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  1. - Top - End - #571
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by atriusnight View Post
    I'm not sure I understand the Bo..
    1gp seems inordinatly cheap for making the normally stationary effect mobile...
    It's only a 10th has powerful as a standard geoccultism pole. Therefore, I see now reason why it cannot have something to make the item a little bit more worth while to use. It was meant to be used to allow a Geoccultism specialist to have readied access to their principles instead of being S.O.L. when they want to take Ingenious Engineer.

    Quote Originally Posted by atriusnight View Post
    Or is it meant to have little effect beyond something akin to a Endre Elements sort of climate control? Simply focusing on the humidity and temperature of whatever Biom the Bo is associated with...?
    At early levels, it is pretty much just Endure Elements projected out of a staff, but slowly it becomes more about Battle Field Control and the such. At Early levels an adventuring Geoccultism specialist is pretty much S.O.L. since wherever you're going you need have to spend an hour to alter about 100ft of Battlefield, followed by the material to establish the pole and then you will be forced to leave the pole, making Geoccultism the most costly specialization with the lowest level of reward. Hell, with HEUR 101 you can manage doctorate principles if they're already set up for you (the lowest level version of hacking!), with ELDK you can fly, with ALCH you can make dirt as hard as concrete, and with ARCD you can leech off life and ebbs from anything in front of you. GEOC 101 does not scale properly with other disciplines at the same level of play.

    I just feel that people who want to change the physical aspects of a campaign shouldn't be completely screwed out on having any fun in an adventure with their gramarie.

    Quote Originally Posted by atriusnight View Post
    EDIT: I do like the Bo.. I just don;t understand how it fits within the balance of the rules.
    This is actually a very valid concern. I find that giving a level of augmentation to Geoccultism that no other class can have makes things a little bit more balanced to say. It is the very reason why a Wizard can ban any school but Divination and can ban one less school when specialized in Divination.

    I believe that every form of specialization should be valid at 1st level, but tragically not all of them are created equally. At High levels Geoccultism can do some frighteningly broken things, but I don't want the specialization only usable at High levels
    Larloch, The Shadow King (w/ Ioun Stones) avatar by Iron Penguin

  2. - Top - End - #572
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quite right.. I have a PC going the Geoc route in my upcoming game.. which is why this caught my eye so..

    Geoc 117 does have the Anima trick up it's sleeve.. Adding a +2 to Str in a manner none of the others do.. A little bonus for the dedicated Geoc...

    As a Modification to the rules, It could be interesting..
    but the key bit is that it is a proposed modification to the way the principle is used, not an independent magic item. which is how I first read it.

  3. - Top - End - #573
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Gramaric Creatures
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    Biollurgy may be the science of life, but a true master of gramarie can modify life on a much greater scale. Using their knowledge of science, some have learnt to make creatures made of gramarie.

    Visually, there is only a single sign of their eldritch nature; when they have ebbs inside their body their veins faintly glow a colour determined by their breath weapon.

    Creating a Gramaric Creature

    "Gramaric" is an acquired template that can be added to any corporeal creature (referred to hereafter as the base creature). A gramaric creature uses all the base creature’s statistics and special abilities except as noted here.

    Type: Animals become magical beasts. All creatures acquire the gramaric subtype.
    Special Attacks: A gramaric creature retains all of it's existing special attacks and gains the following abilities:
    Breath Weapon (Su): A gramaric creature can convert ebbs contained in their body into an attack. This breath weapon is a line and has a range of 10 ft. + 10 ft. per size category above tiny. This breath weapon deals 1d4 points of damage per ebb converted, with the energy type randomly determined at the start of every day. You possess immunity to the energy damage you deal with your breath weapon.
    {table=head]d20|Energy|Colour
    1-3|Healing (see silver transformers)|Indigo
    4-5|Sonic|Pink
    6-7|Radiant|Yellow
    8-9|Electric|Orange
    10-11|Acid|Indigo
    12-15|Fire|Red
    16-19|Cold|Blue
    20|Hellfire|White[/table]

    Imaginary Aura (Su): A gramaric creature is surrounded by an aura which creates a specific illusionary effect extending to all the squares adjacent to the creature. These auras are diverse and minor in nature, with examples being; the area being slightly warmer, being able to taste blood in the air, or have a swarm of embers swirling around.

    Special Qualities: A gramaric creature retains all of it's existing special qualities and gains the following abilities:
    Alchemical Body (Su): The body of a gramaric creature becomes a viable target for alchemetry 202, 286, 364, and periodic theory. In addition, as a free action a Gramaric creature can make its blood function as water, blood, acid, alchemist's fire, antitoxin, oil (crude or lantern), or universal solvent. The blood retains these traits until changed, even if removed from the Gramaric creature's body.
    Eldrikinetic Limbs (Su): A gramaric creature can channel a number of the ebbs contained in their body to empower their movemnt. This costs 3ebbs, and functions as a haste effect with caster level equal to their hit dice.
    Geoccultistic Body (Su): A gramaric creature can digest metals like true dragons, and constantly benefits from an Endure Elements effect.
    Living Battery (Ex): A gramaric creature is a valid target for HEUR 101and can contain a number of ebbs in their body equal to half your Hit Dice (minimum 1). Also long as they possess at least a single ebb in their body, they count as having eaten and drunk enough for that day, but they lose an ebb each day.
    Phase Step (Su): In any round where you take only a move action (not even free actions or run actions are allowed), you gain 20% miss chance.

