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  1. - Top - End - #391
    Dwarf in the Playground
     
    DrowGuy

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

    If you have levels in one of the prestige classes granting you a patron when you reach lvl 20 in warmaker, can you overthrow that patron? If so, what effects does this bring?

  2. - Top - End - #392
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    SolithKnightGuy

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

    Quote Originally Posted by Kellus View Post
    Rank (Ex): Generalissimo: At 18th level you become a generalissimo within the ranks, and are granted essentially as many troops as you can handle as long as you act in your patron's interests. You multiply your number of followers from the Leadership feat by 10. You're also authorized to grow an awesome moustache.
    Please tell me that growing an awesome moustache with this ability does work for any species like I think it does. Because that would just be awesome.
    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.

  3. - Top - End - #393
    Ettin in the Playground
     
    Lateral's Avatar

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

    Quote Originally Posted by Vedhin View Post
    Please tell me that growing an awesome moustache with this ability does work for any species like I think it does. Because that would just be awesome.
    Like this, you mean? Oooohhhh yessss.

  4. - Top - End - #394
    Pixie in the Playground
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Some of the Eldritch Anima's seem like they shouldn't deal damage, given their effects are beneficial(like preternatural fluids). Do they still deal damage anyway, and if they don't, which ones do not?

  5. - Top - End - #395
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    You should probably update your index in the first post.
    [Public Service Announcement]P.E.A.C.H stands for Please Examine And Critique Honestly[/Public Service Announcement]
    Currently Running: Equestria Begins (A High Tactics campaign)
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    My Homebrew is meant to be used, but, if you do, PLEASE tell me how it goes.

  6. - Top - End - #396
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    BlackDragon

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

    Request for clarication on Dungeonjammer's Tool of the Trade/Cunning Tools.
    Scenario:Place pig in Monty Haul containment (assuming high enough level to store pig), convert pig to potential, with a DC 3 forgery check, result pig's weight of potential, with 3 gp value of potential stored or just pig's weight in potential?
    I am:
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  7. - Top - End - #397
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Say hypothetically an E.I. inhabits a 2 mile radius Circuit. According to the rules for E.I.'s they technically inhabit every aspect of the circuit at once, now keeping that in mind if we detonated a Sunmetal explosive in the middle of an E.I.'s Circuit, would the E.I. get affected by the explosion the same way that a Fireball would affect spaces? Or would the E.I. be treated as only inhabiting a single 5ft space?
    Larloch, The Shadow King (w/ Ioun Stones) avatar by Iron Penguin

  8. - Top - End - #398
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Alrighty, peoples. I'm sure this will need some editing, particularly in terms of fleshing out the supernatural features for the biome.

    Anyway, thoughts??

    The Chromancer
    Spoiler
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    "You don't want to take over the universe. you wouldn't know what to do with it beyond shout at it."

    Image credit ~Vermin-Star of deviantart.com

    The Chromancer is the master of that most elusive metal, Chrome. He dresses well, always carries a sonic screwdriver, and plays with the forces of Time as if it were simply a large bowl of mint jelly.

    Requirements: To become a Chromancer you must meet all of the following requirements.
    Gramarie: Two principles in each of at least two separate disciplines.
    Specialization: Any
    Skills: Knowledge (planes) 13 ranks

    Hit Die: d6
    Skill Points at Each Additional Level: 6 + Int modifer

    Class Skills: A chromancer'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), 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 (history) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (the Planes) (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).

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

    1st|+0|+0|+2|+2|Paradox, sleight of body|
    +0

    2nd|+1|+0|+3|+3|Epiphany, lesser transit|
    +1

    3rd|+1|+1|+3|+3|Paradox|
    +2

    4th|+2|+1|+4|+4|Doctorate principles, epiphany|
    +3

    5th|+2|+1|+4|+4|Paradox, sleight of mind|
    +3

    6th|+3|+2|+5|+5|Epiphany, greater transit|
    +4

    7th|+3|+2|+5|+5|Paradox|
    +5

    8th|+4|+2|+6|+6|Epiphany|
    +6

    9th|+4|+3|+6|+6|Paradox, sleight of soul|
    +6

    10th|+5|+3|+7|+7|Epiphany, supreme transit|
    +7
    [/table]

    All of the following are class features of the chromancer.

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

    Paradox (Su): You are adept at using small temporal inconsistencies to your advantage. At first level, and every 2 levels after, choose one of the following abilities:
    • Bite me, Zeno: By enforcing discrete time-steps, projectiles must move half the distance at a time to hit you, and few know enough calculus to bridge the gap. Ranged attacks made against you suffer a 10% miss chance, +10% for each range increment.
    • Bootstrap's Bootstraps: You can ensure the existence of an event by having it occur initially in the past, a process called "bootstrapping". As a swift action once per encounter, choose a creature you have successfully attacked since the beginning of the encounter. The next attack you make against that creature in the encounter is an automatic hit (though you must still roll to determine if your attack is a critical threat, and your threat confirmation is not automatically guaranteed).
    • Evolving Geodesics: By projecting forward and backward in time, you always know the shortest path to get from point A to point B. You can move (and charge) at no penalty through difficult terrain; in addition, when moving on a diagonal, each square only costs 5 feet of movement (instead of alternating 5 and 10 feet).
    • Helter Skelter: When you step between seconds, even a little bit, you make a point to scatter yourself randomly through all of existence for the briefest non-instant. By doing so, you will sometimes happen upon a piece of information you wouldn't otherwise have found. Whenever you roll a Knowledge check (except when rolling to prepare a principle), you may roll twice and take the better result.
    • Long-range Prophylactic: You set things in motion to prevent your enemies' schemes. As an immediate action once per encounter, you can cause target opponent within 30 feet to suffer a -10 penalty on a skill or ability check.
    • Mal-apropos-ition: A twist of time, and you can cause the words your opponent is speaking to garble themselves on the way out. As an immediate action once per encounter, you can force a creature attempting to cast a spell with a verbal component to roll a caster level check against a DC of 10 + 1/2 character level + Cha mod, or the spell fails.
    • Paradigmatic Stutter-step: By replaying a second in time, you manage not to be in the wrong place at the wrong time. As an immediate action once per encounter, you can teleport up to 10 feet in any direction, as per the dimension door spell.
    • Splitting Twins: Using relativistic time dilation, you can make attacks against you happen asynchronously. Whenever an opponent successfully attacks you in melee, each subsequent attack that opponent makes against you in the same round suffers a penalty equal to your class level.
    • Trickle-down Temporanomics: You've learned to spread out the bad things that happen to you over a broader time-span, which (just as with spread-out force) reduces their effectiveness in a way. Whenever you take damage, divide that damage by a number up to your Charisma modifier (rounding up). You take the reduced amount of damage over the same number of rounds, beginning in the round you took the damage. (For example, if you suffer an attack of 18 damage, as long as you have a Charisma of at least 18, you could take 5 damage each round for 4 rounds instead.)
    • Washing Downstream: Time flows like a river, fruit flies like a banana; sometimes it's rejuvenating to just close your eyes and let the river take you. At will, you can spend 1 minute in meditative contemplation to heal a number of hit points equal to your class level; alternatively, you can remove any one condition which is affecting you.


    Sleight of Body (Ex): Upon entering this class, by beginning to work with chrome you learn to shift your body out of the normal time stream very slightly, so that some temporal effects which would normally affect you no longer do (or have their effectiveness reduced). You become immune to slow effects and effects which would cause you to age; in addition, you may have any effect caused by an enemy which is affecting you to use up 2 rounds of duration for each round that it affects you.

    Principles of Gramarie: You continue to advance your study of gramarie. At the levels indicated on the table above, you learn a new principle of gramarie that you qualify for. Your Chromancer levels stack with your levels in one other gramarie base classes to determine what tier of principles you can learn (choose which base class when you enter the class). At all times, your choice of specialty dictates which individual principles are available for you to learn.

    Epiphany: You dance over the flows of time, and sometimes you come across something which is just… awesome. At 2nd level and every two levels thereafter, you learn an ability due to our mastery of one of the gramaric disciplines, chosen from the following list:
    • All the Shiny Happy Metal: You can create a new metal with the ALCH286 principle: Chrome. Chrome has the following statistics
      {table=head]Metal|Hardness|Hit Points Per Inch|Melting Point|Boiling Point|Break DC Modifier|Diplomacy DC|Density
      Chrome|12|35|1875 °C|2680 °C|+5|55|450 lb/cubic foot[/table]
      Chrome is extremely hard and durable; attacks made with a chrome weapon ignore 1 point of hardness. When treated with ALCH364, it ascends into hastelloy, which protects items from the flow of time. Objects and structures made from hastelloy do not experience the passage of time at all, as if made of quintessence. Spaces, creatures, and objects completely enclosed by hastelloy experience the same effect, and it's completely impossible to interact with the outside world from such a location. Hastelloy has a Diplomacy DC of 65.
    • Accelerated Evolution: When adding grafts of at least 1st level to a biollurgical chassis with BIOY 228 or 340, you may designate the graft as an evolutionary graft by infusing it with a bit of chrome. An evolutionary graft taps into the history and future of the creature, borrowing from its more evolved self at the expense of its present for a short time. Choose a graft of a level lower than the main graft, and one of a level higher than the main graft; all three grafts must be thematically related. As a logical decision, the main graft can be evolved to the the higher-level graft, and it remains so for a number of rounds equal to the number of BIOY principles you know. At the end of the duration, the graft devolves to the lower-level graft, for a number of rounds equal to the Heal check result, after which it returns to the main graft. A graft cannot be evolved while it is evolved or devolved.
    • Conveyor Belt: You gain the ability to create a new kind of geoccult pole: the Chrome pole.
      Spoiler
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      {table=head]Metal|Critical DC|Biome|Baseline Terrain
      Chrome|25|Factory|Brick[/table]
      • Factory (Brick) Brick is simply baked red clay. Nothing grows on it, although it's quite sturdy and can hold heavy equipment and creatures. A chrome pole produces a cubic building (with a door), rather than simply altering the ground. The climate inside is dry and temparate.
      • Factory [Chrome] A chrome pole allows you to spread a factory biome. A factory has a brick cubic building as its baseline, and additional terrain features include cabinets, constructors, conveyor belts, lifts, platforms, and workbenches.
        • Cabinet: A cabinet is a storage compartment built of wood and brick, with a door for access (which can be lockable). Each cabinet takes up a minimum of 1 5-foot cube, and must be anchored to a wall, ceiling, floor, or platform.
        • Constructor: A constructor is a machine which can carry out a single task. Each constructor is a many-armed, noisy mechanical construct of impressively massive appearance. You can command the constructor to perform any simple, physical task that you can describe in Common in 25 words or less. You can order the machine to perform the same task over and over, or the task can be changed via a control point. You must specify the task when you place the terrain feature. Running a constructor requires 10 lb of metal every hour of operation. A constructor takes up a 10-foot cube at minimum; it must be placed on the floor or on a platform, and once placed, cannot be moved. As part of its task, the constructor can make Craft checks for any Craft skill, using a skill bonus equal to your ranks in Survival. The constructer takes 10 on every Craft check. Crafting with a constructor takes the normal amount of time; by linking a number of Constructors together using conveyor belts, lifts, and platforms (a "production line"), items can be crafted much more quickly. In such cases, the check result to produce an item is equal to the sum of the check results of all constructors working in that production line.
        • Conveyor Belt: A conveyor belt transfers material from one part of the factory to another. Each individual application of this terrain feature is a straight line between two other terrain features, moving in one horizontal dimension only -- conveyor belts cannot move vertically. The end points of a conveyor belt must be squares occupied by terrain elements (including other conveyor belts). A conveyor belt carries material at a speed of 10 feet per round, and requires 10 lb of metal per hour of operation. Whenever a conveyor belt is used as part of a production line, add the travel time of a unit of material from one end of the belt to the other to the total time of each Craft cycle.
        • Lift: A lift is almost identical to a conveyor belt, except that it moves vertically (up or down). A lift moves at a speed of 5 feet per two rounds; whenever a lift is used as part of a production line, add the travel time of a unit of material from one end of the lift to the other to the total time of each Craft cycle.
        • Platform: A platform is simply a flat surface to which other terrain elements can be anchored. A platform can hang via thin cables from the ceiling, and need not be anchored to a wall. Using platforms and lifts allows you to construct production lines in three dimensions.
        • Workbench: A workbench is an area where a creature can contribute to a production line. When manned, a workbench contributes to a production line just like a constructor, but using the creature's Craft check result instead of a constructor's, and without requiring any metal to operate.

      {table=head]Metal|Terrain|Climate Condition|Extreme Weather Condition
      Chrome|Factory|Dust|Explosions[/table]
      • Chrome (Dust): The furious sawing, ratcheting, drilling, and hammering can create a patina of dust on surfaces, as well as a dusty haze in the air. Surfaces with dust require a DC 5 Balance check to move more than 5 feet in a round (causing creatures without ranks in Balance to become flat-footed as normal), and the floating motes reduce visibility by 25%. Spot and Search checks suffer a -4 penalty in dusty areas. Dust requires just 50 lb to get started, and only 10 lb per hour to maintain.
      • Chrome (Explosions): Sometimes things in a factory just… blow up. No one knows why. A random terrain element within the area of the weather explodes, giving off a fireball (as the spell, with a caster level of 10) and destroying the element. This costs 50 lb, and is instantaneous.
      • Factory [Chrome]: Factory supernatural terrain features include biotomata, hellfurnace, and magnetic disjoiner.
        • Biotomata: Biotomata are biollurgic chassis workers who man the workbench stations of a factory. By spending a use of spectroconstruction, your Biotomata can take 20 on Craft checks, using your Survival ranks in place of Craft ranks, on a production line. Biomata are basic circuited chassis, as produced by BIOY 228 and 273; if you know other BIOY principles, you may alter your Biomata appropriately.
        • Hellfurnace: A Hellfurnace is a magical portal which transfers waste to the furnaces of Hell. Any object or creature entering a Hellfurnace takes 10d6 Hellfire damage each round (Fortitude save DC 10 + 5 per GEOC principle you know for half damage). A creature or object destroyed by a Hellfurnace is lost irrevocably; not even a wish or miracle effect can return it to existence. Only divine intervention can recover an object or creature relegated to a Hellfurnace. A creature who is forcibly propelled into a Hellfurnace receives a Reflex save (DC 15) to avoid entering; upon entering, the creature takes the damage each round until it can exit, by making a Will save as a full-round action at the same DC.
        • Magnetic Disjoiner: This large induction coil is used to separate metals for processing. Whenever a metallic object is placed inside the coil, it is reduced to its component metals, each of which is relegated to the appropriate bin. (Non-metal pieces of the object are placed en masse in the "Non-Metal" bin.)
    • Echoes of Retcon: Your mastery of chrome allows you to warp your thoughts through time itself, sending instructions back to an existing HEUR circuit. You can retroactively state a decision a number of rounds into the past up to twice the number of HEUR principles you know, as long as that decision cannot and does not alter any events which have already occurred. You must access the control point of the circuit in the normal way.
    • End-run Around History: You can create a new type of engine with ELDK 399:
      • Time-leaping: A timeleaping engine uses mementos as a fuel source and is made out of chrome. It requires 3 mementos for each leap that it makes; a memento is an object of at least 1 pound which existed and is tied to the time period to which the engine leaps. The engine requires 3 mementos as a means of temporal triangulation (which are consumed by the activation), and as such cannot be powered by puissance like other eldrikinetic engines. Each time it is activated, a timeleaping engine functions similarly to a planejumping engine, except that instead of moving between planes, it moves between times in the exact same location (i.e., without moving in space, though other engines in the same circuit can move in space once the time leap is complete, and ignoring such anachronistic things as planetary rotation, tectonic drift, etc.). The engine can move up to a number of weeks backwards or forwards equal to the Concentration check result of the engine in a single leap, but must make a second leap (requiring the appropriate mementos) to return to original time.

        Moving in time is a dangerous proposition, especially when it comes to moving into the past and causing paradox; because of this, reality buffers built into the engine keep the traveler out of phase enough that interaction with the past or future is impossible -- the time traveler cannot affect the world, nor can the inhabitants of the world observe or interact with the time leaper. However, time leapers carried by the engine can observe the world as easily as if they were there in their full glory. (Information gleaned from the future is notoriously unreliable, as each leap only grants access to one possible future, and not even necessarily the most likely one.)
    • Flux Capacitor: You can apply the delay property to polarcane fluxes you create with YGGD212. Delay polarcane fluxes change spatial momentum into temporal momentum; any object which passes through such a polarcane flux exits 1 or more rounds after it enters. The number of rounds that an object is delayed is equal to the amount of Push the object has, divided by 100 (rounded down, minimum 1 round). For the purposes of this effect, a fired arrow or bolt is considered to have 200 Push, while a thrown weapon or object has 100 Push. Living creatures cannot enter a delay polarcane flux.
    • Statics and Statistics: Using your KALD 238 principle, you can create a new colour of filter:
      • Chrome: a chrome filter excludes duration. Effects which are neither instantaneous nor permanent cannot pass through it, and creatures or objects bearing such effects (such as spells, activated abilities with durations, etc.) have those effects removed when they traverse it, as if the duration had expired. A chrome filter is vulnerable to transformation. It collapses if a spell from the polymorph subschool is cast upon it, with a caster level equal to or greater than your ranks in Spot.
    • TRH (Temporal Resonance Holography): By infusing the essence of chrome into your IMCH 228 principle, you gain an additional function for your illusion:
      • Memory: A memory function illusion is much like a programmed illusion, except that the creator has no control over what the illusion shows. Instead, the illusion replays events which occurred in the same location, with whatever sensory outputs are built into the illusion. The illusion can display events beginning at any time up to 1 day ago per IMCH principle you know, and simply progresses forward at the rate of 1 second per second until the starting point is changed as a logical decision.
    • Turnabout is Fair Play: You can create a chrome transformer with the ARCD204 principle. A chrome transformer channels time energy by absorbing or emitting seconds.
      • Input: Chrome input absorbs actions. A creature within the net must make a Will save (DC 10 + 5 per ARCD principle you know) or only be able to take either 1 standard action or 1 move and 1 swift action in a round. Each creature-round of actions absorbed generates 1 ebb. A creature who cannot take actions (due to being dazed, stunned, or for any other reason) does not generate ebbs.
      • Output: Chrome output produces actions. A creature in the net gains 1 standard action or 1 move and 1 swift action on their turn in any round where the transformer receives at least 6 ebbs. If more than one creature is in the net at the same time, the beneficiary is determined at random. Every additional multiple of 6 ebbs allows another creature to gain an action (again chosen at random if there are more than enough creatures within the net). No creature can receive more than one dose of actions from chrome outputs per round.


    Lesser transit (Su): From 2nd level onwards, you have learned to move yourself very slightly in time, granting you an insight bonus to initiative checks equal to your Intelligence modifier.

    Sleight of Mind (Ex): Beginning at 5th level, you can unfocus your mind from time, making it very difficult to alter your brain patterns; however, this activity is taxing, and you can't keep it up for very long. As a swift action, you can grant yourself the benefit of mind blank for 1 round; you may do this a number of times per day equal to your class level.

    Greater Transit (Su): Upon reaching 6th level, your instantaneous fluctuations in time have become much more pronounced, allowing you to avoid many effects which would otherwise harm you. You gain evasion (as the rogue ability, but it functions in any armor).

    Sleight of Soul (Ex): When you reach 9th level, you can move yourself fully out of phase for short periods of time. You can grant yourself the incorporeal subtype (bringing all your equipment with you) for 1 minute as a swift action, a number of times per day equal to your class level.

    Supreme Transit (Su): At 10th level, you have far more control over your personal shifts through the time stream. You gain improved evasion (as the rogue special ability, but it functions in any armor).
    Last edited by sirpercival; 2013-07-14 at 11:27 AM.
    (member in good standing of the troll-feeder's guild)

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  9. - Top - End - #399
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    Arcanist's Avatar

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

    Oh this is just immaculate Good job Sir
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  10. - Top - End - #400
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    I would prefer using the Chrononaut from the old Thread for my Time-Travel needs but now my Mageslayer Soldiers work without AMF
    (tie a Semispace facing each of the cardinal directions, incongruous to a Demiplane that is rather long, attach an unbreakable 50ft rope to ball, load ball in BoneEngine, attach Chrome filter 50ftx50ft to ball about 54ft in front of ball)

    Anyone in 50ft of the Mageslayer loses all non-permanent non-instant buffs when triggered. No save.

    Also I hope you dont mind but I am SO adding conveyor belts to every Factory I have. I hate relying on labourers for basic stuff like that
    Now to figure out a way to transport 15ft tall stacks of 1x1x1 cubes arranged in sets of 9 without them toppling...
    Due to mental stuff in my head I find it hard to understand normal human behaviour.
    If I do something wrong PM me what is wrong. And do not be subtle, I need a kick in the pants sometimes to realize Im a jerk.

  11. - Top - End - #401
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by LordChaos13 View Post
    I would prefer using the Chrononaut from the old Thread for my Time-Travel needs but now my Mageslayer Soldiers work without AMF
    (tie a Semispace facing each of the cardinal directions, incongruous to a Demiplane that is rather long, attach an unbreakable 50ft rope to ball, load ball in BoneEngine, attach Chrome filter 50ftx50ft to ball about 54ft in front of ball)
    Looking over the old Chrononaut (thanks btw, I rarely get good feedback for my creations), it is FAR too overpowered and FAR too vague in it's application. I honestly have no idea what I was doing when I made that, but I was young and am still trying to think of ways to disempower a Time Traveler with an agenda. I remember, Sir gave me a wicked idea for how to do that with his old Epic Spell revamp, but It was months ago and I never wrote it down

    If I had to say anything now, it would be a YGGD/HEUR type with each advance allowing you to make over sized time leaps (Where the Chromancer is short distance and precise, the Chrononaut would be long distance and difficult to control functioning similarly to the Time Travel rules presented here.
    Larloch, The Shadow King (w/ Ioun Stones) avatar by Iron Penguin

  12. - Top - End - #402
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Which coincidentally matches the Doc perfectly...
    The long distance hard to control thing.
    Due to mental stuff in my head I find it hard to understand normal human behaviour.
    If I do something wrong PM me what is wrong. And do not be subtle, I need a kick in the pants sometimes to realize Im a jerk.

  13. - Top - End - #403
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Arcanist View Post
    Looking over the old Chrononaut (thanks btw, I rarely get good feedback for my creations), it is FAR too overpowered and FAR too vague in it's application. I honestly have no idea what I was doing when I made that, but I was young and am still trying to think of ways to disempower a Time Traveler with an agenda. I remember, Sir gave me a wicked idea for how to do that with his old Epic Spell revamp, but It was months ago and I never wrote it down

    If I had to say anything now, it would be a YGGD/HEUR type with each advance allowing you to make over sized time leaps (Where the Chromancer is short distance and precise, the Chrononaut would be long distance and difficult to control functioning similarly to the Time Travel rules presented here.
    I think our discussion still exists over on MMX... but either way, don't use Teleport through Time, it's just broken. Use my revamp instead.
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by LordChaos13 View Post
    Which coincidentally matches the Doc perfectly...
    The long distance hard to control thing.
    That's what I'm trying to go for. The T.A.R.D.I.S. doesn't take him where he wants, it takes him where he needs to be.

    Quote Originally Posted by sirpercival View Post
    I think our discussion still exists over on MMX... but either way, don't use Teleport through Time, it's just broken. Use my revamp instead.
    That was what I was talking about. Long distance temporal displacement needs to be a thing
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  15. - Top - End - #405
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    You might want to put a different restriction on Constructors. A problem with using words as a limiter is really dumb loopholes involving other text ("do what this book says" is equally valid, whether the book is 1 line long, or a giant manual longer than Homestuck), or that the use of codes can similarly extend it ("alpha delta sigma" is 3 words, but might be code for the longer " First, have the iron be passed through a phlogiston block. Dump the resultant cauldron of molten iron into these molds, and then move said molds onto this separate conveyor belts. Crack the molds open after they have cooled, and then sort the resultant metal objects by type. Object that are sharp and highly uneven are axes, while sharp and evenly weighted are swords. Blunt objects of one cubit in length are maces, while all blunt objects longer are mauls. Anything with curves is a dire pick").
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Hey, for the Contractor's trap the soul SLA, what do you bind creatures into? SLAs have no focus or material component.

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

    Quote Originally Posted by Necroticplague View Post
    You might want to put a different restriction on Constructors. A problem with using words as a limiter is really dumb loopholes involving other text ("do what this book says" is equally valid, whether the book is 1 line long, or a giant manual longer than Homestuck), or that the use of codes can similarly extend it ("alpha delta sigma" is 3 words, but might be code for the longer " First, have the iron be passed through a phlogiston block. Dump the resultant cauldron of molten iron into these molds, and then move said molds onto this separate conveyor belts. Crack the molds open after they have cooled, and then sort the resultant metal objects by type. Object that are sharp and highly uneven are axes, while sharp and evenly weighted are swords. Blunt objects of one cubit in length are maces, while all blunt objects longer are mauls. Anything with curves is a dire pick").
    Both of those lead to instructions of far longer than 25 words, so they aren't valid. In addition, for the first one, the constructor can't read; for the second one, it would require either the constructor reading, or explaining to the constructor what the three codes meant, which is much longer than 25 words.

    EDIT: To avoid the code thing, I could specify "in Common", so you can't use a made up language with much higher information density.
    Last edited by sirpercival; 2013-07-14 at 11:25 AM.
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Arcanist View Post
    That's what I'm trying to go for. The T.A.R.D.I.S. doesn't take him where he wants, it takes him where he needs to be.
    The problem with this is that it's Plot Magic, not something that should be a class feature. The TARDIS is an artifact handed out by the DM to enable campaign missions.
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by sirpercival View Post
    Both of those lead to instructions of far longer than 25 words, so they aren't valid. In addition, for the first one, the constructor can't read; for the second one, it would require either the constructor reading, or explaining to the constructor what the three codes meant, which is much longer than 25 words.

    EDIT: To avoid the code thing, I could specify "in Common", so you can't use a made up language with much higher information density.
    Even if they LEAD to such instructions, the instructions themselves fall within the limits, that's the problem.

    Reading is a simple, physical task you can describe in less than 25 words, as is following instructions. Even specifying "in common" doesn't help with codes, because you never specify how much the constructor knows, so that limit just means the code phrases will have to be in common, so "apple tomato grapefruit" instead of "alpha delta sigma".Whole thing still in common.
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Necroticplague View Post
    Even if they LEAD to such instructions, the instructions themselves fall within the limits, that's the problem.

    Reading is a simple, physical task you can describe in less than 25 words, as is following instructions. Even specifying "in common" doesn't help with codes, because you never specify how much the constructor knows, so that limit just means the code phrases will have to be in common, so "apple tomato grapefruit" instead of "alpha delta sigma".Whole thing still in common.
    If a constructor is reading, it's not doing something else. Also, I had kind of been figuring it was up to the DM to enforce reasonability on constructor comprehension, though I guess Oberoni would like a word with me.

    However, I'm not really interested in arguing it more, so how would you suggest I limit it? (btw, I stole the "25 word" thingy from the Greater Fantastic Machine spell.)
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by sirpercival View Post
    If a constructor is reading, it's not doing something else. Also, I had kind of been figuring it was up to the DM to enforce reasonability on constructor comprehension, though I guess Oberoni would like a word with me.

    However, I'm not really interested in arguing it more, so how would you suggest I limit it? (btw, I stole the "25 word" thingy from the Greater Fantastic Machine spell.)
    It depends, what is the purpose of limiting the complexity of it's instruction?

    If it's to try and make it so it isn't making computer parts in a medieval setting, then try and find something that does a similar task, then state a comparison, like "This cannot craft anything an [unseen crafter/homonculus/skilled worker with ranks in craft equal to your ranks in survival].

    If it's to limit how much one machine can modify a material, simply put a limit as to how many man-hours of effort one machine can apply upon an object.

    Or, instead of defining a Workbench based on a Constructor, try doing it the other way around, with the limit being "what a workbench manned by a creature with as many ranks in Craft as you do in survival could create".
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Could one create a smaller than 5ft bubble?
    for instance.. A tiny gravitic flux bubble within a ARCD Out Transformer to make it readily portable as a gun that doesn;t weigh hundreds of lbs?

    Edit: That doesn;t effectively weigh hundreds of lbs.. that is using reverse gravity to neutralize much of the weight.
    Last edited by atriusnight; 2013-07-14 at 08:14 PM.

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

    Quote Originally Posted by atriusnight View Post
    Could one create a smaller than 5ft bubble?
    for instance.. A tiny gravitic flux bubble within a ARCD Out Transformer to make it readily portable as a gun that doesn;t weigh hundreds of lbs?
    Yes. The listed sizes are a maximum. You can also shape it however you want, within volume constraints.
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Thank you for posting this, Kellus. I haven't gone through all of it yet, but it's a very, very interesting system that I will be using, at least for world building and awesome loot for the players to find (the world's tech level fell severely in the past millenia).

    While I am still going through all of this (and as such can't really help with new ideas), I can at least help with a Table of Contents. It doesn't have the custom blueprints from the thread, but I tried to grab everything else:

    EDIT: Index updated - check page 16.

    I opted to group the Discoveries and Theories under the Gramarist base class instead of making a "Character Options" section, simply because they appear to be options solely for that class (both are listed as class features). Otherwise, it's all alphabetized, and I can grab the blueprints from the thread if there is a need for it.
    Last edited by Fako; 2013-07-16 at 11:43 AM. Reason: Update to match current index
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Aye! I'm unofficial content, bada-bing!
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Darn! Too bad Kellus has adopted my suggestions as official content!

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

    Quote Originally Posted by Amechra View Post
    Darn! Too bad Kellus has adopted my suggestions as official content!

    Clearly favoritism by Kellus...

    ... Soon? Soon we shall have Gramarie-Lords ruling over floating enclaves, in Demiplanes made of Quicksilver, inhabited by Biollurgical Chassi created by your centuries ago...

    I do like the idea of the Obsidian Transformer being an Athas inspired class that slowly turns you into a Dragon, gives you half progression for Dragon Invocations... Maybe an ARCD/BIOY combination?

    *Scribble in notebook*
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Arcanist View Post
    Aye! I'm unofficial content, bada-bing!
    Quote Originally Posted by Amechra View Post
    Darn! Too bad Kellus has adopted my suggestions as official content!

    I honestly couldn't come up with a better name, but I didn't want to hunt for them again in case I needed to have them in there...
    Last edited by Fako; 2013-07-15 at 12:20 AM.
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Morcleon View Post
    Yes. The listed sizes are a maximum. You can also shape it however you want, within volume constraints.
    Interesting.. that means I could set a tube shaped gravitic flux inside a tube
    Anything entering the tube falls towards the other end with momentum taking it out at the end...
    A simple pump for water OR... Ooh!
    Set a series of such fluxes on top of each other to put a massive localized gravity within the tube (but not touch the tube) to create a gravity rail gun able to propel anything dropped in one end out the other vehemently..

    Hmm, actually can one stack gravitic fluxes to simulate higher gravities?

    EDIT: Also.. Any time line on military science principles or the Aerostatician class?
    I have an All Gramarie game starting next week and one of my PC's concept seems much better suited to a dedicated flying class than a gramariest that's simply strapping ELDR enigines to his back.
    Last edited by atriusnight; 2013-07-15 at 03:10 AM.

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

    This is D&D, no matter the weight of gravity things fall the same speed (though I think the damage the object is subject too changes)
    It's always 500ft the first round 1,200 the next according to (I think) Dragon mag. It was discussed a bit in the last thread
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