalist, Theory of Everything
    Preparation Time: 1 full round

    Life is just a game at the end of the day. No matter how much importance we put on trying to understand the rules of the game they are always changing to the point where even us, the masters of this art, cannot possibly truly be considered it's master.

    You can prepare every Principle, Theory, every Gramarie based class feature as if you had access to them normally. You may perform these techniques faster than even specialist of their art; The preparation for each of these is reduced to 1 full round. You no longer need materials for these preparations as well.

    In addition to this, your Spectral Laborers can now prepare Principles for you and perform work for you as 20th level Gramarist with the Theory of Everything.


    I will note that I made this under the assumption that no sane DM would allow a Deified Gramarist in their campaign. It is in the league of being as broken as Divine Splender and Alter Reality; It is not meant to be balanced in any sense of the word.
    Last edited by Arcanist; 2013-07-23 at 10:03 PM.
    Larloch, The Shadow King (w/ Ioun Stones) avatar by Iron Penguin

  9. - Top - End - #519
    Firbolg in the Playground
     
    Milo v3's Avatar

    Join Date
    Aug 2010
    Location
    Australia
    Gender
    Male

    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    This class was made in a single session in the middle of the night. It's probably full of errors and is horribly unbalanced.

    The Biojack
    Spoiler
    Show
    "Youíre talking like itís a bad thing to crawl inside a creature four times your size on a daily basis."

    Biojacks are individuals who can manipulate organic matter with their touch. They fight donned in armour made of flesh, hands grasped around blades of bone, with grafts empowering their bodies, and seru assimilated into their bodies. But these materials arenít their only tools, the biojacks are famous for being the ace pilots of the living vehicles known as Battle Chassis.

    Game Rule Information
    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 biojack's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (Arcana), Intimidate (Cha), Jump (Str), Ride (Dex), Swim (Str).

    The Biojack
    {table=head]Level|BAB|Fort|Ref|Will|Special

    1st|+0|+0|+2|+0|Basic Biojack, Perfect Physiology

    2nd|+1|+0|+3|+3|Armour of Flesh, Bonded Chassis

    3rd|+2|+1|+3|+1|Biojack's Charge, Defended Symbiosis, Disable Biollurgy

    4th|+3|+1|+4|+1|Evolving Speed, Lesser Biojack

    5th|+3|+1|+4|+1|Additional Graft, Living Armoury +1

    6th|+4|+2|+5|+2|Expanded Basic Knowledge, Improved Defended Symbiosis

    7th|+5|+2|+5|+2|Organic Weaponry, Second Disable Biollurgy

    8th|+6/+1|+2|+6|+2|Force Evacuation, Improved Biojack

    9th|+6/+2|+3|+6|+3|Connected Pilot, Living Armoury +2

    10th|+7/+3|+3|+7|+3|Additional Graft, Organic Interface

    11th|+8/+4|+3|+7|+3|Encode Biollurgy, Third Disable Biollurgy

    12th|+9/+5|+4|+8|+4|Greater Biojack, Mighty Charge

    13th|+9/+5|+4|+8|+4|Living Armoury +3, Out of Biollurgy Experience

    14th|+10/+5|+4|+9|+4|Improved Organic Weaponry

    15th|+11/+6/+1|+5|+9|+5|Additional Graft, Fourth Disable Biollurgy, Grow Cockpit

    16th|+12/+7/+2|+5|+10|+5|Perfect Biojack

    17th|+12/+7/+2|+10|+10|+5|Improved Encode Biollurgy, Living Armoury +4

    18th|+13/+8/+3|+6|+11|+6|Truly Connected Pilot

    19th|+14/+9/+4|+6|+11|+6| Fifth Disable Biollurgy

    20th|+15/+10/+5|+6|+12|+6|Additional Graft, Biohacker

    [/table]

    All of the following are class features of the biojack.

    Weapon and Armour Proficiencies: Biojacks are proficient with all simple weapons, and Seru weapons. They are proficient with all light armour.

    Basic Biojack (Ex): The unique ability of the Biojack is that they can take control over organic material. As a standard action they can make a Biojack check, 1d20 + Ĺ Class Level + Intelligence Modifier.
    At 1st level they can only make a Biojack check to reshape biostructure. This functions as shaping biostructure with BIOY 101, except it takes only a round to occur (Rather than an hour). The DC for the Biojack check when used this way is equal to the Heal check used to create the biostructure + 5.

    Perfect Physiology (Ex): You have modified your physiology to be perfectly designed to merge with other organic material, actually improving any tissue assimilated. The xenoalchemy level of any grafts you possess is increased by half your class level (minimum 1).

    In addition the benefits of this ability also apply to the grafts of any biostructure chassis you pilot.

    Armour of Flesh (Ex): Youíre used to being covered in armour with its own heartbeat. At second level, the Biojack treats armour made of biostructure as one stage lighter (Heavy to medium to light) whenever it would be beneficial (such as for proficiency and fast movement abilities).
    In addition, you gain a bonus equal to your class level to Knowledge (arcana), Disable Device, and Ride checks to pilot a Biostructure Chassis.

    Bonded Chassis: The biojackís are best known for their amazing skill in piloting a chassis, and this immense skill mainly comes from their ability to form a biolurgical bond with a chassis and alter their physiology to ensure they are in the best condition possible.
    After piloting only a single chassis for a week, a biojack can select it to be its Bonded Chassis. This grants several benefits to the chassis (See below). A biojack can have only one Bonded Chassis at a time, and changing this requires three weeks of piloting a new chassis.

    Biojack's Charge (Ex): At 3rd level, a biojack learns to make more accurate charge attacks while piloting biostructure chassis. The biojack receives a +4 bonus on melee attack rolls on a charge while piloting. In addition, the biojack does not suffer any penalty to his AC after making a charge attack while piloting.

    Defended Symbiosis (Ex): Upon reaching 3rd level any Seru that are attached to you benefit from additional Hit Points equal to your class level. In addition, you benefit from a +10 bonus to will saves to oppose a seruís Ego.
    At 6th level the additional hit points increases to double your class level, and the bonus to will saves increases to +20.

    Disable Biollurgy (Ex): At 3rd level, a biojack can make a ranged touch attack with a range of 100 ft. If the attack is successful, he may select a single graft on that target to disable, meaning it doesnít grant itís benefit.
    He may only disable a single graft at a time, and if he uses this ability on any other creature or changes which graft it affects, the previously disabled graft reactivates.
    At 7th level and every four levels thereafter, allows this ability to affect an additional graft at any one time.

    Evolving Speed (Ex): At 4th level, you gain a +10 ft. bonus to your base land speed for every three grafts and seru you possess. In addition, this bonus is applied to the movement modes gained through grafts or seru, but it is doubled.

    These bonuses only apply if you are not wearing heavy armour, or carrying a heavy load.

    Lesser Biojack (Ex): After attaining 4th level, the biojacks ability to control organic material improves. He can expend a standard action to make a melee touch attack against a Circuited Biostructure Chassis. On a successful hit, he makes a biojack check with the DC equal to the creatures HD + Will Save + an additional 10 if currently controlled by a circuit or another biojacker.
    If the biojack check is successful then the Biojack can control the actions of the chassis as a free action a number of minutes equal to the amount the biojack check surpassed the DC.
    A biojack can only control a group of creatures with a combined Hit-Dice equal to double his class level this way.

    Additional Graft: A biojack of 5th level may have a number of grafts at one time up to 2 + his Constitution modifier (minimum 2 grafts). At 10th level and every five levels thereafter the number of grafts you can have at one time increases by 1.

    In addition, at every level divisible by five, they can select a body slot, this body slot can contain two grafts instead of one.

    Living Armoury (Ex): Upon reaching 5th level, any weapon or armour made of biostructure or a seru used by the biojack gains a +1 enhancement bonus, which stacks with any existing bonus. At ninth level, and every four levels thereafter this bonus increases by another +1. These bonuses are also granted to the natural weapons of a biostructure chassis the biojack is currently piloting.

    Expanded Basic Knowledge: They always say that to truly be a master, you must understand the basics. At 6th level, the biojack can exert more control over biostructure. This allows you to use Basic Biojack to replicate BIOY 191. This functions as the principle except, you always count as having at least 1 rank in the appropriate craft skills and it takes minutes when it normally would take days. You must still make the biojack check when using basic biojack in this way.