    CR: +1

    LA: +2


    Also, the Metal-Clad Creature has now become my favourite template for gramarie.
    Last edited by Milo v3; 2013-08-01 at 08:16 PM.
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  4. - Top - End - #574
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Milo v3 View Post
    Gramatic Creatures
    Spoiler
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    Biollurgy may be the science of life, but a true master of gramarie can modify life on a much greater scale. Using their knowledge of science, some have learnt to make creatures made of gramarie.

    Visually, there is only a single sign of their eldritch nature; when they have ebbs inside their body their veins faintly glow a colour determined by their breath weapon.

    Creating a Gramatic Creature

    "Gramatic" is an acquired template that can be added to any corporeal creature (referred to hereafter as the base creature). A gramatic creature uses all the base creature’s statistics and special abilities except as noted here.

    Special Attacks: A gramatic creature retains all of it's existing special attacks and gains the following abilities:
    Breath Weapon (Su): A gramatic creature can convert ebbs contained in their body into an attack. This breath weapon is a line and has a range of 10 ft. + 10 ft. per size category above tiny. This breath weapon deals 1d4 points of damage per ebb converted, with the energy type randomly determined at the start of every day. You possess immunity to the energy damage you deal with your breath weapon.
    {table=head]d20|Energy|Colour
    1-3|Healing (see silver transformers)|Indigo
    4-5|Sonic|Pink
    6-7|Radiant|Yellow
    8-9|Electric|Orange
    10-11|Acid|Indigo
    12-15|Fire|Red
    16-19|Cold|Blue
    20|Hellfire|White[/table]

    Imaginary Aura (Su): A gramatic creature is surrounded by an aura which creates a specific illusionary effect extending to all the squares adjacent to the creature. These auras are diverse and minor in nature, with examples being; the area being slightly warmer, being able to taste blood in the air, or have a swarm of embers swirling around.

    Special Qualities: A gramatic creature retains all of it's existing special qualities and gains the following abilities:
    Alchemical Body (Su): The body of a gramatic creature becomes a viable target for alchemetry 202, 286, and 364. In addition, as a free action they can make your blood function as water, blood, acid, alchemist's fire, antitoxin, oil (crude or lantern), or universal solvent. Your blood retains these traits until changed, and if removed from your body the blood retains the traits.
    Eldrikinetic Limbs (Su): A gramatic creature can channel a number of the ebbs contained in their body to empower their movemnt. This costs 10 ebbs, and functions as a haste effect with caster level equal to their hit dice.
    Geoccultistic Body (Su): A gramatic creature can digest metals like true dragons, and constantly benefits from an Endure Elements effect.
    Living Battery (Ex): A gramatic creature is a valid target for HEUR 101and can contain a number of ebbs in their body equal to third of their Hit Dice (minimum 1). Also long as they possess at least a single ebb in their body, they count as having eaten and drunk enough for that day, but they lose an ebb each day.
    Phase Step (Su): In any round where you take only a move action (not even free actions or run actions are allowed), you gain 20% miss chance.

    CR: No idea....

    LA: No idea....


    Also, the Metal-Clad Creature has now become my favourite template for gramarie.
    CR: +1
    LA: +2

    It literally offers so little that even at LA: +2 it is a little over costly for what you're getting, but you can't really be wrong on this
    Larloch, The Shadow King (w/ Ioun Stones) avatar by Iron Penguin

  5. - Top - End - #575
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Eldrikinetic Limbs looks pretty useless considering you have to have 30 HD to use it (and even then it clears you out and is just haste).
    Last edited by Volthawk; 2013-08-01 at 02:37 AM.

  6. - Top - End - #576
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    I'm not if this is the place to request this since they have a Request Homebrew, but I thought I'd ask this hear first since the people that check this are knowledgable of Gramarie, in theoritical way.

    I first want to say that I find the Gramatic creature pretty cool, but not sure what Metal-clad template is or where it is.

    I was trying to think of some Gramarie races.

    1st: A race that is very introspective and always seems to be deep in thought. I thought the racial features would be they get an additional Specialization and at level 20 they gain a additional Theory.

    2nd: A race similar to goblin/gremlins. They are called "Constructionists/Deconstructionists" The idea was that the race can decrease the time of preparing a discpline. The thought went in two directions.
    2.1st I was thinking if the race was similar to the Dvati(?) or the kobold/goblin 'Improved Monster Class' that gives a mob so the character works like a group which would speed up the process. I know the number of "characters" is an issue so this other thought came to me.
    2.2nd What if the race gained "helping hands", 1 + 1/4 HD, and that way it can craft faster as well as preparing gramarie.

