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  1. - Top - End - #691
    Bugbear in the Playground
     
    Flumph

    Join Date
    Feb 2012

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

    Quote Originally Posted by Arcanist View Post
    Precisely. You've stated that a person who wants to be Good AND use Psychomantics is penalized if they choose to keep in line with their character idea.



    We've already discussed this and concluded that any use of Mind Control falls in to a Gray area. Can it be used for Good? Of course. Can it be used for Evil? Of course. However to say that the Gramarist who puts a Transmitter into a willing person is thereafter responsible for all that persons actions is the equivalent of saying "If I cast Bull's Strength on a person and that person proceeds to go snap random people's necks, the caster is held responsible." It depends on who you use it on and how you use it.



    No, you actually dodged the question by going off into a tangent.



    Does not answer the question. I didn't ask "Who is responsible" I asked "Would you make the person Evil, for using Evil for Good?" You then proceeded to state that because the person who created them is responsible for them thereafter, well then what happens if someone cast command undead on them to perform their unintended purpose? Are both of them then to be held responsible? Do you blame Oppenheimer for the Atomic bomb and everyone ever killed by it?



    I sincerely welcome you to find a principle of the same Discipline that you would consider "equal" to another.

    Not all Disciplines & Principles are created equally
    Spoiler
    Show
    HEUR 302 and HEUR 328 by themselves, are campaign breakers comparatively to Ice Assassin abuse. Collectively, every other principle is dirt compared to just HEUR 328 and intelligent applications of it. God forbid a Heur specialist doubles in Geoccultism because at that point the game falls to pieces.




    So what would you recommend?

    Speculative revamp
    Spoiler
    Show

    Notes:
    Spoiler
    Show
    • There will no longer be a limit to how high you can make your bonuses. So long as you can provide the ebbs, you deserve the bonuses.
    • Effects will no longer cause creatures to do anything (even so much as having an emotional response) and will just improve the persons skills.
    • Mind Control and thought manipulation will be removed as a concept. Instead it will be replaced with hormonal manipulation and Psychopharmacology and Neuropsychology to gain alternate effects. Any alterations to an emotional response will be purely fluff based.
    • Creatures will be able to deactivate their Transmitters effects (unless noted otherwise).


    1. Oh, of course ignore how what was just said is different. They are penalized by the discipline not because they only thing they want is power. The Stormwind Fallacy is about saying optimizing isn't munchkinry not that unwanted choices for a character just to be functional aren't possible.
    2. However we also established your suggestions are vastly different from spells, but that wasn't the point of the paragraph you replied against.
    3. I said no but then I took it further past a single casting and intent. I didn't dodge it as it was easy to add to.
    4. Causally responsible, but not morally at that single situation. However if they would for some reason let them go and do whatever defying what they previously done it ought to call into question their alignment.
    5. Look I just said how trying to do so is difficult, but you have a lot more negative inclined emotions which by defintion have more applicability to gameplay.
    6. I say your more positive emotions should apply more than just to each other. I would also argue to make more neutrally aligned ones. I guess in general I feel that rather than giving a new precedent or theme to each principle you just added more options(Kaliedomantics does as well but it is my least favorite despite decent functionality). You have done it a couple but maybe you should look into some more enchantment spells and scientifically interpret.
    Last edited by Amnoriath; 2013-08-11 at 09:16 AM.

  2. - Top - End - #692
    Ogre in the Playground
     
    Arcanist's Avatar

    Join Date
    Jun 2012

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

    Quote Originally Posted by Milo v3 View Post
    Probably... But I'm impulsive so I wanted to make something for it
    Oh trust me, I know that feeling

    Legendary Mercenary

    Spoiler
    Show


    Image by hardedge-maelstrom

    War. War has changed...


    Soldiers fight and fight and in some cases they never know why they fight. Sometimes it is just following orders and others fight for an actual cause... The Legendary Mercenary fights for a cause... The cause is changing, but they're always fighting for something...

    Requirements: To become a Legendary Mercenary you must meet all of the following requirements.
    Feats: Improved Unarmed Strike
    Base Attack: +6
    Skills: Move Silently 10 ranks, Hide 12 ranks
    Rank: Secret Agent rank or higher.

    Hit Die: d8
    Skill Points at Each Additional Level: 4 + Int modifier

    Class Skills: The Legendary Mercenary's class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (Int), (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (nobility and royalty) (Int), Knowledge (the Planes) (Int), Knowledge (psionics) (Int), Knowledge (religion) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex) Open Lock (Dex), Perform (weapon drill), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis) and Use Magic Device (Cha).

    The Legendary Mercenary
    {table=head]Level|BAB|Fort|Ref|Will|Special|Maneuvers Known|Maneuvers Readied|Stances Known|
    Principles Known
    |
    Rank


    1st|+0|+2|+0|+2|Eldritch Agent +1d6, CQC|3|3|1|
    +1
    |Field Agent

    2nd|+1|+3|+0|+3|Art of War, Improvised Weapon Proficiency|4|3|1|
    +1
    |Warrant Officer

    3rd|+2|+3|+1|+3|Eldritch Agent +2d6|5|3|1|
    +2
    |Chief Warrant Officer -2

    4th|+3|+4|+1|+4|Art of War, "Colonel!"|5|4|2|
    +2
    |Chief Warrant Officer -3

    5th|+3|+4|+1|+4|Eldritch Agent +3d6|6|4|2|
    +3
    |Chief Warrant Officer -4

    6th|+4|+5|+2|+5|Art of War, Improvised Blast|6|4|2|
    +3
    |Chief Warrant Officer -5

    7th|+5|+5|+2|+5|Eldritch Agent +4d6|7|4|2|
    +4
    |Chief Warrant Officer -6

    8th|+6|+6|+2|+6|Art of War, Octocamo|7|4|2|
    +4
    |Major

    9th|+6|+6|+3|+6|Eldritch Agent +5d6|8|4|2|
    +5
    |Colonel

    10th|+7|+7|+3|+7|Art of War, Legacy of The Boss|8|5|3|
    +5
    |Big Boss[/table]

    Weapon and Armour Proficiencies: As a Legendary Mercenary, you gain no additional weapon or armor proficiencies, because if you did, you wouldn't really be considered "Legendary".

    Eldritch Agent (Sp): You've learned how to manifest the same eldritch energy that Gramarist use to defend themselves, however it is altered to suit your more martial style. Whenever you would perform a melee attack you have the option of dealing additional damage to the target equal to the table above. This damage can be non-lethal if you so desire.

    CQC: CQC, or "Close Quarters Combat" to the uninitiated, is a specialized fighting style created by the original Boss. It combines a number of martial arts, granting you maneuvers from the Army of One, Art of War, Iron Heart, and White Raven disciplines. Your initiator level is equal to your Warmaker levels + Legendary Mercenary levels + 1/2 all other class levels. You ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in practice, you can change your readied maneuvers. You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter You can recover all expended maneuvers with a single swift action, which must be immediately followed in the same round with a melee attack or using a standard action to do nothing else in the round. You cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.

    Rank (Ex): As a Legendary Mercenary, you are not required to have a Patron anymore and can retain your class features from your Warmaker levels. You do however follow a different ranking system than the standard Warmakers. At first level you are considered a Field Agent and you gain an additional rank at each level.
    Spoiler
    Show

    • Field Agent: At first level you gain contacts amongst a network of information. You gain a +5 bonus to all knowledge checks.
    • Warrant Officer: At 2nd level your skills are recognized by a nation and you are requested to train soldiers personally. You are now in charge of a small platoon of 1st level Warriors (50 Soldiers).
    • Chief Warrant Officer -2: At 3rd level you've successfully trained your Soldiers to a higher level. The soldiers from your small platoon are now 2nd level Warriors.
    • Chief Warrant Officer -3: At 4th level your soldiers are now ready for the battlefield. To finalize their training you teach them the minor arts of CQC making them Warrior 3 and gain the Martial Study feat to gain any maneuver they qualify for from the Army of One, Art of War, Iron Heart, and White Raven disciplines.
    • Chief Warrant Officer -4: At 5th level you've seen enough of the horrors of shadow war, you've seen your students died, you've seen them live and you've the world change in ways most would never even imagine. You gain command of a Gramarist (Universalist), Adapt, and Bard with levels equal to 1/2 your Class level.
    • Chief Warrant Officer -5: At 6th level you're respected amongst your allies as well as your enemies. You gain a Paladin's Aura of Courage.
    • Chief Warrant Officer -6: At 7th level you've attained the secretive rank of 6th rank Chief Warrant Officer and now gain a protege with levels of Warmaker equal to your HD-7 as a Cohort. They immediately begin gaining levels in Legendary Mercenary upon qualifying, otherwise you my customize them as you will.
    • Major: You used to be the guy who was sent into the field, but now you take a cushy job monitoring your protege as he enters the field. You can activate a sending effect or a scrying effect whenever you like with an effective caster level equal to your Hit Dice with your Protege as your target.
    • Colonel: After years of service your allies become much more capable in aiding you or anyone else in the field. Your Gramarist (Universalist), Adapt and Bard gain 5 levels and can now, when touching you, can activate a sending effect or a scrying effect whenever they like with an effective caster level equal to your Hit Dice with your Protege as your target.
    • Big Boss: You're better than the Boss. You are Big Boss! You gain command of a number of Protege equal to your Charisma modifier with levels that you can modify in their entirety, however they must have a single level of Legendary Mercenary. Other than that they are entirely customizable.