    Organic Weaponry: The natural weapons of a 7th level biojack and any chassis he pilots count as one size larger for the purpose of determining damage.
    At 14th level, each natural weapon counts as increased in size for the purpose of determining damage second time (even though that normally wouldn't be allowed).

    Forced Evacuation (Ex): A Biojack of 8th level can make a melee touch attack as a standard action in an attempt to hack a chassis which is being piloted to eject the pilot. The pilot controlling the targeted chassis must make a Knowledge (arcana), Disable Device, or Ride check, opposed to the biojackís biojack check. If the pilot fails the check, then they are no longer controlling the chassis and are moved to an empty adjacent square of their choice. If the pilot succeeds then the ability has no effect and canít affect that chassis for 24 hours.

    Improved Biojack (Ex): Upon reaching 8th level, the biojack is able to expand his control from just biostructure to other forms of life. He can now target any mindless creature with Lesser Biojack, rather than just circuited biostructure chassis.

    Connected Pilot (Ex): Whenever a biojack of 9th level succeeds a Knowledge (arcana), Disable Device, or Ride check to pilot a Biostructure Chassis, they donít have make another control check for a minute. They can stop operating the chassis prematurely as a free action at the start of any turn during this time.
    At 18th level, a successful check means they donít have to make another control check for an hour.

    Organic Interface (Ex): Upon reaching 10th level, the biojackís body learns how to subtly redesigns itself so it can connect with seru and operate chassis better. The symbiosis cost of seru is halved (rounding down) whenever it would occur, and you count as one size smaller for the purpose of entering a chassisís cockpit.

    Encode Biollurgy (Ex): With the touch, a biojack of 11th level can change the biollurgical code of a creature to temporarily grant it a graft he possess. A number of times per day equal to his intelligence modifier, he can expend a standard action to make a melee touch attack. On a successful hit, he makes a biojack check with the DC equal to the creatures HD + Fort Save + double the level of the graft he is attempting to apply.

    If the biojack check is successful, he may apply a single graft to a valid body slot on the creature. This graft lasts a number of minutes equal to your class level. At first, the biojack may only apply 1st and 2nd level grafts, but at 17th level he may also apply 3rd level grafts.

    The mutator level of the graft is equal to half the Biojack's level.

    Improved Biojack (Ex): Upon reaching 12th level, the biojack is able to expand his control from just the mindless to simple minded creatures. He can now target any living creature with an intelligence below 3 with Lesser Biojack.

    Mighty Charge (Ex): At 11th level, a biojack learns to make devastating charge attacks while piloting biostructural chassis. Double the threat range of any weapons wielded during a charge while piloting. This increase does not stack with other effects that increase the threat range of the weapon. In addition, the biojack can make a free bull rush, disarm, sunder, or trip combat maneuver if his charge attack is successful. This free combat maneuver does not provoke an attack of opportunity.

    Out of Biollurgy Experience (Su): Biollurgy isn't only about the body, but also the mind controlling the body. At 13th level a Biojack can take his mind out of his body as a full-round action. This functions as Magic Jar, except you can only sense and control into things you can affect with Biojack. The caster level of this effect is equal to his Biojack level.

    This ability can be used a number of times per day equal to your intelligence modifier (minimum 1).

    Grow Cockpit (Ex): At 15th level, the biojack can manipulate a mindless biostructure chassis he is in contact with to cause it to grow a cockpit. This requires the biojack to spend an hour of uninterrupted work with the chassis and make a biojack check at the end (DC double targetís HD + Will save).
    This cockpit allows it to function as a pilotable chassis, as detailed in the Artificial Fleshshape discovery.

    Perfect Biojack (Ex): Upon reaching 16th level, the biojack is able to expand his control from just simple minded creatures to the weak minded. He can now target any living creature with an intelligence below 11 with Lesser Biojack.

    Biohacker (Ex): Upon reaching 20th level, the biojack gains immense power to manipulate organic matter. He counts as an aberration when it would be beneficial, no longer ages, and he may use lesser biojack on any living creature with an intelligence score lower than 10 + the biojackís intelligence modifier. Finally, when he uses Out of Biollurgy Experience, he gains the use of the supernatural abilities of the target that were bestowed through grafts or seru.

    Supreme Charge (Ex): At 20th level, whenever the biojack makes a charge attack while piloting a chassis, he deals double the normal amount of damage (or triple if using a lance). In addition, if the biojack confirms a critical hit on a charge attack while mounted, the target is stunned for 1d4 rounds. A Will save reduces this to staggered for 1d4 rounds. The DC is equal to 10 + the biojack's base attack bonus.

    Bonded Chassis
    Spoiler
    Show

    {table=head]Level|HD|Str/Dex|Grafts|Special
    2-4|+2|+0|2|Bonded Pilot, Pilotís Mind
    5-7|+3|+1|2|Evasion, Swift Pilot
    8-10|+4|+2|3|Intergrated Reactions, Repair Systems
    11-13|+5|+3|3|Share Grafts
    14-16|+6|+3|4|Improved Evasion
    17-19|+7|+4|4|Improved Reapir Systems
    20|+10|+5|5|Perfect Bond[/table]
    HD: A Bonded Chassis gains additional hit dice depending on the level of the biojack.
    Str/Dex: A Bonded Chassis gains a bonus to Strength and Dexterity scores depending on the level of the biojack.
    Grafts: Unlike other constructs, the Bonded Chassis may have more than one graft. The number of grafts it can possess (outside of the Share Grafts). A non-Construct and non-Undead bonded chassis follows the normal rules for graft slots.
    Bonded Pilot: The Bonded Chassis is linked to a single biojack. If anyone other than that biojack attempts to pilot it, the DC is increased by a number equal to the biojackís level.
    Pilotís Mind: When piloted by their Bonded Pilot, the chassis gains the skill ranks of the biojack.
    Swift Pilot: When piloted by their Bonded Pilot, the chassis gains a +5 ft. enhancement bonus to all movement modes per five levels of biojack.
    Integrated Reactions: When piloted by their Bonded Pilot, the chassis gains the benefits of the Alertness, Improved Initiative and Lightning Reflexes feats.
    Repair Systems: If the biojack is 8th level his bonded chassis gains fast healing 1. At 17th level, this improves to allow the bonded chassis to regrow any limbs or organs that are removed from their body after an hour.
    Share Grafts: If biojack is 11th level or higher, whenever he pilots his bonded chassis they gain the grafts the biojack currently possesses as long as the chassis has the available body slots.
    Perfect Bond: The bonded chassis of a 20th level biojack canít be used by anyone other than the bonded pilot, and they automatically succeed on the check to not be ďforcefully ejectedĒ.


    Note: Mutation Grafts
    Spoiler
    Show
    To make the biojack work with the physician make the following modification:
    Perfect Physiology (Ex): You have modified your physiology to be perfectly designed to merge with other organic material, actually improving any tissue assimilated. The mutator level of any grafts you possess is increased by half your class level (minimum 1).

    In addition the benefits of this ability also apply to the grafts of any biostructure chassis you pilot.


    Last edited by Milo v3; 2014-01-31 at 05:01 AM.
    Spoiler: Old Avatar by Aruius
    Show
    http://i133.photobucket.com/albums/q56/Zeritho/Koboldbard.png

  10. - Top - End - #520
    Ogre in the Playground
     
    Arcanist's Avatar

    Join Date
    Jun 2012

    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    1. Biojack (the game) sucks, haven't read over the prestige class yet. Concept sounds cool.
    2. Is it possible to use ALCH 101 or ALCH 288 to alter the terrain of an area where Sunmetal was destroyed to boot-up the area for developing a new biome?
    Larloch, The Shadow King (w/ Ioun Stones) avatar by Iron Penguin

  11. - Top - End - #521
    Firbolg in the Playground
     
    Milo v3's Avatar

    Join Date
    Aug 2010
    Location
    Australia
    Gender
    Male

    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Arcanist View Post
    1. Biojack (the game) sucks, haven't read over the prestige class yet. Concept sounds cool.
    Haven't even heard of a game called Biojack. Also this is another base class, I'm horrible at PrC's.
    Spoiler: Old Avatar by Aruius
    Show
    http://i133.photobucket.com/albums/q56/Zeritho/Koboldbard.png

  12. - Top - End - #522
    Ogre in the Playground
     
    Arcanist's Avatar

    Join Date
    Jun 2012

    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    I wanted to make something basic for my campaign setting that would let my players traverse vast distances since teleportation is incredibly high level magic (Characters beyond 6th level are a rarity) and the distances between locations are incredibly vast (100 miles of waste, desert, raiders, etc./graphing cube) so I decided to see what I can make using only Baccalaureate principles. Airships and more fantastic stuff requires Magisterial principles at the least and at that point transportation becomes an after thought because of Incongruous Pathways becomes a thing...