    I also had a funny idea that these guys could take anything apart. similar to the spectroconstruction but in reverse but at ??HD they could deconstruct magic/gramarie. The idea involved a Wall of Force and they decontruct which almost acts as a dispell but in truth they similar broke it into tiny cubes of force which they can construct into something else. The hands could allow them a way to work with sun metal from a distance.

    3rd: A race that can alter the sensory output that it gives off. . Visual would maybe give a slight disguise, auditory similar to mimic but it would, etc ... As the HD increase it could use more or each could give additional ways of using it after being more experienced. OR maybe they can use Imachination on itself as an swift action if it knows the imachination that it wants to use, seeing it needs to have an understanding the idea behind.

    4th: Biolurgically specialized race. Frog sized geniuses that create a biolurgical-suits that they ride in.

    I'm not sure about the CR or LAs but i was wondering if anyone would be willing to try to create any of these races if they think they might be insteresting.

    Edit:
    Question. How long would it take to make a swarm of bio bugs? I'm thinking Monstrous human bees that live in a Bio arm/hive as their home. Or would it have to be the entire body for the size of teh swarm. Or perhaps make semi space within the arm where the entire swarm resides. The Character communicates with the 'queen' which controlls the rest of the hive.
    Last edited by Merchant; 2013-08-01 at 03:52 AM.

  7. - Top - End - #577
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Arcanist View Post
    CR: +1
    LA: +2

    It literally offers so little that even at LA: +2 it is a little over costly for what you're getting, but you can't really be wrong on this
    Just wasn't sure since you can turn yourself into living sunmetal.

    Quote Originally Posted by Volthawk View Post
    Eldrikinetic Limbs looks pretty useless considering you have to have 30 HD to use it (and even then it clears you out and is just haste).
    Oh, I forgot to change that after I changed the amount of ebbs you can contain. Ok, changed the amount of ebbs cost and storage potential.

    Quote Originally Posted by Merchant View Post
    I first want to say that I find the Gramatic creature pretty cool, but not sure what Metal-clad template is or where it is.
    Metal-Clad covers a creatures skin in a metal (which you could then modify with gramarie). It's in Advanced Bestiary by Green Ronin.

    1st: A race that is very introspective and always seems to be deep in thought. I thought the racial features would be they get an additional Specialization and at level 20 they gain a additional Theory.
    Specialization, that will probably be fine. But an additional Theory is equal to an Epic Feat, definitely not something you would give to a playable race.

    2nd: A race similar to goblin/gremlins. They are called "Constructionists/Deconstructionists" The idea was that the race can decrease the time of preparing a discpline. The thought went in two directions.
    Sounds interesting.

    2.1st I was thinking if the race was similar to the Dvati(?) or the kobold/goblin 'Improved Monster Class' that gives a mob so the character works like a group which would speed up the process. I know the number of "characters" is an issue so this other thought came to me.
    Dvati style races can cause issues, but with some thought it shouldn't be too bad. Especially since the focus wouldn't be on combat.

    2.2nd What if the race gained "helping hands", 1 + 1/4 HD, and that way it can craft faster as well as preparing gramarie.
    I'm not familiar with helping hands.

    I also had a funny idea that these guys could take anything apart. similar to the spectroconstruction but in reverse but at ??HD they could deconstruct magic/gramarie. The idea involved a Wall of Force and they decontruct which almost acts as a dispell but in truth they similar broke it into tiny cubes of force which they can construct into something else. The hands could allow them a way to work with sun metal from a distance.
    Sounds more similiar to a class or prc than a racial ability based on your description.

    3rd: A race that can alter the sensory output that it gives off. . Visual would maybe give a slight disguise, auditory similar to mimic but it would, etc ... As the HD increase it could use more or each could give additional ways of using it after being more experienced. OR maybe they can use Imachination on itself as an swift action if it knows the imachination that it wants to use, seeing it needs to have an understanding the idea behind.
    Could be interesting depending on how they would handle the improvements.

    4th: Biolurgically specialized race. Frog sized geniuses that create a biolurgical-suits that they ride in.
    This one reminds me of a ben 10 villian.
    But could probably easily be done by any really small race, then just give them a decent bonus to heal checks, and a trait which grants Artifical Fleshshape if they gain biollurgy as a specialization.
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  8. - Top - End - #578
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Milo v3 View Post
    Gramatic Creatures
    ...should be "Gramaric"...
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  9. - Top - End - #579
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Morcleon View Post
    ...should be "Gramaric"...
    Dont be so gramatical Morc
    Next thing you know you'll be made of Phlogiston
    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.

