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  1. - Top - End - #331
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Kellus, what happens when your cohort from the Master rank in Warmaker reaches lvl 14? Does it also get its own cohort and so on?
    Last edited by Avalon®; 2013-07-11 at 06:58 AM.

  2. - Top - End - #332
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    First time posting, but I've read the thread. For the universalists, the current replacement in Second Degree (I would quote it but I don't know how) doesn't help them all that much once they get the Theory of Everything, as they can already prepare those principles. Could you add an option to remove the penalty for using K(A&E) to prepare principles?
    EDIT: Derp, just found the quote button.
    Last edited by UDwarf; 2013-07-13 at 01:14 AM.

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

    Quote Originally Posted by UDwarf View Post
    First time posting, but I've read the thread. For the universalists, the current replacement in Second Degree (I would quote it but I don't know how) doesn't help them all that much once they get the Theory of Everything, as they can already prepare those principles. Could you add an option to remove the penalty for using K(A&E) to prepare principles?
    EDIT: Deep, just found the quote button. Relevant quote to follow.
    Actually the 6 hour prep time on Theory of Everything seems like it kind of hurts and gives an incentive to actually know certain principles.

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

    Quote Originally Posted by Kellus View Post
    I'm so sorry, I missed these questions! Let me see what I can do:

    1. If a living creature is forcibly transformed into biostructure, they're essentially killed. Biostructure can be made from flesh or from metal, but either way it ends up with the same statistics.

    2. I think it's fairly clear, but I'll take another look at the wording! What the feat does is qualify you to take a principle that you normally wouldn't be able to take. So, for example, a warmaker could take Advanced Placement (IMCH 101), and then the next time he gets a principle, he could choose to learn IMCH 101 even though it's not on his class list!

    3. Technically basically everything made using gramarie is a supernatural effect (Su). You can read about how supernatural effects interact with other magical effects and the rest of the world here. As for detecting magic, I think it's reasonable to assume that gramarie radiates an aura similar to a spell. If you want a guideline, I'd say Minor auras for Baccalaureate effects, Moderate for Magisterial, and Major for Doctorate.

    Thanks for the interest, I'm glad you like the system!
    Thank you for your answers..
    I realize something disturbing though.. as of second level, A biollurgist has a Save or Die attack with a DC of 20.

    Using Ingenious Engineer, And possessing both 100 level Biol principles, a full round action converts someone to Biostructure for 5 rounds, afterwards they turn back but by that point... are dead.

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

    Also, for orthogonal Engine, how big is a log?
    A poundage or Volume /wood/ be appreciated...

  6. - Top - End - #336
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    I'm currently working on producing a base class for each discipline.
    It's still in the very basic concept stages though. Any ideas for Imachination or Kalediomantics, and any comments on the ideas like problems that might come up.

    Alchemetry = Alchemist Artificer
    Based primarily on Fullmetal Alchemist and being a master craftsman, can use Alchemetry to reshape things (and thus mend them), able to incorporate metals into your body, use alchemetry to make better weapons and armour, also Scar style deconstruction by convincing the atomies to move apart.

    Arcanodynamics = Rune Channeller
    You can place runes on yourself, from a list similiar to Art of War or Eldritch Anima except it's limited to Arcanodynamics with several options per principle. These runes can be either input or output, with you functioning as a sort of living transformer.

    Biollurgy = Grim Wight
    Basically Alex Mercer. Already made it, but it's severely outdated now. Also... probably needs a better name. But it uses biollurgy, is living biostructure and gains grafts by eating corpses.

    Eldrikinetics = Gunslinger
    A modern style military soldier who is specialized in the use of Balistic Engines. Starts with a "Balistic Engine Weapon", which automatically improves as they progress.

    Geoccultism = Realmshifter
    You're tied to a specific structure/environment, which is based around a Geoccultism Heart (types of hearts are limited to the pole types you can create). You can manipulate this structure to grow and remove features without having to expend geoccultism pole material within it. You can also create minions from the structure (though they can't leave without being destroyed). Every four or five levels, you can gain a new Structure tied to a different Geoccultism Heart.

    Heurticism = Netrunner
    Inpsired by Art of War HEUR 328, Netrunners can enter cyberspace to better interact with circuits. Basically, they are Netrunners from the Cyberpunk RPG. Probably even give them Decks with set "programs" which have different effects which can be used to manipulate, inflitrate, and defend circuits.

    Yggdratecture = ??Something?? Singularity
    Time Manipulation base class based primarily off Singularity (the game). Not very orginal, especially considering the Chrononaut, but I think it's a fair idea for Gramarie base class. Think it's going to be a more combat based class than the current time manipulating gramarie prc's seem to be.
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by atriusnight View Post
    Thank you for your answers..
    I realize something disturbing though.. as of second level, A biollurgist has a Save or Die attack with a DC of 20.

    Using Ingenious Engineer, And possessing both 100 level Biol principles, a full round action converts someone to Biostructure for 5 rounds, afterwards they turn back but by that point... are dead.
    It's only "essentially" killed, and that's because it's transformed into something else entirely. It's "dead" in the sense it no longer has any trace of the creature it once was.After all, in the more literal sense, it is still alive because biostructure is living. Once the transformation reverses, it would be the same creature it was before, still entirely alive. And likely really creeped out.
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Should clarify in BIOY273 that "unable to think beyond them" (re: instincts) only applies to non-sentient chassis, and maybe discuss a little bit how the instincts influence a sentient chassis's actions and thoughts.
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Vedhin View Post
    Does Sphere of Influence intentionally cause you to lose access to Doctorate principles from disciplines you do not choose to be treated as a specialist in?
    Quote Originally Posted by Kellus View Post
    Yes, 'sapper' didn't go over well with the control group, so I went in a different direction with the name.
    No? I don't think it says that.

    You can choose Doctorate principles in any discipline you have access to starting at 14th level. If you're considered a specialist in that discipline, you can also choose Doctorate-level specialist principles of that type.
    I asked because it says you are treated in a specialist and, according to Specializtion in the Gramarist's class features, "A specialist cannot select any doctorate-level principles from other fields of study than their specialization."
    Thus, if you are treated as a specialist, you lose access to other doctorate-level principles.
    Quote Originally Posted by Dire_Stirge View Post
    Don't you see it? The inert Shrieker may have more raw power, but the rock has something the Shrieker will never have. VERSATILITY.

    Also, the rock will probably be lighter than the Shrieker, allowing it to be used as a improvised thrown weapon should the need arise.

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

    By the way, typo in ARCD 350: Mercury says that the output temperature can never go below -373 C. The issue is, this is -100 Kelvin. Kelvin bottoms out at 0. Unless 100 below Absolute Zero was intentional, which strikes me as all kinds of impossible.
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    ...I just realized that you could use a combination of yellow filters, alchemetrically treated metal and phlegmatic phlogiston to make synthetic diamonds.
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Morcleon View Post
    ...I just realized that you could use a combination of yellow filters, alchemetrically treated metal and phlegmatic phlogiston to make synthetic diamonds.
    I pointed that out in the last thread, though somebody else pointed out the giant pressure created inside such a setup would prevent it from being reusable. And for purposes of using spells, those diamonds wouldn't be any good, since they have no value.
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Necroticplague View Post
    I pointed that out in the last thread, though somebody else pointed out the giant pressure created inside such a setup would prevent it from being reusable. And for purposes of using spells, those diamonds wouldn't be any good, since they have no value.
    Even if the diamonds aren't gem-grade, you can still get industrial-grade ones out of them. And those can be sold to mining/construction groups.

    And why wouldn't it be reusable?
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  14. - Top - End - #344
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Morcleon View Post
    Even if the diamonds aren't gem-grade, you can still get industrial-grade ones out of them. And those can be sold to mining/construction groups.

    And why wouldn't it be reusable?
    The pressure would repel anything you try and put into it, meaning that you wouldn't be able to put more raw material in. I tried to respond by bringing up reverse fluxes (smaller on inside than outside) to force them to squeeze together, but nobody responded.
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Necroticplague View Post
    The pressure would repel anything you try and put into it, meaning that you wouldn't be able to put more raw material in. I tried to respond by bringing up reverse fluxes (smaller on inside than outside) to force them to squeeze together, but nobody responded.
    ...you could just use circuited biostructure with all points put into Str/Con to push the mold together via hydraulics, then pull it apart afterwards.
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Alternatively you can remember that there isn't a RAW way to turn coal into diamond making the whole thing moot.

    So stop killing catgirls
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by LordChaos13 View Post
    Alternatively you can remember that there isn't a RAW way to turn coal into diamond making the whole thing moot.

    So stop killing catgirls
    Not coal. Graphite.

    Also by RAW, it never says humans have noses. :O

    Also, this.
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    Quote Originally Posted by Mephit View Post
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Necroticplague View Post
    It's only "essentially" killed, and that's because it's transformed into something else entirely. It's "dead" in the sense it no longer has any trace of the creature it once was.After all, in the more literal sense, it is still alive because biostructure is living. Once the transformation reverses, it would be the same creature it was before, still entirely alive. And likely really creeped out.
    Hmm, a point.. Sort of like a temporary flesh to stone.

    I guess one could follow up with an instant Bio 159 to turn them into a coat rack, when the first wears off the second will still be in effect.. leaving them a malformed coat rack shaped person.. Who dies cause that is not how those organs are supposed to go....

    Also, turning one's fallen enemies to biostructure then Chassis... Hmm, It just has a more satisfyingly proper frankensteinian feel to it than 'classic' necromancy...

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

    So are there plans for a Geoccultism/Biollurgy PrC? If not, would you object if I submitted one for you to consider?

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

    I still think it should be an option, If only so you can enhance your Theory of Everything. Also, I liked the Felurian quote in the imachination fae prestige class.

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

    Quote Originally Posted by RFLS View Post
    So are there plans for a Geoccultism/Biollurgy PrC? If not, would you object if I submitted one for you to consider?
    .....Now you're just trying to make my head explode from trying to take all the Biollurgy classes....lol
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Kellus, Gramarie is the most aweseme systhem I have ever encountered!~

    I would just love to play in (or DM if I have some more experience with DMing) an entire Gramary campaign.

    right now, I only have one person playing a Gramarist in a normal group, and it isn't working out perfectly... but maybe things wil inprove with the new rules! he wil more usefull in combat with those nifty Anima!

    also I had one question. somewhere you said that Luminescent Aether was Light Made Solid (or fluid or gasseus for that matter) would that main that you would be protected by a Darkness spell? Because inside a Darkness field, there is no light wich can be turned to metal (by Yellow Aether) for example.

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

    Quote Originally Posted by DMwithoutPC's View Post
    one person playing a Gramarist in a normal group, and it isn't working out perfectly.
    Well....yes. Grammarie has a high optimization floor and a higher optimization ceiling (I'm not sure there is a ceiling, actually). So, there's that, and then there's the fact that it has a much different pace than the average group, requiring time and patience on the part of the other players.

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

    Quote Originally Posted by RFLS View Post
    Well....yes. Grammarie has a high optimization floor and a higher optimization ceiling (I'm not sure there is a ceiling, actually). So, there's that, and then there's the fact that it has a much different pace than the average group, requiring time and patience on the part of the other players.
    Yeah, he fluctuates between being really overpowered and being really underpowered...

    they stole a Airship, they whole thing working on Gramary, but this gave him whay to much ebbs to work with. But he isn't very usefull when he doesn't have his ship. he hasn't figured out how to build to overpowered things yet (thank god)

    his main purpus is to place as many YGGD101 across the globe, and start an extremely fast traveling network, and charging people to use it. He will use the money to build a fortress on his personal demiplane

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

    Quote Originally Posted by DMwithoutPC's View Post
    Yeah, he fluctuates between being really overpowered and being really underpowered...

    they stole a Airship, they whole thing working on Gramary, but this gave him whay to much ebbs to work with. But he isn't very usefull when he doesn't have his ship. he hasn't figured out how to build to overpowered things yet (thank god)

    his main purpus is to place as many YGGD101 across the globe, and start an extremely fast traveling network, and charging people to use it. He will use the money to build a fortress on his personal demiplane
    Here's a hint that he can use to help his party. The hidden compartments in Complete Scoundrel can't hide very large things, and even if you connect the inside to a semi-space only thin things can get through. However, in the Sandstorm book, there an alchemical substance called shapesand that you can turn into functional items with a DC 16 wisdom check. He can fill semi-spaces connected to fine sized compartments full of the stuff, so his party can make tools as long as they have whatever has the compartments.
    Not to mention he can use alternating fluxes to allow his party to explore a dungeon without worry of running out of supplies.
    Last edited by Draconas1; 2013-07-11 at 08:19 PM.

  26. - Top - End - #356
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by DMwithoutPC's View Post
    Kellus, Gramarie is the most aweseme systhem I have ever encountered!~
    Thanks! I'm glad you like it!

    also I had one question. somewhere you said that Luminescent Aether was Light Made Solid (or fluid or gasseus for that matter) would that main that you would be protected by a Darkness spell? Because inside a Darkness field, there is no light wich can be turned to metal (by Yellow Aether) for example.
    This is the flavour justification for it; the metal is real and permanent, and doesn't disappear in an area of darkness. It's based on the archaic idea of the luminiferous aether, which was supposed to be a thing that permeated everything.

    But no, it doesn't disappear any more than a kaleidomantic filter disappears in darkness; it doesn't depend on outside light to sustain itself, but instead taps into this omnipresent aether.

    Also, I'd just like to second that it may be problematic running gramarie and non-gramarie characters at the same time. This is kind of system that really works best if everyone can participate in the gramarie building. That being said, I hope it works out for you!

    Quote Originally Posted by RFLS
    So are there plans for a Geoccultism/Biollurgy PrC? If not, would you object if I submitted one for you to consider?
    I don't currently have plans for one, no. Gotta say, I didn't expect those to be the most popular disciplines, but they are, by far. If you have ideas, I'd be happy to look over them when I have a chance!

    Quote Originally Posted by TheFinalStand
    By the way, typo in ARCD 350: Mercury says that the output temperature can never go below -373 C. The issue is, this is -100 Kelvin. Kelvin bottoms out at 0. Unless 100 below Absolute Zero was intentional, which strikes me as all kinds of impossible.
    oh god I feel stupid

    But actually, thanks for catching that! I'll fix it up shortly!

    As for the people talking about the insta-kill associated with the fast BIOL principle, that is indeed a big problem without an easy answer. I think the best way to handle it is to first lower the save DC to something more reasonable, and second to add a character level requirement to the feat before you can take it. The upside to this is that as long as I'm at it, I'll also add the ability to take the feat a second time and a third time at high levels to prepare higher grade principles really fast.

    Thank you for bringing this point up!

    More stuff tonight maybe, glad people are digging the warmaker

    Also to whoever asked about the transcholar: it's awesome the way it is, minmaxboards just have a different formatting system and I haven't gotten around to converting it yet. There won't be any changes to it in the slightest.

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

    Quote Originally Posted by UDwarf View Post
    First time posting, but I've read the thread. For the universalists, the current replacement in Second Degree (I would quote it but I don't know how) doesn't help them all that much once they get the Theory of Everything, as they can already prepare those principles. Could you add an option to remove the penalty for using K(A&E) to prepare principles?
    EDIT: Deep, just found the quote button. Relevant quote to follow.
    Thanks for the interest! The Theory of Everything is pretty awesome because you can prepare anything, but it also takes a long time. Universalists already get the benefit of adding half their class level to Knowledge (architecture and engineering) checks, which at the point where the Theory of Everything comes online adds up to +10 (cancelling out the penalty) anyway! And until they get that Theory, they very much appreciate those principles, because it gives them something to have apart from other gramarists (or at least they will once I actually get some of those online )

    Quote Originally Posted by Avalon
    Kellus, what happens when your cohort from the Master rank in Warmaker reaches lvl 14? Does it also get its own cohort and so on?
    Yep, the same way that if your normal cohort takes Leadership they get a cohort of their own.

    Quote Originally Posted by atriusnight
    Also, for orthogonal Engine, how big is a log?
    A poundage or Volume /wood/ be appreciated...
    This is frustrating to answer since it depends a lot on moisture content and grain; it's very hard to accurately measure amounts of wood in a fair manner in real life. I'd advise you to consider a 'log' to be one pound of fairly dry wood.

    EDIT

    Quote Originally Posted by Amechra
    Kellus, what are your thoughts on my musings on an Obsidian transformer?

    You know, the one that transforms inefficiency?

    The Input is the difference between the number of ebbs spent on a given Output minus the amount of ebbs that would be derived from that Output by an Input of the same type.

    The Output makes nearby Transformers "lose" ebbs, making them more inefficient.
    I like it! I think it's too niche for a normal transformer, but it made me start thinking about a revamped entropomancer that thrives on inefficiency and waste. I'm thinking a PrC with some kind of bureaucrat flavour. Probably make it as a warmaker that specialized in arcanodynamics and then went into politics.
    Last edited by Kellus; 2013-07-11 at 10:13 PM.

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

    Quote Originally Posted by Kellus View Post
    Also to whoever asked about the transcholar: it's awesome the way it is, minmaxboards just have a different formatting system and I haven't gotten around to converting it yet. There won't be any changes to it in the slightest.
    Done.

    The Transcholar
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    The Transcholar

    "And in the bloodlit dark behind his eyes, silver phosphenes boiled in from the edge of space, hypnagogic images jerking past like a film compiled of random frames. Symbols, figures, faces, a blurred, fragmented mandala of visual information."

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    Image credit xeena-dragonkizz of deviantart.com


    The Transcholar studies gramarie with a very specific goal in mind: that of transcending the normal, physical world to become a creature of pure gramarie.

    Requirements: To become a transcholar you must meet all of the following requirements.
    Gramarie: Any three HEUR or IMCH principles
    Skills: Autohypnosis 13 ranks, Bluff 13 ranks
    Specialization: Must be specialized in Heuristicism or Imachination

    Hit Die: d4
    Skill Points at Each Additional Level: 6 + Int modifer

    Class Skills: A transcholar's class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Forgery (Int), Gather Information (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Knowledge (the Planes) (Int), Knowledge (psionics) (Int), Knowledge (religion) (Int), Listen (Wis), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), and Use Magic Device (Cha).

    The Transcholar
    {table=head]Level|BAB|Fort|Ref|Will|Special|Principles
    1st|+0|+2|+0|+2|Applied focus, convergence (controller)|+0
    2nd|+1|+3|+0|+3|Convergence (sustainer), minor virtuality |+1
    3rd|+1|+3|+1|+3|Convergence (farseer), tangibility|+2
    4th|+2|+4|+1|+4 |Convergence (thinker), doctorate principles|+3
    5th|+2|+4|+1|+4|Transcendance|+4
    [/table]

    All of the following are class features of the transcholar.

    Weapon and Armour Proficiencies: As a transcholar, you gain no additional weapon or armour proficiencies.

    Applied focus: As a transcholar, your training depends heavily on a blend of techniques between heuristicism and imachinery. Upon entering this class, you count as a specialist in both disciplines, and can select specialist and doctorate-level principles from either discipline. However, the foundations of your education require a very specific skill set. You must learn all of the following principles at the earliest opportunity: ARCD101, BIOY101, ELDK101, HEUR101, HEUR245, HEUR328, IMCH101, IMCH295, YGGD101. If you already know all of these principles which are available for you to select, you may select other principles as normal.

    Convergence (Su): A transcholar's studies bring you closer to your ultimate goal: to sublimate your essence into a being of pure gramarie. To do so, you must learn new applications of your gramaric principles in ways that affect and replace the needs of your physical body.
    • At 1st level, you begin altering your principles to affect your essence, starting with your Heuristicism principles. You can include yourself as an element in a gramaric circuit that you prepare; if you do so, you can make logical decisions at any control point within the circuit with only mental actions, without having to be at the actual location of the control point.
    • At 2nd level, you make the first physical changes to your body via a modified preparation of BIOY101, and become able to subsist on puissance alone. As long as you receive a number of ebbs of puissance per hour equal to your HD, you no longer need to eat or drink. If you receive twice that much, you no longer need sleep, and if you receive three times, you no longer breathe.
    • At 3rd level, your facility with Imachination principles improves, granting you the ability to create illusions in your mind of events which occur elsewhere. Whenever you are an element of a gramaric circuit, you can treat all bubbles connected to the circuit as scry sensors, as per the scrying spell (giving you information up to a 10-foot radius distance from the edge of the bubble). Any creature with Int 12 or higher that views such a bubble can make a DC 20 Intelligence check as normal to realize that the bubble is a scry sensor.
    • At 4th level, you come even closer to your ideal, using gramaric circuits to aid your thought processes. Whenever you are an element of a gramaric circuit, you can use the result of the circuit's Autohypnosis check in place of any mental skill check you make, though no more than once per round. In addition, you can make a number of logical decisions in the circuit per round equal to your Intelligence modifier.


    Principles of Gramarie: You continue to advance your study of gramarie. At each level other than 1st, you learn a new principle of gramarie that you qualify for. At 4th level you gain access to Doctorate-level principles, and can refer to yourself as a doctor of any discipline you attain that level of knowledge in.

    Minor virtuality (Su): Your experiments in becoming a virtual creature, one made entirely of gramarie, have paid dividends. Beginning at 2nd level, once per day per class level you can become incorporeal as a standard action, remaining so for up to 1 minute. During this time, your body fades into an immaterial form of altered imachinery that retains your basic likeness. While this ability is active, you acquire the incorporeal subtype. You gain a fly speed equal to your land speed (perfect maneuverability), as well as a deflection bonus to armor class equal to your natural armor bonus, if any (instead of the normal deflection bonus granted to incorporeal creatures). You can use your equipment normally, deriving benefits from items that enhance your capabilities, including armor and weapons; however, all your equipment remains material even when you are incorporeal (but see Tangibility, below).

    While using this ability, you often appear almost like a ghost wearing items of the material world. This doesn’t make your equipment more susceptible to attack (the normal rules for attended objects apply), but it does make it impossible for you to enter or pass through solid objects while wearing solid equipment. If you drop your material equipment, you can pass through solid objects at will as normal for an incorporeal creature. If you become corporeal again (such as through an act of will or from the duration of this ability running out) in an occupied square, you are shunted to the nearest empty square, taking 1d6 damage for every 10 feet of movement.

    Tangibility (Su): Upon reaching 3rd level, you learn to transform your equipment into gramarie, for a short time. Whenever you use your minor virtuality ability, you can virtualize your equipment as well, rendering it incorporeal with you. The number of pieces of equipment you can virtualize is equal to twice your Transcholar class level. This has no effect on the equipment’s function, but now when you are incorporeal, you can enter or pass through solid objects while wearing nothing other than the designated equipment. Once designated, the equipment automatically changes to incorporeal when you shed your body, and it returns to corporeality when you do.

    Transcendance (Ex): At 5th level, you have achieved your goal, and transformed into a being of pure gramarie. You build an Essence Vault, a gramaric construction which maintains your existence, and leave behind the physical world forever.

    To build your Essence Vault, first you prepare a semi-space via YGGD101, which is fixed to a location in space. Inside, you place a Simple Orthogonal Engine prepared with ELDK101; a WoodOut transformer prepared with ARCD101; an Additive Controlled illusion of yourself, targeting all available senses, prepared with IMCH295 and IMCH101 (and IMCH388 if you know it); and a gramaric circuit (via HEUR101) connecting them all, controlled by an Exotic Intelligence prepared using HEUR328. Finally, you place your own body and equipment within the semi-space, as an element of the circuit, close the semi-space from the inside, and use a modified version of BIOY101 to transcend the physical world.

    Once you transcend, your own mentality replaces the Exotic Intelligence. You keep your mental ability scores, but lose your physical scores. Like a normal Exotic Intelligence, you can take 10 on all mental skill checks, and can make up to 100 logical decisions within your Essence Vault circuit per round. You have telepathy and mindsight within your Essence Vault's bubble (both inside and out).

    Your Essence Vault has a bubble which extends outward in realspace from the location of your closed semi-space, to a radius based on your normal size (5 feet if you are Medium or smaller, 10 feet if you are Large, 15 feet if you are Huge, etc.). Your Convergence (farseer) ability applies within this bubble, and extends to the normal range of your vision (rather than being limited to 10 feet beyond the edge of the bubble). The only visual manifestation of your existence is the illusion of yourself within the bubble. This illusion functions exactly as if you were incorporeal at all times, as per your Minor Virtuality ability, except that all equipment you have on your physical body inside the space is incorporeal with you. If you used IMCH388 in the preparation of your illusion, you can spend uses of your Minor Virtuality ability to instead become fully corporeal for 1 minute.

    Unlike other semi-spaces, you can move the location of your Essence Vault (and its associated bubble) with the integrated Simple Orthogonal Engine. It moves with a fly speed equal to your land speed, with perfect maneuverability. Your physical body becomes the fuel source for the circuit, and you need no outside source of puissance to run your engine or the other principles which make up your Vault. If you know HEUR302, you can prepare principles that you know in the physical world, as normal for a gramarist.

    Your mind is forever divorced from your body, and can never return to it. However, you may change your equipment by opening your Essence Vault (a very dangerous proposition, since you can be destroyed or crippled if elements of your circuit are removed or destroyed) and adding or removing items from your body.

    If your circuit is destroyed, or if your former body within it is destroyed (removing the power source), you die; if resurrected, you return to your original state (pre-transcendance), but can transcend again by building a new Essence Vault.


    ANYWHO! I had some questions I wanted to ask, but I'm having trouble remembering them so Kellus be prepared...

    EDIT: AH! I remember now! It wasn't for Kellus! It was for anyone who would listen! Does anyone know where the latest comment detailing the now functional P/I Generator, which can generate millions of ebbs in a short amount of time, is?
    Last edited by Arcanist; 2013-07-11 at 10:21 PM.
    Larloch, The Shadow King (w/ Ioun Stones) avatar by Iron Penguin

  29. - Top - End - #359
    Bugbear in the Playground
     
    Kellus's Avatar

    Join Date
    Feb 2007
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    The Frozen North
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Arcanist View Post
    Done.

    The Transcholar
    Spoiler
    Show

    The Transcholar

    "And in the bloodlit dark behind his eyes, silver phosphenes boiled in from the edge of space, hypnagogic images jerking past like a film compiled of random frames. Symbols, figures, faces, a blurred, fragmented mandala of visual information."

    Spoiler
    Show

    Image credit xeena-dragonkizz of deviantart.com


    The Transcholar studies gramarie with a very specific goal in mind: that of transcending the normal, physical world to become a creature of pure gramarie.

    Requirements: To become a transcholar you must meet all of the following requirements.
    Gramarie: Any three HEUR or IMCH principles
    Skills: Autohypnosis 13 ranks, Bluff 13 ranks
    Specialization: Must be specialized in Heuristicism or Imachination

    Hit Die: d4
    Skill Points at Each Additional Level: 6 + Int modifer

    Class Skills: A transcholar's class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Forgery (Int), Gather Information (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Knowledge (the Planes) (Int), Knowledge (psionics) (Int), Knowledge (religion) (Int), Listen (Wis), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), and Use Magic Device (Cha).

    The Transcholar
    {table=head]Level|BAB|Fort|Ref|Will|Special|Principles
    1st|+0|+2|+0|+2|Applied focus, convergence (controller)|+0
    2nd|+1|+3|+0|+3|Convergence (sustainer), minor virtuality |+1
    3rd|+1|+3|+1|+3|Convergence (farseer), tangibility|+2
    4th|+2|+4|+1|+4 |Convergence (thinker), doctorate principles|+3
    5th|+2|+4|+1|+4|Transcendance|+4
    [/table]

    All of the following are class features of the transcholar.

    Weapon and Armour Proficiencies: As a transcholar, you gain no additional weapon or armour proficiencies.

    Applied focus: As a transcholar, your training depends heavily on a blend of techniques between heuristicism and imachinery. Upon entering this class, you count as a specialist in both disciplines, and can select specialist and doctorate-level principles from either discipline. However, the foundations of your education require a very specific skill set. You must learn all of the following principles at the earliest opportunity: ARCD101, BIOY101, ELDK101, HEUR101, HEUR245, HEUR328, IMCH101, IMCH295, YGGD101. If you already know all of these principles which are available for you to select, you may select other principles as normal.

    Convergence (Su): A transcholar's studies bring you closer to your ultimate goal: to sublimate your essence into a being of pure gramarie. To do so, you must learn new applications of your gramaric principles in ways that affect and replace the needs of your physical body.
    • At 1st level, you begin altering your principles to affect your essence, starting with your Heuristicism principles. You can include yourself as an element in a gramaric circuit that you prepare; if you do so, you can make logical decisions at any control point within the circuit with only mental actions, without having to be at the actual location of the control point.
    • At 2nd level, you make the first physical changes to your body via a modified preparation of BIOY101, and become able to subsist on puissance alone. As long as you receive a number of ebbs of puissance per hour equal to your HD, you no longer need to eat or drink. If you receive twice that much, you no longer need sleep, and if you receive three times, you no longer breathe.
    • At 3rd level, your facility with Imachination principles improves, granting you the ability to create illusions in your mind of events which occur elsewhere. Whenever you are an element of a gramaric circuit, you can treat all bubbles connected to the circuit as scry sensors, as per the scrying spell (giving you information up to a 10-foot radius distance from the edge of the bubble). Any creature with Int 12 or higher that views such a bubble can make a DC 20 Intelligence check as normal to realize that the bubble is a scry sensor.
    • At 4th level, you come even closer to your ideal, using gramaric circuits to aid your thought processes. Whenever you are an element of a gramaric circuit, you can use the result of the circuit's Autohypnosis check in place of any mental skill check you make, though no more than once per round. In addition, you can make a number of logical decisions in the circuit per round equal to your Intelligence modifier.


    Principles of Gramarie: You continue to advance your study of gramarie. At each level other than 1st, you learn a new principle of gramarie that you qualify for. At 4th level you gain access to Doctorate-level principles, and can refer to yourself as a doctor of any discipline you attain that level of knowledge in.

    Minor virtuality (Su): Your experiments in becoming a virtual creature, one made entirely of gramarie, have paid dividends. Beginning at 2nd level, once per day per class level you can become incorporeal as a standard action, remaining so for up to 1 minute. During this time, your body fades into an immaterial form of altered imachinery that retains your basic likeness. While this ability is active, you acquire the incorporeal subtype. You gain a fly speed equal to your land speed (perfect maneuverability), as well as a deflection bonus to armor class equal to your natural armor bonus, if any (instead of the normal deflection bonus granted to incorporeal creatures). You can use your equipment normally, deriving benefits from items that enhance your capabilities, including armor and weapons; however, all your equipment remains material even when you are incorporeal (but see Tangibility, below).

    While using this ability, you often appear almost like a ghost wearing items of the material world. This doesn’t make your equipment more susceptible to attack (the normal rules for attended objects apply), but it does make it impossible for you to enter or pass through solid objects while wearing solid equipment. If you drop your material equipment, you can pass through solid objects at will as normal for an incorporeal creature. If you become corporeal again (such as through an act of will or from the duration of this ability running out) in an occupied square, you are shunted to the nearest empty square, taking 1d6 damage for every 10 feet of movement.

    Tangibility (Su): Upon reaching 3rd level, you learn to transform your equipment into gramarie, for a short time. Whenever you use your minor virtuality ability, you can virtualize your equipment as well, rendering it incorporeal with you. The number of pieces of equipment you can virtualize is equal to twice your Transcholar class level. This has no effect on the equipment’s function, but now when you are incorporeal, you can enter or pass through solid objects while wearing nothing other than the designated equipment. Once designated, the equipment automatically changes to incorporeal when you shed your body, and it returns to corporeality when you do.

    Transcendance (Ex): At 5th level, you have achieved your goal, and transformed into a being of pure gramarie. You build an Essence Vault, a gramaric construction which maintains your existence, and leave behind the physical world forever.

    To build your Essence Vault, first you prepare a semi-space via YGGD101, which is fixed to a location in space. Inside, you place a Simple Orthogonal Engine prepared with ELDK101; a WoodOut transformer prepared with ARCD101; an Additive Controlled illusion of yourself, targeting all available senses, prepared with IMCH295 and IMCH101 (and IMCH388 if you know it); and a gramaric circuit (via HEUR101) connecting them all, controlled by an Exotic Intelligence prepared using HEUR328. Finally, you place your own body and equipment within the semi-space, as an element of the circuit, close the semi-space from the inside, and use a modified version of BIOY101 to transcend the physical world.

    Once you transcend, your own mentality replaces the Exotic Intelligence. You keep your mental ability scores, but lose your physical scores. Like a normal Exotic Intelligence, you can take 10 on all mental skill checks, and can make up to 100 logical decisions within your Essence Vault circuit per round. You have telepathy and mindsight within your Essence Vault's bubble (both inside and out).

    Your Essence Vault has a bubble which extends outward in realspace from the location of your closed semi-space, to a radius based on your normal size (5 feet if you are Medium or smaller, 10 feet if you are Large, 15 feet if you are Huge, etc.). Your Convergence (farseer) ability applies within this bubble, and extends to the normal range of your vision (rather than being limited to 10 feet beyond the edge of the bubble). The only visual manifestation of your existence is the illusion of yourself within the bubble. This illusion functions exactly as if you were incorporeal at all times, as per your Minor Virtuality ability, except that all equipment you have on your physical body inside the space is incorporeal with you. If you used IMCH388 in the preparation of your illusion, you can spend uses of your Minor Virtuality ability to instead become fully corporeal for 1 minute.

    Unlike other semi-spaces, you can move the location of your Essence Vault (and its associated bubble) with the integrated Simple Orthogonal Engine. It moves with a fly speed equal to your land speed, with perfect maneuverability. Your physical body becomes the fuel source for the circuit, and you need no outside source of puissance to run your engine or the other principles which make up your Vault. If you know HEUR302, you can prepare principles that you know in the physical world, as normal for a gramarist.

    Your mind is forever divorced from your body, and can never return to it. However, you may change your equipment by opening your Essence Vault (a very dangerous proposition, since you can be destroyed or crippled if elements of your circuit are removed or destroyed) and adding or removing items from your body.

    If your circuit is destroyed, or if your former body within it is destroyed (removing the power source), you die; if resurrected, you return to your original state (pre-transcendance), but can transcend again by building a new Essence Vault.


    ANYWHO! I had some questions I wanted to ask, but I'm having trouble remembering them so Kellus be prepared...
    Wow, that was disturbingly fast

    Nice work, I'll get it up right away!

  30. - Top - End - #360
    Pixie in the Playground
    Join Date
    Aug 2012

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

    The Warmaker is A very cool and flavorful class.

    Although I have a question about Gist for the mill, is biostructure or chassis a viable target?

    I'm guessing yes for the latter and no for the former, because that might be a bit broken.

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