    This might be one of my least extravagant schematics that I've ever put any thought into.

    Railroads
    Spoiler
    Show


    Image is property of Wizard of the Coast

    Name: Railroads
    Principles: ELDK 101, ELDK 150, HEUR 101, ALCH 101
    Prestige Classes: None
    Discoveries: None
    Feats: None
    Theories: None

    Them some robbers in these parts...


    Step 1
    Establish a network of HEUR 101 across the desired plane. These will be your rails for you to travel across.

    Step 2
    Prep an Orthogonal Engine 10 times (10 cubic feet) and place it into a vessel to allow it to travel along the rail. Connect the WoodIn to the WoodOut which is connected to the Engine. As Ebbs are fed through the Heuristic Circuit they will transfer into the Engine and allow them to move (20 ebbs required) at 74 mph if you use a huge sized vessel.

    It is recommended that for long term journeys you stock up on plenty of wood.

    Step 3 (optional)
    It is optional to certain Discoveries to improve this vessel such as Intricate Engineering, Green Energy, Overclock and Size Matters not, however at that level of technology you would be better off setting up Incongruous Pathway stations to connect people to different parts of the world.


    This is the most efficient low level energy generator and works nicely for baccalaureate level schematics.

    Baccalaureate Energy Generator
    Spoiler
    Show



    Image created by mattridgway

    "The scientific man does not aim at an immediate result. He does not expect that his advanced ideas will be readily taken up. His work is like that of the planter ó for the future. His duty is to lay the foundation for those who are to come, and point the way. He lives and labors and hopes."


    Name: Baccalaureate Energy Generator
    Principles: ARCD 101, BIOY 101, HEUR 101
    Prestige Classes: None
    Discoveries: None
    Feats: None
    Theories: None

    Step 1
    Establish 20 Silver Inputs connected through a circuit to a WoodOut which is connected to another Circuit.

    Step 2
    Make a number of Biostructures inside made of any planetary metal (even Lead is acceptable) and establish 6 Biostructures to each SilverIn's net so they generate 1 ebb per round.

    Step 3 (Optional)
    Again, with this Discoveries do make this a little bit easier (Mordenkainen's Transport Theorem for one), but at the point where discoveries become available this device has largely lost all use.

    Side note: I do find it hilarious that I am using someone else's design and quoting Nikola Tesla...
    Larloch, The Shadow King (w/ Ioun Stones) avatar by Iron Penguin

  13. - Top - End - #523
    Bugbear in the Playground
     
    sirpercival's Avatar

    Join Date
    Oct 2011

    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Can one make poles out of ascended metals? If not, should one?
    (member in good standing of the troll-feeder's guild)

    I am the assassin of productivity.

    Super boss Muscle Wizard avvie by Ceika.

    gitp extended sig
    minmaxboards extended sig (more stuff)

  14. - Top - End - #524
    Troll in the Playground
     
    thethird's Avatar

    Join Date
    Jan 2013

    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    The class looks intriguing, it is well thought out but probably needs more time on it. What is a Seru by the way? It was not referenced on the class and although I am familiar with gramarie and xenoalchemy that evades me.

    ---

    Quote Originally Posted by sirpercival View Post
    Can one make poles out of ascended metals? If not, should one?
    I always assumed this:

    Quote Originally Posted by Kellus View Post
    These superplanetary metals have the same statistics as their normal counterparts, but gain a special property.
    As meaning the ascended metal works in the same way as the original metal, but it also has the following property. In effect it is the original metal for all purposes. So yes (in my opinion).
    Thanks a lot Gengy for the awesome... just a sec... avatar. :)

  15. - Top - End - #525
    Firbolg in the Playground
     
    Milo v3's Avatar

    Join Date
    Aug 2010
    Location
    Australia
    Gender
    Male

    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by thethird View Post
    The class looks intriguing, it is well thought out but probably needs more time on it. What is a Seru by the way? It was not referenced on the class and although I am familiar with gramarie and xenoalchemy that evades me.
    Oh, sorry forgot that those aren't part of normal gramarie. I made a biollurgy feat to produce them so I'm used to them being part of gramarie rules.

    Here's a link, they are symbionts converted into PF with some additional symbionts.
    Spoiler: Old Avatar by Aruius
    Show
    http://i133.photobucket.com/albums/q56/Zeritho/Koboldbard.png

  16. - Top - End - #526
    Orc in the Playground
     
    DMwithoutPC's's Avatar

    Join Date
    Nov 2012
    Gender
    Male

    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Hey Kellus, I had one question. in Eldrikinetics 101, you say the Hindenburg has a higher bulk rating then theChrysler Building. But the Hindenburg was filled with Hydrogen, shouldn't it be lighter then a steel and glass tower? Or am I misunderstanding what Bulk rating stands for...

    EDIT: also are Kaleidomantic Filters Translucent or Opaque?
    Last edited by DMwithoutPC's; 2013-07-24 at 03:28 PM.

  17. - Top - End - #527
    Ettin in the Playground
     
    Draken's Avatar

    Join Date
    May 2007
    Location
    The Southern Wildlands
    Gender
    Male

    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Arcanist View Post
    Baccalaureate Energy Generator
    Spoiler
    Show



    Image created by mattridgway

    "The scientific man does not aim at an immediate result. He does not expect that his advanced ideas will be readily taken up. His work is like that of the planter ó for the future. His duty is to lay the foundation for those who are to come, and point the way. He lives and labors and hopes."


    Name: Baccalaureate Energy Generator
    Principles: ARCD 101, BIOY 101, HEUR 101
    Prestige Classes: None
    Discoveries: None
    Feats: None
    Theories: None

    Step 1
    Establish 20 Silver Inputs connected through a circuit to a WoodOut which is connected to another Circuit.

    Step 2
    Make a number of Biostructures inside made of any planetary metal (even Lead is acceptable) and establish 6 Biostructures to each SilverIn's net so they generate 1 ebb per round.

    Step 3 (Optional)
    Again, with this Discoveries do make this a little bit easier (Mordenkainen's Transport Theorem for one), but at the point where discoveries become available this device has largely lost all use.

    Side note: I do find it hilarious that I am using someone else's design and quoting Nikola Tesla...
    I've pushed out this concept earlier in the thread. Because of the size limit to biostructure HD you can have a 1 HD biostructure object that is 1'' by 1'' by 1''. And can make thousands such cubicles out of a single go of BIOY 101 and set however many of these on a single SilverIn net as your skill check limit allows you.

    So there.
    Spoiler
    Show

    Spoiler
    Show

    Homebrewing

  18. - Top - End - #528
    Ogre in the Playground
    Join Date
    Jan 2012
    Gender
    Male

    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Draken View Post
    I've pushed out this concept earlier in the thread. Because of the size limit to biostructure HD you can have a 1 HD biostructure object that is 1'' by 1'' by 1''. And can make thousands such cubicles out of a single go of BIOY 101 and set however many of these on a single SilverIn net as your skill check limit allows you.

    So there.
    Depending on whether you can overlap them in such a way (which would be reasonable for a SilverIn) you could potentially have several inputs drawing from the same pool. Pump up the hardness of the biostructure with ALCH 101 which would in turn boost their fast healing meaning you can have a solid 8 or so using the same area around level 6 if you really pump your diplomacy.
    If you see me talking about Shaper Psions, assume that anything not poison immune within 100 feet will be dead.
    Quote Originally Posted by kardar233 View Post
    I was going to PM you about it because I wanted to know, but then you posted it later. Elegant solution. Watch out for Necropolitans.
    My Homebrew Signature such as it is.