  10. - Top - End - #580
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Morcleon View Post
    ...should be "Gramaric"...
    Thank god someone told me. I knew "Gramatic" was wrong and spent an hour trying to remember what it should've been.
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  11. - Top - End - #581
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Milo v3 View Post
    Thank god someone told me. I knew "Gramatic" was wrong and spent an hour trying to remember what it should've been.
    I think that the fluff for the creation of a Gramaric creature should be more of a form of natural evolution on a world infused with Gramarie, in a way that the Phrenic template is to Psionics.

    Having said this, I'm going to post in the World Building section on Jerall and I want to know if I have permission to use your Gramaric creature template
    Larloch, The Shadow King (w/ Ioun Stones) avatar by Iron Penguin

  12. - Top - End - #582
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Nitpick for Milo v3:

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    Quote Originally Posted by Milo v3 View Post
    Special Qualities: A gramaric creature retains all of it's existing special qualities and gains the following abilities:
    Alchemical Body (Su): The body of a gramaric creature becomes a viable target for alchemetry 202, 286, 364, and periodic theory. In addition, as a free action they can make your blood function as water, blood, acid, alchemist's fire, antitoxin, oil (crude or lantern), or universal solvent. Your blood retains these traits until changed, and if removed from your body the blood retains the traits.
    Emphasis on the two words mine. While I understand the intent, as written (due to the change from third to first person) a Gramaric creature can transform the blood of other creatures with a free action, no save, instant effect. Would be an interesting way to dispatch enemies...

    Should be:
    Alchemical Body (Su): The body of a gramaric creature becomes a viable target for alchemetry 202, 286, 364, and periodic theory. In addition, as a free action a Gramaric creature can make its blood function as water, blood, acid, alchemist's fire, antitoxin, oil (crude or lantern), or universal solvent. The blood retains these traits until changed, even if removed from the Gramaric creature's body.
    There are other issues with changes in the template, but this is the only one with world-breaking capabilities.


    Please forgive the nitpick... I only provide criticism on the things I like...
    Last edited by Fako; 2013-08-01 at 06:49 PM.
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    <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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  13. - Top - End - #583
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Anyone have ideas for making a Hydroelectric dam?
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  14. - Top - End - #584
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    A decanter of endless water pushing a turbine connected to an Iron In?
    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
    A decanter of endless water pushing a turbine connected to an Iron In?
    You'd need a way to continually move the Iron In away from the turbine, as the Iron In completely stops rotation inside its net.

    EDIT: Two turbines would work. One will spin horizontally to move the Iron In (since you can shape its bubble to exclude the turbine its on) and the second will provide the actual power. So, two decanters of endless water would provide power...

    Granted, the only other one I can see is to chain Crystal Ins and build the dam to maximize the noise that the water makes while passing through. (Rushing water is noisy, and you can build an echo-prone area to reduce the number of Crystal Ins you need)
    Last edited by Fako; 2013-08-01 at 07:38 PM.
    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

    Quote Originally Posted by Arcanist View Post
    I think that the fluff for the creation of a Gramaric creature should be more of a form of natural evolution on a world infused with Gramarie, in a way that the Phrenic template is to Psionics.

    Having said this, I'm going to post in the World Building section on Jerall and I want to know if I have permission to use your Gramaric creature template
    Of course. Your technically the reason the template was even made.
    With you wanting that tarrasque to have gramarie (which I plan on redoing now that I have tonnes more books).

    Quote Originally Posted by Fako View Post
    Nitpick for Milo v3:

    Spoiler
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    Emphasis on the two words mine. While I understand the intent, as written (due to the change from third to first person) a Gramaric creature can transform the blood of other creatures with a free action, no save, instant effect. Would be an interesting way to dispatch enemies...

    Should be:


    There are other issues with changes in the template, but this is the only one with world-breaking capabilities.


    Please forgive the nitpick... I only provide criticism on the things I like...
    Another interpretation is that any other creature can spend a free action to change your blood into acid with no save. Which would be rather interesting actually.....

    But I should change it.
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Another template.

    This ones based on (ripped off) the psionic and spellpowered creature templates, though the point costs are probably either too low or too high.

    Innovated Creature
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    Either through studious dedication, eldritch modifications, or random mutation, innovated creatures have innate knowledge of scientific principles unlocked within their minds.

    Creating a Innovated Creature

    "Innovated" is an acquired template that can be added to any corporeal creature (referred to hereafter as the base creature). An innovated creature uses all the base creature’s statistics and special abilities except as noted here.

