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  1. - Top - End - #421
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    600' then 3000' feet is the speed you are looking for.
    Quote Originally Posted by segtrfyhtfgj View Post
    door is a fake exterior wall
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  2. - Top - End - #422
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Someone made a gramarie class for Biolurgists named Alex Mercer...lol

    Grimwright base class
    Avatar by niezck1! Thanks!

  3. - Top - End - #423
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    That index forgets the dementianeer.
    Avatar by TinyMushroom.

  4. - Top - End - #424
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    One question/concern

    Now that there are two baccalaureate of each discipline a multiclass character with two levels of grammarist can enter any of the prcs, but as written won't be able to select magisterial principles ever, since :"At 7th 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." Incidentally this also means that Doctorate principles are going to be hard to get, since they would only have two principles of the discipline (and doctorate principles need 3 principles of the discipline).

    Wouldn't it be better to add a line such as: "At 3rd level you gain access to Magisterial-level principles, if you did not have access before."

    One hope for the future

    Man I would love there to be a matrix based theory, perhaps only as heuristics, or as a combo of Heuristicism and Imachination. Something among the lines of:

    The Theory of Matrix
    Grade: Theory
    Prerequisite: Specialization in heuristicism or imachination, We Are All Connected discovery, Combinatory Illusions discovery, must know four HEUR
    principles and four IMCH principles
    Who wants to live in the real world anyways? The mind: the final frontier, to boldly go where no one has gone before.
    You learn how to create a new world made of the shared dreams and thoughts of several creatures. First of all you need to connect the creatures by using an heuristical circuit, creatures touching the bubble of the circuit are considered connected. If the target is unwilling it receives a new saving throw whenever it is affected by the heuristical circuit, success means it is not connected. Sentient creatures so connected can be sustained on puissance alone, needing one ebb per HD per hour. Within the bubble of the heuristical circuit an imachinary illusion is created.
    Creatures connected to the circuit empower it with their knowledge and believes. It is hard to disbelief the illusions while being connected, the effective bluff check increases by 2 per every connected creature (as if they were aiding the creator), additionally, if the creator forgot something obvious the group conscience would fill the gap, adding any imachinary sense necessary to the best of its ability (a bluff check made using the highest bluff modifier of those connected plus 2 by every other connected creature). Also connected beings can make craft, profession, and other relevant skill checks to improve the surroundings. For example, if the illusion is that of a building, by making a craft (masonry) check they could embellish the appearance of the building. Resources created in this way aren't real and they cannot be taken outside of the bubble of the circuit. Raw materials, taken from outside of the bubble, though can be processed inside the bubble.
    Creatures not connected to the circuit don't have such a hard time disbelieving it but it is harder for them to interact with it. Whenever they attempt to ignore one of the imachinary illusions they must make a save or become connected.
    If you have access to IMCH 388, use the highest knowledge modifier (for each skill individually) of the different creatures connected to determine if the illusion can bestow the different conditions, both to creatures connected and not connected.
    If you have access to HEUR 328, you can designate an E.I. as a M.I. (Matrix Intelligence). This M.I. can as a logical decision modify the imachinary illusion using the highest bluff modifier of those connected (or its own), plus 2 per every other creature connected. It can also designate a number of creatures equal to the autohypnosis to be treated as connected or disconnected, whatever would be more beneficial at the time.

    Original writing
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    The Theory of Matrix
    Grade: Theory
    Prerequisite: Specialization in heuristicism or imachination, We Are All Connected discovery, Combinatory Illusions discovery, must know four HEUR principles and four IMCH principles
    Who wants to live in the real world anyways? The mind: the final frontier, to boldly go where no one has gone before.
    You learn how to link sentient creatures, i.e. not mindless, to heuristical circuit. If the target is unwilling it receives a new saving throw whenever it is affected by the heuristical circuit. Sentient creatures so connected can be sustained on puissance alone, needing one ebb per HD per hour.
    You also learn one new function of illusion:
    • Connected: A connected illusion is only apparent to creatures who have been connected by an heuristical circuit. Instead of being diminished by such a wide focus it is strengthened by everyone's beliefs, knowledge and preconceptions. After a creature attempts a check to disbelief the illusion, whether successful or not, the other creatures in the connected illusion will try to repair it, for this make a bluff check using the highest bluff modifier of those who still believe in the illusion, and add a +2 for each other believer. If you have access to IMCH 388, use the highest knowledge modifier (for each skill individually) of the different creatures to determine if the illusion can bestow the different conditions.