  19. - Top - End - #529
    Ogre in the Playground
     
    Arcanist's Avatar

    Join Date
    Jun 2012

    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Draken View Post
    I've pushed out this concept earlier in the thread. Because of the size limit to biostructure HD you can have a 1 HD biostructure object that is 1'' by 1'' by 1''. And can make thousands such cubicles out of a single go of BIOY 101 and set however many of these on a single SilverIn net as your skill check limit allows you.

    So there.
    Doesn't the SilverIn only drain 1hp per creature in the net (not per space)? Meaning that to get 1 ebb/round you would need 6 creatures inside the net at any given time to meet your energy needs. Also, thinking back there is a 4 ebb inefficiency that is developed when the rail system is set up (the ebbs pass through 4 wood transformers)... Perhaps connecting a number of short circuits to standard circuits would allow for ebbs that pass through each maintain a nominal level of power...

    New Greencastle
    Spoiler
    Show


    Image by mihawq

    "There is an expression in the Wasteland: "Old World Blues". It refers to those so obsessed with the past they can't see the present, even less the future, for what it is."


    Name: Advanced Gramarie Cityscape
    Principle: ALCH 286, ALCH 325, ARCD 204, ARCD 230, GEOC 101, GEOC 117, GEOC 235, GEOC 374, HEUR 101, HEUR 159, HEUR 245, HEUR 266, HEUR 302, KALD 238, KALD 282, KALD 379, YGGD 101, YGGD 198, YGGD 241, YGGD 353.
    Optional Principles: ALCH 364, ARCD 101, ARCD 365, ELDK 101, ELDK 150, ELDK 276, ELDK 399
    Discoveries: Phlegmatic Phlogiston, Platinum Standard, Very Irregular Properties, Complex Environments, Moore's Law, Hidden Code, Rabbit Hole, We Are All Connected.
    Optional Discoveries: Aeronautical Savant, Green Energy, Intricate Engineering, Overclock, Size Matters Not, Transient Poles
    Prestige Classes: Gramarist 20th, Arcanitect 10th, Dreamason 4th.
    Optional Prestige Classes: Asternomist 10th.
    Feats: The Colour out of Space, Equivalent Circuits,Miner Action Hero.
    Optional Feats: Diplomatic Immunity, Force of Mind.
    Theories: Theory of Luminiferous Aether (Yellow), Caloric Theory.

    Disclaimer: This is in no way intended to be an invincible city, nor is it supposed to allow for post scarcity. If I wanted to do either of those, the blueprint would look similar to this, only it would include every principle and feat (even the optional ones). There is also another Blueprint that I will detail later that can be included into the Advanced Gramarie Cityscape. For now? This is just speaking about the city of New Greencastle.

    Step 1
    Step one is establishing the base foundations of the city by creating a Platinum pole. We will maintain this pole through a number of methods that I would prefer the inhabitants not know about entirely aware of.

    Primary system
    Spoiler
    Show
    At the Core of the Pole you must establish a number Yellow Aether that produces one of each planetary metal (and Iron four times) and a HUER 302 that develops more HEUR 302 that converts one third of the Iron into Platinum to feed the pole and another third into Phlogiston. The density of these metals is increased by a HEUR 302 that prepares ALCH 325 on all of them.

    In addition to this there is a HEUR 302 that develops IceIn's that consume and the excess heat from the Phlogiston and runs the ebbs into an enthalpic transformer which drip the Caloric into an infinitely expanding (HEUR 302 making HEUR 302 that prepare YGGD 353) Demiplane. The Caloric is accessed through a pathway leading back into the cities power ribbons allowing for ebbs to be accessed as necessary through out the city.


    Secondary system
    Spoiler
    Show
    When establishing your skyscrapers, brownstones, buildings, etc. You must place a GoldIn to drain sunshine in the upper atmosphere so that your citizens can enjoy the sun below. In addition to this you can add CopperIn to catch Lightning during the occasion and CrystalIn to catch the Thunderous boom as well.


    Step 2
    Making features for your town is fairly basic. Establish a HEUR 302 that will create short circuits that transit through semi-spaces to key sections of your city. After this Establish another HEUR 302 to make Bridges, Walls, Gates, Fountains, Sewers, Roads and Buildings.

    Feature notes:
    • Make a HEUR 266 that turns streetlights on when the Sunstarts to set.
    • Establish a Healing Spring as the water source for your Fountains.
    • ALCH 101 and 202 your Gates to make them take normal damage to Sonic and Acid damage and have them be hardened.


    Step 2 (optional)
    Establish smaller biomes inside of the City biome which allow for greater customization. Recommended Biomes include (but are not limited to):

    {table=head]Name|Effect|Reasoning
    Black Lagoon|Traps the Souls of the Dead|Allows for use of Soul with Haunted Bog.
    Haunted Bog|Allows use of souls trapped in Black Lagoon. Can be used to:
    • Level up your E.I.
    • Create Ebbs.
    • Make an unstatted Drug.
    • Crafting.
    • Sustained Information (Most important, by far).
    |It makes the Black Lagoon actually do something.
    Standing Stone|Useful for Divinations|Divinations are ALWAYS good.
    Lightning Pools|Useful for storing ebbs in more public locations|Ebbs are ALWAYS good.
    Nymph Pools|Wish once per month|Although you might have a bit of trouble with the word games of the Sidhe, a Wish is still a Wish.
    Echochambers|They make great auditoriums and concert halls|They're friken awesome? There is no good reason...
    Ghostgrass|5 minute Incorporeal|If you can't think of something to do with 5 minutes of Incorporeal-ness, I think you're playing the wrong game.[/table]

    Because of Complex Environments you can select any two of these function as secondary poles. Personally, I prefer Platinum|Lead|Lead and just establishing smaller biomes inside the city biome.

    Step 3
    Establish a series of HEUR 302 to accomplish the following:

    • Creates Power Ribbons and Control points (HEUR 245) inside the buildings of city.
    • Create a network of Bizarchitecture across the city streets with pathways (YGGD 241) leading into other sections of the city.


    There is no Zeitgeist because it is inconceivable (to me), why one would be necessary... Unless of course we need to open up a Pre-crime system.

    Step 4
    Obscure any parts you don't want the citizens to know about with Imachinations and the like. Hire a team of varying level Stellar Cartographers (1-10) to map out your city and remove any information pertaining to the Aether, the Enthralpic transformer, the Demiplane, and other features you've placed through out the city that you don't want people to become aware of.


    Jerallian Dragon
    Spoiler
    Show
    "And there appeared another wonder in heaven; and behold a great red dragon, having seven heads and ten horns, and seven crowns upon his heads."

    For centuries, scientist and citizens alike have asked "Has Science gone to far?" and the hopeful while argue that it has not gone far enough. Morality and other petty social constructs impede the entire process too much if anything else. On a plane once thought lost to the science of Gramarie, was birthed a process that had echoed throughout the multiverse declaring that Science had indeed gone too far... Enter the Jerallian Dragons.

    Requirements: To become a Jerallian Dragon you must meet all of the following requirements.
    Gramarie: 6 Baccalaureate Principles from 6 different Disciplines, 4 Magisterial Principles from 4 different Disciplines, 3 different Doctorate Principles from 3 different Disciplines or Theory of Everything
    Skills: Knowledge (architecture and engineering) 23 ranks, 23 ranks in any other two Gramarie Principle skills
    Feat: Arcane Current, Complex Mathemagics, Ingenious Engineer x2
    Special: Must have developed a Biollurgical Chassis that has achieved sentience OR be a Sentient Biollurgical Chassis.

    Hit Die: d12
    Skill Points at Each Additional Level: 6 + Int modifier

    Class Skills: A Jerallian Dragon'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), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis) and Use Magic Device (Cha).