    Type: Animals become magical beasts. All creatures acquire the gramaric subtype.
    Special Attacks: Innovated gain the following ability:
    Gramarie-Like Abilities: An innovated creature gains a number of points equal to twice its racial Hit Dice. These points are spent on principles, which cost a number of points depending on their grade. A Baccalaureate principle costs 1, magisterial principles cost 10, and doctorate principles cost 30. Regardless, a innovated creature cannot possess a principle that has a cost exceeding one-half the creature’s Hit Dice (round up).
    Expending a number of points equal to the principle cost allows the creature to use the principle once per week. Paying twice this amount allows the creature to use the ability three times per week. Using three times the amount in points allows the creature to use the gramarie-like ability at
    will. A point expenditure equal to four times the cost allows the creature to act as though they possess Ingenious Engineer but only for that principle.
    CR: +1. Add an additional +1 for 7 to 15 Hit Dice and another +1 for 16 or more Hit Dice.
    LA: Variable
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Milo v3 View Post
    Another template.

    This ones based on (ripped off) the psionic and spellpowered creature templates, though the point costs are probably either too low or too high.
    I'll add a little bit of modifications to your template, if you don't mind.

    Innovated Creature
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    Often in environments of serious abuse in Gramarie, a creature can develop the mental faculties to inherently know the mechanics of Gramarie. Very often these types of creature will develop in areas where Biomes are sustained for long periods of time. Such creatures might be considered outsiders amongst their kind and are often killed in more savage environments and praised in more civilized societies.

    Creating a Innovated Creature

    “Innovated” is an inherited template that can be added to any nonmindless creature (referred to hereafter as the “base creature”). An Innovated creature uses all the base creature’s statistics and special abilities except as noted here.

    Size and Type
    The creature’s type does not change, unless it is an animal (in which case it becomes a magical beast [augmented animal]). It gains the Gramarie subtype.

    Special Attacks
    An Innovated creature retains all of it's existing special attacks and gains the following abilities:

    Eldritch Wick (Sp): Inherent knowledge of Gramarie allows for a low grade knowledge of the manipulation of Arcane Energy. You gain an eldritch wick, which is a touch attack that deals 1 point of damage. This ability can be used at will, and is treated like as a spell-like ability whose caster level is equal to your Hit Dice. Your eldritch wick is the equivalent of a 0th level spell.

    Special Qualities
    An Innovated creature retains all of it's existing special qualities and gains the following abilities:

    Intuitive Gramarie (Su): You gain one Principle point per HD you have and gain an additional one for each one you gain. You can purchase a Principle and treat it as a Principle Known and prepare it as a Gramarist. You must qualify for any principle you take as per normal. These Principle points can be stored and used at any time, however ones spent, they never return.

    {table=head]Tier|Cost
    Baccalaureate|2
    Magisterial|4
    Doctorate|6[/table]

    Circuited Body (Ex): An Innovated creatures body is so perfectly designed that it's veins function as Heuristic Circuits and can be connected to them (allowing the Innovated creature to make logical decisions as if they were apart of the circuit). In addition to this the Innovated creature's body can store a number of ebbs equal to their HD. As long as an Innovated creatures body contains at least 1 ebb, they are treated as having eaten and drunken enough food and water for the day. If any Innovated creature has 1 or more ebb, they lose 1 each day.

    Planetary Body (Ex): Your flesh is Iron, your blood is Mercury, your heart is Gold and your bones are made of Platinum... Not literally, but often it is mistaken as such by most scientist. Because of this, your body can be affected by Principles that target planetary metals. In addition to this, you can alter the make up of your blood to function as either water, acid, alchemist's fire, antitoxin, oil (crude or lantern), or universal solvent. You can change the composition as a free action and the blood retains these traits upon being removed from the Innovated creatures body. Using this ability cost 1 ebb.

    Kinetically Charged Muscles (Su): You can overcharge your leg muscles allowing for great athletic feats that the creature would normally be incapable of performing. You can function as if you were under the effects of a Haste spell by spending 3 ebbs from your storage. This Haste spell functions as if casted at a caster level equal to your HD.

    Biollogical Biome (Ex): An Innovated creature can digest Planetary Metals and survive it as if it were normal food. On any day where you would survive on Planetary metals, you benefit from an Endure Elements spell for 24 hours and are treated as being inside a GEOC 101 or 117 Biome of the metal that you've consumed. Consuming lead through this ability does not result in lead poisoning.

    Aetheral Dodge (Su): The following round in which the only action you've taken is move actions, you are treated as having a miss chance.


    Abilities
    Increase from the base creature as follows: Int +2

    Feats
    An Innovated creature can take Gramarie feats, if it meets the prerequisites for such feats.

    Challenge Rating: Up to 5 HD, same as base creature +1; 6-10 HD, same as base creature +2; 11+ HD, same as base creature +3.

    Level Adjustment: Same as base creature +2.


    Gramarie Subtype

    A Gramarie creature is a creature made of Gramarie or influenced by Gramarie in some way, shape or form. In some respect creatures of Gramarie have much more aptitude in more versatile arts, effectively functioning as Polymaths amongst their kind.

    Trait
    A Gramarie creature possesses the following traits (unless otherwise noted in a creature’s entry).
    • At first level can spend 2 skill points to obtain Martial Weapon Proficiency of any weapon you choose.


    A fusion of the Gramaric creature and the Innovated creature. I'd like to note that all of the Innovated creatures abilities are dependent on a finite resource that drains away each day and allows for plenty of variation. If you don't get a certain Principle at the appropriate level, that is entirely up to you
    Last edited by Arcanist; 2013-08-01 at 10:13 PM.
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  19. - Top - End - #589
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    So... I was looking at the Dreamason. For some reason I can see that class making human dream farms. Then being benevolent overlord of a created utopia until they die or if they live forever until they get bored. Then a corrupt government takes over and creates a dystopia. Then rebellion campaign START!

    Trying to get some of the logistics of the power that such a society can produce.

    Correct me if I'm wrong but it looks like you can make a profit of ~1400 ebbs per family of 3 in an apartment within the city. Assume 70% of the area is taken for pleasant places other than living (make this a really nice city :D), a crude estimate of ~420ebbs per day per family of 3. Assume high density population of lets say Shanghai,
    23.47 million. Thus ~3.3 billion ebbs a day of profit.
    ... What can you do with 3.3billion ebbs a day? I'm not too familiar yet with the other aspects of Gramarie.

    Maybe then use some of that profit to make some agricultural zones outside for food production and etc...

    Calculations below:
    If a geoccult pole is hooked up to a heuristical circuit, puissance can be used to pay for mass which would otherwise be consumed, at a rate of 1 ebb for every 10 lb of metal that would be needed.
    A single storey costs 50 lb.
    A single storey is a 20ft. by 20ft. by 10ft. room or 400 squarefeet
    Every day they consume 5 lb for every 100ft. of radius.
    Average apartment size is 2000 square feet (this is quite generous as most high density cities are now 1000 square feet)
    5 stories == 1 apartment == 3 people living in it
    5 stories == 250lbs == 25 ebbs per day.
    2000 square feet of space is ~1ebbs cost to sustain per day.
    Assume 8 hours of sleep imposed
    480minutes of sleep
    Assume a round == 1 minute of sleep
    1ebb per round per nightmare
    3 x 480 = 1440 ebbs
    Assume forced fail check just because that’s the requirement to live in this utopia city
    1440-26 = 1414 ebbs
    You can program the details of the nightmare into the dreamcatcher when you set it up, or allow their subconscious to create it.
    So program a good nightmare so it’s more utopia like and people would like to live here.
    Last edited by Shen123; 2013-08-02 at 09:38 PM.

  20. - Top - End - #590
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Arcanist View Post
    I'll add a little bit of modifications to your template, if you don't mind.

    Innovated Creature
    Spoiler
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    Often in environments of serious abuse in Gramarie, a creature can develop the mental faculties to inherently know the mechanics of Gramarie. Very often these types of creature will develop in areas where Biomes are sustained for long periods of time. Such creatures might be considered outsiders amongst their kind and are often killed in more savage environments and praised in more civilized societies.

    Creating a Innovated Creature

    “Innovated” is an inherited template that can be added to any nonmindless creature (referred to hereafter as the “base creature”). An Innovated creature uses all the base creature’s statistics and special abilities except as noted here.

    Size and Type
    The creature’s type does not change, unless it is an animal (in which case it becomes a magical beast [augmented animal]). It gains the Gramarie subtype.

    Special Attacks
    An Innovated creature retains all of it's existing special attacks and gains the following abilities:

    Eldritch Wick (Sp): Inherent knowledge of Gramarie allows for a low grade knowledge of the manipulation of Arcane Energy. You gain an eldritch wick, which is a touch attack that deals 1 point of damage. This ability can be used at will, and is treated like as a spell-like ability whose caster level is equal to your Hit Dice. Your eldritch wick is the equivalent of a 0th level spell.

    Special Qualities
    An Innovated creature retains all of it's existing special qualities and gains the following abilities:

    Intuitive Gramarie (Su): You gain one Principle point per HD you have and gain an additional one for each one you gain. You can purchase a Principle and treat it as a Principle Known and prepare it as a Gramarist. You must qualify for any principle you take as per normal. These Principle points can be stored and used at any time, however ones spent, they never return.

    {table=head]Tier|Cost
    Baccalaureate|2
    Magisterial|4
    Doctorate|6[/table]

    Circuited Body (Ex): An Innovated creatures body is so perfectly designed that it's veins function as Heuristic Circuits and can be connected to them (allowing the Innovated creature to make logical decisions as if they were apart of the circuit). In addition to this the Innovated creature's body can store a number of ebbs equal to their HD. As long as an Innovated creatures body contains at least 1 ebb, they are treated as having eaten and drunken enough food and water for the day. If any Innovated creature has 1 or more ebb, they lose 1 each day.

    Planetary Body (Ex): Your flesh is Iron, your blood is Mercury, your heart is Gold and your bones are made of Platinum... Not literally, but often it is mistaken as such by most scientist. Because of this, your body can be affected by Principles that target planetary metals. In addition to this, you can alter the make up of your blood to function as either water, acid, alchemist's fire, antitoxin, oil (crude or lantern), or universal solvent. You can change the composition as a free action and the blood retains these traits upon being removed from the Innovated creatures body. Using this ability cost 1 ebb.