    Principles of Gramarie: You continue to advance your study of gramarie. At 1st level, and again whenever indicated on the class table, you learn a new principle of gramarie that you qualify for. To determine what tier of principles you can access, you add your Gramarie level and your levels in this class.

    Art of War: Technology will always have a place on the battlefield. From the use of the sharpened stick to the atomic bomb, it will always have a place on the battlefield. You continue to learn the Arts of War.

    Improvised Weapon Proficiency (Ex): Sometimes you've got to fight with substandard equipment, however you've put the technique down to an artwork. You are proficient with any Improvised Weapon you wield. In addition to this, you can use your Intelligence modifier in place of your Strength or Dexterity.

    "Colonel!" (Ex): A Good agent needs a staff behind him. You gain a Cohort as the Leadership feat. The Cohort doubles as an informant to you when you are in the field. An informant is often used to keep you in contact with the outside world and to, obviously, provide information in the field. When consulting your informant you can make two knowledge checks and choose the better result. While in person, the Cohort acts as a standard Cohort while still functioning as an informant.

    Improvised Blast (Ex): An evolving armory is one of the things that make any soldiers experiences more profitable. You can place the effects of your Eldritch Agent into any weapon you're current wielding and distribute it's effects through it.

    Octocamo (Su): You've gained a piece of technology that allows you to blend in more easily with your environment. You gain a bonus to Hide equal twice your class level and gain a 25% Miss Chance.

    Legacy of the Boss (Ex): The Boss was the first Legendary Mercenary and revolutionized the entire art of war. You've surpassed her in every way. You can found a shadow organization that has political control in any one Patron nation and you can supersede control over the Commander-in-Chief of that nation. Beyond being the Shadowed Ruler of the Nation, this ability functions as the Head of State class feature and the rank of Commander-in-Chief.


    Metal Gramarie Solid: Sunmetals of the Patriots

    This is the Warmaker Prestige class that I was thinking about for a while and... I... WELL I like Metal Gear Solid so suck it... Will I make something based around Raiden? Oh you bet your ass I am...
    Last edited by Arcanist; 2013-08-12 at 06:05 AM.
    Larloch, The Shadow King (w/ Ioun Stones) avatar by Iron Penguin

  3. - Top - End - #693
    Firbolg in the Playground
    Join Date
    Dec 2009
    Location
    England

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

    Quote Originally Posted by Arcanist View Post
    Oh trust me, I know that feeling

    Legendary Mercenary

    Spoiler
    Show


    Image by hardedge-maelstrom

    War. War has changed...


    Soldiers fight and fight and in some cases they never know why they fight. Sometimes it is just following orders and others fight for an actual cause... The Legendary Mercenary fights for a cause... The cause is changing, but they're always fighting for something...

    Requirements: To become a Big Thinker you must meet all of the following requirements.
    Feats: Improved Unarmed Strike
    Base Attack: +6
    Skills: Move Silently 10 ranks, Hide 12 ranks
    Rank: Secret Agent rank or higher.

    Hit Die: d8
    Skill Points at 1st Level: (4 + Int modifier) x 4
    Skill Points at Each Additional Level: 4 + Int modifier

    Class Skills: The Legendary Mercenary's class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (Int), (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (nobility and royalty) (Int), Knowledge (the Planes) (Int), Knowledge (psionics) (Int), Knowledge (religion) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex) Open Lock (Dex), Perform (weapon drill), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis) and Use Magic Device (Cha).

    The Legendary Mercenary
    {table=head]Level|BAB|Fort|Ref|Will|Special|Maneuvers Known|Maneuvers Readied|Stances Known|
    Principles Known
    |
    Rank


    1st|+0|+2|+0|+2|Eldritch Agent +1d6|3|3|1|
    +1
    |Field Agent

    2nd|+1|+3|+0|+3|Art of War, Improvised Weapon Proficiency|4|3|1|
    +1
    |Warrant Officer

    3rd|+2|+3|+1|+3|Eldritch Agent +2d6|5|3|1|
    +2
    |Chief Warrant Officer -2

    4th|+3|+4|+1|+4|Art of War, "Colonel!"|5|4|2|
    +2
    |Chief Warrant Officer -3

    5th|+3|+4|+1|+4|Eldritch Agent +3d6|6|4|2|
    +3
    |Chief Warrant Officer -4

    6th|+4|+5|+2|+5|Art of War, Improvised Blast|6|4|2|
    +3
    |Chief Warrant Officer -5

    7th|+5|+5|+2|+5|Eldritch Agent +4d6|7|4|2|
    +4
    |Chief Warrant Officer -6

    8th|+6|+6|+2|+6|Art of War, Octocamo|7|4|2|
    +4
    |Major

    9th|+6|+6|+3|+6|Eldritch Agent +5d6|8|4|2|
    +5
    |Colonel

    10th|+7|+7|+3|+7|Art of War, Legacy of The Boss|8|5|3|
    +5
    |Big Boss[/table]

    Weapon and Armour Proficiencies: As a Legendary Mercenary, you gain no additional weapon or armor proficiencies, because if you did, you wouldn't really be considered "Legendary".

    Eldritch Agent (Sp): You've learned how to manifest the same eldritch energy that Gramarist use to defend themselves, however it is altered to suit your more martial style. Whenever you would perform a melee attack you have the option of dealing additional damage to the target equal to the table above. This damage can be non-lethal if you so desire.

    Close Quarters Combat (Ex): Close Quarters Combat or "CQC" was developed by the original Boss. It combines a number of Martial arts, more specifically Army of One, Art of War, Iron Heart and White Raven.

    Rank (Ex): As a Legendary Mercenary, you are not required to have a Patron anymore and can retain your class features from your Warmaker levels. You do however follow a different ranking system than the standard Warmakers. At first level you are considered a Field Agent and you gain an additional rank at each level.
    Spoiler
    Show

    • Field Agent: At first level you are trained in CQC and gain contacts amongst a network of information. You gain a +5 bonus to all knowledge checks.
    • Warrant Officer: At 2nd level your skills are recognized by a nation and you are requested to train soldiers personally. You are now in charge of a small platoon of 1st level Warriors (50 Soldiers).
    • Chief Warrant Officer -2: At 3rd level you've successfully trained your Soldiers to a higher level. The soldiers from your small platoon are now 2nd level Warriors.
    • Chief Warrant Officer -3: At 4th level your soldiers are now ready for the battlefield. To finalize their training you teach them the minor arts of CQC making them Warrior 2 / Warblade 1.
    • Chief Warrant Officer -4: At 5th level you've seen enough of the horrors of shadow war, you've seen your students died, you've seen them live and you've the world change in ways most would never even imagine. You gain command of a Gramarist (Universalist), Adapt, and Bard with levels equal to 1/2 your Class level.
    • Chief Warrant Officer -5: At 6th level you're respected amongst your allies as well as your enemies. You gain a Paladin's Aura of Courage.
    • Chief Warrant Officer -6: At 7th level you've attained the secretive rank of 6th rank Chief Warrant Officer and now gain a protege with levels of Warmaker equal to your HD-7 as a Cohort. They immediately begin gaining levels in Legendary Mercenary upon qualifying, otherwise you my customize them as you will.
    • Major: You used to be the guy who was sent into the field, but now you take a cushy job monitoring your protege as he enters the field. You can activate a sending effect or a scrying effect whenever you like with an effective caster level equal to your Hit Dice with your Protege as your target.
    • Colonel: After years of service your allies become much more capable in aiding you or anyone else in the field. Your Gramarist (Universalist), Adapt and Bard gain 5 levels and can now, when touching you, can activate a sending effect or a scrying effect whenever they like with an effective caster level equal to your Hit Dice with your Protege as your target.
    • Big Boss: You're better than the Boss. You are Big Boss! You gain command of a number of Protege equal to your Charisma modifier with levels that you can modify in their entirety, however they must have a single level of Legendary Mercenary. Other than that they are entirely customizable.




    Principles of Gramarie: You continue to advance your study of gramarie. At 1st level, and again whenever indicated on the class table, you learn a new principle of gramarie that you qualify for. To determine what tier of principles you can access, you add your Gramarie level and your levels in this class.

    Art of War: Technology will always have a place on the battlefield. From the use of the sharpened stick to the atomic bomb, it will always have a place on the battlefield. You continue to learn the Arts of War.

    Improvised Weapon Proficiency (Ex): Sometimes you've got to fight with substandard equipment, however you've put the technique down to an artwork. You are proficient with any Improvised Weapon you wield. In addition to this, you can use your Intelligence modifier in place of your Strength or Dexterity.

    "Colonel!" (Ex): A Good agent needs a staff behind him. You gain a Cohort as the Leadership feat. The Cohort doubles as an informant to you when you are in the field.

    Improvised Blast (Ex): An evolving armory is one of the things that make any soldiers experiences more profitable. You can place the effects of your Eldritch Agent into any weapon you're current wielding and distribute it's effects through it.

    Octocamo (Su): You've gained a piece of technology that allows you to blend in more easily with your environment. You gain a bonus to Hide equal twice your class level and gain a 25% Miss Chance.

    Legacy of the Boss (Ex): The Boss was the first Legendary Mercenary and revolutionized the entire art of war. You've surpassed her in every way. You can found a shadow organization that has political control in any one Patron nation and you can supersede control over the Commander-in-Chief of that nation. Beyond being the Shadowed Ruler of the Nation, this ability functions as the Head of State class feature and the rank of Commander-in-Chief.


    Metal Gramarie Solid: Sunmetals of the Patriots

    This is the Warmaker Prestige class that I was thinking about for a while and... I... WELL I like Metal Gear Solid so suck it... Will I make something based around Raiden? Oh you bet your ass I am...
    Sweet.

    We talking cyborg ninja Raiden?

  4. - Top - End - #694
    Ettin in the Playground
     
    thethird's Avatar

    Join Date
    Jan 2013

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

    Wow arcanist... that is pretty cool (you are actually a homebrewer in ascension aren't you?). One minor nitpick is: "Requirements: To become a Big Thinker you must meet all of the following requirements."

    Also what is an Adapt? wouldn't it be adept?

    ---

    Finally on the line of things that I want to do at some point, but you might actually do them faster:

    Mutations, Teratomorphisms, Mutant Ascendancy, Mutant Perfection for sentient Chassis Evolutionist (I know that they are by type but it could be nice to have something gramaric based.

    A prc focusing on Imachination and Alchemastery, spy based too (I have a few ideas for that).

    A theurge prc mixing Machinist and warmaker.

    A biollurgist prc focusing on symbiont creation.

    If something inspires you, or strikes your fancy, go ahead and brew it.
    Thanks a lot Gengy for the awesome... just a sec... avatar. :)

  5. - Top - End - #695
    Firbolg in the Playground
     
    Milo v3's Avatar

    Join Date
    Aug 2010
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    Australia
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Arcanist View Post
    This is the Warmaker Prestige class that I was thinking about for a while and... I... WELL I like Metal Gear Solid so suck it... Will I make something based around Raiden? Oh you bet your ass I am...
    ..... Revengeance is literally my second favourite game of all time.... I will steal for you as many internet cookies as transhumanly possible....
    Spoiler: Old Avatar by Aruius
    Show
    http://i133.photobucket.com/albums/q56/Zeritho/Koboldbard.png

  6. - Top - End - #696
    Ogre in the Playground
     
    Arcanist's Avatar

    Join Date
    Jun 2012

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

    Quote Originally Posted by Volthawk View Post
    Sweet.

    We talking cyborg ninja Raiden?
    I was thinking about making it a progression of abilities that show his physical modifications from MGS2 to Revengeance. I don't think I'll actually give the PrC a physical HF-blade and might just make it an actual Gramarie weapon like I've been working on for a while.

    Quote Originally Posted by thethird View Post
    Wow arcanist... that is pretty cool (you are actually a homebrewer in ascension aren't you?). One minor nitpick is: "Requirements: To become a Big Thinker you must meet all of the following requirements."
    Ascension? Never heard of it. I'm not sure what you're nitpicking though Bold to emphasis?

    Quote Originally Posted by thethird View Post
    Also what is an Adapt? wouldn't it be adept?
    Yes it would.

    Quote Originally Posted by thethird View Post
    Mutations, Teratomorphisms, Mutant Ascendancy, Mutant Perfection for sentient Chassis Evolutionist (I know that they are by type but it could be nice to have something gramaric based.
    I was thinking of making a Dual-specialized PrC that requires some levels in Evolutionist that was based around Biollurgy and Geoccultism and allows you to augment yourself and your Chassis. You could also cause a Forced Evolution sort of thing for creatures that inhabit your Biomes. It would cap out with you becoming a Living Biome sort of deal and you being able to physically interact with the world through your Biomes.

    Quote Originally Posted by thethird View Post
    A prc focusing on Imachination and Alchemastery, spy based too (I have a few ideas for that).
    Augh... I'm not exactly sure on this though. Imachination and Alchemetry are both two opposite sides of the spectrum. Perhaps making your Imachinations solid and interactable?

    Quote Originally Posted by thethird View Post
    A theurge prc mixing Machinist and warmaker.
    Never actually heard of that class. I like it

    Quote Originally Posted by thethird View Post
    A biollurgist prc focusing on symbiont creation.
    And now you know how Forced Evolution spreads Spiderman, Spiderman, does whatever a spider can...

    Quote Originally Posted by thethird View Post
    If something inspires you, or strikes your fancy, go ahead and brew it.
    I'm torn between two forms of inspiration at the moment and my Mom is coming home tonight so I'm just on the forum to respond to any messages.

    EDIT: and brew some stuff up.

    Quote Originally Posted by Milo v3 View Post
    ..... Revengeance is literally my second favourite game of all time.... I will steal for you as many internet cookies as transhumanly possible....
    You might find this funny, but I am not a fan of the Transhumanism presented in Revengeance. Although, the Cyborgs possess Super Human abilities (Speed, Strength, Agility), I don't like how they presented death. I felt that they haven't achieved the concept of the downloadable brain where Death is just "Go into another body!"

    However, that is just a minor problem and me being a Cyberpunk fanboy so it is only a bad thing for people who share my love of the genre.

    I am still tempted to make a Gramarie item that function like Nanomachines which can do some pretty cool stuff (Fast healing, enhanced strength, enhanced speed, seriously, my eyes feel like they're wide open at the moment... Gramarie and War ). I do find it a wee bit bothersome that Gramarie is science, but it is yet to get to the point where it is used to improve another creatures abilities.

    Cybernetic Ninja

    Spoiler
    Show

    Image by sillyjellie

    "I am Lightning. The rain transformed."

    Cybernetic augmentation to Soldiers started out as just a science-fiction idea, however in recent years, with modifications and implants to the physical bodies having been more and more extravagant, the birth of the Cybernetic Ninja has become a reality...

    Requirements: To become a cybernetic ninja you must meet all of the following requirements.
    Special: Martial Law of Elasticity
    Special: Sudden Strike +2d6
    Skill Trick: Hidden Blade
    Skill: Iaijutsu Focus 8 ranks

    Hit Die: d10
    Skill Points at Each Additional Level: 6 + Int modifier

    Class Skills: The cybernetic ninja's treats all skills as class skills.

    The Cybernetic Ninja
    {table=head]Level|BAB|Fort|Ref|Will|Special|Maneuvers Known|Maneuvers Readied|Stances Known|
    Principles Known

    1st|+0|+2|+0|+2|Sudden Strike +1d6, Biollurgical Augmentation, CQC (I)|3|3|1|
    +1

    2nd|+1|+3|+0|+3|Art of War, Sword of Justice|4|3|1|
    +1

    3rd|+2|+3|+1|+3|Sudden Strike +2d6|5|3|1|
    +2

    4th|+3|+4|+1|+4|Art of War, Biollurgical Augmentation (II), Like the Wind|5|4|2|
    +2

    5th|+3|+4|+1|+4|Sudden Strike +3d6|6|4|2|
    +3

    6th|+4|+5|+2|+5|Art of War, Like the Thunder|6|4|2|
    +3

    7th|+5|+5|+2|+5|Sudden Strike +4d6, Biollurgical Augmentation (III)|7|4|2|
    +4

    8th|+6|+6|+2|+6|Art of War, Like the Lightning|7|4|2|
    +4

    9th|+6|+6|+3|+6|Sudden Strike +5d6|8|4|2|
    +5

    10th|+7|+7|+3|+7|Art of War, Biollurgical Augmentation (IV), Like the Storm|8|5|3|
    +5
    [/table]

    All of the following are class features of the cybernetic ninja.

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

    CQC: The Cybernetic Ninja is a soldier augmented by science to physically allow them to perform feats beyond the normal limits of their body, however they are still a soldier and trained in the basic arts of CQC or "Close Quarters Combat". You gain maneuvers from the Army of One, Black Lotus, Iron Heart and Shadow Hand disciplines, using the same learning, readying and recovery methods as a Swordsage. Your initiator level is equal to your Warmaker Levels + Cybernetic Ninja levels + 1/2 all other class levels.

    Sudden Strike (Ex): Like the wind and lightning you strike unexpectedly and with great speed. When ever the target of their attack would be denied their dexterity modifier, you deal an additional damage as detailed on the table above.

    Biollurgical Augmentation (Ex): A freak... That is what you are, a genetically modified, cybernetic freak... But sometimes a freak is the most frightening thing you can ever encounter, because freaks can change:
    Spoiler
    Show

    • At 1st level, you are first augmented and your body is converted into a Biollurgical Chassis with your normal ability scores, however you gain a bonus to your Strength, Dexterity and Constitution score equal to your class level.
    • At 4th level, your body develops the ability to heal quickly from non-serious injury. You gain Fast Healing equal to your class level.
    • At 7th level you gain a bonus to your Strength, Dexterity and Constitution scores equal to twice your class level.
    • At 10th level, your eyes are augmented to see the weakest points of a flesh, armor, metal, etc. You may now apply your Sudden Strike damage to any attack you make.


    Art of War: Technology will always have a place on the battlefield. From the use of the sharpened stick to the atomic bomb, it will always have a place on the battlefield. You continue to learn the Arts of War.

    Sword of Justice (Su): Your blades can tear through flesh and brick with equal ease. Any slashing weapon you wield ignores the hardness of any object not strengthened by Alchemetry, and is treated as having your Alignment for the purpose of dealing damage to creatures with damage reduction.

    Like the Wind (Ex): Swift and graceful, you are treated as having a bonus to your land speed equal to your class level times 5ft. In addition to this you may now take the Run action using a single move action.

    Like the Thunder (Ex): Mighty and strong, you gain Power Attack as a bonus feat and gain double the bonus whenever you would use it with any weapon instead of just two handed weapons.

    Like the Lightning (Ex): Quick and devastating, you always act during the surprise round of combat, even if there normally would not be a surprise round.

    Like the Storm (Ex): Vengeful and Destructive, any creature you attack is treated as being flat-footed during your attack. In addition to this, you may deflect a number of ranged attacks per round you equal to your Dexterity modifier.


    Tools of Gramarie
    Spoiler
    Show

    Weapons
    Spoiler
    Show
    {table=head]Name|Cost|Dmg(S)|Dmg(M)|Critical|Range Increment|Weight|Type

    Bloodspike Dagger|
    10 gp
    |
    1d3
    |
    1d4
    |
    19-20/×2
    |
    5 ft.
    |
    1 lb.
    |
    Piercing

    Biome Bō|
    1 gp
    |
    1d4/1d4
    |
    1d6/1d6
    |
    ×2
    |
    |
    4lb.
    |
    Bludgeoning
    [/table]

    Bloodspike Dagger: Employed by adventuring Gramarist quite recently, this weapon functions as a Dagger with a special hilt that allows it to inject poisons, drugs, medication, etc. into it's target. Placing a chem into the dagger is a full round action that provokes an attack of opportunity. Optionally, if the target is willing you may choose not to deal damage as their muscles be relaxed allowing the dagger to flow seamlessly through their flesh.

    Biome Bō: Used mostly by adventuring Gramarist, specialized in Geoccultism, these quarterstaffs are used to focus the powers of the biomes developed by Gramarist. Once per day, for 24 hours, a Gramarist can prepare a Geoccultism Principle into the staff and have that specific biome surround the staff and it's wielder in a 10ft. radius.


    Chems
    Spoiler
    Show
    {table=head]Name|Type|Price|Craft DC|Addiction
    Anitu Dust|Inhaled DC 5+5 per GEOC principle known|500 gp|N/A|High
    Vile|Ingested DC 18|150 gp|22|Vicious
    [/table]

    Anitu Dust (Pit Fiend's Dandruff): A powerful drug popular amongst fiends and especially useful for Gramarist and Artificers alike for increasing productivity amongst workers.

    Initial Effect: 1d4 points of Strength Damage.
    Secondary Effect: User acts at twice their normal speed allowing them to perform two rounds worth of actions every round until this drugs effect wears off. The user can also finish Principles, Magical Items and Psionic Items in half the time.
    Side Effect: The user will feel nauseated for an equal amount of time as their production.
    Overdose: Your heart rate doubles in speed, throwing you into cardiac arrest and dealing 5d6 to you every round unless a Heal check DC 15 is performed on you.

    Vile: Created by a Gramarist who wanted his soldiers to possess enhanced strength, while maintaining eternal loyalty to him.

    Initial Effect: 1 point of Wisdom damage.
    Secondary Effect: Damage that you cause, from any source, is increased by 50% while damage that you suffer is decreased by 50%.
    Side Effect: You are incredibly easily agitated, often reacting to anger from the lightest action that you perceive being against you. You are treated as being under the effects of a continuous Rage spell.
    Overdose: Your body erupts into a massive body of bulk forcing you to endure extreme pain until your muscles finally tone down and relax. You take 3d8 points of damage every round.


    Implants & Grafts
    Spoiler
    Show


    Nanomachines: Often injected into Soldiers to allow them to perform better on the battlefield by allowing silent communication between two to four people by tuning into a network (Free action) and genetic modification. By casting a 1st level or lower spell or manifesting a 1st level or lower power that is harmless into a dose of Nanomachines you can confer the effects of them into a creature continuously. Additional doses of Nanomachines do allow you to supply different abilities, however you must spend 10 times the previous cost to create these specialized Nanomachines for each effect thereafter. The communication feature functions as a Telepathic Bond spell casted at the creatures HD.


    I do have an idea for a sort of Forced Evolutionist, but it would effectively be a rip off of the High Evolutionary, however would spread mutation via disease (albeit lower levels of mutation) instead of the standard way.

    I'm still painting out the idea of a Gramarist making a Hologram solid, but it just sounds like a gimmick

    EDIT: Have I mentioned today that Fako is my favorite?
    Last edited by Arcanist; 2013-08-18 at 08:28 PM.
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  7. - Top - End - #697
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    I'll start by saying i'm really liking the tools.

    IS the ninja over powered? I don¨'t mind but just seeing stats spiking up scares me. I shall read it again and actually use some addition to see what numbers actually appear.

    isn't Fast Healing 10 pretty high?
    Like the Thunder: Mighty

    On another note. After reading about Arcanist's and Milo's two new Disciplines. I found myself thinking about scifi movies and technology wondering what might not be represented yet. Is scanning represented? Not sure if a Heuristic EI can can determine proper individuals that have access to a building or not. Short of having a bio wall with a bunch of noses and eyes and ears that somehow can determine if someone is who they claim to be or not is the only thing I can think of. Would Imachnation + Heauristic Circuit be the way? transcribe a saved Imachination over the original, have them speak, etc...

    New thought. Each employee is given a heuristic circuit that interacts with the main E.I. and it stores the information? I can't think of anything else that might work?

    Perhaps Milo's DIVT might have discovery that might be applicable. Not sure. What say you, Gramaric Council Members?
    Last edited by Merchant; 2013-08-12 at 04:59 AM.

  8. - Top - End - #698
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    I'm so thrilled to see this continuing even still! Kellus, you are a rare and special person indeed! Can't wait to rejoin the discussion after I go and do all the homework you've created for me!

  9. - Top - End - #699
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    I'd say those ninja bonuses were a bit too wonky if it wasn't intended to be used alongside high-level Gramarie.

  10. - Top - End - #700
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Volthawk View Post
    I'd say those ninja bonuses were a bit too wonky if it wasn't intended to be used alongside high-level Gramarie.
    Yes after reminding myself of the setting of Gramarie it hit me that this kind of augmented character seems appropriate in strength. Though I have know sense of balance when it comes to comparing aspects of RP
    --------------------------------

    How does one create Time, Proximity, as well as a Remote controlled bombs with Gramarie?

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

    Quote Originally Posted by Merchant View Post
    I'll start by saying i'm really liking the tools.
    I'll start by saying, I'm liking you

    Quote Originally Posted by Merchant View Post
    IS the ninja over powered? I don¨'t mind but just seeing stats spiking up scares me. I shall read it again and actually use some addition to see what numbers actually appear.

    isn't Fast Healing 10 pretty high?
    Like the Thunder: Mighty
    It depends from character to character really. Hell, Strength only boost your To hit, your damage, and a small number of skills... Which none of are on the Skill list of the Ninja in hindsight... I should fix that

    Fast healing 10 at high levels is nice to have, but it doesn't really do much beyond let the creature survive in combat a bit longer. Thanks for correcting my typo

    Quote Originally Posted by Volthawk View Post
    I'd say those ninja bonuses were a bit too wonky if it wasn't intended to be used alongside high-level Gramarie.
    I wanted the Warmaker classes to be able to use the tools in a Gramarie setting, but mostly still emphasis the inclusion of combat with such tools. I'm 100% sure Kellus will nuke everything I've designed in the past couple weeks out of the water when he comes back
    Larloch, The Shadow King (w/ Ioun Stones) avatar by Iron Penguin

  12. - Top - End - #702
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Note: Spoilering chunks as personal preference.

    The tentative rewrite looks good, Arcanist. While I loved the original cause/effect mechanics, if this is what you feel is best I cannot change it. A few questions though:
    Spoiler
    Show
    1) Is it possible for a creature to "recharge" a transmitter its implanted with once the duration expires, without aid of a Gramarist?
    2) In our original discussion, you pointed out that the cost of the bonuses became exponentially more expensive with the size of the network. In the rewrite I am not seeing this to be the case... am I missing it, or has it been removed?
    3) All of the effects have had their names altered, but one seems out of place: Placebo from PSYM 101. None of the others are named after medical terms anymore, so it stands out. Considering it ups one skill at a time, I'd personally call it Trainer (named after programs regularly used to cheat/mod games), but other possibilities include Adept, Skillwise, or Conditioner.

    Now, on to the two tasty prestige classes.

    First, the Legendary Mercenary:
    Spoiler
    Show
    This is your current text for prerequisites:
    Quote Originally Posted by Arcanist View Post
    Requirements: To become a Big Thinker you must meet all of the following requirements.
    Feats: Improved Unarmed Strike
    Base Attack: +6
    Skills: Move Silently 10 ranks, Hide 12 ranks
    Rank: Secret Agent rank or higher.
    Emphasis mine. Copy/paste issue (and a minor one), but this is what thethird was trying to point out.

    Also, you gave them knowledge of martial maneuvers, but no learning mechanics, readying mechanics, or recovery mechanics. Was this intentional? And with granting the disciplines, the method is a bit... clunky. You list the bonus in the text before the bonus is actually gained, and the abbreviation (included in the description) is what is listed under the rank.

    Proposed rewrite for the above:
    • Strip Close Quarters Combat from Field Agent, adding "CQC" to the 1st level of the table.
    • Change Close Quarters Combat for the following (as always, rip apart as necessary):
      CQC: CQC, or "Close Quarters Combat" to the uninitiated, is a specialized fighting style created by the original Boss. It combines a number of martial arts, granting you maneuvers from the Army of One, Art of War, Iron Heart, and White Raven disciplines. Your initiator level is equal to your Warmaker levels + Legendary Mercenary levels + 1/2 all other class levels.

    With Chief Warrant Officer-3 you teach the "basics" of CQC to your soldiers, but they are able to gain maneuvers from disciplines that are not included in CQC (Diamond Mind, Stone Dragon and Tiger Claw). If that is not intentional, I'd suggest adding this to the end of the ability:
    "Your soldiers have access to the disciplines listed in CQC instead of the normal Warblade disciplines."

    I'm curious as to exactly what the second part of the "Colonel!" ability provides. It says that they act "as an informant", but this sentence (as it stands) is currently fluff. What numerical bonus does an informant provide you in the field that a standard cohort does not?


    Now, the Cybernetic Ninja.
    Spoiler
    Show
    First, that's a very large skill block. Off the top of my head, I'm seeing that they are missing Perform (other than weapon drill), Psicraft, Use Psionic Device, and Use Rope. Unless there's a specific reason for preventing them from having these skills (or another one that I missed), I'd just take a page out of the Factotum's book and give them "Class Skills: All". Besides, this class is posted on Rich Burlew's site, and the Factotum is from the book he helped with... you should change it as tribute to him...

    This class has a big problem with the maneuvers. While you fleshed out the IL, there's still no recovery mechanic or method of readying them. Worse still, the class feature for it has no level listed in the description, and is not listed on the table, leaving it floating there. Proposed rewrite:
    Spoiler
    Show
    -Add feature to table
    -Replace Close Quarters Combat(Ex) with the following:
    Close Quarters Combat:The Cybernetic Ninja is a soldier augmented by science to physically allow them to perform feats beyond the normal limits of their body. You gain maneuvers from the Army of One, Black Lotus, Iron Heart and Shadow Hand disciplines, using the same learning, readying and recovery methods as a Swordsage. Your initiator level is equal to your Warmaker Levels + Cybernetic Ninja levels + 1/2 all other class levels.

    Notes: This has three additional changes from your original. First, the (ex) tag is dropped. Since this ability grants maneuvers, it's tag would supersede the Ex and Su tags on individual maneuvers (add this back in if that was the intent). Second, I alphabetized the disciplines known, to make it match published class descriptions. And third, I changed your formula for IL. Since this requires a Warmaker 9 as minimum entry, using the full level exactly replaces the +5 that was included in your formula, and puts your formula more in line with published material (if you care about that sort of thing...)



    The third Biollurgical Augmentation needs to be rewritten. As it stands, it technically gives you infinite stats (since your sentence has the formula as STR = STR + 2*CL, ad infinitum). Proposed rewrite:
    -At 7th level you gain a bonus to your Strength, Dexterity and Constitution scores equal to twice your class level.
    Still untyped, so it still stacks with everything.

    Like the Lightning doesn't make sense as written. I understand the intent, but it currently gives you a surprise round that happens during the first proper round of combat. Proposed rewrite:
    Like the Lightning (Ex): Quick and devastating, you always act during the surprise round of combat, even if there normally would not be a surprise round.


    And finally, the High-Frequency Blade:
    Spoiler
    Show
    As written, this is a Bad IdeaTM. I realize that gramarie messes with the standard economy of D&D, but allowing the function of a weapon that normally costs 3,002gp for 150gp is a bit much. It also cheapens the effect of being a Cybernetic Ninja, in my opinion. Personally, I'd drop the weapon entirely and change Sword of Justice to compensate...
    Proposed change:
    Sword of Justice (Su): Your blades can tear through flesh and brick with equal ease. Any slashing weapon you wield ignores the hardness of any object not strengthened by Alchemetry, and is treated as having your Alignment for the purpose of dealing damage to creatures with damage reduction.
    Last edited by Fako; 2013-08-12 at 05:28 AM. Reason: It's late, and I care about formatting for some reason.
    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.
    Skinshred Swarm (CR 9) / Reaper Wolf (CR 5) / Demonecris (CR 18)
    Indomitable (Melee PrC [5 Lvl])

  13. - Top - End - #703
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Arcanist: I was wondering how you would feel up to making an 'omni'-tool?
    When i looked at the ninja's mechanical hand it looked as if the base was distorted as if coming from a dimensional bubble. Then the thought of what if you had something that interchanged tools in a more magitek/sci-fi way.

    Would it make more sense to materialize by quick Craft/fabrication/whatever, or to have it so that you can add some form of ballistic weapon to it by swapping dimensional slots. The bladed hand would be anchored so that you can actually use it to grab the edge of something so you don't fall down a cliff?

    Oh just wanted to add some praise once more for the nanobots. I was wondering if you ever read that excerpt about clockworks from the main dnd site. IT had thise Fine sized clockwork swarm that disassembled things.

  14. - Top - End - #704
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Fako, have I told you that you're my favorite?

    Quote Originally Posted by Fako View Post
    1) Is it possible for a creature to "recharge" a transmitter its implanted with once the duration expires, without aid of a Gramarist?
    I should make it specify that a transmitters recharge...

    Quote Originally Posted by Fako View Post
    2) In our original discussion, you pointed out that the cost of the bonuses became exponentially more expensive with the size of the network. In the rewrite I am not seeing this to be the case... am I missing it, or has it been removed?
    This has been removed since the cost for increasingly higher and higher bonuses become nigh impossible to attain after the 4th connection (cost * 1,000) and for massive networks it would just be absurd.

    Quote Originally Posted by Fako View Post
    3) All of the effects have had their names altered, but one seems out of place: Placebo from PSYM 101. None of the others are named after medical terms anymore, so it stands out. Considering it ups one skill at a time, I'd personally call it Trainer (named after programs regularly used to cheat/mod games), but other possibilities include Adept, Skillwise, or Conditioner.
    Nexus Mod Manager would be a Doctorate level Effect. The reason for that was because I couldn't think of a good name for that one and Placebo just took to me.

    Quote Originally Posted by Fako View Post
    Now, on to the two tasty prestige classes.
    I cook them with love

    Quote Originally Posted by Fako View Post
    First, the Legendary Mercenary:
    This is your current text for prerequisites:

    Emphasis mine. Copy/paste issue (and a minor one), but this is what thethird was trying to point out.
    It was like 5am when I posted that.

    Quote Originally Posted by Fako View Post
    Also, you gave them knowledge of martial maneuvers, but no learning mechanics, readying mechanics, or recovery mechanics. Was this intentional? And with granting the disciplines, the method is a bit... clunky. You list the bonus in the text before the bonus is actually gained, and the abbreviation (included in the description) is what is listed under the rank.

    Proposed rewrite for the above:
    • Strip Close Quarters Combat from Field Agent, adding "CQC" to the 1st level of the table.
    • Change Close Quarters Combat for the following (as always, rip apart as necessary):
      CQC: CQC, or "Close Quarters Combat" to the uninitiated, is a specialized fighting style created by the original Boss. It combines a number of martial arts, granting you maneuvers from the Army of One, Art of War, Iron Heart, and White Raven disciplines. Your initiator level is equal to your Warmaker levels + Legendary Mercenary levels + 1/2 all other class levels.
    Soldier, you have earned yourself a medal!

    Quote Originally Posted by Fako View Post
    With Chief Warrant Officer-3 you teach the "basics" of CQC to your soldiers, but they are able to gain maneuvers from disciplines that are not included in CQC (Diamond Mind, Stone Dragon and Tiger Claw). If that is not intentional, I'd suggest adding this to the end of the ability:
    "Your soldiers have access to the disciplines listed in CQC instead of the normal Warblade disciplines."
    Quote Originally Posted by Fako View Post
    I'm curious as to exactly what the second part of the "Colonel!" ability provides. It says that they act "as an informant", but this sentence (as it stands) is currently fluff. What numerical bonus does an informant provide you in the field that a standard cohort does not?[/spoiler]
    Good point. I should specify what that does exactly

    Quote Originally Posted by Fako View Post
    First, that's a very large skill block. Off the top of my head, I'm seeing that they are missing Perform (other than weapon drill), Psicraft, Use Psionic Device, and Use Rope. Unless there's a specific reason for preventing them from having these skills (or another one that I missed), I'd just take a page out of the Factotum's book and give them "Class Skills: All". Besides, this class is posted on Rich Burlew's site, and the Factotum is from the book he helped with... you should change it as tribute to him...
    ... I like the way you think

    Quote Originally Posted by Fako View Post
    This class has a big problem with the maneuvers. While you fleshed out the IL, there's still no recovery mechanic or method of readying them. Worse still, the class feature for it has no level listed in the description, and is not listed on the table, leaving it floating there. Proposed rewrite:
    [spoiler]-Add feature to table
    -Replace Close Quarters Combat(Ex) with the following:
    Close Quarters Combat:The Cybernetic Ninja is a soldier augmented by science to physically allow them to perform feats beyond the normal limits of their body. You gain maneuvers from the Army of One, Black Lotus, Iron Heart and Shadow Hand disciplines, using the same learning, readying and recovery methods as a Swordsage. Your initiator level is equal to your Warmaker Levels + Cybernetic Ninja levels + 1/2 all other class levels.
    I should specify that it recovers using Swordsage mechanics. Thank you good sir.

    Quote Originally Posted by Fako View Post
    Notes: This has three additional changes from your original. First, the (ex) tag is dropped. Since this ability grants maneuvers, it's tag would supersede the Ex and Su tags on individual maneuvers (add this back in if that was the intent). Second, I alphabetized the disciplines known, to make it match published class descriptions. And third, I changed your formula for IL. Since this requires a Warmaker 9 as minimum entry, using the full level exactly replaces the +5 that was included in your formula, and puts your formula more in line with published material (if you care about that sort of thing...)
    This is the kind of advice I like to see. None of that vague crap. If you notice something is worded wrong or if you believe it can be worded better write it out yourself. Edits will be made good sir

    Quote Originally Posted by Merchant View Post
    Arcanist: I was wondering how you would feel up to making an 'omni'-tool?
    I'm still thinking on the concept of an Omni-tool and a Military grade version.

    Quote Originally Posted by Merchant View Post
    Oh just wanted to add some praise once more for the nanobots. I was wondering if you ever read that excerpt about clockworks from the main dnd site. IT had thise Fine sized clockwork swarm that disassembled things.
    You can send the check to the P.O box

    I had seen those like a 4 years or so ago on the D&D wiki (when I still used D&D wiki) and thought they looked cool at the time. Not a basis for this design, just something I thought was neat.

    Having Nanomachines be used to disassembly would be totally wicked though or using them to make massive projects, or using them to eat national monuments! OR BUILD ENTIRE CITIES, OR FLATTEN CONTINENTS, OR BUILD A MOON, OR MAKE CYBORG NINJAS, OR FLYING BRAIN SHAPED MONSTERS WITH DEATH RAYS! OH THE DEATH RAYS!!! ... *takes medication* ...
    Last edited by Arcanist; 2013-08-12 at 06:24 AM.
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  15. - Top - End - #705
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Omni tool = NanoMaker PRC Stores spells, powers, and gramarie. A shifter like no other?

    SpectroConstruction takes care of the the cities though. Just not crafting items or preparing gramarie. Creating life on a microscopic level. Making nano transformers? IS that even possible or necessary?

    Shaping the nanites into a nanofibre that you can control to connect to ... anything and try to ovewrite things from a distance and act like a puppeteer under certain circumstances.
    Last edited by Merchant; 2013-08-12 at 06:49 AM.

  16. - Top - End - #706
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Arcanist View Post
    Ascension? Never heard of it. I'm not sure what you're nitpicking though Bold to emphasis?
    Ascension means rising, going up, improving, sorry I'm bad with Sarcasm and most people regard my English as weird, since at the beginning I almost self taught myself in order to be able to read ye olde Sherlock Holmes book and from there I passed to Shakespeare so... basically I might use funny words.

    The nitpick was basically what Faku posted later.



    Quote Originally Posted by Arcanist View Post
    I was thinking of making a Dual-specialized PrC that requires some levels in Evolutionist that was based around Biollurgy and Geoccultism and allows you to augment yourself and your Chassis. You could also cause a Forced Evolution sort of thing for creatures that inhabit your Biomes. It would cap out with you becoming a Living Biome sort of deal and you being able to physically interact with the world through your Biomes.
    Interesting

    Quote Originally Posted by Arcanist View Post
    Augh... I'm not exactly sure on this though. Imachination and Alchemetry are both two opposite sides of the spectrum. Perhaps making your Imachinations solid and interactable?
    Your Imachinations are already solid and interactable if you believe in them, but they cannot hold weight (they become great for blocking certain corridors for example or to create "shield bearers").

    What I was thinking was to infuse the Imachinary illusions with alchemetry, and later to infuse alchemetry materials with imachination. And at high level making the illusions much harder to disbelief.

    Quote Originally Posted by Arcanist View Post
    Never actually heard of that class. I like it
    It has some of my favorite maneuvers alongside with the warcrafter and I want to brew something that uses them and gramarie.

    Quote Originally Posted by Arcanist View Post
    And now you know how Forced Evolution spreads Spiderman, Spiderman, does whatever a spider can...
    What I was thinking on doing is the following:

    First of all give them a "fast" essentia progression. Because Incarnum is a great subsystem that should be used more.

    Second of all allow them to give the symbiont subtype to their biollurgical chassis. With the caveat that at low level, such symbiont can only have on graft and must be of appropriate size for such graft.

    Third give them bonus if the invest essentia into their symbiont (making the symbiont work as some sort of meldshape).

    Fourth give them a binding progression (so they can bind their symbionts) while bound the things loose the ego score (if they have one).

    Fifth make them be able to attach more grafts to their symbionts making symbiote suits, you know you want that.

    Sixth make the symbiote be able to draw essentia from the user, or give bonus essentia to the user (a really limited amount, was thinking on giving them ChL/4) with the caveat that that essentia can only be used on the symbiote and if ussed it increases its ego score accordingly.

    And I don't really know what to give them as a capstone, perfect control of their symbiote? Ability to graft to things per slot to their symbionts?

    ---

    Quote Originally Posted by Arcanist View Post
    I am still tempted to make a Gramarie item that function like Nanomachines which can do some pretty cool stuff (Fast healing, enhanced strength, enhanced speed, seriously, my eyes feel like they're wide open at the moment... Gramarie and War ). I do find it a wee bit bothersome that Gramarie is science, but it is yet to get to the point where it is used to improve another creatures abilities.
    Well you can make really small biollurgical chassis and have them be able to succeed on a DC 10 check and make aid another like a boss. 100 fine creatures can fit in a square, and they can aid another whoever is in that square.

    Quote Originally Posted by Arcanist View Post
    Cybernetic Ninja

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    Image by sillyjellie

    "I am Lightning. The rain transformed."

    Cybernetic augmentation to Soldiers started out as just a science-fiction idea, however in recent years, with modifications and implants to the physical bodies having been more and more extravagant, the birth of the Cybernetic Ninja has become a reality...

    Requirements: To become a cybernetic ninja you must meet all of the following requirements.
    Special: Martial Law of Elasticity
    Special: Sudden Strike +2d6
    Skill Trick: Hidden Blade
    Skill: Iaijutsu Focus 8 ranks

    Hit Die: d10
    Skill Points at Each Additional Level: 6 + Int modifier

    Class Skills: The cybernetic ninja's treats all skills as class skills.

    The Cybernetic Ninja
    {table=head]Level|BAB|Fort|Ref|Will|Special|Maneuvers Known|Maneuvers Readied|Stances Known|
    Principles Known

    1st|+0|+2|+0|+2|Sudden Strike +1d6, Biollurgical Augmentation, CQC (I)|3|3|1|
    +1

    2nd|+1|+3|+0|+3|Art of War, Sword of Justice|4|3|1|
    +1

    3rd|+2|+3|+1|+3|Sudden Strike +2d6|5|3|1|
    +2

    4th|+3|+4|+1|+4|Art of War, Biollurgical Augmentation (II), Like the Wind|5|4|2|
    +2

    5th|+3|+4|+1|+4|Sudden Strike +3d6|6|4|2|
    +3

    6th|+4|+5|+2|+5|Art of War, Like the Thunder|6|4|2|
    +3

    7th|+5|+5|+2|+5|Sudden Strike +4d6, Biollurgical Augmentation (III)|7|4|2|
    +4

    8th|+6|+6|+2|+6|Art of War, Like the Lightning|7|4|2|
    +4

    9th|+6|+6|+3|+6|Sudden Strike +5d6|8|4|2|
    +5

    10th|+7|+7|+3|+7|Art of War, Biollurgical Augmentation (IV), Like the Storm|8|5|3|
    +5
    [/table]

    All of the following are class features of the cybernetic ninja.

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

    CQC: The Cybernetic Ninja is a soldier augmented by science to physically allow them to perform feats beyond the normal limits of their body, however they are still a soldier and trained in the basic arts of CQC or "Close Quarters Combat". You gain maneuvers from the Army of One, Black Lotus, Iron Heart and Shadow Hand disciplines, using the same learning, readying and recovery methods as a Swordsage. Your initiator level is equal to your Warmaker Levels + Cybernetic Ninja levels + 1/2 all other class levels.

    Sudden Strike (Ex): Like the wind and lightning you strike unexpectedly and with great speed. When ever the target of their attack would be denied their dexterity modifier, you deal an additional damage as detailed on the table above.

    Biollurgical Augmentation (Ex): A freak... That is what you are, a genetically modified, cybernetic freak... But sometimes a freak is the most frightening thing you can ever encounter, because freaks can change:
    Spoiler
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    • At 1st level, you are first augmented and your body is converted into a Biollurgical Chassis with your normal ability scores, however you gain a bonus to your Strength, Dexterity and Constitution score equal to your class level.
    • At 4th level, your body develops the ability to heal quickly from non-serious injury. You gain Fast Healing equal to your class level.
    • At 7th level you gain a bonus to your Strength, Dexterity and Constitution scores equal to twice your class level.
    • At 10th level, your eyes are augmented to see the weakest points of a flesh, armor, metal, etc. You may now apply your Sudden Strike damage to any attack you make.


    Art of War: Technology will always have a place on the battlefield. From the use of the sharpened stick to the atomic bomb, it will always have a place on the battlefield. You continue to learn the Arts of War.

    Sword of Justice (Su): Your blades can tear through flesh and brick with equal ease. Any slashing weapon you wield ignores the hardness of any object not strengthened by Alchemetry, and is treated as having your Alignment for the purpose of dealing damage to creatures with damage reduction.

    Like the Wind (Ex): Swift and graceful, you are treated as having a bonus to your land speed equal to your class level times 5ft. In addition to this you may now take the Run action using a single move action.

    Like the Thunder (Ex): Mighty and strong, you gain Power Attack as a bonus feat and gain double the bonus whenever you would use it with any weapon instead of just two handed weapons.

    Like the Lightning (Ex): Quick and devastating, you always act during the surprise round of combat, even if there normally would not be a surprise round.

    Like the Storm (Ex): Vengeful and Destructive, any creature you attack is treated as being flat-footed during your attack. In addition to this, you may deflect a number of ranged attacks per round you equal to your Dexterity modifier.
    Now revising the ninja:

    -The art is awesome!

    -A Nitpick I would make the second increase to stats, replace the first increase to stats... also note that a class that gives a +20 to STR, DEX, CON is easily overpowering.

    -Another thing is qualifying gaining Iaijutsu Focus is pretty darn hard, perhaps switch it to Martial lore 10, Iaijutsu Focus 5, Perform (Weapon Drill) 5? Or something on those lines? Also even if it is ninja it is not really stealth-y.

    -Note that the last biollurgical augmentation does more or less the same than like the storm. Both allow to make Sudden strike damage continuously. (Which is great) I'll probably take out the part of Like the Storm about flat footing and would give it to the eyes. If not you could give fast healing CL/2 at 1, CL/2 Bonus to STAT at 4, fast healing CL at 7, CL/2 Bonus to All physical STATs at 10.

    Quote Originally Posted by Arcanist View Post
    Tools of Gramarie
    Spoiler
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    Weapons
    Spoiler
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    {table=head]Name|Cost|Dmg(S)|Dmg(M)|Critical|Range Increment|Weight|Type

    Bloodspike Dagger|
    10 gp
    |
    1d3
    |
    1d4
    |
    19-20/×2
    |
    5 ft.
    |
    1 lb.
    |
    Piercing

    Biome Bō|
    1 gp
    |
    1d4/1d4
    |
    1d6/1d6
    |
    ×2
    |
    |
    4lb.
    |
    Bludgeoning
    [/table]

    Bloodspike Dagger: Employed by adventuring Gramarist quite recently, this weapon functions as a Dagger with a special hilt that allows it to inject poisons, drugs, medication, etc. into it's target. Placing a chem into the dagger is a full round action that provokes an attack of opportunity. Optionally, if the target is willing you may choose not to deal damage as their muscles be relaxed allowing the dagger to flow seamlessly through their flesh.

    Biome Bō: Used mostly by adventuring Gramarist, specialized in Geoccultism, these quarterstaffs are used to focus the powers of the biomes developed by Gramarist. Once per day, for 24 hours, a Gramarist can prepare a Geoccultism Principle into the staff and have that specific biome surround the staff and it's wielder in a 10ft. radius.


    Chems
    Spoiler
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    {table=head]Name|Type|Price|Craft DC|Addiction
    Anitu Dust|Inhaled DC 5+5 per GEOC principle known|500 gp|N/A|High
    Vile|Ingested DC 18|150 gp|22|Vicious
    [/table]

    Anitu Dust (Pit Fiend's Dandruff): A powerful drug popular amongst fiends and especially useful for Gramarist and Artificers alike for increasing productivity amongst workers.

    Initial Effect: 1d4 points of Strength Damage.
    Secondary Effect: User acts at twice their normal speed allowing them to perform two rounds worth of actions every round until this drugs effect wears off. The user can also finish Principles, Magical Items and Psionic Items in half the time.
    Side Effect: The user will feel nauseated for an equal amount of time as their production.
    Overdose: Your heart rate doubles in speed, throwing you into cardiac arrest and dealing 5d6 to you every round unless a Heal check DC 15 is performed on you.

    Vile: Created by a Gramarist who wanted his soldiers to possess enhanced strength, while maintaining eternal loyalty to him.

    Initial Effect: 1 point of Wisdom damage.
    Secondary Effect: Damage that you cause, from any source, is increased by 50% while damage that you suffer is decreased by 50%.
    Side Effect: You are incredibly easily agitated, often reacting to anger from the lightest action that you perceive being against you. You are treated as being under the effects of a continuous Rage spell.
    Overdose: Your body erupts into a massive body of bulk forcing you to endure extreme pain until your muscles finally tone down and relax. You take 3d8 points of damage every round.


    Implants & Grafts
    Spoiler
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    Nanomachines: Often injected into Soldiers to allow them to perform better on the battlefield by allowing silent communication between two to four people by tuning into a network (Free action) and genetic modification. By casting a spell, manifesting a power or preparing a principle into a dose of Nanomachines you can confer the effects of them into a creature. Additional doses of Nanomachines do allow you to supply different abilities, however you must spend 10 times the previous cost to create these specialized Nanomachines for each effect thereafter. The communication feature functions as a Telepathic Bond spell casted at the creatures HD.


    I do have an idea for a sort of Forced Evolutionist, but it would effectively be a rip off of the High Evolutionary, however would spread mutation via disease (albeit lower levels of mutation) instead of the standard way.

    I'm still painting out the idea of a Gramarist making a Hologram solid, but it just sounds like a gimmick

    EDIT: Have I mentioned today that Fako is my favorite?
    I like the weapons and the nanites, I don't like the drugs... because drugs are overly complicated in D&D and they are one of the things that I avoid using

    ---

    Edit you can use nanomachines to disassemble.
    Last edited by thethird; 2013-08-12 at 07:00 AM.
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Just noticed. ALCH 112 has this at the end..
    "This principle can also specifically be used to purify alkahest, reconstituting solid objects and creatures that have been dissolved in it."

    Indicating that.. like the penguin in Adam West's Batman... I could store my minions in powdered form?

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

    Quote Originally Posted by atriusnight View Post
    Just noticed. ALCH 112 has this at the end..
    "This principle can also specifically be used to purify alkahest, reconstituting solid objects and creatures that have been dissolved in it."

    Indicating that.. like the penguin in Adam West's Batman... I could store my minions in powdered form?
    Yes, but your minions must be made out of planetary metals, otherwise the alkahest will not dissolve them. The simplest answer for this are Biollurgical Chassis, as they can be made from either flesh or planetary metals.

    However, this takes time to reconstruct each individual minion. When you dissolve something in alkahest, its volume is added to it. When you use ALCH 112, it takes 30 minutes to work on a single pint of fluid, and I'm pretty sure you don't want just part of the creature.

    EDIT: Just stumbled onto the to-do list at the end of the Miscellaneous stuff, and it lists 400-level disciplines. Considering the power already made available by the 300-level material, how much higher will this take the power of Gramarie?
    Last edited by Fako; 2013-08-13 at 02:50 AM. Reason: o_o
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by thethird View Post
    Ascension means rising, going up, improving, sorry I'm bad with Sarcasm and most people regard my English as weird, since at the beginning I almost self taught myself in order to be able to read ye olde Sherlock Holmes book and from there I passed to Shakespeare so... basically I might use funny words.
    I know what ascension means and gee thanks for being sarcastic about it

    Quote Originally Posted by thethird View Post
    Interesting
    It would be based around a theory though and basically be a Druid version of the Gramarie-Lord.

    Quote Originally Posted by thethird View Post
    Your Imachinations are already solid and interactable if you believe in them, but they cannot hold weight (they become great for blocking certain corridors for example or to create "shield bearers").
    I mean actually holding weight. Imachitect


    Quote Originally Posted by thethird View Post
    It has some of my favorite maneuvers alongside with the warcrafter and I want to brew something that uses them and gramarie.
    So brew it dude, I dig the idea and it will look turbo awesome. Homebrew what you want, not what the world expects you to do!


    Quote Originally Posted by thethird View Post
    Spoiler
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    First of all give them a "fast" essentia progression. Because Incarnum is a great subsystem that should be used more.

    Second of all allow them to give the symbiont subtype to their biollurgical chassis. With the caveat that at low level, such symbiont can only have on graft and must be of appropriate size for such graft.

    Third give them bonus if the invest essentia into their symbiont (making the symbiont work as some sort of meldshape).

    Fourth give them a binding progression (so they can bind their symbionts) while bound the things loose the ego score (if they have one).

    Fifth make them be able to attach more grafts to their symbionts making symbiote suits, you know you want that.

    Sixth make the symbiote be able to draw essentia from the user, or give bonus essentia to the user (a really limited amount, was thinking on giving them ChL/4) with the caveat that that essentia can only be used on the symbiote and if ussed it increases its ego score accordingly.

    And I don't really know what to give them as a capstone, perfect control of their symbiote? Ability to graft to things per slot to their symbionts?
    Using the Incarnum subsystem... Ugh... Bad memories. I'll think about it, but overall the idea looks really good. I'm not willing to use the ego score thing since I believe it takes control of a character away from the actual character.

    Quote Originally Posted by thethird View Post
    Well you can make really small biollurgical chassis and have them be able to succeed on a DC 10 check and make aid another like a boss. 100 fine creatures can fit in a square, and they can aid another whoever is in that square.

    Quote Originally Posted by thethird View Post
    The art is awesome!
    That is always a plus.

    Quote Originally Posted by thethird View Post
    A Nitpick I would make the second increase to stats, replace the first increase to stats... also note that a class that gives a +20 to STR, DEX, CON is easily overpowering.
    I'd like you to think about what a Gramarist of the same level, compared to a Warmaker with Cybernetic Ninja can do and then rethink that.

    Quote Originally Posted by thethird View Post
    Another thing is qualifying gaining Iaijutsu Focus is pretty darn hard, perhaps switch it to Martial lore 10, Iaijutsu Focus 5, Perform (Weapon Drill) 5? Or something on those lines? Also even if it is ninja it is not really stealth-y.
    The ironic thing about the Cybernetic Ninja is that it isn't really played like a Ninja... Technically... Alright it sort of is, but it can fight in a more physical way if it needs to.

    Quote Originally Posted by thethird View Post
    Note that the last biollurgical augmentation does more or less the same than like the storm. Both allow to make Sudden strike damage continuously. (Which is great) I'll probably take out the part of Like the Storm about flat footing and would give it to the eyes. If not you could give fast healing CL/2 at 1, CL/2 Bonus to STAT at 4, fast healing CL at 7, CL/2 Bonus to All physical STATs at 10.
    You're right, it is a redundant feature and must be exterminated. I'll swap it out to something else.

    Quote Originally Posted by thethird View Post
    I like the weapons and the nanites, I don't like the drugs... because drugs are overly complicated in D&D and they are one of the things that I avoid using
    I actually like the drug rules in D&D and wish they applied to potions actually. Ah well...

    Quote Originally Posted by thethird View Post
    Edit you can use nanomachines to disassemble.
    NOPE. NOPE. NOPE. NOPE. NOPE. NOPE. NOPE.

    ... I might make the able to disassemble Gramarie.

    @Fako: It won't really change the balance of power TOO much since it just means the principles will get moved around a little bit and Doctorate principles won't seem as powerful by comparison. I'd assume some a world would be Resurrection Magitech where the world has learned from the mistakes of Doctorate level principles and will never repeat them or something. Guess the Followers of the Apocalypse really did their job.
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Arcanist:
    I was wondering how the transmitters work with that feat Ingenious something? I think there is a second one that is related so the question is for both.

    It allows you to prepare a gramaric discipline in a round(?) and then breaks down after five(?) rounds. How does that work with the transmitter? Does the transmitter remain but all suggestions are erased, or does it some how revert back to non-transmitter-ness due to the rushed job?

    How is the transmitter created? does one need to physically touch the brain or do you just use some form of vector waves to alter the brain chemistry. IF it is the second one then it makes it possible at least to do the preparation in 1 round if not i see it very strange if you jump on someone's face and jab them with knife or do a instant labotomy ( which reverts back???? after 5 rounds?)

    The next feat is the one that allows you to prepare a gramaric discipline either by halving the time and doubling the material, or vice versa. How would one double the brain mass that you are working with.

    These feats are too good for most Grammarist to pass up. But a grammarist with the Psychomantics has much to lose or gain depending on the interpretation.

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

    Quote Originally Posted by Merchant View Post
    It allows you to prepare a gramaric discipline in a round(?) and then breaks down after five(?) rounds. How does that work with the transmitter? Does the transmitter remain but all suggestions are erased, or does it some how revert back to non-transmitter-ness due to the rushed job?

    How is the transmitter created? does one need to physically touch the brain or do you just use some form of vector waves to alter the brain chemistry. IF it is the second one then it makes it possible at least to do the preparation in 1 round if not i see it very strange if you jump on someone's face and jab them with knife or do a instant labotomy ( which reverts back???? after 5 rounds?)
    You're looking at the old version. New one (under tentative rewrite) simply modifies hormones and brain patterns to optimize a specific feature. Also consider that the actual method of preparing a discipline is intentionally left vague, in order to allow freedom of fluff. Cutting the head open is unlikely, as it deals no damage, but it could be forced psychic modification, it could be localized injection of drugs, et cetera. As for the five rounds, look at the feat itself:

    Quote Originally Posted by Kellus View Post
    Ingenious Engineer [Gramarie]
    When the chips are down, you figure out a way to put them back up such that they can support an optimal load. At least for a little while.
    Prerequisite: Must be able to prepare gramaric principles, Wis 15, character level 7th
    Benefit: You can prepare a 100-level (Baccalaureate-grade) principle in a single full-round action, but it only lasts for the next five rounds. After this point, everything created or generated by the principle disappears.
    Special: At your 14th character level you can take this feat a second time if you have a Wis of 19 in order to apply the benefits to 200-level (Magisterial-grade) principles. You can take this feat a third time as an epic feat if you have a Wis of 23 in order to apply its benefits to 300-level (Doctorate-grade) principles.
    Emphasis mine. The transmitter isn't there, as everything created by the principle is destroyed by the end of the five rounds. Depending on your fluff, this could be hormones calming down, brain waves reverting to normal, etc.

    The next feat is the one that allows you to prepare a gramaric discipline either by halving the time and doubling the material, or vice versa. How would one double the brain mass that you are working with.
    RAW, you would have a transmitter spread across both frontal lobes of the subject. The ramifications of that would be up to the DM, but to remain fair it shouldn't impair the subject in any way.

    NOTE: These are my personal opinions on the subject, and I am hoping to hear the answer from Arcanist as well.
    Last edited by Fako; 2013-08-14 at 03:12 AM.
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Arcanist: A little work for you, but how do you feel about about figuring out the eldritch anima for each discovery too?
    The the cause doesn't keep activating over and over again right. As long as it is still effecting the person, right? I think you should be specific on the bonuses that are given. I read a lot of morale bonuses. The unwilling has an unspecified bonus so you could put placebo on it and pump of the necessary skill(s) when he sees the appropriate gramaric device and then he gets the unnamed bonuses from unwilling intern. That is a big help to any gramarie. He might be an intern but he might be better than you yourself thanks to your help of course.

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

    Before I forget, Happy anniversary Kellus! You made it a whole year with this.
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    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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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Fako View Post
    Just stumbled onto the to-do list at the end of the Miscellaneous stuff, and it lists 400-level disciplines. Considering the power already made available by the 300-level material, how much higher will this take the power of Gramarie?
    I think those are the theories, aren't they?
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Temotei View Post
    I think those are the theories, aren't they?
    Looking at it again, it looks like you're correct. The exact phrasing on the to-do list is "400-level theories"...
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Fako View Post
    Looking at it again, it looks like you're correct. The exact phrasing on the to-do list is "400-level theories"...
    Yeah, I did a double-take too.
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Yeah, it almost implies that there's other levels of Theories separate from Principles. What would a 100-level Theory look like?
    Quote Originally Posted by jamieth View Post
    ...though Talla does her best to sound objective and impartial, it doesn't cover stuff like "ask a 9-year-old to tank for the party."
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Qwertystop View Post
    Yeah, it almost implies that there's other levels of Theories separate from Principles. What would a 100-level Theory look like?
    Galois Theory?
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    I don't want to think about it right now, but anyone up to make a HEUR/PSYM theory that grants the circuit's EI the ability to transfer XP to characters with transmitters in the circut ? Maybe give it some extra limits...
    After all, Dreammasons are strong enough without infinite loops of XP made even easier.

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

    UDwarf, having that option is a bad idea as far as design and balance goes. The option for an EI to gain XP is already broken for EI's, and they can only take mental actions - slap a body on them and that spells infinite trouble. That's why this was added to the end of the ability that even allows them to gain XP:
    Quote Originally Posted by Kellus View Post
    Dreamcatcher (Ps): A dreamcatcher is a special kind of circuit which draws energy from perhaps the greatest untapped source of puissance: the mind. Whenever you set up a circuit with a HEUR principle, you can choose to make it a dreamcatcher. A dreamcatcher draws puissance from intelligent living creatures within the area of the circuit. This draining effect occurs automatically when an applicable creature enters the net, although certain creatures can be excluded from the dreamcatching as a logical decision in the circuit. Energy that has been caught is stored in a 'dream reserve', which is a dispersed energy field in the circuit; it has no physical location. A dream reserve can store up to an amount of puissance equal to 10 times the Autohypnosis check of the circuit in ebbs. However, only an amount in ebbs equal to the check can be moved around in the circuit in any given lump-sum at a time. Instead of spending puissance in the dream reserve normally, an Exotic Intelligence in the circuit can burn it to gain XP, at a rate of 10 XP for every ebb burned. Note, however, that an Exotic Intelligence can only gain XP from creatures within 10 ECL's of its own level. It also can never transfer this XP to any creature, through any mechanism.
    To circumvent this last line is to circumvent the drawback that keeps this ability in check.
    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.
    Skinshred Swarm (CR 9) / Reaper Wolf (CR 5) / Demonecris (CR 18)
    Indomitable (Melee PrC [5 Lvl])

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