    {table=head]Level|Special|Principles|Class Features
    1st|Rebirth (I), Jerallian Methods|+0|+1 level of existing class
    2nd|Rebirth (II)|+1|+1 level of existing class
    3rd|Rebirth (III)|+2|+1 level of existing class
    4th|Rebirth (IV)|+3|+1 level of existing class
    5th|Rebirth (V), Feast Upon The Art|+3|+1 level of existing class
    6th|Rebirth (VI)|+4|+1 level of existing class
    7th|Rebirth (VII)|+5|+1 level of existing class
    8th|Rebirth (VIII)|+6|+1 level of existing class
    9th|Rebirth (IX)|+6|+1 level of existing class
    10th|Rebirth (X), Suboptimal Transition|+7|+1 level of existing class[/table]

    Class Features: At each level, you gain class features (including spellcasting ability) and an increase in effective level as if you had also gained a level in a class to which you belonged before adding the prestige class level. You do not, however, gain the benefit of your previous classís Hit Dice, attack progression, skill points, or saving throws. If you had more than one class before becoming a Jerallian Dragon, you must decide to which class to add each level for the purpose of determining class features.

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

    Rebirth (Ex): Centuries of scientific and magical knowledge, resources, tools, etc. accumulated for a single goal: Ascending yourself from the status of a vessel of Gramarie into an entity composed entirely of the principles of Gramarie. This process is done in several steps detailed below and are performed at the appropriate level on the table:

    Spoiler
    Show
    1. By preparing the proper principles of Gramarie you convert your very flesh and blood into Gramarie using a special version of Biollurgy. Your Body becomes that of a Biollurgical Chassis, your veins become Heuristic Circuits, Puissance becomes your Blood, your Heart becomes an Arcanodynamic Transformer and your Mind becomes an Exotic Intelligent. Your type changes to the Dragon type and you no longer age (You gain benefits for aging, but not penalties); Your body is now treated as a Sentient Biollurgical Chassis made of Flesh. Physically, the newly formed dragon changes very little, excluding it's increased mass. You retain your original height and simply gain bulk. Though you retain your normal characteristics, your face elongates slightly and your nostrils lengthen. Your spine becomes more pronounced, and rudimentary scales appear on the shoulders and back.
    2. Improving upon your previous technique, this process allows you to access your new bodies hidden strength. As long as you have pussiance flowing through you, you are treated as having an enhancement bonus to your Strength equal to 1/100th of the amount of pussiance flowing through you. Alternatively you can heal yourself by 1hp for every 10 ebb your supply yourself. You can have a maximum amount of ebbs flowing through you equal to your HD x 10. At this point, your physical form changes further increasing in both height and weight. Your face elongates further and the first hints of scales appear on your elongated snout. Your spine becomes even more pronounced, and the stub of a tail appears.
    3. Your scales begin to harden allowing them to function as armor for you when Puissance is flowing through you and your control over your physical form increases. As long as you have puissance flowing through you, you are treated as having a natural armor equal to 1/100th the amount that is flowing through you. In addition to this, you now gain an enhancement bonus equal to your strength enhancement bonus added to your Constitution. You continue to grow in weight and height. All limbs lengthen drastically, including fingers and toes. Your neck also lengthens, lifting your now reptilian head and face far above its shoulders; all hair vanishes upon completion of this process.
    4. Due to constant exposure to Puissance that is now flowing through you, your body performs a number of natural alteration to better accommodate this energy. From now on your Scales begin to function as Orchalcum, however instead of holding 1,000 ebbs, each scale can only contain 100 ebbs (Your entire body can contain up to 5,000 ebbs before being full). Ebbs contained in your body is treated as flowing through you (granting you bonuses as appropriate). You grow a pair of claw attacks which qualify as the Claw graft and deal as much damage as a Dragon of the same size. When your body is full of Puissiance, your scales become much more durable and you are treated as having DR10/Epic. Scales now eclipse almost every part of your body but the underbelly and the underside of your limbs. The legs become much more draconic, changing into huge thighs and a hard-angled, bony calf and clawed foot. At this point, you may also hunch severely at shoulder and waist, and can move either upright or on all four limbs (allowing you to move as a quadruped of your size).
    5. This agonizing process throws the creature into a period of rage causing it to rampage against anything foolish enough to enter it's path. The cause is a sudden transformation granting the creature protruding fangs that function as a bite attack, an extension of the former stubble of a tail and an increase in size. The Dragon is now treated as being one size larger than it formerly was and gains a Bite, Tail Slap and Tail Sweep of a Dragon of their size. Your body now conducts Puissance much more fluently; Your scales can now hold twice their normal capacity of ebbs and your damage reduction increases to DR15/Epic when full. Rather than gain a 100th of the Puissance flowing through your body as a natural armor bonus, you now gain an 80th of that amount. During this period of rage you are treated as if under a Barbarian's Rage for 3d6 Months, during this time you seek out and consume as much Puissance as your scales can carry after which your body cleanses itself and you lose all Puissance in your scales and that are currently flowing through you. Now fully the double your original height in length from snout to growing tail, your weight continues to increase and your jaw protrude remarkably.
    6. Glowing with raw Puissance, you steadily increase your mastery over your own form to almost frightening levels. You can now sustain yourself on Puissance rather than eat or sleep. When Puissance is flowing through your body, instead of increasing your strength and constitution by a 100th you now increase it by a 50th and your scales harden to provide you a natural armor bonus equal to a 60th. When your scales are full of Puissance you are treated as having a Frightful Presence with an age category equal to your class level. Your hunger for Puissance continues and once again you enter a new period of rage as in the previous stage. By this time, your form is completely hunched, but you can still stand erect at your full height at times. Your scales and your hind legs have strengthened significantly.
    7. Your body experiences another sudden and uncontrollable increase in size thrusting you into another period of rage and wanton destruction. You gain a Breath Weapon that is a Cone of Radiomantic Hellfire; This Breath Weapon requires the use of Puissance to activate and functions as a Lead Transformer's Output (with a limit of 10 + the Dragons ranks in Use Magic Device), however functions as a standard Breath Weapon would. You increase in size once again to your next size category and gain better control over your Natural Armor gaining 1/40th of the ebbs flowing through you as a Natural Armor bonus. During this period you rampage yet again as in the previous process. You continue to gain in weight and length.
    8. Your claws gain the properties of a Planejumping Engine allowing you to burrow through the very fabric of the planes. As a Planejumping Engine you can supply 30 ebbs into your claws and cross into a plane that you're familiar with. You also gain Spell Resistance equal to your hit die + 11, if a spell fails to penetrate your Spell Resistance you gain that spells level in ebbs added to your scales. You now gain 1/20th of the ebbs flowing through you as a Natural Armor bonus. Your rampage continues as in previous stages. Your weight and length continue to increase, thanks to your now full-grown tail.
    9. Your body forces another increase in size and a more interesting augmentation to your form: Wings. You gain a Fly Speed according to your size:
      {table=head]Size|Speed
      Fine to Small|100 ft. (average)
      Medium to Huge|150 ft. (poor)
      Gargantuan+|200 ft. (poor)[/table]
      You also gain a wing attack equal that of a Dragon of your size. You enter your final period of rage which continues as in the previous stages.
    10. You finally abandon your old form for that of a pure dragon. You now gain 1/10th the amount of ebbs flowing through you as a Natural Armor bonus, your Damage Reduction becomes DR 15/Epic & Ascended Metal, you also grow a new organ similar to a Draconis Fundamentum which allows you to develop a number of ebbs equal to one-half of your HD ever round.


    {table=head]Stage|Strength|Constitution|Natural Armor|Special
    I|-|-|-|Treated as a Sentient Biollurgical Chassis with Dragon type (Ex), Ageless (Ex)
    II|1/100th|-|-|Recover HP from ebbs at 1:10 ratio (Su)
    III|1/100th|1/100th|1/100th|-
    IV|1/100th|1/100th|1/100th|Puissance storing scales (100ebbs/scale; 5,000ebbs total) (Ex), Two claw attacks, DR 10/Epic
    V|1/100th|1/100th|1/80th|Bite and Tail Attack, Double Puissance storage (200ebbs/scale; 10,000ebbs total) (Ex), DR 15/Epic, First Size Increase
    VI|1/50th|1/50th|1/60th|Frightful Presence, Sustain self on Puissance (10ebbs/day) (Su)
    VII|1/50th|1/50th|1/40th|Breath Weapon (Su), Second Size Increase
    VIII|1/50th|1/50th|1/20th|Planejumping (Su), SR equal to HD +11
    IX|1/50th|1/50th|1/20th|Third Size Increase, Fly Speed, Wing Attack
    X|1/50th|1/50th|1/10th|DR 15/ Epic & Ascended Metal, ebbs equal to one-half your HD every round (Su).[/table]

    Jerallian Method (Ex): Due to the interactions of magic and science on Jerall, a Jerallian Dragon no longer needs to depend on the magical nature of his Gramarie. All of your principles are now extraordinary in nature, and for all intents and purposes principle you build out of them are considered nonmagical in every way, however they are still suppressed in an Antimagic Field, but are not destroyed when exposed to a Jerallian Dragon's Feast Upon The Art.