    Kinetically Charged Muscles (Su): You can overcharge your leg muscles allowing for great athletic feats that the creature would normally be incapable of performing. You can function as if you were under the effects of a Haste spell by spending 3 ebbs from your storage. This Haste spell functions as if casted at a caster level equal to your HD.

    Biollogical Biome (Ex): An Innovated creature can digest Planetary Metals and survive it as if it were normal food. On any day where you would survive on Planetary metals, you benefit from an Endure Elements spell for 24 hours and are treated as being inside a GEOC 101 or 117 Biome of the metal that you've consumed. Consuming lead through this ability does not result in lead poisoning.

    Aetheral Dodge (Su): The following round in which the only action you've taken is move actions, you are treated as having a miss chance.


    Abilities
    Increase from the base creature as follows: Int +2

    Feats
    An Innovated creature can take Gramarie feats, if it meets the prerequisites for such feats.

    Challenge Rating: Up to 5 HD, same as base creature +1; 6-10 HD, same as base creature +2; 11+ HD, same as base creature +3.

    Level Adjustment: Same as base creature +2.


    Gramarie Subtype

    A Gramarie creature is a creature made of Gramarie or influenced by Gramarie in some way, shape or form. In some respect creatures of Gramarie have much more aptitude in more versatile arts, effectively functioning as Polymaths amongst their kind.

    Trait
    A Gramarie creature possesses the following traits (unless otherwise noted in a creature’s entry).
    • At first level can spend 2 skill points to obtain Martial Weapon Proficiency of any weapon you choose.


    A fusion of the Gramaric creature and the Innovated creature. I'd like to note that all of the Innovated creatures abilities are dependent on a finite resource that drains away each day and allows for plenty of variation. If you don't get a certain Principle at the appropriate level, that is entirely up to you
    I'm totally scrapping my templates to just using this.
    Though I don't exactly agree with benefits of the Gramarie creature subtype.
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  21. - Top - End - #591
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    I don't have much to say about the principles itself, but I do have a problem with its concept. So far, all of the other disciplines are based off of hard sciences:biology, geology, optics, ballistics, chemistry (though in effect, it's closer to material sciences), computer sciences, and energy sciences (physics?). Meanwhile, this discipline is based off the soft science of psychology. Not sure how much it should matter, but it chafes me slightly.
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  22. - Top - End - #592
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    *Deep Inhale & Deep Exhale* Alright! Time to face the scrutiny!

    Quote Originally Posted by Amnoriath View Post
    The problem here though is that technically this has nothing to do with technology, it is just conditioning. These principles also don't exhibit the features of other principles. That they create objects in which can be used in various ways with others often creating customizable devices and/or environments. This on the other hand only works with itself based upon any event in which you can think of.
    Social Sciences tend to have this reaction in comparison to Physical Sciences ("All Psychologist are quacks!" "Sigmund Fraud!", etc.). This is a Social Science, it isn't supposed to exhibit any form of technology or physical reaction. I can understand why this would bother you though as it is a change of pace to the standard physical nature of Gramarie.

    Quote Originally Posted by Amnoriath View Post
    Generally, it needs to have more value and interaction in the world Kellus talks about.
    Expand more upon this, I'm curious what you mean by this. I sort of understand what you mean, but please elaborate on it as much as you can.

    Quote Originally Posted by Amnoriath View Post
    Sure this would be a great discipline for your BBEG or just to plan things for yourself. However, why do we plan things or even subject ourselves to such a plan? It is because we believe to some extent it will make us better. As such parameters need to go beyond "diplomancy" and puppet master. It needs to benefit the recipients, maybe think of the idea of mentor over puppet master perhaps.
    You're actually right. Perhaps, I should also make PSYM be able to remedy mental conditions and reactions in addition to inflicting them and I noticed that I neglected to add a mechanic for overriding other Suggestions. Hindsight is 20/20 after all

    Quote Originally Posted by Necroticplague View Post
    I don't have much to say about the principles itself, but I do have a problem with its concept.
    I'm a relatively open minded fellow (at least I'd like to think I am... If you disagree, I will destroy you!) so tell me what you don't like about the concept and we can see what adjustments can be made to it

    Quote Originally Posted by Necroticplague View Post
    So far, all of the other disciplines are based off of hard sciences:biology, geology, optics, ballistics, chemistry (though in effect, it's closer to material sciences), computer sciences, and energy sciences (physics?). Meanwhile, this discipline is based off the soft science of psychology. Not sure how much it should matter, but it chafes me slightly.
    WELL! I wanted to kick start the concept of getting Social Sciences into Gramarie, because... I find the lack of them disturbing
    Last edited by Arcanist; 2013-08-02 at 11:16 PM.
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  23. - Top - End - #593
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Hmm... Psychomantics...
    I like the idea and think gramarie should have something like this. But currently it's abit too limited in scope. You can't really use this with other forms of gramarie except for imachination ("maybe" biollurgy aswell), while the other disciplines have some ways they can interact.
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  24. - Top - End - #594
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Milo v3 View Post
    Hmm... Psychomantics...
    I like the idea and think gramarie should have something like this. But currently it's abit too limited in scope. You can't really use this with other forms of gramarie except for imachination ("maybe" biollurgy aswell), while the other disciplines have some ways they can interact.
    You're right; Social Sciences just aren't meant for Gramarie. Sorry for wasting everyone's time.

    EDIT: Deleted the post. Questions and comments about Psychomantics will be ignored since I don't like to be reminded of failure.
    Last edited by Arcanist; 2013-08-02 at 11:25 PM.
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Arcanist View Post
    You're right; Social Sciences just aren't meant for Gramarie. Sorry for wasting everyone's time.
    You misunderstand me sir.
    I really like this. I think it just needs to be expanded abit. Right now it can only interact with Biollurgy, Heuristicism, and Imachination. With the Geoccultism class I'm making, it also adds geoccultism to the list, but I don't think it'd count since the class isn't done.

    Since your planning on making discoveries, maybe just more causes and effects need to be added to add some more interactivity.

    EDIT: Aww.... I was looking forward to making a Psychomantic base class
    Last edited by Milo v3; 2013-08-02 at 11:28 PM.
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  26. - Top - End - #596
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Shen123 View Post
    So... I was looking at the Dreamason. For some reason I can see that class making human dream farms. Then being benevolent overlord of a created utopia until they die or if they live forever until they get bored. Then a corrupt government takes over and creates a dystopia. Then rebellion campaign START
    If your using Dreamason for anything but an EI-generator your doing it inefficient (I wont say Wrong, cause Science)

    Im a large advocate of the Dyson Cube (GoldOut surrounded in all 9 directions by GoldIn) and using Phlogiston can make absurd amounts of Ebbs /round

    Any excess not going into levelling EIs to 11 (max within 10ECL, assuming HD1 commoner) would be used to power Power-Generating-Factories. Factories that make power generators like the Arc Reactor or the MegaDyson Cube simply because they give large and consistently exponential returns for Ebb investments

    So in answer to your question on how to use the Ebbs:
    1) make lvl11 EIs
    2) make the Demiplane of Ebb Generation and expand it a LOT
    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.

  27. - Top - End - #597
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by LordChaos13 View Post
    So in answer to your question on how to use the Ebbs:
    1) make lvl11 lvl20 EIs
    2) make the Demiplane of Ebb Generation and expand it a LOT
    Fixed because Cannibalistic E.I. are a thing.

    Quote Originally Posted by Milo v3 View Post
    EDIT: Aww.... I was looking forward to making a Psychomantic base class
    You still can since Amnoriath still has it posted in his quote, but I'm going to ask that Xe remove it and I'd rather forget about it anyway.

    Quote Originally Posted by Milo v3 View Post
    EDIT: Aww.... I was looking forward to making a Psychomantic base class
    You still can since Amnoriath still has it posted in his quote, but I'm going to ask that Xe remove it and I'd rather forget about it anyway.

    EDIT: Before anyone thinks that they "hurt my feelings" I should elaborate more on why I don't like Psychomantics as it is right now. The entire Discipline requires more work than I can supply for it. While I still do have the word doc for it and will still work on it until it is perfect, I'd rather it be deleted from this thread until I'm sure it is 146.8% complete.

    It is too solitary and doesn't really depend on other pieces of Gramarie making it, in my opinion, far too overpowered. For fact that it leaves no lasting, noticeable effect doesn't exactly help this case. Maybe I'll rework it and base it on Neurology with some minor effects in Socio-Psychology still letting it keep true to it's concept
    Last edited by Arcanist; 2013-08-02 at 11:52 PM.
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  28. - Top - End - #598
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Cannibalistic EI isnt lvl20, it's lvlX
    Where X = Pun-Puns Ability scores
    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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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Arcanist View Post
    You still can since Amnoriath still has it posted in his quote, but I'm going to ask that Xe remove it and I'd rather forget about it anyway.
    Damn. Missed it.
    Guess I'll try and make my own PSYM after I finish trying to make DIVT.

    EDIT: Nevermind. I'll just wait till your 146.8% complete.
    Last edited by Milo v3; 2013-08-02 at 11:54 PM.
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Milo v3 View Post
    Damn. Missed it.
    Guess I'll try and make my own PSYM after I finish trying to make DIVT.

    EDIT: Nevermind. I'll just wait till your 146.8% complete.
    1. It should be done in a week-ish (and it might seem a little different than you'd expect...)
    2. What is DIVT?
    Last edited by Arcanist; 2013-08-03 at 12:05 AM.
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