    The wording of the illusion can certainly be improved, and probably illusions of everyone involved would be necessary so they don't end bumping with things....
    Last edited by thethird; 2013-08-04 at 07:10 PM.
    Thanks a lot Gengy for the awesome... just a sec... avatar. :)

  5. - Top - End - #425
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    The Solomon's Key ability of the contractor does nothing for a warmaker entry, which is actually exceptionally well suited fluff wise for entry into that class. Perhaps replace it with something similar to Head of State for character that use that entry?
    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.
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  6. - Top - End - #426
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by thethird View Post
    One question/concern

    Now that there are two baccalaureate of each discipline a multiclass character with two levels of grammarist can enter any of the prcs, but as written won't be able to select magisterial principles ever, since :"At 7th 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." Incidentally this also means that Doctorate principles are going to be hard to get, since they would only have two principles of the discipline (and doctorate principles need 3 principles of the discipline).

    Wouldn't it be better to add a line such as: "At 3rd level you gain access to Magisterial-level principles, if you did not have access before."

    One hope for the future

    Man I would love there to be a matrix based theory, perhaps only as heuristics, or as a combo of Heuristicism and Imachination. Something among the lines of:

    The Theory of Matrix
    Grade: Theory
    Prerequisite: Specialization in heuristicism or imachination, We Are All Connected discovery, Combinatory Illusions discovery, must know four HEUR principles and four IMCH principles
    Who wants to live in the real world anyways? The mind: the final frontier, to boldly go where no one has gone before.
    You learn how to link sentient creatures, i.e. not mindless, to heuristical circuit. If the target is unwilling it receives a new saving throw whenever it is affected by the heuristical circuit. Sentient creatures so connected can be sustained on puissance alone, needing one ebb per HD per hour.
    You also learn one new function of illusion:
    • Connected: A connected illusion is only apparent to creatures who have been connected by an heuristical circuit. Instead of being diminished by such a wide focus it is strengthened by everyone's beliefs, knowledge and preconceptions. After a creature attempts a check to disbelief the illusion, whether successful or not, the other creatures in the connected illusion will try to repair it, for this make a bluff check using the highest bluff modifier of those who still believe in the illusion, and add a +2 for each other believer. If you have access to IMCH 388, use the highest knowledge modifier (for each skill individually) of the different creatures to determine if the illusion can bestow the different conditions.


    The wording of the illusion can certainly be improved, and probably illusions of everyone involved would be necessary so they don't end bumping with things....
    Was just to ask if there was one for Imachination and low and behold

  7. - Top - End - #427
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Zarthrax View Post
    Hmmmmmm, just a thought, but so far, each of the PrCs tries to utilize abilities from less well-known classes. The IMCH uses shadowcasting, the ALCH uses binding, et cetera.

    Maybe switch Ranger for something less used? Shapeshifter Druid perhaps? Or Scout?
    Maybe... I dunno. Ranger really, really fits. Maybe Shapeshift Druid, I suppose. I dunno yet.

  8. - Top - End - #428
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Necroticplague View Post
    That index forgets the dementianeer.
    That it does, solely because I forgot to comb over the old thread for items... I'll add it now, and I'll see what else I can find in there as well. Thank you for the catch

    EDIT: Added, and I added the Theory of Matrix and Grimwight (since Grimwight has been updated). Will do combing later.
    Last edited by Fako; 2013-07-15 at 11:08 AM.
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  9. - Top - End - #429
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Amechra View Post
    600' then 3000' feet is the speed you are looking for.
    Nope, it's 500 then 1000. Only official rule I can find.

  10. - Top - End - #430
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    The SRD has 600' then 3000'...

    Screw it, someone go rewrite the falling rules so that there aren't 3-4 different answers to the question "how fast do I fall?"
    Quote Originally Posted by segtrfyhtfgj View Post
    door is a fake exterior wall
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Where? The only figure I can find in the SRD is 150/300, but that's for stalling flyers.

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

    Quote Originally Posted by Arcanist View Post
    Eager to see your revamp for the class

    MASSIVE EDIT:

    Since it has become apparent that the Min/Max forum will not be back up for a while I matter as well post some fixes that I figured for the Chrononaut a while back, but never got to implement. Tell me your thoughts

    Yes, I was inspired to do this by the guy above me, now shush!

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    The Chrononaut

    "Time is money... Actually Time is the non-spatial continuum in which events occur linearly usually in the direction of increasing entropy"


    image credit JessiBeans of deviantart.com

    The Chrononaut are explorers first and foremost who explore not just singular locations in the multiverse, but multiple moments in that same multiverse. Most people spend their entire lives trying to find a Chrononaut only to never encounter one, however on rare occasions they select a very lucky person to travel with them throughout time and space.

    Requirements: To become a Chrononaut you must meet all of the following requirements.
    Gramarie: Polarcane Geometry and Any 1 YGGD & Atypical Ballistics any 1 ELDK Principles
    Skills: Concentration 13 ranks, Forgery 13 ranks
    Specialization: Must be specialized in Yggdratecture or Eldrikinetics

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

    Class Skills: A Chrononaut'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 Chrononaut
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Principles|Bonus Principles

    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Yggdrakinetic Applications, Journey (Seconds)|+0|+1|

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    |Journey (Hours), ETT (Heal)|+1|+1|

    3rd|
    +1
    |
    +3
    |
    +1
    |
    +3
    |Journey (Days), ETT (Open Locks)|+2|+1|

    4th|
    +2
    |
    +4
    |
    +1
    |
    +4
    |Journey (Months), ETT (Gramarie), Doctorate principles|+3|+2|

    5th|
    +2
    |
    +4
    |
    +1
    |
    +4
    |Journey (Years), ETT (Fantastic!), Temporal Casualty|+4|+3|[/table]

    All of the following are class features of the Chrononaut.

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

    Yggdrakinetic Application: A Chononaut specializes in the transportation of objects and people across time and space, through the combined applications of Yggdratecture Semi-spaces and Eldrikinetic Engines. Upon entering this prestige class you are treated as if you specialized in both Yggdratecture and Eldrikinetics disciplines, can select specialist and doctorate level principles from either of these disciplines. In addition to this, at 1st, 4th and 5th level you gain access to one bonus principle that must be spent on either an Eldrikinetic or Yggdratecture principle.

    • At 1st level you may select between Incongruous Pathways or Unnatural Propulsion.
    • At 4th level you may select between Uncanny Cosmology or Strange Locomotion.
    • At 5th level you may select between Abstruse Causality or Immaterial Travel.



    Journey (Su): A Chrononaut's particular research into Eldrikinetic Engines and Yggratecture Semi-space finally enlightens them to discover a cheap and effective method of travel to anywhere... or when...

    • At 1st level, you discover an interesting feature of Polarcane Geometry gaining access to the Time Flux
      Spoiler
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      Time:This kind of Flux has a different flow of time then normal proportional to the amount of Push traveling or generated inside the Flux. By generating 100 Push inside a Time Flux you allow the contents of the bubble to exist 1 round/100 push into the future. This functions exactly like a Double Time Demiplane except in size. Living creatures cannot travel through a Time Flux. Push does not generate motion while inside a Time Flux.

    • At 2nd level, you discover the method for creating Time Rooms. By creating a Semi-space and then tethering a Time Flux inside of it you create a special Time Room that exist on a 4th dimensional plane of existance. This Time Room functions as a Time Flux, however it allows for living creatures and you may instead exert twice the amount of Push to travel through hours instead of rounds (1 hour/200 Push).
    • At 3rd level, you learn how to connect two different Time streams together through the Incongruous Pathways Principle. In addition to this you learn how to exert more control over a Time Flux. By supplying more Push to a Time Flux you can travel forwards by days instead of hours or rounds (1 day/300 Push). You may use any amount of Push generated to achieve travel to a specific point in time (For example: 300 Push, 200 of which would be used to travel forward by 1 hour and 100 of which will be used to travel 1 round).
    • At 4th level, you make an astounding discovery in the field of Yggdratecture and Eldrikinetic temporal applications, gaining a mastery over 4th dimensional perception. You are now able to travel backwards in time as well as forwards, however traveling backwards in time might create a Time Paradox at which point you are vulnerable to inducing the Blinovich Limitation Effect which states:

      • "The Universe does not allow Paradox, and will attempt to repair damage invoked by Paradoxes by any means necessary. Small changes to details can be executed with relative ease, thanks to faulty and fickle memory and records. Most often the Universe will adjust for the Paradox created through any number of means, most predominantly in causing another, less significant figure to step in and take that role to fulfill the event in question.

        An example of this would be traveling back in time to assassinate an important figure before they become relevant. The Universe would simply create a double of that person continuously until that person fulfills there fate.

        Creating a Predestination Paradox (such as meeting yourself in the past and giving yourself foreknowledge or any attempt to do so) is also against the Universes wishes as well. As such, the parties meeting will invariable forget there entire meeting and all traces of said meeting will vanish immediately thereafter. However, traveling back in time as you are about to die to show your past self your dead body is acceptable as no detailed information is granted from either party beyond the fact that you are about to die.


      In addition to this new found access to the entirety of Time you discover methods of enhancing your Time Fluxes. You may now now travel to Months in addition to Days, Hours and Rounds by supplying a greater amount of Push (400Push/Month).

    • At 5th level you possess a complete Mastery of Time. Whenever you are in a Time Flux that is inside a Semi-Space that is Tether to an object of your bulk rating or greater. You may connect a Planejumping Engine if you have access to the Immaterial Travel Principle. In addition to functioning as a standard Planejumping Engine you may also have it replicate the effects of a Greater Teleport at the same cost. Also, by supplying an extreme amount of push into a Time Flux, you can travel years in addition to Months, Days, Hours, and Rounds (500/Push/Year).


    ETT (Emergency Temporal Tools) (Su): You have developed a number of tools that assist you in your explorations of Time. At 2nd level you may take 10 on any heal check to stabilize a dying character as a Full-Round action. At 3rd level you may replicate a Knock or an Arcane Lock spell on any door within 30ft of you as a full round action without any material components. At 4th level you may destabilize any gramarie within 30ft of you as a full-round action for 5 rounds, the gramarie is treated as if it were in an Anti-magic field for the duration of this effect. At 5th level you may use any of the previous abilities as a standard action instead.

    Temporal Causality (Ex): At 5th level your constant exposure to Push and the Time Fluxes effects have altered your genetic structure. You no longer age and are immune to the penalties of aging. In addition to this, you gain a special trait that allows you to overcome death. Once per day if you are reduced to 0 or below HP you may subject yourself to a special type of Reincarnation. You are reincarnated as your own race with an entirely new appearance. You lose no level, no XP, no Constitution as per the normal Reincarnation spell. Performing this takes 1 minute to complete during which you are at your most vulnerable and are considered Helpless until the process is complete. After this process is complete you take a -5 to all rolls involving Strength, Dexterity and Constitution for 24 hours after reincarnating.


    Credit: My Uncle for sitting me in front of old reruns of the classic Doctor Who when I was growing up, Kellus for this wondrous piece of homebrew, Sirpercival for giving me a better idea of how to manage Time Paradoxes.

    I now leave you with a quote from I'm sure most of you already stating out your Chrononaut are thinking about:

    "People assume that time is a strict progression of cause to effect, but *actually* from a non-linear, non-subjective viewpoint - it's more like a big ball of wibbly wobbly... time-y wimey... stuff."
    Thinking back, I probably should have used that for the quote for this class!
    I think this one is missing to (just checking)

  13. - Top - End - #433
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    I ran across this one as well a little bit back...

    http://www.giantitp.com/forums/showthread.php?t=277300

  14. - Top - End - #434
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Sorry if it is obvious: do rank abilities of the warmaker stack?

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

    Quote Originally Posted by mystic1110 View Post
    Sorry if it is obvious: do rank abilities of the warmaker stack?
    I assume but ...

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

    I have two stupid questions. The Heuristicism 101 anima says that it makes the eldritch blast spread out in a cone and makes heuristical circuits light up.

    a) What's the size of that cone? Just 60 feet like the base Eldritch Blast?

    b) Does the Eldritch Blast still do damage when enhanced this way, or is it only used for detecting circuits?

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

    Quote Originally Posted by Lore232 View Post
    I think this one is missing to (just checking)
    Quote Originally Posted by atriusnight View Post
    I ran across this one as well a little bit back...

    http://www.giantitp.com/forums/showthread.php?t=277300
    Thank you for the help, guys There's a lot more to index than I had originally thought, and the help is appreciated. I've gone through the last 20 pages on the original thread and found material from there, but I'm unsure how far I should go back in there, due to the rules shift that apparently happened. Were there fundamental changes made in the system that would cause old proposed material to break, or should I grab whatever I can find?

    New Index:

    EDIT: Updated, check page 16

    New additions are Chrononaut, Alternate Radiomantic Elements, Cybermen, Wood-based principles, and the Perpetual Student. Updating old list to match.

    EDIT: Replaced Chrononaut link.
    Last edited by Fako; 2013-07-16 at 11:56 AM.
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    <Fako> You laugh because it's true :P
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Lore232 View Post
    I think this one is missing to (just checking)
    Oh for the love of God, reading that over makes me remember how terrible it really was

    Chrononaut
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    The Chrononaut

    "Time is money... Actually Time is the non-spatial continuum in which events occur linearly usually in the direction of increasing entropy"


    image credit JessiBeans of deviantart.com

    The Chrononaut are explorers first and foremost who explore not just singular locations in the multiverse, but multiple moments in that same multiverse. Most people spend their entire lives trying to find a Chrononaut only to never encounter one, however on rare occasions they select a very lucky person to travel with them throughout time and space.

    Requirements: To become a Chrononaut you must meet all of the following requirements.
    Gramarie: HEUR 266 & One YGGD or YGGD 241 & One HEUR
    Feat: Ingenious Engineer
    Skills: Autohypnosis 8 ranks, Forgery 8 ranks, Knowledge (History) 10 ranks
    Specialization: Must be specialized in Yggdratecture or Heuristicism

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

    Class Skills: A Chrononaut'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 Chrononaut
    Level BAB Fort Ref Will Special
    Principles
    1st +0 +0 +2 +2 Double Major, Time is Money (I), Tricks of the Trade
    +0
    2nd +1 +0 +3 +3 "Aren't I Clever?", Eldritch Blast +1d6
    +1
    3rd +1 +1 +3 +3 Time is Money (II)
    +2
    4th +2 +1 +4 +4 Heads up!, Tricks of the Trade
    +3
    5th +2 +1 +4 +4 Time is Money (III), Eldritch Blast +2d6
    +3
    6th +3 +2 +5 +5 Time Flux, Just the right spot!
    +4
    7th +3 +2 +5 +5 Time is Money (IV), Tricks of the Trade
    +5
    8th +4 +2 +6 +6 Take a hint, Eldritch Blast +3d6
    +6
    9th +4 +3 +6 +6 One Step Ahead, Time is Money (V)
    +6
    10th +5 +3 +7 +7 Fair Trade, Tricks of the Trade
    +7
    [/td][/tr][tr][td][/td][/tr][tr][td]

    All of the following are class features of the Chrononaut.

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

    Double Major: Chrononauts you are a breed of scholarly explorers that use two separate mechanics of Gramarie to always stay one step ahead of their enemies. As a Chrononaut you can learn specialist principles from the Yggdratecture and Heuristicism Disciplines, however this comes at a price. You give up ever learning any more principles beyond the Baccalaureate level from other disciplines in exchange for this double specialization. You do not, however, lose principles from other fields that you already know. If you run out of principles to learn, you can select one additional discipline to begin learning advanced principles from.

    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 Chrononaut 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).

    Time is Money (Su): Most people would agree that one who knows the future has a distinct advantage over his enemies. The Chrononaut lives for such knowledge. You are able to peak into the future by a number of years equal to 1 half of your Chrononaut level (rounded up). By connecting to that point in time you are able to perform a Knowledge (History) check as if you were in that point in time and predict any event that a Knowledge (History) would detail.

    Tricks of the Trade: There is a lot to be made in the Information market and there is even more to be earned through Information of the future. At 1st level, and every three levels thereafter, you learn a special discovery related to either yggdratecture or heuristicism.

    "Aren't I Clever?": No, you're not really clever, you're just really well studied. You can recall special information regarding any number of subjects just as a bard can with bardic knowledge. The Chrononaut adds her level and her Intelligence modifier to this check, which functions otherwise exactly like a bardic knowledge check. You can use this check to substitute any Knowledge check (Except for Architecture and engineering).

    Eldritch Blast: At 2nd level, and every three levels thereafter, your eldritch blast advances in damage by 1d6. Alternatively, instead of dealing damage you can slow down a target (as a Slow spell) for a number of rounds equal to the damage the blast would deal.

    Heads Up! (Ex): At 4th level you realize that you've got a Guardian Angel looking out for you... Unfortunately for you, it is you. Every night you have the option to send your past self a little information towards what you might encounter for the day. This grants you a once per day competence bonus to any one Skill check or dodge bonus to AC. These bonuses are equal to twice your Class level. This foreknowledge is granted to you on the base assumption that you are alive at the point to provide you with such information. You gain an additional use of Heads Up! every 2 levels.

    Temporal Flux (Ex): You can now set up an additional kind of flux. Beginning at 6th level, whenever you prepare YGGD 212, you can choose to prepare a temporal flux instead. This creates a field which stops time for anything that passes through it as a logical decision. Certain objects or creatures can be made exempt to the effect, also as logical decisions, either at the time of entry or ahead of time. By default the flux is set to neutralize any temporal progression inside of it, essentially effecting the contents as a Temporal Stasis. Living creatures and intelligent items are allowed an opposed Will save (DC 5 + 3 for every YGGD or HEUR principle you know) to avoid this effects; Otherwise they are immediately affected by the flux. Creatures with an Int of at least 3 are allowed to control anything connected to the flux as if they were an E.I and perform a single Logical Decision. For each round that a creature remains inside a Temporal Flux it stores it's lost time in a time vault. As a Logical Decision you can impart that Time on a single creature allowing it to perform a total number of rounds worth of actions equal to the amount stored in the time vault. A Temporal Flux can only store a maximum amount of rounds worth of actions equal to 1/10th of the Forgery check used to establish it.

    If you do not yet know YGGD 212, you don't gain any benefit from this class feature until you learn it.

    Just the right spot! (Ex): Knowledge is power! At 6th level the information you gain from Heads up! can be applied to one Attack roll that you make.

    Take a hint! (Ex): Friendly advice, never hurt anyone, especially yours. At 8th level you can now grant your bonus from Heads up! To another creature. You select which skill this applies to, applying this effect to attacks rolls and AC effects the first one they might make after gaining this effect.

    One Step Ahead (Su): Constantly reviewing history, both past and forthcoming, has taught you some lessons; More specifically, alerting associates to resurrect you at just the right time. At 9th level you can resurrect yourself once per day as a Resurrection spell had been casted on you, however instead of losing a level you take 2 points of Constitution damage. For the next 24 hours after this effect has been used, you cannot prepare principles. In addition to this, you also cease physically aging. You no longer accumulate any physical penalties associated with aging, however still accumulate mental bonuses.

    Fair Trade (Su): Exploring time and space is the most fun you can possibly have! At 10th level, now you can enjoy that fun! And the best part is, is that you can only travel to long distances in time. You can travel as far as 1,000 years with a minimum of 100 years. This is treated as a Contact Other Plane targeted at a Greater Deity with no chance of having your Int or Cha decreased. This effect last 20 rounds allowing you to ask 20 questions.


    Wanted to make this sort of more focused on Divination and being one step ahead of the enemy instead of actually traveling across space and time in a Blue Box. In essence you are an Information Broker... THE BEST KIND OF INFORMATION BROKER! Might mess around with the number of times per day you can use Heads Up! but for now I'll just let you guys comment on it If you need me, I'm off to go eat chinese food!

    EDIT: OH DEAR GOD, WHY WOULD YOU POST MY CYBERMEN BLUEPRINT!? It was sooooooooooo badly made it actually hurts my soul... Are you just going to make me update all of my old material to fit my new mindset?

    EDITv2: I like Hanuman's alternative Sunmetal rules and would very much like to see them become official additions to the Sunmetal listing.
    Last edited by Arcanist; 2016-03-08 at 06:39 PM.
    Larloch, The Shadow King (w/ Ioun Stones) avatar by Iron Penguin

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

    Quote Originally Posted by Arcanist View Post
    Oh for the love of God, reading that over makes me remember how terrible it really was

    Chrononaut
    Spoiler
    Show
    The Chrononaut

    "Time is money... Actually Time is the non-spatial continuum in which events occur linearly usually in the direction of increasing entropy"


    image credit JessiBeans of deviantart.com

    The Chrononaut are explorers first and foremost who explore not just singular locations in the multiverse, but multiple moments in that same multiverse. Most people spend their entire lives trying to find a Chrononaut only to never encounter one, however on rare occasions they select a very lucky person to travel with them throughout time and space.

    Requirements: To become a Chrononaut you must meet all of the following requirements.
    Gramarie: HEUR 226 & One YGGD or YGGD 241 & One HEUR
    Feat: Ingenious Engineer
    Skills: Autohypnosis 8 ranks, Forgery 8 ranks, Knowledge (History) 10 ranks
    Specialization: Must be specialized in Yggdratecture or Heuristicism

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

    Class Skills: A Chrononaut'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 Chrononaut
    {table=head]Level|BAB|Fort|Ref|Will|Special|
    Principles

    1st|+0|+0|+2|+2|Double Major, Time is Money (I), Tricks of the Trade|
    +0

    2nd|+1|+0|+3|+3|"Aren't I Clever?", Eldritch Blast +1d6|
    +1

    3rd|+1|+1|+3|+3|Time is Money (II)|
    +2

    4th|+2|+1|+4|+4|Heads up!, Tricks of the Trade|
    +3

    5th|+2|+1|+4|+4|Time is Money (III), Eldritch Blast +2d6|
    +3

    6th|+3|+2|+5|+5|Time Flux, Just the right spot!|
    +4

    7th|+3|+2|+5|+5|Time is Money (IV), Tricks of the Trade|
    +5

    8th|+4|+2|+6|+6|Take a hint, Eldritch Blast +3d6|
    +6

    9th|+4|+3|+6|+6|One Step Ahead, Time is Money (V)|
    +6

    10th|+5|+3|+7|+7|Fair Trade, Tricks of the Trade|
    +7
    [/table]

    All of the following are class features of the Chrononaut.

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

    Double Major: Chrononauts you are a breed of scholarly explorers that use two separate mechanics of Gramarie to always stay one step ahead of their enemies. As a Chrononaut you can learn specialist principles from the Yggdratecture and Heuristicism Disciplines, however this comes at a price. You give up ever learning any more principles beyond the Baccalaureate level from other disciplines in exchange for this double specialization. You do not, however, lose principles from other fields that you already know. If you run out of principles to learn, you can select one additional discipline to begin learning advanced principles from.

    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 Chrononaut 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).

    Time is Money (Su): Most people would agree that one who knows the future has a distinct advantage over his enemies. The Chrononaut lives for such knowledge. You are able to peak into the future by a number of years equal to 1 half of your Chrononaut level (rounded up). By connecting to that point in time you are able to perform a Knowledge (History) check as if you were in that point in time and predict any event that a Knowledge (History) would detail.

    Tricks of the Trade: There is a lot to be made in the Information market and there is even more to be earned through Information of the future. At 1st level, and every three levels thereafter, you learn a special discovery related to either yggdratecture or heuristicism.

    "Aren't I Clever?": No, you're not really clever, you're just really well studied. You can recall special information regarding any number of subjects just as a bard can with bardic knowledge. The Chrononaut adds her level and her Intelligence modifier to this check, which functions otherwise exactly like a bardic knowledge check. You can use this check to substitute any Knowledge check (Except for Architecture and engineering).

    Eldritch Blast: At 2nd level, and every three levels thereafter, your eldritch blast advances in damage by 1d6. Alternatively, instead of dealing damage you can slow down a target (as a Slow spell) for a number of rounds equal to the damage the blast would deal.

    Heads Up! (Ex): At 4th level you realize that you've got a Guardian Angel looking out for you... Unfortunately for you, it is you. Every night you have the option to send your past self a little information towards what you might encounter for the day. This grants you a once per day competence bonus to any one Skill check or dodge bonus to AC. These bonuses are equal to twice your Class level. This foreknowledge is granted to you on the base assumption that you are alive at the point to provide you with such information.

    Temporal Flux (Ex): You can now set up an additional kind of flux. Beginning at 6th level, whenever you prepare YGGD 212, you can choose to prepare a temporal flux instead. This creates a field which stops time for anything that passes through it as a logical decision. Certain objects or creatures can be made exempt to the effect, also as logical decisions, either at the time of entry or ahead of time. By default the flux is set to neutralize any temporal progression inside of it, essentially effecting the contents as a Temporal Stasis. Living creatures and intelligent items are allowed an opposed Will save (DC 5 + 3 for every YGGD or HEUR principle you know) to avoid this effects; Otherwise they are immediately affected by the flux. Creatures with an Int of at least 3 are allowed to control anything connected to the flux as if they were an E.I and perform a single Logical Decision. For each round that a creature remains inside a Temporal Flux it stores it's lost time in a time vault. As a Logical Decision you can impart that Time on a single creature allowing it to perform a total number of rounds worth of actions equal to the amount stored in the time vault. A Temporal Flux can only store a maximum amount of rounds worth of actions equal to 1/10th of the Forgery check used to establish it.

    If you do not yet know YGGD 212, you don't gain any benefit from this class feature until you learn it.

    Just the right spot! (Ex): Knowledge is power! At 6th level the information you gain from Heads up! can be applied to one Attack roll that you make.

    Take a hint! (Ex): Friendly advice, never hurt anyone, especially yours. At 8th level you can now grant your bonus from Heads up! To another creature. You select which skill this applies to, applying this effect to attacks rolls and AC effects the first one they might make after gaining this effect.

    One Step Ahead (Su): Constantly reviewing history, both past and forthcoming, has taught you some lessons; More specifically, alerting associates to resurrect you at just the right time. At 9th level you can resurrect yourself once per day as a Resurrection spell had been casted on you, however instead of losing a level you take 2 points of Constitution damage. For the next 24 hours after this effect has been used, you cannot prepare principles.

    Fair Trade (Su): Exploring time and space is the most fun you can possibly have! At 10th level, now you can enjoy that fun! And the best part is, is that you can only travel to long distances in time. You can travel as far as 1,000 years with a minimum of 100 years. This is treated as a Contact Other Plane targeted at a Greater Deity with no chance of having your Int or Cha decreased. This effect last 20 rounds allowing you to ask 20 questions.


    Wanted to make this sort of more focused on Divination and being one step ahead of the enemy instead of actually traveling across space and time in a Blue Box. In essence you are an Information Broker... THE BEST KIND OF INFORMATION BROKER! Might mess around with the number of times per day you can use Heads Up! but for now I'll just let you guys comment on it If you need me, I'm off to go eat chinese food!

    EDIT: OH DEAR GOD, WHY WOULD YOU POST MY CYBERMEN BLUEPRINT!? It was sooooooooooo badly made it actually hurts my soul... Are you just going to make me update all of my old material to fit my new mindset?

    EDITv2: I like Hanuman's alternative Sunmetal rules and would very much like to see them become official additions to the Sunmetal listing.
    Yes

  20. - Top - End - #440
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Arcanist View Post
    EDIT: OH DEAR GOD, WHY WOULD YOU POST MY CYBERMEN BLUEPRINT!? It was sooooooooooo badly made it actually hurts my soul... Are you just going to make me update all of my old material to fit my new mindset?
    I can remove it if you wish - I've simply been grabbing everything I can find and shoving it into the list, assuming it doesn't count as a blueprint (nothing against them, there's just SO MANY).
    Amazing Abjuration Avatar made by Serpentine.
    Quote Originally Posted by Gramarie IRC
    <Fako> Most of my contributions to the system have been in the form of taking a baseball bat to other homebrewer's works.
    <~sirpercival> haha
    <Fako> You laugh because it's true :P
    <~sirpercival> yes. yes i do.
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    One thing that is bugging me, can someone taking level in a prestige class access the theories?

    And another, can an Imachinist pick Heuristicism discoveries? It doesn't seem to be limited to specialization.
    Last edited by thethird; 2013-07-15 at 06:41 PM.
    Thanks a lot Gengy for the awesome... just a sec... avatar. :)

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

    Quote Originally Posted by thethird View Post
    One thing that is bugging me, can someone taking level in a prestige class access the theories?

    And another, can an Imachinist pick Heuristicism discoveries? It doesn't seem to be limited to specialization.
    I believe that it should be obtainable through an Epic feat, but meh, whatevs

    Advanced Theories of Gramarie [Gramarie, Epic]
    It came to me in a dream...
    Prerequisites: Must be considered a Doctor in any 3 Disciplines.
    Benefit: You may select a single Theory of Gramarie for which your qualify for.
    Special: You may select this feat multiple times.

    There we go
    Last edited by Arcanist; 2013-07-15 at 07:15 PM.
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Wow... that feat has requeriments... really hard to meet. What I was saying is if a gramarist 10 / arcanitect 10 who specializes in Arcanodynamics cannot access the caloric theory just because he doesn't have 20 levels in gramarist. Not gaining extra theories, just qualifying for the existing theories (and being limited to one) by having the appropiate prc and the appropiate HD.
    Thanks a lot Gengy for the awesome... just a sec... avatar. :)

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

    Quote Originally Posted by thethird View Post
    Wow... that feat has requeriments... really hard to meet. What I was saying is if a gramarist 10 / arcanitect 10 who specializes in Arcanodynamics cannot access the caloric theory just because he doesn't have 20 levels in gramarist. Not gaining extra theories, just qualifying for the existing theories (and being limited to one) by having the appropiate prc and the appropiate HD.
    Actually a Gramarist 10 / Arcanitect 10 would need to spend their last 4 Principles on Doctorate Principles, which I highly doubt a person wouldn't.

    By the time you qualify for that feat you should be a Doctor in at least 4 different principles, if you're not I am highly disappointed in you as a Gramarist. If you think it's too brutal, I suppose we can make it a Doctor in 3 different Disciplines.
    Larloch, The Shadow King (w/ Ioun Stones) avatar by Iron Penguin

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

    This really is a cool system, with an INCREDIBLY large amount of room for customizability and versatility.

    I do have one question though: A lot of you seem to have a great command of this system, creating all sorts of cool gadgets and machines. For those of us who don't grasp these sorts of things as quickly, how do you actually make stuff?
    My Homebrew



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

    Quote Originally Posted by Primal Fury View Post
    I do have one question though: A lot of you seem to have a great command of this system, creating all sorts of cool gadgets and machines. For those of us who don't grasp these sorts of things as quickly, how do you actually make stuff?
    Generally? By killing catgirls.

    More seriously, a lot of the more complex crazy stuff involves combining physics and principles to get ridiculous amounts of ebbs/round, and then using those to do crazy things with other principles. For more realistic, less insane stuff, you just look around for principles that work well together. For instance, you can use YGGD 212 and ARCD 230, plus a crapton of scrap iron, to generate lots of ebbs/round (if you use multiple copper transformers, you're no longer limited by your UMD check), and you can use YGGD 241 (or YGGD 353, if you're at a higher level and need a larger space) to make it portable, assuming you don't need any bubbles to extend out of that semispace. At the very least, that should be able to get you some kind of ARCD magic gun.
    Last edited by Lateral; 2013-07-15 at 07:23 PM.

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

    Quote Originally Posted by Arcanist View Post
    Actually a Gramarist 10 / Arcanitect 10 would need to spend their last 4 Principles on Doctorate Principles, which I highly doubt a person wouldn't.

    By the time you qualify for that feat you should be a Doctor in at least 4 different principles, if you're not I am highly disappointed in you as a Gramarist. If you think it's too brutal, I suppose we can make it a Doctor in 3 different Disciplines.
    My brain was just going you must be considered specialized in 4 disciplines... never mind
    Thanks a lot Gengy for the awesome... just a sec... avatar. :)

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

    Oh, hey, did anyone ever find that 600/3000 falling figure on the SRD? I still don't see it anywhere. It'd certainly be nice, seeing as it makes my gravity-ship three times faster than before.

    Also:
    Quote Originally Posted by Lateral View Post
    Hey, for the Contractor's trap the soul SLA, what do you bind creatures into? SLAs have no focus or material component.
    Last edited by Lateral; 2013-07-15 at 07:31 PM.

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

    Would it be possible to get a morally acceptable ACF replacement for the radiomantic bombs at Warmaker 20? Something that I can use outside the scenario of fighting Cthulhu in space without losing the Saint Template?

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

    Get a Geocultist friend who can overpower the deadzone penalty?
    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.

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