    Feast Upon The Art (Ex): Gramarie is very fragile... Even the hardest Orchalcum has a weak point and you inherently exploit this weak point. When you are within 30ft per class level of a Gramarical Principle, the Principle begins to destablize and fall apart as if it were in an Antimagic Field. If a Principle is this close for 10 rounds - class level (minimum 1 round) it collapses and is utterly destroyed. You can suppress and activate this ability as a Free action.

    Suboptimal Transition (Ex): You've developed a Transformer that feeds on inefficiency known as an Obsidian Transformer. The Obsidian Transformer channels the inefficiency (excess ebbs generated that cannot be transferred) in transformers and captures them inside the net generated by this Transformer. Unlike other Transformers, there is no limit to the amount of ebbs that can be transferred in a single round from this Transformer.
    • Input:When a Transformer, that is inside the net, would generate a number of ebbs higher than the Use Magic Device check to establish it, the Transformer siphons off the remaining ebbs that would not be transferred due to this limit. If the Transformer is not connected to a Heuristic Circuit the ebbs dissipate harmlessly into nothingness. Ebbs generated from an Obsidian Transformer cannot pass through another Transformer.




    Augh... Jerallian Dragon... You sir, need some work Thoughts, comments, opinions for the very first (but hopefully not last) Epic Gramarist prestige class?

    EDIT: Changed the text for the Rebirth class feature and tinkered with the Obsidian Transformer.

    EDIT2: I hated that picture so much, my friend recommended it to me. I think I'm going to start a new tradition in saying that Epic Prestige classes don't have pretty pictures, unless I can find a good picture of a Dragon.
    Last edited by Arcanist; 2013-07-26 at 11:30 PM.
    Larloch, The Shadow King (w/ Ioun Stones) avatar by Iron Penguin

  20. - Top - End - #530
    Ettin in the Playground
     
    Lateral's Avatar

    Join Date
    Apr 2010
    Location
    Hell's Heart

    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Draken View Post
    I've pushed out this concept earlier in the thread. Because of the size limit to biostructure HD you can have a 1 HD biostructure object that is 1'' by 1'' by 1''. And can make thousands such cubicles out of a single go of BIOY 101 and set however many of these on a single SilverIn net as your skill check limit allows you.

    So there.
    ...Except that you can't make less than 1 cubic foot of biostructure at once.

  21. - Top - End - #531
    Titan in the Playground
     
    Qwertystop's Avatar

    Join Date
    Mar 2010
    Gender
    Male2Female

    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    I like how you put a limiter on the Obsidian Transformer that would seem to prevent its usage to capture every possible ebb - except it doesn't, because you can link the circuit that has the ObsidianIn to another circuit and bypass the restriction entirely.


    Also, something fails to make sense.
    Ascending yourself from the status of a vessel of Gramarie into an entity of pure Gramarie.
    Gramarie is not a material, substance, energy, or other discrete thing. Saying "I want to be made of Gramarie" is like saying "I want to be made of Science". You could be made of ebbs, I guess?

    Also, Rebirth is listed as a single class feature that gains an additional discrete ability every class level. This would probably work better as a set of ten separate class abilities - or maybe less if you made the things that are actually scaling into one ability that scaled. This would also give you room to make some of them Su instead of being able to breath magic radioactivity as an Ex.
    Quote Originally Posted by jamieth View Post
    ...though Talla does her best to sound objective and impartial, it doesn't cover stuff like "ask a 9-year-old to tank for the party."
    My Homebrew

  22. - Top - End - #532
    Firbolg in the Playground
     
    Milo v3's Avatar

    Join Date
    Aug 2010
    Location
    Australia
    Gender
    Male

    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Your Body becomes that of a Biollurgical Chassis, your veins become Heuristic Circuits, Puissance becomes your Blood, your Heart becomes an Arcanodynamic Transformer and your Mind becomes an Exotic Intelligence
    Haha, you just described the biollogy of dragons from my Fractured Horizon setting.

    Only skimmed the PrC so far but I'm definitely interested so far.
    Last edited by Milo v3; 2013-07-24 at 08:19 PM.
    Spoiler: Old Avatar by Aruius
    Show
    http://i133.photobucket.com/albums/q56/Zeritho/Koboldbard.png

  23. - Top - End - #533
    Ettin in the Playground
     
    Lateral's Avatar

    Join Date
    Apr 2010
    Location
    Hell's Heart

    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Qwertystop View Post
    Gramarie is not a material, substance, energy, or other discrete thing. Saying "I want to be made of Gramarie" is like saying "I want to be made of Science".
    ...I want to be made of science.

  24. - Top - End - #534
    Ogre in the Playground
     
    Arcanist's Avatar

    Join Date
    Jun 2012

    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Qwertystop View Post
    I like how you put a limiter on the Obsidian Transformer that would seem to prevent its usage to capture every possible ebb - except it doesn't, because you can link the circuit that has the ObsidianIn to another circuit and bypass the restriction entirely.
    You're linking an ObsidianIn with a circuit to another circuit? So basically you've just linked an ObsidianIn to two circuits that become one circuit... Or maybe I should be more specific and say that it can only be connected to a single circuit field (a Circuit connected to a Circuit)? I also just noticed that I did not make the Obsidian Transformer an exception to the normal rule for establishing a Transformer:

    A transformed can only ever channel a number of ebbs in a given round equal to the Use Magic Device check.
    Because of the lack of appropriate text specifying it as exclusionary, it kind of fails to accomplish it's job in the first place.

    Quote Originally Posted by Qwertystop View Post
    Gramarie is not a material, substance, energy, or other discrete thing. Saying "I want to be made of Gramarie" is like saying "I want to be made of Science". You could be made of ebbs, I guess?
    You're right! I should make it say "A creature made using the process and principles of Gramarie" instead of just simplifying it and having it be "Made from Gramarie" ...Oh dang that might also make people believe that it was made with products from a place called "Gramarie" or an unknown element known as "Gramarie".

    I simplified it for time; How would you word it? Also, solidified Puissance might be the coolest idea ever. (therefore allowing me to be made from Gramarie!)

    Quote Originally Posted by Qwertystop View Post
    Also, Rebirth is listed as a single class feature that gains an additional discrete ability every class level. This would probably work better as a set of ten separate class abilities - or maybe less if you made the things that are actually scaling into one ability that scaled. This would also give you room to make some of them Su instead of being able to breath magic radioactivity as an Ex.
    You sir are correct, I'll adjust the table and text to specify it. I won't make it 10 different class abilities because certain stages feature a combination of the two, but I'll be more specific towards what each is.

    Quote Originally Posted by Milo v3 View Post
    Haha, you just described the biollogy of dragons from my Fractured Horizon setting.

    Only skimmed the PrC so far but I'm definitely interested so far.
    I will admit I had no idea your setting actually existed... And it is cooler because it goes into space

    Quote Originally Posted by Lateral View Post
    ...I want to be made of science.
    SEE!? Someone likes Science enough to want to be made of it.
    Larloch, The Shadow King (w/ Ioun Stones) avatar by Iron Penguin

  25. - Top - End - #535
    Firbolg in the Playground
     
    Milo v3's Avatar

    Join Date
    Aug 2010
    Location
    Australia
    Gender
    Male

    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Arcanist View Post
    I will admit I had no idea your setting actually existed... And it is cooler because it goes into space
    Didn't expect you to have, I only started putting it up the other day.
    I haven't really even mentioned the dragons in it yet though, might add them in next now that you put up that PrC.
    Spoiler: Old Avatar by Aruius
    Show
    http://i133.photobucket.com/albums/q56/Zeritho/Koboldbard.png

  26. - Top - End - #536
    Orc in the Playground
    Join Date
    Jul 2013

    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    I'm running a PbP campaign right now, and one of the players wants to do gramarie. I'm OK with this; I have a passing familiarity with the homebrew, but here's the issue.

    The player feels feat starved in the class. I'm okay with giving extra feats to feat-starved builds, but...

    I always felt that gramarie is tier 2ish, so I'm not sure whether being feat starved is unbalancing.

    Note that this game should be balanced around high tier 3.

    What do you guys think?

  27. - Top - End - #537
    Ogre in the Playground
     
    Arcanist's Avatar

    Join Date
    Jun 2012

    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Milo v3 View Post
    Didn't expect you to have, I only started putting it up the other day.
    I haven't really even mentioned the dragons in it yet though, might add them in next now that you put up that PrC.
    I subscribed to the thread. Interested in seeing where you go with it. I don't think I'll be posting Jerall until I have an acceptable map ready for it (I've scrapped through like 4 so far )

    The Jerallian Dragons! Sort of like the Athasian Dragons except... From Jerall!

    Quote Originally Posted by faircoin View Post
    I'm running a PbP campaign right now, and one of the players wants to do gramarie. I'm OK with this; I have a passing familiarity with the homebrew, but here's the issue.

    The player feels feat starved in the class. I'm okay with giving extra feats to feat-starved builds, but...

    I always felt that gramarie is tier 2ish, so I'm not sure whether being feat starved is unbalancing.

    Note that this game should be balanced around high tier 3.

    What do you guys think?
    Gramarie scales weirdly on the Tier list. At low levels it is Tier 3 easily. At Mid levels it is Tier 1 and at High levels it is Tier 0. Into Epic is when the Tier system looks at Gramarie and just says "NOPE!"

    Honestly, if your player is thinking with the philosophy that feats actually matter for the Gramarist (beyond the Gramarie feats) it is highly unlikely he'll ever think of some seriously game shattering material. If you're a Doctorate level Gramarist and you're not walking around with Immunity: Yes, you're clearly playing the wrong class... BUT! To be fair that entirely depends on if he's specialized in HEUR or not.
    Larloch, The Shadow King (w/ Ioun Stones) avatar by Iron Penguin

  28. - Top - End - #538
    Firbolg in the Playground
     
    Morcleon's Avatar

    Join Date
    Jun 2011
    Location
    Floating in the void

    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by faircoin View Post
    I'm running a PbP campaign right now, and one of the players wants to do gramarie. I'm OK with this; I have a passing familiarity with the homebrew, but here's the issue.

    The player feels feat starved in the class. I'm okay with giving extra feats to feat-starved builds, but...
    Well, gramarists get bonus feats every 4 levels. You could also look into flaws, which give 1 feat per flaw. A human Gramarist 20 with two flaws has 15 feats at their disposal, which is generally plenty.

    Quote Originally Posted by faircoin View Post
    I always felt that gramarie is tier 2ish, so I'm not sure whether being feat starved is unbalancing.

    Note that this game should be balanced around high tier 3.

    What do you guys think?
    ...tier 2? While at lower levels, it's certainly close to tier 2, every level bumps it up constantly. And the instant you hit level 14, it jumps directly to tier 0. With Exotic Intelligences, you can have everything you want. Also, you've probably had nigh-infinite energy for a while now.
    Avatar of Furude Setsuna, by Telasi.
    Quote Originally Posted by Mephit View Post
    Don't worry, I like my characters the way I like my coffee: Strong, but with no cheese in it.
    Quote Originally Posted by Akagi
    Don't hesitate to tell the people you care about the feelings you have for them, because they may not be there tomorrow.

  29. - Top - End - #539
    Halfling in the Playground
     
    ZippoMoon's Avatar

    Join Date
    Aug 2012
    Location
    Who want's to know?
    Gender
    Male

    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Arcanist View Post
    Jerallian Dragon
    Spoiler
    Show


    This masterpiece is by rubendevela

    "And there appeared another wonder in heaven; and behold a great red dragon, having seven heads and ten horns, and seven crowns upon his heads."

    For centuries, scientist and citizens alike have asked "Has Science gone to far?" and the hopeful while argue that it has not gone far enough. Morality and other petty social constructs impede the entire process too much if anything else. On a plane once thought lost to the science of Gramarie, was birthed a process that had echoed throughout the multiverse declaring that Science had indeed gone too far... Enter the Jerallian Dragons.

    Requirements: To become a Jerallian Dragon you must meet all of the following requirements.
    Gramarie: 6 Baccalaureate Principles from 6 different Disciplines, 4 Magisterial Principles from 4 different Disciplines, 3 different Doctorate Principles from 3 different Disciplines or Theory of Everything
    Skills: Knowledge (architecture and engineering) 24 ranks, 24 ranks in any other two Gramarie Principle skills
    Feat: Arcane Current, Complex Mathemagics, Ingenious Engineer x3
    Special: Must have developed a Biollurgical Chassis that has achieved sentience.

    Hit Die: d12
    Skill Points at Each Additional Level: 6 + Int modifier

    Class Skills: A Jerallian Dragon'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), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis) and Use Magic Device (Cha).

    {table=head]Level|Special|Principles|Spells
    1st|Rebirth (I), Suboptimal Transition|+0|+1 level of existing spellcasting class
    2nd|Rebirth (II)|+1|+1 level of existing spellcasting class
    3rd|Rebirth (III)|+2|+1 level of existing spellcasting class
    4th|Rebirth (IV)|+3|+1 level of existing spellcasting class
    5th|Rebirth (V), Feast Upon The Art|+3|+1 level of existing spellcasting class
    6th|Rebirth (VI)|+4|+1 level of existing spellcasting class
    7th|Rebirth (VII)|+5|+1 level of existing spellcasting class
    8th|Rebirth (VIII)|+6|+1 level of existing spellcasting class
    9th|Rebirth (IX)|+6|+1 level of existing spellcasting class
    10th|Rebirth (X)|+7|+1 level of existing spellcasting class[/table]

    Rebirth (Ex): Centuries of scientific and magical knowledge, resources, tools, etc. accumulated for a single goal: Ascending yourself from the status of a vessel of Gramarie into an entity of pure Gramarie. This process is done in several steps detailed below and are performed at the appropriate level on the table:

    Spoiler
    Show
    1. By preparing the proper principles of Gramarie you convert your very flesh and blood into Gramarie using a special version of Biollurgy. Your Body becomes that of a Biollurgical Chassis, your veins become Heuristic Circuits, Puissance becomes your Blood, your Heart becomes an Arcanodynamic Transformer and your Mind becomes an Exotic Intelligent. Your type changes to the Dragon type and you no longer age (You gain benefits for aging, but not penalties); Your body is now treated as a Sentient Biollurgical Chassis made of Flesh. Physically, the newly formed dragon changes very little, excluding it's increased mass. You retain your original height and simply gain bulk. Though you retain your normal characteristics, your face elongates slightly and your nostrils lengthen. Your spine becomes more pronounced, and rudimentary scales appear on the shoulders and back.
    2. Improving upon your previous technique, this process allows you to access your new bodies hidden strength. As long as you have pussiance flowing through you, you are treated as having an enhancement bonus to your Strength equal to 1/100th of the amount of pussiance flowing through you. Alternatively you can heal yourself by 1hp for every 10 ebb your supply yourself. At this point, your physical form changes further increasing in both height and weight. Your face elongates further and the first hints of scales appear on your elongated snout. Your spine becomes even more pronounced, and the stub of a tail appears.
    3. Your scales begin to harden allowing them to function as armor for you when Puissance is flowing through you and your control over your physical form increases. As long as you have puissance flowing through you, you are treated as having a natural armor equal to 1/100th the amount that is flowing through you. In addition to this, you now gain an enhancement bonus equal to your strength enhancement bonus added to your Constitution. You continue to grow in weight and height. All limbs lengthen drastically, including fingers and toes. Your neck also lengthens, lifting your now reptilian head and face far above its shoulders; all hair vanishes upon completion of this process.
    4. Due to constant exposure to Puissance that is now flowing through you, your body performs a number of natural alteration to better accommodate this energy. From now on your Scales begin to function as Orchalcum, however instead of holding 1,000 ebbs, each scale can only contain 100 ebbs (Your entire body can contain up to 5,000 ebbs before being full). You grow a pair of claw attacks which qualify as the Claw graft and deal as much damage as a Dragon of the same size. When your body is full of Puissiance, your scales become much more durable and you are treated as having DR10/Epic. Scales now eclipse almost every part of your body but the underbelly and the underside of your limbs. The legs become much more draconic, changing into huge thighs and a hard-angled, bony calf and clawed foot. At this point, you may also hunch severely at shoulder and waist, and can move either upright or on all four limbs (allowing you to move as a quadruped of your size).
    5. This agonizing process throws the creature into a period of rage causing it to rampage against anything foolish enough to enter it's path. The cause is a sudden transformation granting the creature protruding fangs that function as a bite attack, an extension of the former stubble of a tail and an increase in size. The Dragon is now treated as being one size larger than it formerly was and gains a Bite, Tail Slap and Tail Sweep of a Dragon of their size. Your body now conducts Puissance much more fluently; Your scales can now hold twice their normal capacity of ebbs and your damage reduction increases to DR15/Epic when full. Rather than gain a 100th of the Puissance flowing through your body as a natural armor bonus, you now gain an 80th of that amount. During this period of rage you are treated as if under a Barbarian's Rage for 3d6 Months, during this time you seek out and consume as much Puissance as your scales can carry after which your body cleanses itself and you lose all Puissance in your scales and that are currently flowing through you. Now fully the double your original height in length from snout to growing tail, your weight continues to increase and your jaw protrude remarkably.
    6. Glowing with raw Puissance, you steadily increase your mastery over your own form to almost frightening levels. You can now sustain yourself on Puissance rather than eat or sleep. When Puissance is flowing through your body, instead of increasing your strength and constitution by a 100th you now increase it by a 50th and your scales harden to provide you a natural armor bonus equal to a 60th. When your scales are full of Puissance you are treated as having a Frightful Presence with an age category equal to your class level. Your hunger for Puissance continues and once again you enter a new period of rage as in the previous stage. By this time, your form is completely hunched, but you can still stand erect at your full height at times. Your scales and your hind legs have strengthened significantly.
    7. Your body experiences another sudden and uncontrollable increase in size thrusting you into another period of rage and wanton destruction. You gain a Breath Weapon that is a Cone of Radiomantic Hellfire; This Breath Weapon requires the use of Puissance to activate and functions as a Lead Transformer's Output (with a limit of 10 + the Dragons ranks in Use Magic Device), however functions as a standard Breath Weapon would. You increase in size once again to your next size category and gain better control over your Natural Armor gaining 1/40th of the ebbs flowing through you as a Natural Armor bonus. During this period you rampage yet again as in the previous process. You continue to gain in weight and length.
    8. Your claws gain the properties of a Planejumping Engine allowing you to burrow through the very fabric of the planes. As a Planejumping Engine you can supply 30 ebbs into your claws and cross into a plane that you're familiar with. You also gain Spell Resistance equal to your hit die + 11, if a spell fails to penetrate your Spell Resistance you gain that spells level in ebbs added to your scales. You now gain 1/20th of the ebbs flowing through you as a Natural Armor bonus. Your rampage continues as in previous stages. Your weight and length continue to increase, thanks to your now full-grown tail.
    9. Your body forces another increase in size and a more interesting augmentation to your form: Wings. You gain a Fly Speed according to your size:
      {table=head]Size|Speed
      Fine to Small|100 ft. (average)
      Medium to Huge|150 ft. (poor)
      Gargantuan+|200 ft. (poor)[/table]
      You also gain a wing attack equal that of a Dragon of your size. You enter your final period of rage which continues as in the previous stages.
    10. You finally abandon your old form for that of a pure dragon. You now gain 1/10th the amount of ebbs flowing through you as a Natural Armor bonus, your Damage Reduction becomes DR 15/Epic & Ascended Metal, you also grow a new organ similar to a Draconis Fundamentum which allows you to develop a number of ebbs equal to one-half of your HD ever round.


    {table=head]Stage|Strength|Constitution|Natural Armor|Special
    I|-|-|-|Treated as a Sentient Biollurgical Chassis with Dragon type (Ex), Ageless (Ex)
    II|1/100th|-|-|Recover HP from ebbs at 1:10 ratio (Su)
    III|1/100th|1/100th|1/100th|-
    IV|1/100th|1/100th|1/100th|Puissance storing scales (100ebbs/scale; 5,000ebbs total) (Ex), Two claw attacks, DR 10/Epic
    V|1/100th|1/100th|1/80th|Bite and Tail Attack, Double Puissance storage (200ebbs/scale; 10,000ebbs total) (Ex), DR 15/Epic, First Size Increase
    VI|1/50th|1/50th|1/60th|Frightful Presence, Sustain self on Puissance (10ebbs/day) (Su)
    VII|1/50th|1/50th|1/40th|Breath Weapon (Su), Second Size Increase
    VIII|1/50th|1/50th|1/20th|Planejumping (Su), SR equal to HD +11
    IX|1/50th|1/50th|1/20th|Third Size Increase, Fly Speed, Wing Attack
    X|1/50th|1/50th|1/10th|DR 15/ Epic & Ascended Metal, ebbs equal to one-half your HD every round (Su).[/table]

    Suboptimal Transition (Ex): You've developed a Transformer that feeds on inefficiency known as an Obsidian Transformer. The Obsidian Transformer channels the inefficiency (excess ebbs generated that cannot be transferred) in transformers and captures them inside the net generated by this Transformer. Unlike other Transformers, there is no limit to the amount of ebbs that can be transferred in a single round from this Transformer.
    • Input:When a Transformer, that is inside the net, would generate a number of ebbs higher than the Use Magic Device check to establish it, the Transformer siphons off the remaining ebbs that would not be transferred due to this limit. If the Transformer is not connected to Heuristic Circuit, Eldrikinetic Engine, Arcanodynamic Transformer, the ebbs dissipate harmlessly into nothingness.


    Feast Upon The Art (Ex): Gramarie is very fragile... Even the hardest Orchalcum has a weak point and you inherently exploit this weak point. When you are within 30ft per class level of a Gramarical Principle, the Principle begins to destablize and fall apart as if it were in an Antimagic Field. If a Principle is this close for 10 rounds - class level it collapses and is utterly destroyed. You can suppress and activate this ability as a Free action.
    Hey! Why did the SUN just go all DARK? And where did all this sand come from?

    EDIT: ninja'd
    Last edited by ZippoMoon; 2013-07-24 at 09:35 PM.
    Avatar by Dirtytabs

    Quotes to live by
    Spoiler
    Show

    Quote Originally Posted by ZacharyW
    "Itís important to be different. If we werenít then there wouldnít be any difference between us and machines.Ē Stay Gold, Bronyboy
    Quote Originally Posted by ZacharyW
    "Whoís really the messed up one? The person with the disorder or different religion, different race, sexuality, or even ethnic belief? Or is it the one that stoops so low as to insult them for being unique?" Stay Gold, Bronyboy


    Other quotes
    Spoiler
    Show
    Quote Originally Posted by Kelb_Panthera View Post
    Is anyone else getting a mental image of the most macabre ice-trays ever?

  30. - Top - End - #540
    Firbolg in the Playground
     
    Morcleon's Avatar

    Join Date
    Jun 2011
    Location
    Floating in the void

    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Arcanist View Post
    Feast Upon The Art (Ex): Gramarie is very fragile... Even the hardest Orchalcum has a weak point and you inherently exploit this weak point. When you are within 30ft per class level of a Gramarical Principle, the Principle begins to destablize and fall apart as if it were in an Antimagic Field. If a Principle is this close for 10 rounds - class level it collapses and is utterly destroyed. You can suppress and activate this ability as a Free action.[/SPOILER]
    Hm... is the designed to not affect an Architect's principles?
    Avatar of Furude Setsuna, by Telasi.
    Quote Originally Posted by Mephit View Post
    Don't worry, I like my characters the way I like my coffee: Strong, but with no cheese in it.
    Quote Originally Posted by Akagi
    Don't hesitate to tell the people you care about the feelings you have for them, because they may not be there tomorrow.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •