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  1. - Top - End - #751
    Bugbear in the Playground
     
    EvilClericGuy

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

    I'd increase the DC for the heal check. Say, equal to their con -5? Even a DC20 heal check shouldn't be hard for a biollugist with ten ranks in heal, and It will usually be less then that. You should also put in something about it being sterile without BIOY 381.


    Also, new Hortistruction stuff. Take a look.

    Quote Originally Posted by kopout View Post
    I have no idea how to link to a post. just fallow the link above.
    Last edited by kopout; 2013-08-25 at 10:36 PM.
    Quote Originally Posted by ToySoldierCPlus View Post
    Now you're attempting to model physics when arguing your case for armor made by a guy who explicitly tells the laws of physics to sit down and shut up whenever he starts tinkering stacking with regular armor. Stop that.
    Miny city!
    Industrial miny city!
    transportation!
    round one, fight!

  2. - Top - End - #752
    Orc in the Playground
     
    DMwithoutPC's's Avatar

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

    Kopout, what is the idea of Argrostructure? What use is it? Will you build buildings out of it? Armour? Do you use it to produce food?

  3. - Top - End - #753
    Bugbear in the Playground
     
    EvilClericGuy

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

    Quote Originally Posted by DMwithoutPC's View Post
    Kopout, what is the idea of Argrostructure?
    The original idea was a living building that took in sunlight and water and produced food for those in side and it sort of snowballed from there.

    What use is it?
    Its a building material, a food source, and a supply of planetary metals. You can build a moon base from it that has built in food synthesizers and air scrubbers, you can reclaim radiomantic waste land, build a helmet of mind blank, disrupt E.I.'s, lay the foundation of an under dark food web, create the gray goo, and feed the hungry.
    Will you build buildings out of it?
    Yes!
    Armour?
    You can, biostructure is better for that unless you have a special feat.
    Do you use it to produce food?
    Yup!
    Quote Originally Posted by ToySoldierCPlus View Post
    Now you're attempting to model physics when arguing your case for armor made by a guy who explicitly tells the laws of physics to sit down and shut up whenever he starts tinkering stacking with regular armor. Stop that.
    Miny city!
    Industrial miny city!
    transportation!
    round one, fight!

  4. - Top - End - #754
    Orc in the Playground
     
    DMwithoutPC's's Avatar

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

    aaah okee, so it ís meant for buildings... hmm I like it! and Archetecture wasn't covered by anything yet. I do think it's lacking something, but I'll reread it to try and find out what.
    Last edited by DMwithoutPC's; 2013-08-26 at 12:42 PM.

  5. - Top - End - #755
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    some ideas I got while reading Hortistructure

    [QUOTE=kopout;15848795]


    Key Skill: Profession(farmer)


    HORT 101: Intro to Hortistruction
    Grade: Baccalaureate
    Prerequisite: None
    Target: 1 cubic foot of organic material or solid planetary metal
    Preparation Time: 1 hour

    Ok, you create plantstructure with this. but at one cubic foot per hour it will take a long time before have built an entire building... especialy since you change
    1 cubic foot of organic material or solid planetary metal
    . you can't make your Agroscruture grow, you have to add new orgnaic material for every cubic foot.

    I think their should be a principle that let's you grow your existing Agroscructure with a cubic feet per .... Profession (farmer). otherwise you have to keep hauling dead bodies or chunks of metal to your fortress.


    HORT 147: Unorthodox Beltian Bodies [Specialist]
    Grade: Baccalaureate
    Prerequisite: Profession(farmer) 4 ranks
    Target: 1 square foot of agrotecture surface
    Preparation Time: 1 hour

    This is very usefull because it can create planetary metals, or other stuff for your principles. however, you should give a number for the size or wheight of the fruits.


    HORT 235: Polar Polarization
    Grade:Magisterial
    Prerequisite: HORT 101, Profession(farmer) 8 ranks
    Target: 1 cubic foot of agrotecture
    Preparation Time: 1 hour

    rather usefull, though I can't think of anything special to use it for.
    BTW what was exactly your Idea with substructures?

    HORT 289: Unusual Energetics [Specialist]
    Grade: Magisterial
    Prerequisite: HORT 101, Profession(farmer) 8 ranks
    Target: 1 agrotecture plant
    Preparation Time: 1 hour

    you sayd something about being able to cleanse a area of Radiomantic posioning. are you referring to this? because how does this cleanse? it does not use up the radiomantic energy does it? I mean, the light absorbing ones do not use up the sun, or create an area of darkness right?

    BTW a small typo, you say Radiomantic energy absorbing Agrostructere is black, and in the same sentence you talk about white agrostructure.

    HORT 317: Expanding Topiary
    Grade: Doctorate
    Prerequisite:Any 3 HORT principles, Profession(farmer) 15 ranks
    Target 1 agrotecture plant
    Preparation Time: 1 hour
    As part of preparing this principle you must make a Profession(farmer) check which must equal or exceed the original check made to prepare the mass of agrotecture you are operating on. A mass of agrotecture that has this principal prepared on it can be either “on” or “off”. “On” agrotecture benefits from the properties listed below while “off” agrotecture doesn’t.

    For every 73-Profession(farmer) check minimum 12 hours a hortistruction construct is exposed to its energy source (and water of course) it grows by an additional cubic foot. This growth can be in the form of a simple expansion of its form (any cavities expand as well) or the duplication of a substructure (which will start off miniaturized if it would require more than 1 cubic foot). Agrotecture expanding in this way will not produce fruit until it stops expanding. A maximum growth size, in cubic feet, must be programed in when this principle is prepared and cannot exceed twice the Profession(farmer) check made when this principle was prepared.

    IMHO, this growing stuff should come a lot sooner, if you want to create epic buildings.

    Sections of the construct that are removed entirely can be regrown by a structure that has this principle active at the same rate as agrotecture would otherwise be added. Regeneration of missing parts takes precedence over growth. Entire substructures can be regenerated this way.

    A substructure or other mass of agrotecture removed from an on structure that is at least 1 cubic foot in volume is called a ‘cutting’. A cutting that can both absorb water and can absorb energy can grow into a complete copy of the original structure if given time as noted above.

    So, years if you took it from a big "plant"

    Similarly, substructures called ’stolons can be created. Stolons can extend a number of feet up to the check made when this principle is prepared. When the stolon reaches its maximum extent it buds into a full copy of the parent plant as it existed when turned “on”. This copy does not count against the size limit for the plant and only half of the stolon does. The copy counts a separate plant for the purposes of maximum size but the same plant for the purposes of water and energy absorption. In the event that a stolon is severed the copy becomes an independent plant.

    Several questions: 1. Where does it say the plant has a size limit? Why should it have one?
    2. so you get the entire copy of the plant, a couple of feet above the original plant? seems unpractical. Allthough you can create large buildings and flats more easily. hmmm, unsure wether I like this. When I first read it I thought your "plant" could create pollen, destribute them, and those would grow into copies of the plant. you know, the way plants work.
    3. The last sentence. What does it matter that the copy becomes an independent plant?


    If you know Unorthodox Beltian Bodies an on structure can produce fruit that are made of living (and unspecialized) agrostructure which will then grow into copies of the parent if provided with the right conditions.
    The programed methods of expansion can be quite complex including contingencies such as the order of production for substructures produced by a stolon, reproductive fruit, or cutting or instructions to grow to less than maximum size be for beginning fruiting and then to produce additional substructures as needed afterwards.


    OK, so these were the seeds I was talking about. But that makes me even more confused about the stolons.

    HORT 317: Insubstantial Sustenance [Specialist]
    Grade: Doctorate
    Prerequisite:Any 4 HORT principles, Profession(farmer) 15 ranks
    Target 1 agrotecture plant
    Preparation Time: 1 hour

    Fun that you can block powers, spells and gramarie, but not a rouring capstone. It not that much better to live of the thoughts of people than to live of sunlight, right?
    [/spoiler]

  6. - Top - End - #756
    Ogre in the Playground
     
    Arcanist's Avatar

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

    I feel that Gramarie needs more base classes for a campaign to successfully work around it. Thus for this weekend I'll be working on some base classes for Gramarie. Pale reflections of some classes that I believe are imperative to any campaign setting, making the Gramarist take the role of the Wizard amongst these classes and combine some classes together.

    Arcanist's To-Do list for the weekend
    Spoiler
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    To-Do list: Base Classes of Gramarie
    • Bard: Weaver, Psionic Bard with up to Magisterial Principles (Warmaker progression), and Sneak attack progression.
    • Rogue: Spellblade, Prepared Caster (Ranger/Paladin progression), up to Baccalaureate principles (Warmaker progression), Mindblade class feature (with an improved Mind Blade Enhancement class feature), full sneak attack progression.
    • Paladin: Templar, Psionic Warrior Manifesting, Crusader Maneuvering, up to Magisterial Principles (Warmaker progression), Smite Opposition removed from Paladin classes and ACF, Lay On Hands can now inflict damage as well as heal damage to both living and undead creatures, Diseases can be both removed and inflicted, No code of conduct.
    • Druid/Ranger: Savage, 1/2 Wilder Progression, 3/4 Druid (w/Ranger spells) Progression, 1st level Wild Shape, up to Doctorate Principles (Warmaker progression).
    • Barbarian: Ravager, Teramach class features modified to allow for a sort of Bruce Banner-The Hulk type entity. Up to Doctorate Principles (Warmaker progression), however unable to prepare them while raging.
    • Fighter/Monk: Militant, at 1st level it obtains 1/4th progression in any one Psionic, Spellcasting, Shadowcasting, Binding, or Gramarie class, Maneuvers from any 1 Discipline (chosen at 1st level, gaining an additional choice at 5th level and every 5 levels thereafter to a maximum of 4 Disciplines).


    To-Do list: Feats of Gramarie
    • Mind Blade feat.
    • Psionically-Charged Gramarie feat.
    • Jerallian Method feat.


    To-Do list: Items of Gramarie
    • Coded Cypher for Heuristic Circuits: Autohypnosis, in a Gramarie campaign, is a class skill for everyone meaning that anyone can hack anyone's Heuristic circuit.
    • Gramarie Laboratory: It makes no sense that a fellow can just make a random rock in the field into a sentient creature... The hell? I do understand that it is magitech that allows this to work, but I'd like there to be a little bit more benefit to actually using a legitimate research station for Gramarie rather than a simple +2 bonus.
    • Wrist Mounted Omnitool (+ Military Grade version): This idea was thrown my way for a while and I still haven't had the time to properly stat it out.


    To-Do list: Templates of Gramarie
    • Esper Template: Psionic abilities based on a creatures mental abilities and understanding of the universe rather than inherent abilities.
    • Magi Template: Spontaneous spellcasting (both Divine and Arcane). One spell known per Charisma modifier with the same modifier as Charisma modifier.


    I have a hell of a weekend ahead of me
    Larloch, The Shadow King (w/ Ioun Stones) avatar by Iron Penguin

  7. - Top - End - #757
    Orc in the Playground
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    As long as Gramarie has existed, so has its enemies. Forces that see magitek as an abomination against nature. Forces that fear the power of mortals to gain higher powers. But try as they might, the superior resilience and intelligence in the construction of gramarie continually confounds its enemies. Masters of gramary often employ security E.I.s to monitor circuits, safeguard biomes, and otherwise protect creations. Even some stand-alone gramaric devices have ways of punishing or locking out saboteurs with bad intentions.

    However, there are a select few individuals who are privy to the secrets of dismantling, disrupting, and destroying gramarie. They have no intention to use magitek, ever. Like the tide of the ocean washing away a sandcastle on a beach, they are the inevitable force that stands between a gramarist and the permanency of his creations. And these individuals wreak so much havoc with a question only five words long:

    Spoiler
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    What does this button do?



    The Unraveler

    Spoiler
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    Requirements: To become an unraveler you must meet all of the following requirements.
    Skills: Bluff 8 ranks, Disable Device 8 ranks, Perform (Dance) 8 ranks.
    Feats: Improved Sunder.
    Special: Must not have an intelligence score above 9, and must not have any ranks in Knowledge (architecture and engineering).

    Hit Dice: d10
    Skill Points at Each Additional Level: 4 + Int modifier

    Class Skills: The unraveler's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (History), Knowledge (Local), Listen (Wis), Martial Lore (Int), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

    The Unraveler
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +1
    |
    +2
    |
    +0
    |
    +2
    |
    Gramaric ignorant, tek render

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +3
    |
    Eldritch mayhem

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +3
    |
    Planetary devastator

    4th|
    +4
    |
    +4
    |
    +1
    |
    +4
    |
    Gramarie schamarie

    5th|
    +5
    |
    +4
    |
    +1
    |
    +4
    |
    Big red button
    [/table]

    All of the following are class features of the unraveler.

    Weapon and Armor Proficiencies: As an unraveler, you gain no additional weapon or armor proficiencies.

    Gramaric Ignorant (Ex):

    Unravelers know terrifyingly little about the machines the destroy on a regular basis. You suffer a penalty equal to your class level on all Knowledge (architecture and engineering) checks. You gain a bonus equal to your class level on saving throws against any effect generated by a gramaric principle.

    Tek Render (Ex):

    Unravelers unknowingly practice the secret art of tek render, a violent method of destroying gramaric creations. As a standard action, you may make a Disable Device check to effectively un-prepare a gramaric principle already in effect within 60 feet. The DC is 20 for a Baccalaureate principle, 30 for a Magisterial principle, and 40 for a Doctorate principle. If the creator of the effect is also within 60 feet and aware of the tek render, she may oppose your Disable Device check with the skill tied to the school of the effect that you're trying to end (Forgery for Yggdratecture, for instance).

    Eldritch Mayhem (Ex):

    The mere presence of an unraveler is enough to set the devoted magitechnician on edge. At 2nd level, anyone within 60 feet trying to prepare a gramaric principle or use an eldritch blast must make a Concentration check with a difficulty class of 10 + your bonus to Perform (Dance) checks, or that action fails.

    Planetary Devastator (Ex):

    Unravelers are grand at breaking things. At 3rd level, any attacks you make against creatures objects primarily composed of planetary metals or biostructure ignore all damage reduction and hardness and deal bonus damage equal to 10 times your unraveler class level.

    Gramarie Schamarie (Ex):

    An unraveler of 4th level is just so plain baffled by gramarie that she refuses to even try to understand it. You cannot ever prepare a gramatic principle, nor can you use a blueprint or even activate a gramaric device correctly. You become immune to any effect generated by a gramaric principle.

    Big Red Button (Ex):

    At 5th level, an unraveler unlocks the final terrible secret of anti-gramarie. Once per day, he may place a big red button on any gramaric device as a swift action that does not provoke an attack of opportunity. A gramaric device is a term that includes any creature or object created from gramaric principles, such as a circuit or circuit component, a chassis, an exotic intelligence, or a zeitgeist. When pressed as a standard action that provokes attacks of opportunity (either by the unraveler himself or someone else), the gramaric device that the button is attached to crumbles into scrap metal and is instantly and irrevocably destroyed. If the gramaric device is sentient or its creator is within 60 ft. of it, it (or its creator) is entitled to a Will save with a difficulty of 10 + 1/2 the unraveler's hit dice + the unraveler's charisma modifier to avoid the effect, in which case the big red button is wasted.
    Last edited by Merk; 2013-09-01 at 10:40 PM.

  8. - Top - End - #758
    Ogre in the Playground
     
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Adventurers of Jerall Pt.1

    Spoiler
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    Image by rashomike

    Science. Science can save lives as well as it can destroy them.

    Since the dawn of life, when our ancestors first discovered the power of a well placed sharp rock against the head for surgery as well as murder we realized it's power. From the power of the lowly sharpened piece of wood to the power of the atom, science has been able to kill as many people as it as been able to save.

    On the 1994th year of Jerall's existance, after nearly two thousand years of progress, life could not sustain the advancements they have made and finally collapsed in on itself under the force of the hellfire of Sunmetal unleashed by the inhabitants. In one brief hour, most of the surface of the plane was reduced to cinders. Life survived by sheltering itself under the weight of underground planar vaults and from the ashes of nuclear devastation, a new civilization would struggle to arise.

    Weaver
    Spoiler
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    You know, me grandad and his fellows traveled through the Acadian Valley. They say on that expedition they almost all got themselves killed and eaten by raiders, rogues and rabid animals. Perhaps you've heard of the Acadian Expedition?
    -Julia "Red Ribbons" Ruth, a Half-Elf Weaver

    On Jerall, the fine lines between a Rogue in the contemporary D&D sense and a Bard is a very thin line to the point where new players to the setting would be able to make a very honest mistake between the two. Rogues on Jerall manage to fill in the role of Jack-Of-All-Tradesmen to the point where a high level rogue might appear to be a very low level Psion or Wizard or Cleric where as a Bard holds a bit of a more notched position in the world as masters of social intrigue. On Jerall, Bards us Psionics rather than using Arcane magic (due to it's debilitating effect on the environment and the Gramarie around it). Mostly because these techniques are more subtle to use and can easily be performed in a public area, without drawing to much attention to themselves. Remember, as a Weaver, your best bet at continued survival is subtlety!

    Game Rule Information

    Abilities: Charisma is most probably your most important ability score as a Weaver, because it boost your social skills and dictates how powerful your Powers are, how many Power points you have thereafter and most importantly how long you can keep your Woven Intrigue going. After that Intelligence should be fairly high so you can purchase ranks in skills. Weavers who would rather fight in combat function excellently as Psionicist, albeit they will be out matched against dedicated Psionicist. Dexterity and Strength are welcome as well for more combat focused bards, however it should be remembered that Weavers are not focused on combat inherently.

    Alignment: Any
    Hit Die: d6
    Skill Points at 1st Level: (8 + Int modifier) x 4
    Skill Points at Each Additional Level: 8 + Int modifier

    Class Skills: Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Disable Device (Int), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Psionics) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Psicraft (Int), Swim (Str), Tumble (Dex), Use Magic Device (Cha) and Use Psionic Device (Cha).


    {table=head]Level|BAB|Fort|Ref|Will|Special|Power Points/Day|Powers Known|Max Power Level Known|Principles Known

    1st|+0|+0|+2|+2|Woven Intrigue, Weaver's Lore, Sneak Attack +1d6, Fascinate, Inspire Courage +1|01|1|1st|
    -

    2nd|+1|+0|+3|+3|Evasion|1|2|1st|
    -

    3rd|+1|+1|+3|+3|Inspire Competence, Sneak Attack +2d6|3|3|1st|
    -

    4th|+2|+1|+4|+4|Uncanny Dodge, Baccalaureate Principles|5|4|2nd|
    1

    5th|+2|+1|+4|+4|Sneak Attack +3d6|7|5|2nd|
    1

    6th|+3|+2|+5|+5|Suggestion|11|6|2nd|
    2

    7th|+3|+2|+5|+5|Sneak Attack +4d6|15|7|3rd|
    2

    8th|+4|+2|+6|+6|Discovery, Inspire Courage +2, Improved Uncanny Dodge|19|8|3rd|
    3

    9th|+4|+3|+6|+6|Inspire Greatness, Sneak Attack +5d6|23|9|3rd|
    3

    10th|+5|+3|+7|+7|Discovery, Improved Evasion|27|10|4th|
    4

    11th|+5|+3|+7|+7|Sneak Attack +6d6|35|11|4th|
    4

    12th|+6/+1|+4|+8|+8|Discovery, magisterial principles|43|12|4th|
    5

    13th|+6/+1|+4|+8|+8|Sneak Attack +7d6|51|13|5th|
    5

    14th|+7/+2|+4|+9|+9|Discovery, Inspire Courage +3|59|14|5th|
    6

    15th|+7/+2|+5|+9|+9|Sneak Attack +8d6, Inspire Heroics|67|15|5th|
    6

    16th|+8/+3|+5|+10|+10|Discovery|79|16|6th|
    7

    17th|+8/+3|+5|+10|+10|Sneak Attack +9d6|91|17|6th|
    7

    18th|+9/+4|+6|+11|+11|Discovery, Mass Suggestion|103|18|6th|
    8

    19th|+9/+4|+6|+11|+11|Sneak Attack +10d6|115|19|6th|
    8

    20th|+10/+5|+6|+12|+12|Discovery, Inspire Courage +4, Mob Mentality|127|20|6th|
    9
    [/table]
    1: A weaver gains no power points from their class at 1st level. However,they do add any bonus power points they would gains from a high Charisma score, their race, feats, or other sources to their reserve. They can use these points (if any) to manifest their power.

    Class Features
    All of the Following are class features of the weaver.

    Weapon and Armor Proficiencies: A weaver is proficient with all simple weapons plus the longsword, rapier, sap, short sword, shortbow, and whip. Weavers are proficient with Light Armor and Shields (except tower shields).

    Psionics: A weaver manifest powers from the Psion/Wilder List and the Telepath list with a manifester level equal to their class level. They use Charisma to determine the highest level power they may learn (with a maximum no higher than their level on the table above) and the DC to resist their powers.

    Weaver's Lore (Ex): A weaver may make a special lore check with a bonus equal to their class level plus their Intelligence modifier. For all other intents and purposes this functions as Bardic Knowledge.

    Woven Intrigue (Ex): A weaver's trick of the trade and main tool is social manipulation and an understanding of a creature's mental condition. This class feature functions as Bardic Music, however instead it may be activated simply by speaking at your target and requires ranks in Diplomacy instead of Perform.

    Spoiler
    Show

    • Fascinate (Sp): A weaver with 3 or more ranks in Diplomacy can use intrigue to cause one or more creatures to become fascinated with them. Each creature to be fascinated must be within 90 feet, able to see and hear the Weaver, and able to pay attention to him. The weaver must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a weaver attains beyond 1st, he can target one additional creature with a single use of this ability. To use the ability, a weaver makes a Diplomacy check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the weaver cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to their voice, taking no other actions, for as long as the weaver continues to speak and concentrate (up to a maximum of 1 round per weaver level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the weaver to make another Diplomacy check and allows the creature a new saving throw against a DC equal to the new Diplomacy check result. Any obvious threat, such as someone drawing a weapon, casting a spell, manifesting a power or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.
    • Inspire Courage (Su): A weaver with 3 or more ranks in Diplomacy can use speech-craft to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the weaver speak. The effect lasts for as long as the ally hears the weaver's voice and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six weaver levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.
    • Inspire Competence (Su): A weaver of 3rd level or higher with 6 or more ranks in Diplomacy can use Intrigue and speech-craft to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the weaver. The weaver must also be able to see the ally. The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the weaver’s voice. Certain uses of this ability are infeasible. The effect lasts as long as the weaver concentrates, up to a maximum of 2 minutes. A weaver can’t inspire competence in himself. Inspire competence is a mind-affecting ability.
    • Suggestion (Sp): A weaver of 6th level or higher with 9 or more ranks in Diplomacy can make a suggestion (as the spell) to a creature that he has already fascinated. Using this ability does not break the weaver’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect. Making a suggestion doesn’t count against a weaver’s daily limit on Woven Intrigue. A Will saving throw (DC 10 + ½ weaver’s level + weaver’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.
    • Inspire Greatness (Su): A weaver of 9th level or higher with 12 or more ranks in Diplomacy can use intrigue to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a weaver attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a weaver must speak and an ally must hear him speak. The effect lasts for as long as the ally hears the weaver's speech and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability.
    • Inspire Heroics (Su): A weaver of 15th level or higher with 18 or more ranks in Diplomacy can use speehcraft to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three weaver levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a weaver must speak and an ally must hear the weaver speak for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears the weaver's voice and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.
    • Mass Suggestion (Sp): This ability functions like suggestion, above, except that a weaver of 18th level or higher with 21 or more ranks in Diplomacy can make the suggestion simultaneously to any number of creatures that he has already fascinated. Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.


    Sneak Attack (Ex): Backstabbing in politics can sometimes be quite literal unfortunately. This functions as the Rogue class feature of the same name and deals the additional damage listed on the table above.

    Evasion (Ex): At 2nd level and higher, a weaver can avoid even magical and unusual attacks with great agility. If they makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they instead takes no damage. Evasion can be used only if the weaver is wearing light armor or no armor. A helpless weaver does not gain the benefit of evasion.

    Principles of Gramarie While not as much of a dedicated scholar as the Gramarist or the Warmaker, the Weaver certainly maintains a small level of skill in the usage of the more subtle aspects of Gramarie. At 4th level A Weaver may select Baccalaureate principles from the Disciplines of Heuristicism, Imachination, Yggdratecture and Kaledomantics. They may select these principles as if they were specialist Gramarist under these Disciplines. At 12th level they may select Magisterial principles.

    Uncanny Dodge (Ex): Starting at 4th level, a weaver can react to danger before their senses would normally allow them to do so. The weaver retains their Dexterity bonus to AC (if any) even if they are caught flat-footed or struck by an invisible attacker. However, they still loses their Dexterity bonus to AC if immobilized.

    If a weaver already has uncanny dodge from a different class they automatically gains improved uncanny dodge instead.

    Discovery: Staying one step ahead of the curve is the only sure-fired way to survive in the risky world of politics (well that isn't true, but the other way involves selling your soul to a devil and nobody wants to do that). At 8th level and every 2 levels thereafter the weaver may select a Discovery pertaining to Heuristicism, Imachination, Yggdratecture and Kaledomantics.

    Improved Uncanny Dodge (Ex): A weaver of 8th level or higher can no longer be flanked.

    This defense denies another rogue the ability to sneak attack the character by flanking them, unless the attacker has at least four more HD than the target does.

    If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum HD required to flank the character.

    Improved Evasion (Ex): The weaver still takes no damage on a successful roll, however now even on a failed roll the Weaver only takes half damage.

    Mob Mentality (Ex): The weaver may, once per day, use their Woven Intrigue ability on a single creature, however the creature begins to spread the benefits from that Woven Intrigue to other people for the next 24 hours. After 24 hours have passed since that single creature received that benefit, all the bonuses to those creatures expire.


    Drifter
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    You've heard of the San Hermanos. Treasure beyond treasures that are vast beyond your wildest dreams. They say that the only way to get the treasure is to let it go... Unless of course you set up your handy-dandy bag of holding!
    -Guile "Clamps" Dragonson, Half-Dragon Drifter

    If you've read through the Weaver, I'm sure you understand the differences between the Jerallian Bard and Jerallian Rogue. On Jerall, Rogues are considered specialized infiltrators capable of doing just a bit of everything to meet their needs at any point of the day. All that is required is that they plan ahead before they do anything.

    Game Rule Information

    Abilities: A smart thief, survives longer than a stupid one. Intelligence is your most relevant stat since it provides you with bonus skills, bonus powers points, and bonus spells. After that your second bet would be improving your favored combat stat (Dexterity or Strength). Dexterity would not only help you with your ranged attacks as well as your survivability while Strength would help you deal more physical damage, however a careful balance of the two will ensure you are always prepared for an encounter of any kind. After that Constitution will ensure you are plentiful on hit points.

    Alignment: Any
    Hit Die: d8
    Skill Points at 1st level: (6 + Int modifier) x 4
    Skill Points at Each Additional Level: 6 + Int modifier

    Class Skills: Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (All skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Psicraft (Int), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Psionic Device (Cha) and Use Rope (Dex).

    {table=head]Level|BAB|Fort|Ref|Will|Special|0th|1st|2nd|3rd|4th|5th|6th|PP/day|Unique Powers/day|Maximum Power Level|Principles Known

    1st|+0|+0|+0|+0|Aptitude Focus 1/day (+2)|2|—|—|—|—|—|—|1|1|1st|1

    2nd|+1|+0|+0|+0||3|0|—|—|—|—|—|2|1|1st|1

    3rd|+2|+1|+1|+1||3|1|—|—|—|—|—|3|2|1st|2

    4th|+3|+1|+1|+1|Bonus Feat|3|2|0|—|—|—|—|5|2|2nd|2

    5th|+3|+1|+1|+1||3|3|1|—|—|—|—|7|3|2nd|3

    6th|+4|+2|+2|+2|Mimic Class Feature 1/day|3|3|2|—|—|—|—|11|3|2nd|3

    7th|+5|+2|+2|+2||3|3|2|0|—|—|—|15|4|3rd|4

    8th|+6/+1|+2|+2|+2|Ability Boon +2|3|3|3|1|—|—|—|19|4|3rd|4

    9th|+6/+1|+3|+3|+3||3|3|3|2|—|—|—|23|5|3rd|5

    10th|+7/+2|+3|+3|+3|Aptitude Focus 2/day (+4)|3|3|3|2|0|—|—|27|5|4th|5

    11th|+8/+3|+3|+3|+3||3|3|3|3|1|—|—|35|6|4th|6

    12th|+9/+4|+4|+4|+4|Mimic Class Feature 2/day|3|3|3|3|2|—|—|43|6|4th|6

    13th|+9/+4|+4|+4|+4||3|3|3|3|2|0|—|51|7|5th|7

    14th|+10/+5|+4|+4|+4|Ability Boon +4, Double Aptitude|4|3|3|3|3|1|—|59|7|5th|7

    15th|+11/+6/+1|+5|+5|+5||4|4|3|3|3|2|—|67|8|5th|8

    16th|+12/+7/+2|+5|+5|+5|Rapid Refocus|4|4|4|3|3|2|0|79|8|6th|8

    17th|+12/+7/+2|+5|+5|+5||4|4|4|4|3|3|1|91|9|6th|9

    18th|+13/+8/+3|+6|+6|+6|Mimic Class Feature 3/day|4|4|4|4|4|3|2|103|9|6th|9

    19th|+14/+9/+4|+6|+6|+6||4|4|4|4|4|4|3|115|10|6th|10

    20th|+15/+10/+5|+6|+6|+6|Ability Boon +6, Aptitude Focus 3/day (+4)|4|4|4|4|4|4|4|127|10|6th|10|10[/table]

    Class Features
    All of the following are class features of the drifter. You cannot use the drifter's ability boon, aptitude focus or mimic class feature to qualify for any feat. You can use your bonus feat to qualify for such options, but if you change the feat, you suffer the normal drawbacks for no longer meeting a prerequisite or requirement. You gain the Psionic subtype.

    Weapon and Armor Proficiencies: A drifter is proficient with all simple weapons. A drifter is proficient in light armor as well as shields (except tower shields).

    Aptitude Focus (Ex): Once per day, after meditating for 1 hour, you can select seven areas of expertise to focus your diverse talents upon. An aptitude focus ability is usable once per day at 1st level, twice per day at 10th level, and three times per day at 20th level.

    At 10th level, you can change your aptitude focus one time per day, and at 20th level you can change your aptitude focus two times per day. If you change to the arcane focus or divine focus ability, you must still obey the normal rules for preparing spells.
    Spoiler
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    • Arcane Focus: You gain the ability to cast arcane spells, which may be chosen from the spell list of any arcane spellcasting class. You prepare and cast these spells just as a wizard does, including cantrips and the use of a spellbook. Your spells per day are noted on the table above. You gain bonus spells for a high Intelligence score, just as a wizard does. When the table indicates that you get 0 spells per day of a given spell level, you gain only the bonus spells you would be entitled to based on your Intelligence score for that spell level. Your caster level is equal to twice your class level, but cannot exceed your total Hit Dice.

      You also gain a +2 competence bonus on Knowledge (arcana), Knowledge (planes) and Spellcraft checks and a +2 bonus on Will saves; at 10th level, the bonuses improve to +4.
    • Combat Focus: You gain proficiency with all martial weapons. You also gain a +2 competence bonus on all attack rolls, damage rolls and a +2 bonus on Fortitude saves. At 10th level this improves to a +4 bonus.
    • Divine Focus: You gain the ability to cast divine spells, which may be chosen from the spell list of any divine spellcasting class. You prepare and cast these spells just as an archivist does, including orisons and the use of a prayerbook. You can only prepare new divine spells at sunrise. Your spells per day are noted on the table above. You gain bonus spells for a high Wisdom score, just as an archivist does. When the table indicates that you get 0 spells per day of a given spell level, you gain only the bonus spells you would be entitled to based on your Wisdom score for that spell level. Your caster level is equal to twice your class level, but cannot exceed your total Hit Dice.

      You also gain a +2 competence bonus on Knowledge (religion), Knowledge (planes), and Spellcraft checks and a +2 bonus on Fortitude saves; at 10th level, the bonuses improve to +4.
    • Psychic Focus: You gain the ability to manifest psionic powers, which may be chosen from the power list of any psionic class. You learn to manifest these powers just as an erudite does. Your power points and unique powers per day are noted on the table above. You gain bonus power points for a high Intelligence score, just as an erudite does. Your manifester level is equal to twice your class level, but cannot exceed your total Hit Dice.

      You also gain a +2 competence bonus on Autohypnosis, Concentration Knowledge (psionics), Psicraft, and a +2 bonus to Will saves; at 10th level, the bonuses improve to +4.
    • Stealth Focus: You gain trapfinding, trap sense +2, a +2 competence bonus on all Balance, Climb, Bluff, Disable Device, Disguise, Hide, Jump, Listen, Move Silently, Open Lock, Sense Motive, Spot and a +2 bonus on Reflex saves. You also gain sneak attack +2d6, as the rogue ability of the same name. At 10th level, the bonuses improve to +4 and you gain evasion and sneak attack +4d6. At 20th level, you gain improved evasion.
    • Wild Focus: You gain uncanny dodge, wild empathy (treat your druid level as equal to your class level), woodland stride, a +2 competence bonus on Climb, Handle Animal, Jump, Knowledge (Nature), and Survival checks, and a +2 bonus on Fortitude saves. At 10th level, the bonuses improve to +4 and you gain improved uncanny dodge, mettle, and swift tracker. At 20th level, you gain improved mettle.
    • Gramarie Focus: You gain a number of baccalaureate principles known equal to the table above. You select those principles upon adopting this focus. You gain a +2 competence bonus on Autohypnosis, Bluff, Concentration, Diplomacy, Forgery, Heal, Knowledge (Architecture and Engineering), Spot, Survival, and Use Magic Device, and +2 bonus Will save. You also gain Eldritch Blast +2d6, as the Warlock ability of the same name and can select a single Eldritch Anima that you would qualify for. At 10th level, the bonuses improve to +4, you can select Magisterial Principles as well, your Eldritch Blast improves to +4d6 and you can select two Eldritch Anima.


    Bonus Feat (Ex): At 4th level, you gain a bonus feat. You must meet the prerequisites for this feat. At the start of each day, you can choose to change your bonus feat to any other feat for which you meet the prerequisites.

    Mimic Class Feature: At 6th level, you gain the ability to mimic a certain class feature possessed by other classes. Once per day, you can use any of the class features described below. At 12th level, you can use this ability twice per day (either to mimic the same class feature on two different occasions or two different class features at separate times). At 18th level, you can use this ability three times per day.
    Spoiler
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    • Turn/Rebuke Undead (Su): You can turn or rebuke undead creatures (your choice when activating this ability) by channeling the power of your faith through a holy or unholy symbol. See Turn or Rebuke Undead, page 159 of the Player's Handbook. Treat your Cleric level as equal to your class level.
    • Rage (Ex): You can fly into a screaming blood frenzy. See the barbarian class feature, except that the rage only lasts for one round per level or 3 + (newly improved) Con modifier, whichever is lower.
    • Smite (Su): You can smite a foe. See the paladin class feature, except that you must declare which alignment (or other approved quality) that you intend to smite before you do so. Treat your paladin level as equal to your class level. If you accidentally smite a creature that is not a valid target, the smite is wasted with no effect.
    • Spell Channeling (Su): You can cast any touch spell you have prepared through the drifter class and deliver it through your weapon with a melee attack. See the duskblade class feature (Player's Handbook II, page 19-24), except that you can also use this feature with divine spells or psionic powers.
    • Spectroconstruction (Su): You can cause an effect similar to a Lyre of Building (building effect) for 30 minutes. No Perform check is required to initiate this effect, but instead you must make a DC 18 Knowledge (architecture and engineering) check every time you activate it (+3 to the DC for every additional time per day you activate it). Failure indicates the daily use is wasted. You cannot split up individual uses of this ability; if you do not use all 7,200 man-hours during the activation period, they're lost.


    Ability Boon (Ex): At 8th level, when choosing an aptitude focus, you also gain a +2 competence bonus to an ability score of your choice. This bonus lasts until you change your aptitude focus. At 14th level this bonus improves to +4, and at 20th level to +6.

    Double Aptitude (Ex): At 14th level, you can adopt two aptitude focuses in the same amount of time it previously took for you to adopt one. For example, you could adopt both the combat focus and the wild focus to simulate a ranger, or the divine focus and arcane focus to simulate a mystic theurge. You can’t adopt the same aptitude focus twice simultaneously. You can still only adopt as many focuses per day as indicated by your aptitude focus ability.

    Rapid Refocus (Ex): At 16th level, you gain the power to change your aptitude focus in only 10 minutes.


    Templar
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    I sold my soul to our King, as did my father and his father and his father before him. I will fight to the grave for him.
    -Grazz'ier Sattum, Templar of Ulysses

    On Jerall, Paladin's are more loosely knit. They aren't about fighting for "law" and "order" and all that is good. They fight in the name of the kings and queens of Jerall, whom they worship as Living Gods. Thus, it is only feasible for a a Jerallian Paladin (or "Templar") to be deposed from his station if he is removed from his order. Templars are more proficient in the application of their Divine magic, however it is also most limited in it's usage. Because they can only cast Domain spells, the choice in God-King is a major choice for any Templar to pick.

    Game Rule Information

    Abilities: Charisma is useful to a Templar who wishes to get the most out of their spells. As with all combat oriented classes Strength and Dexterity are must haves as well as Constitution. Intelligence is required for skills.

    Alignment: Any. Must be within one step of your God-King or Patron.
    Hit Die: d10
    Skill Points at 1st level: (2 + Int modifier) x4
    Skill Points at Each Additional Level: 2 + Int modifier

    Class Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Maximum Spell Level|Maneuvers Known|Maneuvers Readied|Stances Known

    1st|+1|+2|+0|+0|Aura, Detect opposition, Smite opposition 1/encounter|1st|6|4|1

    2nd|+2|+3|+0|+0|Divine grace, Heal the Flock|1st|7|4|2

    3rd|+3|+3|+1|+1|Aura of Hero, Divine health|1st|8|5|2

    4th|+4|+4|+1|+1|Sneak Attack +1d6, Turn/Rebuke Undead|2nd|9|5|2

    5th|+5|+4|+1|+1|Smite opposition 2/encounter, Special mount|2nd|10|6|3

    6th|+6/+1|+5|+2|+2|Mettle|3rd|11|6|3

    7th|+7/+2|+5|+2|+2||3rd|12|6|3

    8th|+8/+3|+6|+2|+2|Sneak Attack +2d6|4th|13|7|3

    9th|+9/+4|+6|+3|+3||4th|14|7|4

    10th|+10/+5|+7|+3|+3|Smite opposition 3/encounter|5th|15|8|4

    11th|+11/+6/+1|+7|+3|+3||5th|16|8|4

    12th|+12/+7/+2|+8|+4|+4|Sneak Attack +3d6|6th|17|8|4

    13th|+13/+8/+3|+8|+4|+4|Improved Mettle|6th|18|9|4

    14th|+14/+9/+4|+9|+4|+4||7th|19|9|5

    15th|+15/+10/+5|+9|+5|+5|Smite opposition 4/encounter|7th|20|10|5

    16th|+16/+11/+6/+1|+10|+5|+5|Sneak Attack +4d6|8th|21|10|5

    17th|+17/+12/+7/+2|+10|+5|+5||8th|22|10|5

    18th|+18/+13/+8/+3|+11|+6|+6||9th|23|11|5

    19th|+19/+14/+9/+4|+11|+6|+6||9th|24|11|5

    20th|+20/+15/+10/+5|+12|+6|+6|Smite opposition 4/encounter, Sneak attack +5d6|9th|25|12|6[/table]

    Class Features
    All of the following are class features of the templar.

    Weapons and Armor proficiencies: Templar are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

    Spells: Templar can only cast domain spells provided by their God-King or Patron. They can cast each of these spells, of each level, once per day at their class level in caster level. The DC for these spells are Charisma based (10 + Spell level + Charisma modifier).

    Maneuvers: Templar perform, learns and readies maneuvers from the Devoted Spirit, Iron Heart, Setting Sun, Stone Dragon and White Raven disciplines. 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 (until you recover them, as described below). 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 (such as executing a quick, harmless flourish with your weapon). 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.

    Aura (Ex): The power of a Templar's aura is equal to their class level. It possess the alignment of their God-King.

    Detect Opposition (Sp): At will, a Templar can identify all creatures he can see that have an alignment that is diametrically opposed to his own. (Ex: A Chaotic Evil Templar can detect all Lawful and/or Good creatures).

    Smite Opposition (Su): Once per encounter, before you declare an attack, a Templar can add their Charisma modifier + Templar level to the damage they deal. At 5th level and every 5 levels thereafter they gain an additional usage of this ability.

    Divine Grace (Su): The Templar can add their Charisma modifier to their saving throws (minimum +1).

    Heal the Flock (Su): Beginning at 2nd level, a Templar with a Charisma score of 12 or higher can heal wounds (their own or those of others) by touch. Each day they can heal a total number of hit points of damage equal to their Templar level × her Charisma bonus. A Templar may choose to divide her healing among multiple recipients, and they don’t have to use it all at once. Using heal the flock is a standard action.

    Alternatively, a Templar can use any or all of this power to deal damage to a creature. Using heal the flock in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The Templar decides how many of her daily allotment of points to use as damage after successfully touching a creature.

    Aura of Hero (Su): The Templar is able to spread the benefits of their stance out to their ally provided they are within 5ft per Templar level.

    Divine Health (Ex): The Templar gains immunity to all diseases, including supernatural and magical diseases.

    Sneak Attack (Ex): This functions as the Rogue class feature of the same name and deals the additional damage listed on the table above.

    Turn/Rebuke Undead (Su): When a templar reaches 4th level, they gain the supernatural ability to Turn or Rebuke Undead (Turn for Good and Rebuke for Evil. Neutral templar's choose at 4th level which they would like to do). They use this ability at their level -3 and may use this a number of times per day equal to 3 + their Charisma modifier.

    Special Mount (Sp): This ability functions as the Paladin class feature of the same name.

    Mettle (Ex): If the templar succeeds on a Will or Fortitude save that would normally reduce the spell's effect, they suffer no effect from the spell. Only those with spells with a Saving Throw of "Will Partial", "Fortitude Half" or similar entries can be negated with this ability.

    Improved Mettle (Ex): This ability works like mettle, except that while the templar still takes no damage on a successful Fortitude or Will saving throw against attacks henceforth they takes only half damage on a failed save. A helpless templar does not gain the benefit of improved mettle.

    Ex-Templar
    A Templar loses all of it's supernatural class features if it is expelled from the order that it first joined. A templar may gain these class features back, if they join a new order.


    Naturalist
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    "Worship and dedication to nature is the only way this world will ever get back on it's legs. With the rapid expansion and use of science in this world we will soon suffer the same problems of the old world..."
    -Farris Ronsoni, Ogre Mage, Naturalist of the Ronsoni tribe

    On Jerall, nature and the advancement of science is at constant conflict. Because of this Jerallian Druids are forced to fight using alternative methods and must use lesser forms of magic against them. Naturalist are much more capable combatants than standard Druids, relying upon the forms of animals, magical creatures and the very elements in conjuncture with their lesser spellcasting and moderate mastery of Gramarie.

    Game Rule Information

    Abilities: Wisdom is the most important ability score for a Naturalist wishing to gain full access to their spellcasting. Charisma would be a close second for a Naturalist who wishes to be able to rapidly use their Wild Shaping ability. Strength and Dexterity are important for any combat focused class, however the Naturalist is a combination of the two. Intelligence is required for skills.

    Alignment: Any non-lawful.
    Hit Die: d8
    Skill Points at 1st level: (4 + Int modifier) x4
    Skill Points at Each Additional Level: 4 + Int modifier

    {table=head]Level|BAB|Fort|Ref|Will|Special|0th|1st|2nd|3rd|4th|5th|6th|Principles Known

    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Animal Companion, baccalaureate principles, nature sense, track, wild empathy, wild Shape|2|—|—|—|—|—|—|1

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    |Stride|3|0|—|—|—|—|—|1

    3rd|
    +2
    |
    +3
    |
    +1
    |
    +3
    |Trackless step|3|1|—|—|—|—|—|2

    4th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Resist nature’s lure|3|2|0|—|—|—|—|2

    5th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Wild Shape (Large)|3|3|1|—|—|—|—|3

    6th|
    +4
    |
    +5
    |
    +2
    |
    +5
    ||3|3|2|—|—|—|—|3

    7th|
    +5
    |
    +5
    |
    +2
    |
    +5
    |magisterial principles|3|3|2|0|—|—|—|4

    8th|
    +6/1
    |
    +6
    |
    +2
    |
    +6
    |Wild Shape (Tiny)|3|3|3|1|—|—|—|4

    9th|
    +6/1
    |
    +6
    |
    +3
    |
    +6
    |Wild Shape (Plant)|3|3|3|2|—|—|—|5

    10th|
    +7/2
    |
    +7
    |
    +3
    |
    +7
    ||3|3|3|2|0|—|—|5

    11th|
    +8/3
    |
    +7
    |
    +3
    |
    +7
    |Wild shape (Huge)|3|3|3|3|1|—|—|6

    12th|
    +9/4
    |
    +8
    |
    +4
    |
    +8
    |Wild shape (Elemental)|3|3|3|3|2|—|—|6

    13th|
    +9/4
    |
    +8
    |
    +4
    |
    +8
    |A thousand faces|3|3|3|3|2|0|—|7

    14th|
    +10/5
    |
    +9
    |
    +4
    |
    +9
    |Doctorate Principles|4|3|3|3|3|1|—|7

    15th|
    +11/6/1
    |
    +9
    |
    +5
    |
    +9
    |Timeless Body|4|4|3|3|3|2|—|8

    16th|
    +12/7/2
    |
    +10
    |
    +5
    |
    +10
    ||4|4|4|3|3|2|0|8

    17th|
    +12/7/2
    |
    +10
    |
    +5
    |
    +10
    |Huge Elemental|4|4|4|4|3|3|1|9

    18th|
    +13/8/3
    |
    +11
    |
    +6
    |
    +11
    ||4|4|4|4|4|3|2|9

    19th|
    +14/9/4
    |
    +11
    |
    +6
    |
    +11
    ||4|4|4|4|4|4|3|10

    20th|
    +15/10/5
    |
    +12
    |
    +6
    |
    +12
    ||4|4|4|4|4|4|4|10[/table]

    Class Features
    All of the following are class features of the naturalist.

    Weapon and Armor Proficiency: Naturalist are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape.

    Naturalist are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A naturalist may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) naturalist are proficient with shields (except tower shields) but must use only wooden ones.

    A naturalist who wears prohibited armor or carries a prohibited shield is unable to cast naturalist spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter

    Spells: A naturalist casts divine spells, which are drawn from the druid spell list. A naturalist must choose and prepare her spells in advance (see below).

    To prepare or cast a spell, the naturalist must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a naturalist’s spell is 10 + the spell level + the naturalist’s Wisdom modifier.

    Like other spellcasters, a naturalist can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the table above. In addition, she receives bonus spells per day if she has a high Wisdom score.

    A naturalist prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place (but see Spontaneous Casting, below). A naturalist may prepare and cast any spell on the naturalist spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

    Spontaneous Casting: A naturalist can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can "lose" a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.

    Principles of Gramarie: In a conflict against the crawling grasp of magitech, it would only be logical to use your enemies weapons against them. The Naturalist learns from the disciplines of Alchemetry, Arcanodynamics, Geoccultism and Heuristicism. They may select specialized principles from Geoccultism. At 7th level they are able to learn Magisterial principles and at 14th level they are able to select Doctorate principles.

    Bonus Languages: A naturalist’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

    A naturalist also knows Druidic, a secret language known only to naturalist, which she learns upon becoming a 1st-level naturalist. Druidic is a free language for a naturalist; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. naturalists are forbidden to teach this language to non-naturalist.

    Druidic has its own alphabet.

    Animal Companion (Ex): This functions exactly as the Druid class feature of the same name.

    Nature Sense (Ex): A naturalist gains a +2 bonus on Knowledge (nature) and Survival checks.

    Wild Empathy (Ex): A naturalist can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The naturalist rolls 1d20 and adds her naturalist level and her Charisma modifier to determine the wild empathy check result.

    The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

    To use wild empathy, the naturalist and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

    A naturalist can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

    Wild Shape (Su): A Naturalist gains the ability to turn herself into any Small or Medium animal and back again a number of times per day equal to their Charisma modifier. Her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per naturalist level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night.

    Any gear worn or carried by the naturalist melds into the new form and becomes nonfunctional. When the naturalist reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the naturalist's feet.

    The form chosen must be that of an animal the naturalist is familiar with.

    A naturalist loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

    In addition, she gains the ability to take the shape of a Large animal at 5th level, a Tiny animal at 8th level, and a Huge animal at 11th level.

    The new form’s Hit Dice can’t exceed the character’s naturalist level.

    At 9th level, a Naturalist becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. (A naturalist can’t use this ability to take the form of a plant that isn’t a creature.)

    At 12th level, a naturalist becomes able to use wild shape to change into an elemental creature with one size smaller than their maximum size. You gain all the elementals extraordinary, supernatural and spell-like abilities. She also gains the elemental’s feats for as long as she maintains the wild shape, but she retains her own creature type.

    A 17th level, a naturalist may use this wild shape ability to change into an elemental of a size equal to their maximum size.

    Stride (Ex): Starting at 2nd level, a naturalist may move through any terrain unimpeded at her normal speed and without taking damage or suffering any other impairment. However, magically manipulated terrain ti impede motion still affects her.

    Trackless Step (Ex): Starting at 3rd level, a naturalist leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

    Resist Nature’s Lure (Ex): Starting at 4th level, a naturalist gains a +4 bonus on saving throws against the spell-like abilities of fey.

    A Thousand Faces (Su): At 13th level, a naturalist gains the ability to change her appearance at will, as if using the disguise self spell, but only while in her normal form. This affects the naturalist’s body but not her possessions. It is not an illusory effect, but a minor physical alteration of the naturalist’s appearance, within the limits described for the spell.

    Timeless Body (Ex): After attaining 15th level, a naturalist no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.

    Bonuses still accrue, and the naturalist still dies of old age when her time is up.


    NOTICE1: Commentary, while welcome, won't be responded to in a serious manner until after I finish all of these classes. Tomorrow night I'll post the Spellblade (name pending) and Templar.

    NOTICE2: For Jerallian classes I will not be making use of homebrew disciplines. I learned my lesson the first time that they are rarely balanced. If, however unlikely, that I find your discipline's concept to be good, impressive or salvageable I will be using it for the setting. One such example would be Hortiscructure for the Savage. Although I find the concept of Botany as a Discipline interesting, I can't seem to think of anything on hand to build with it, beyond plant men. In addition to this, it breaks the basics of the campaign of the dying earth sub-genre and the heavy scarcity of things such as food.

    NOTICE3: Finished the Templar and Drifter ahead of schedule. I'll work on the Savage and Ravager a bit tonight and tomorrow. After that I'll be working on the Militant, feats and template. Not sure how I feel about making the items at the moment.

    NOTICE4: passed character limited. New comment.
    Last edited by Arcanist; 2013-09-03 at 10:38 AM.
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Arcanist View Post
    I feel that Gramarie needs more base classes for a campaign to successfully work around it. Thus for this weekend I'll be working on some base classes for Gramarie. Pale reflections of some classes that I believe are imperative to any campaign setting, making the Gramarist take the role of the Wizard amongst these classes and combine some classes together.

    Arcanist's To-Do list for the weekend
    Spoiler
    Show

    To-Do list: Base Classes of Gramarie
    • Bard: Weaver, Psionic Bard with up to Magisterial Principles (Warmaker progression), and Sneak attack progression.
    • Rogue: Spellblade, Prepared Caster (Ranger/Paladin progression), up to Baccalaureate principles (Warmaker progression), Mindblade class feature (with an improved Mind Blade Enhancement class feature), full sneak attack progression.
    • Paladin: Templar, Psionic Warrior Manifesting, Crusader Maneuvering, up to Magisterial Principles (Warmaker progression), Smite Opposition removed from Paladin classes and ACF, Lay On Hands can now inflict damage as well as heal damage to both living and undead creatures, Diseases can be both removed and inflicted, No code of conduct.
    • Druid/Ranger: Savage, 1/2 Wilder Progression, 3/4 Druid (w/Ranger spells) Progression, 1st level Wild Shape, up to Doctorate Principles (Warmaker progression).
    • Barbarian: Ravager, Teramach class features modified to allow for a sort of Bruce Banner-The Hulk type entity. Up to Doctorate Principles (Warmaker progression), however unable to prepare them while raging.
    • Fighter/Monk: Militant, at 1st level it obtains 1/4th progression in any one Psionic, Spellcasting, Shadowcasting, Binding, or Gramarie class, Maneuvers from any 1 Discipline (chosen at 1st level, gaining an additional choice at 5th level and every 5 levels thereafter to a maximum of 4 Disciplines).


    To-Do list: Feats of Gramarie
    • Mind Blade feat.
    • Psionically-Charged Gramarie feat.
    • Jerallian Method feat.


    To-Do list: Items of Gramarie
    • Coded Cypher for Heuristic Circuits: Autohypnosis, in a Gramarie campaign, is a class skill for everyone meaning that anyone can hack anyone's Heuristic circuit.
    • Gramarie Laboratory: It makes no sense that a fellow can just make a random rock in the field into a sentient creature... The hell? I do understand that it is magitech that allows this to work, but I'd like there to be a little bit more benefit to actually using a legitimate research station for Gramarie rather than a simple +2 bonus.
    • Wrist Mounted Omnitool (+ Military Grade version): This idea was thrown my way for a while and I still haven't had the time to properly stat it out.


    To-Do list: Templates of Gramarie
    • Esper Template: Psionic abilities based on a creatures mental abilities and understanding of the universe rather than inherent abilities.
    • Magi Template: Spontaneous spellcasting (both Divine and Arcane). One spell known per Charisma modifier with the same modifier as Charisma modifier.


    I have a hell of a weekend ahead of me
    wow...

    just. wow. You really mix all the systhems don't you? Psionics everywhere...

    EDIT: I was looking at the non-kellus homebrewed Disciplines and I got an idea. Puissemantics fits rather well with the Weaver, Hortiscructure fits with the Savage. Maybe all of the Jerall-adventurer classes have their own personal Discipline! This would allso help make them something else then a base class with a grmarie progression slaped on. Give them their own Discipline, interweave it with the fluff of the class and you have something entirely new.
    Last edited by DMwithoutPC's; 2013-08-30 at 07:19 AM.

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

    Quote Originally Posted by Merk View Post
    The Unraveler
    Dee Dee in D&D...

    While most of this class is wonderful, the capstone is a problem, especially as written:
    Big Red Button (Ex):

    At 5th level, an unraveler unlocks the final terrible secret of anti-gramarie. Once per day, he may place a big red button on any gramaric device as a swift action that does not provoke an attack of opportunity. When pressed as a standard action that provokes attacks of opportunity (either by the unraveler himself or someone else), the gramaric device that the button is attached to crumbles into scrap metal and is instantly and irrevocably destroyed. Anything produced by a gramaric principle (including exotic intelligences, chassi, and zeitgeists) count as "gramaric devices" for this purpose.
    At 13th level, an unraveler can waltz up to a character (playing an intelligent chassis), place a button and kill it. No save, and the character only gets one attack of opportunity to try to defend itself. Or, they can walk into a platinum biome and destroy a building with just a touch. Technically, the unraveler could take down the entire plane of Jerall by placing a button on the ground and pressing it (since the entire plane is one massive puissance generator).

    As an ability, it's powerful, fun and makes sense for an Unraveler to have. But it needs some limits put in place:
    • What counts as a Gramaric Device? Is it a circuit, a component, etc?
    • Is there a maximum size of Device the unraveler can target (and if so, can they use Big Red Button on a portion of a device instead)?
    • There needs to be a save. If we were dealing with purely inanimate structures this wouldn't be an issue, but the fact that PCs (and villains) can play intelligent gramaric creations makes this ability far, far too powerful. I understand not allowing the Gramarist a save (Dexter never got one), but at least allow a Will Save if the target is intelligent...


    Quote Originally Posted by Arcanist View Post
    Adventurers of Jerall
    I realize you're working on the classes (and don't expect an immediate response), but I wanted to bring two things to your attention on the Weaver:

    1) Your table lists Mass Intrigue at 18th level, but the ability is never defined. The closest I can find is Suggestion, Mass under Woven Intrigue, which may have been the intent.
    2) As written, your Sneak Attack is not Sneak Attack. SA normally allows extra damage "when the target is unable to properly defend itself", which includes being denied Dex to AC (flat-footed, etc) or being flanked. Sudden Strike works if the target is denied Dex to AC, and your ability (only allowing flat-footed targets) is arguably weaker than that. While having a watered-down version of SA isn't too terribly awful (considering the other goodies this class gets), a name change would help to avoid confusion at the table...
    Spoiler
    Show
    Weaver: I'm flanking! Sneak Attack!
    DM: Doesn't work.
    Weaver: What?! Why not?!
    DM: Your Sneak Attack isn't actually Sneak Attack.


    Quote Originally Posted by DMwithoutPC's View Post
    EDIT: I was looking at the non-kellus homebrewed Disciplines and I got an idea. Puissemantics fits rather well with the Weaver, Hortiscructure fits with the Savage. Maybe all of the Jerall-adventurer classes have their own personal Discipline! This would allso help make them something else then a base class with a grmarie progression slaped on. Give them their own Discipline, interweave it with the fluff of the class and you have something entirely new.
    I personally have to disagree. While having a unique discipline would be flavorful, it would undermine the idea that the Gramarist is the "Universal Gramarie" class.

    Now, Discoveries unique to certain classes would be an interesting option, as well as one that has precedence (the Warmaker's Arts of War).
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Fako View Post
    Technically, the unraveler could take down the entire plane of Jerall by placing a button on the ground and pressing it (since the entire plane is one massive puissance
    Ugh... I have class in a couple minutes and I can't just refluff the entire plane

    Quote Originally Posted by Fako View Post
    I realize you're working on the classes (and don't expect an immediate response), but I wanted to bring two things to your attention on the Weaver:

    1) Your table lists Mass Intrigue at 18th level, but the ability is never defined. The closest I can find is Suggestion, Mass under Woven Intrigue, which may have been the intent.
    2) As written, your Sneak Attack is not Sneak Attack. SA normally allows extra damage "when the target is unable to properly defend itself", which includes being denied Dex to AC (flat-footed, etc) or being flanked. Sudden Strike works if the target is denied Dex to AC, and your ability (only allowing flat-footed targets) is arguably weaker than that. While having a watered-down version of SA isn't too terribly awful (considering the other goodies this class gets), a name change would help to avoid confusion at the table...
    Spoiler
    Show
    Weaver: I'm flanking! Sneak Attack!
    DM: Doesn't work.
    Weaver: What?! Why not?!
    DM: Your Sneak Attack isn't actually Sneak Attack.
    Fixed as noted. Off to class~
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    No, you're right, but I think the Savage should have a specialised Discipline with the Spellsword can't access any way. The gramarist can have all of them

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

    Quote Originally Posted by DMwithoutPC's View Post
    No, you're right, but I think the Savage should have a specialised Discipline with the Spellsword can't access any way. The gramarist can have all of them
    Most of the other base classes with Gramarie are given a specific list of disciplines they can access. However, I will admit that I fail to see a need for a special "Savage-only" discipline of Gramarie, especially if the discipline would "make sense" for a Spellsword to have. I'm not trying to be cruel when I say this... I'm just not following your reasoning, and would love to hear the logic behind the statements.

    Quote Originally Posted by Arcanist View Post
    Adventurers of Jerall
    Found a few more nits to pick, Arcanist... please don't get too upset

    Drifter
    Spoiler
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    Seeing a base class Chameleon with Gramarie thrown in makes me happy. That said, last I checked the Aptitudes he can adopt are supposed to be less powerful than the base class, but the Drifter has more power points than the Psion or Erudite until level 20, where their PP reserve mysteriously stalls. If you want to exactly match them, level one would be 2 PP, with the current setup all sliding up one level. Personally, I would have them more closely match the Lurk for PP gain, to keep it in line with the Arcane and Divine spell options. If you don't have Complete Psionic, Lurk Progression is 1, 2, 3, 5, 7, 11, 15, 19, 23, 27, 35, 43, 51, 59, 67, 79, 91, 103, 115, 127 (and the Max Power Level setup matches yours exactly).

    Also, with the Templar being able to use maneuvers, I was honestly expecting there to be a focus that allowed the use of Maneuvers. Are those counted among the powers exclusively granted by the God-Kings of Jerall?

    With the Gramarie focus, you don't list which disciplines they have access to. Are they allowed to access the full list in the same manner as a Gramarist?

    The text for Ability Focus should read "you can select from seven areas".

    I realize that Eldritch Blast isn't a "powerful" class feature, but it might help to have the following option for Emulate Class Feature:
    Gramaric Blast: You fire an Eldritch Blast as a Gramarist of your class level. If you are currently using a Gramarie Focus, you can modify this blast with one Eldritch Anima you would qualify for.

    The Rage Option of Emulate Class Feature should be modified. I realize it's taken as-is from the prestige class, but in the base class you can start outlasting a Barbarian's rage past 10th level. I personally think it should have a limit of one round per level or 3 + (newly improved) Con modifier, whichever is lower.

    Templar
    Spoiler
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    With their spells, how many domains does a God-King or Patron normally grant? It might be a good idea to put a cap on this ability, just in case someone tries to pull a fast one on their DM using Deities and Demigods...

    With Smite Opposition, when do they have to declare they are using the ability? Can they decide to use it after attacking?

    Detect Opposition is strangely worded. The example helps to clear it up, but this wording might be a bit easier:
    Detect Opposition (Sp): At will, a Templar can identify all creatures he can see that have an alignment that is diametrically opposed to his own. (Ex: A Chaotic Evil Templar can detect all Lawful Good creatures).

    Heal the Flock suffers a similar problem. My suggestion (ripped from Lay on Hands):
    Heal the Flock (Su): Beginning at 2nd level, a Templar with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her Templar level × her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using heal the flock is a standard action.

    Alternatively, a Templar can use any or all of this power to deal damage to a creature. Using heal the flock in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The Templar decides how many of her daily allotment of points to use as damage after successfully touching a creature.

    With an Ex-Templar, I take it there's no way to atone for your transgressions with your original patron?


    By the way, I am loving these classes so far, and eagerly await the full set.
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Well, my reasoning is this. Kellus made nine disciplines that function and interact perfectly with each other. However that will not stop people (including myself) to write and create their own disciplines. Three new disciplines have already been added on this thread. Hortistruction fits the Savage, (but not the spellsword, to return to my example), Puissemantics fits the Weaver. I'm not sure with which class Psychomantics fits, but I think the fluff of one of them can be changed in such a way that it fits. Maybe with the gramaric monk. If everyone got access to all the principles, it would get very clustered. Only (maybe) the Gramarist should have all the options. But even that I'm not certain of. I think the Gramarist would drown in all the options if more disciplines show up. I already think the Gramarist has way to much Prestige classes (way more than any other base class, and the Warmaker only has one so far, I believe)

    I think the Gramarist should have The Nine Disciplines of Kellus and the Adventurers of Jerall should have an assortment of those (4 or 5) + 1 discipline that is completely unique to them. I think that would stimulate people to play classes other than the Gramarist to try out something completely new. Right now, most of the classes are a mix of an old class (and a psionic class) and the Gramarist. Nothing innovative. (With all due respect, Arcanist) If all of them had a special discipline, it would give them something completely new.

    I see to problems and try to solve them with this solution. First problem is that the Jerall classes don't have anything very special about them, and the second problem is that I think our homebrew might clutter the Kellus-official homebrew. The Gramarist does not need three more disciplines. Or six more prestige classes. But the ideas are great and we could try to incorporate it somewhere in this fantastic system.

    I should also note that this is purely hypothetical, because for instance my discipline Puissemantics isn't nearly good enough to be added to any kind of material, Kellus-official or otherwise. It has to be improved... A lot. It was my first homebrew ever, AND my first Gramary homebrew.

    Ceterum censeo Carthaginem esse delendam.

    P.S. Arcanist, I understand why use chose these tropes for your classes, but I don't fully agree they are essential in every setting. Gramary is Magitech, and I don't think savage mixes very well with tech, of whatever kind. IMO a Gunslinger or something would make more sense. Any particular reason why you chose of the standard fantasy classes?

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

    Quote Originally Posted by Fako View Post
    Found a few more nits to pick, Arcanist... please don't get too upset
    I only get upset when people nitpick without being productive. Thus far, you have not done so

    Quote Originally Posted by Fako View Post
    Seeing a base class Chameleon with Gramarie thrown in makes me happy. That said, last I checked the Aptitudes he can adopt are supposed to be less powerful than the base class, but the Drifter has more power points than the Psion or Erudite until level 20, where their PP reserve mysteriously stalls. If you want to exactly match them, level one would be 2 PP, with the current setup all sliding up one level. Personally, I would have them more closely match the Lurk for PP gain, to keep it in line with the Arcane and Divine spell options. If you don't have Complete Psionic, Lurk Progression is 1, 2, 3, 5, 7, 11, 15, 19, 23, 27, 35, 43, 51, 59, 67, 79, 91, 103, 115, 127 (and the Max Power Level setup matches yours exactly).
    Lurk PP progression will be used. I've been looking for a good Psionic progression and the Lurks works perfectly.

    EDIT: To add to this, I've always felt that the Chameleon is the perfect explorer class. Capable of doing a little bit of everything at once. Jacks-of-all-trades and masters of none. These fellows will have their own feat to select which will allow them to use their aptitude foci to qualify for feats.

    Quote Originally Posted by Fako View Post
    Also, with the Templar being able to use maneuvers, I was honestly expecting there to be a focus that allowed the use of Maneuvers. Are those counted among the powers exclusively granted by the God-Kings of Jerall?
    Considering that you're only able to cast your domain spells once per day, per spell level, I'm expecting a person to be more conservative with their domain spell usage. In general a player will be relying mostly upon their maneuvers.

    Quote Originally Posted by Fako View Post
    With the Gramarie focus, you don't list which disciplines they have access to. Are they allowed to access the full list in the same manner as a Gramarist?
    Yes. I figure that because of the hyper slow progression, it won't be too problematic.

    Quote Originally Posted by Fako View Post
    The text for Ability Focus should read "you can select from seven areas".

    I realize that Eldritch Blast isn't a "powerful" class feature, but it might help to have the following option for Emulate Class Feature:
    Gramaric Blast: You fire an Eldritch Blast as a Gramarist of your class level. If you are currently using a Gramarie Focus, you can modify this blast with one Eldritch Anima you would qualify for.
    I was considering allowing them to use Spectroconstruction a number of times per day and a preset Eldritch Blast (same with Sneak Attack).

    Quote Originally Posted by Fako View Post
    The Rage Option of Emulate Class Feature should be modified. I realize it's taken as-is from the prestige class, but in the base class you can start outlasting a Barbarian's rage past 10th level. I personally think it should have a limit of one round per level or 3 + (newly improved) Con modifier, whichever is lower.
    Really? What a small amount. Changes will be made.

    Quote Originally Posted by Fako View Post
    With their spells, how many domains does a God-King or Patron normally grant? It might be a good idea to put a cap on this ability, just in case someone tries to pull a fast one on their DM using Deities and Demigods...
    In the Jerall Campaign, there are certain God-Kings (which I haven't stated out yet) which take the place of actual Gods. Each God-King provides 2 Domains. God-Kings also function as Patron's wherever the Warmaker is concerned.

    Quote Originally Posted by Fako View Post
    With Smite Opposition, when do they have to declare they are using the ability? Can they decide to use it after attacking?
    Good point. I should declare that it must be used before attack.

    Quote Originally Posted by Fako View Post
    Detect Opposition is strangely worded. The example helps to clear it up, but this wording might be a bit easier:
    Detect Opposition (Sp): At will, a Templar can identify all creatures he can see that have an alignment that is diametrically opposed to his own. (Ex: A Chaotic Evil Templar can detect all Lawful Good creatures).
    Will do.

    Quote Originally Posted by Fako View Post
    Heal the Flock suffers a similar problem. My suggestion (ripped from Lay on Hands):
    Heal the Flock (Su): Beginning at 2nd level, a Templar with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her Templar level × her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using heal the flock is a standard action.

    Alternatively, a Templar can use any or all of this power to deal damage to a creature. Using heal the flock in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The Templar decides how many of her daily allotment of points to use as damage after successfully touching a creature.
    Will do.

    Quote Originally Posted by Fako View Post
    With an Ex-Templar, I take it there's no way to atone for your transgressions with your original patron?
    You burn that bridge when you cross it.

    Quote Originally Posted by Fako View Post
    By the way, I am loving these classes so far, and eagerly await the full set.
    Glad you enjoy it.

    Quote Originally Posted by DMwithoutPC's View Post
    Arcanist, I understand why use chose these tropes for your classes, but I don't fully agree they are essential in every setting. Gramary is Magitech, and I don't think savage mixes very well with tech, of whatever kind. IMO a Gunslinger or something would make more sense. Any particular reason why you chose of the standard fantasy classes?
    Tropes? Which ones?

    Guns are a thing on Jerall and are consider go to weapons (they're powerful ranged weapons, but take plenty of time to reload which maintains the usage of swords and other primitive weaponry). Jerall is not meant to be Doomsday Magitech. It is meant to be a post-Doomsday Magitech setting where the world is just getting back on it's feet after the world has recently destroyed itself. It is a Magisterial campaign where the people are very cautious towards the advancement of Magitech so people capable of setting up Doctorate principles, while appreciated and well desired, are fearfully observed and rightfully so.

    Most of the cities of the Pre-Apocalypse world are actually Cities made from biomes powered by theories and sustained by continuous Heuristic assembly lines and are ruled by the God-Kings, who are actually former leaders of the Old World. Some are Jerallian Dragons, others are Transcholars-Transdeified Intelligence, others are Biollurgical Chassis and others just survive off a hardy diet of Caramot.

    The old world effectively changed when the Transdeified Intelligence, Robespierre, tapped into the Puissance created by the Plane of Jerall to detonate a massive Sunmetal explosion exterminating nearly all the surface life on Jerall (except for the followers of Robespierre, powerful Gramarist whom ruled massive cityscapes. When the bomb dropped, all cities not protected against the explosion and vaults properly closed and protected).

    It takes some inspiration from Dark Sun, the Fallout series, Conan The Barbarian (I really want to make that more prominent). Certain aspects of the pre-world still exist, most notably in satellite, space stations, and on the surface world deep within unused vaults, unreachable monuments, mystic artifacts that hide deep within unexplored ruins of unprotected surface cities.

    WELP! I hope this tells you a bit more about the setting for Jerall and hopefully you don't view it as just a bunch of tropes stitched together. I didn't actually consult TVtropes to see which tropes this world follows if it helps
    Last edited by Arcanist; 2013-08-31 at 11:45 AM.
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    Quote Originally Posted by Arcanist View Post
    WELP! I hope this tells you a bit more about the setting for Jerall and hopefully you don't view it as just a bunch of tropes stitched together. I didn't actually consult TVtropes to see which tropes this world follows if it helps
    I'd never see a piece of your work as a bunch of tropes stitched together. I've seen too much of your fantastic homebrew for that! English is not my first language, maybe trope had some negative connotation I was unaware of. I meant archetypes.
    I must admit I only read small bits of the Jerall thread, and thought it had a higher tech level. And high technology level and Druid and Barbarian-like types don't necessarily match.
    BTW, what did you think of my idea of giving each class a personal discipline?

    On an entirely unrelated note, I wonder when Kellus might return. I'm very curious about the Saboteur.
    Last edited by DMwithoutPC's; 2013-08-31 at 12:45 PM.

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    Quote Originally Posted by DMwithoutPC's View Post
    I'd never see a piece of your work as a bunch of tropes stitched together. I've seen too much of your fantastic homebrew for that! English is not my first language, maybe trope had some negative connotation I was unaware of. I meant archetypes.
    It's not a negative connotation, it just slightly bothersome for me since I actually try to avoid using tropes for this setting, but it's fairly difficult as you might imagine since it is based on things that are tropes/have tropes in them.

    I would like to note for the 3rd(?) time that I hate my homebrew because it's mine.

    Quote Originally Posted by DMwithoutPC's View Post
    I must admit I only read small bits of the Jerall thread, and thought it had a higher tech level. And high technology level and Druid and Barbarian-like types don't necessarily match.
    BTW, what did you think of my idea of giving each class a personal discipline?
    There is no Jerall thread at least not one made by me. If you're talking about the epic gramarie game, I will admit it is a heavy inspiration for it since it inspired the heavy wave of Gramarie homebrew thereafter.

    I do not care much for the idea of giving each class a personal discipline. I feel that giving them either own disciplines would just be asking for trouble. I'd much rather have Kellus' last word on making a Discipline and them be placed under a level of scrutiny before they are allowed... Wouldn't want to jump the gun, build a class around it and realize how overpowered or underpowered it is.
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    Hmm, I must be confused, I was sure their was a thread with rules about a Post-Apocolypse Gramary world called Jerall. I must be confusing two things.

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    Quote Originally Posted by DMwithoutPC's View Post
    Hmm, I must be confused, I was sure their was a thread with rules about a Post-Apocolypse Gramary world called Jerall. I must be confusing two things.
    If there is, someone stole non-copywritten material. I'm the only one, to my knowledge, working on Jerall. Mostly because I would prefer to work alone. I am starting to wonder if working alone is not the best option for this sort of world, but I don't think anyone else knows my style of thinking of "vision" if you will. So I suppose the reason why I work alone is because I'm an egotistical ass.
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    Quote Originally Posted by Arcanist View Post
    If there is, someone stole non-copywritten material. I'm the only one, to my knowledge, working on Jerall. Mostly because I would prefer to work alone. I am starting to wonder if working alone is not the best option for this sort of world, but I don't think anyone else knows my style of thinking of "vision" if you will. So I suppose the reason why I work alone is because I'm an egotistical ass.
    hahaha

    no I think I'm confusing your world with another gramary setting. like I said I didn't read the thread very well

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    Quote Originally Posted by DMwithoutPC's View Post
    hahaha

    no I think I'm confusing your world with another gramary setting. like I said I didn't read the thread very well
    Probably mine. Arcranist posted in it a few times.
    Now my exams are Finally over I got a chance to actually work on it again.
    Spoiler: Old Avatar by Aruius
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    Adventurers of Jerall Pt.2

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    Image by rashomike

    Science. Science can save lives as well as it can destroy them.

    Since the dawn of life, when our ancestors first discovered the power of a well placed sharp rock against the head for surgery as well as murder we realized it's power. From the power of the lowly sharpened piece of wood to the power of the atom, science has been able to kill as many people as it as been able to save.

    On the 1994th year of Jerall's existance, after nearly two thousand years of progress, life could not sustain the advancements they have made and finally collapsed in on itself under the force of the hellfire of Sunmetal unleashed by the inhabitants. In one brief hour, most of the surface of the plane was reduced to cinders. Life survived by sheltering itself under the weight of underground planar vaults and from the ashes of nuclear devastation, a new civilization would struggle to arise.

    Ravager
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    "When the first Dragon appeared, I was but a child. I witnessed his destructive rampage. In awe at how much power it wielded... I wanted that power for myself...
    -Nihilus Razenkrittz, Ravanger

    When atomic fire rained down upon the plane of Jerall, the few remaining barbarian tribes (or "Anarchist" at the time) survived in numerous ways. Most prominently, the tribe known as the "White Legs" survived after a glimpse of insanity struck them all simultaneously and realized that the only way to survive would be to slaughter their way into a vault and survive off the death and decay of the people around them. Barbarians onJerall tap into the internal madness in all sentient life. Some scientist believe that this is caused by a mysterious connection to the far realm, however the true cause is still up to debate. In the beginning these entities were called Teramach or "Those who would destroy", but over time this insanity bred into sapient life and soon the Ravangers were born. Men and Women capable of suppressing their insanity long enough to endure civilized life... In years gone by, the Teramach were called "Monsters", but if the Teramach are monsters, the Ravanger must be considered a Demon of sorts...

    Abilities: Strength is a Ravager's most valuable ability score, although Dexterity and Constitution are important. Charisma is useful for suppressing the Ravager's rage. Intelligence is useful for gaining skills and the like.

    Alignment: Any
    Hit Die: d12
    Skill Points at 1st Level: (6 + Int modifier) x 4
    Skill Points at Each Additional Level: 6 + Int modifier

    Class Skills: Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Craft (Int), Climb (Str), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (the Planes) (Int), Knowledge (psionics) (Int), Knowledge (religion) (Int), Listen (Wis), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis) Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

    {table=head]Level|BAB|Fort|Ref|Will|Special|Mythos|Excellencies|Principles Known

    1st|+1|+2|+2|+2|Baccalaureate Principles, The Monster's Mythos, Monstrous Rage, Mythos Known, Exceptional Mythos, Excellence in Monstrosity, Grizzled Skin, Hidden Savagery I|+2|+1|1
    2nd|+2|+3|+3|+3||+0|+1|1
    3rd|+3|+3|+3|+3|Hidden Savagery II|+1|+0|2
    4th|+4|+4|+4|+4||+0|+1|2
    5th|+5|+4|+4|+4|Hidden Savagery III|+1|+0|3
    6th|+6/+1|+5|+5|+5||+0|+1|3
    7th|+7/+2|+5|+5|+5|Fantastic Mythos, Magisterial Principles|+1|+1|4
    8th|+8/+3|+6|+6|+6||+0|+1|4
    9th|+9/+4|+6|+6|+6||+1|+0|5
    10th|+10/+5|+7|+7|+7|Hidden Savagery IV|+0|+1|5
    11th|+11/+6/+1|+7|+7|+7||+1|+0|6
    12th|+12/+7/+2|+8|+8|+8||+0|+1|6
    13th|+13/+8/+3|+8|+8|+8|Legendary Mythos, Hidden Savagery V|+1|+1|7
    14th|+14/+9/+4|+9|+9|+9|Doctorate Principles|+0|+1|7
    15th|+15/+10/+5|+9|+9|+9|Hidden Savagery VI|+1|+0|8
    16th|+16/+11/+6/+1|+10|+10|+10||+0|+1|8
    17th|+17/+12/+7/+2|+10|+10|+10|Hidden Savagery VII|+1|+0|9
    18th|+18/+13/+8/+3|+11|+11|+11||+0|+1|9
    19th|+19/+14/+9/+4|+11|+11|+11|Exalted Mythos|+1|+1|10
    20th|+20/+15/+10/+5|+12|+12|+12||+1|+1|10
    [/table]

    Class features
    The following are class features for the ravager

    Weapon and Armor Proficiency: A ravager is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). However, while raging, they are not proficient with any weapon and any armor.

    The Monster's Mythos: A ravager's power is expressed in terms of one or more "Mythos", the building blocks of the legend that they are, and the stories that they have told and will tell. While any given Mythos varies from the rest, they share some similar traits. They are always Extraordinary abilities, and when they reference a difficulty class for an imposed saving throw, that saving throw is always calculated as (10 + 1/2 class level + Strength modifier, unless otherwise stated). When a Mythos references a "level" that is not clearly defined in some other way, such as "character level", it refers to "class level" as in the number of levels one has in the ravager class. When a Mythos references "allies", it specifically does not refer to the ravager using it. When a Mythos grants a feat as a bonus feat, it is regardless of whether the character meets the prerequisites for that feat (unless otherwise stated), and if the character already possesses that feat (in some permanent fashion - via the normal allotment gained by leveling up, or through another Mythos, and so on, but not those gained temporarily, such as via a "Heroics" spell), they must replace the prior instance of that feat with another feat that they qualify for.

    Every Mythos has a Tier. The Tier of a Mythos ranges from 1 to 4, typically referred to as Exceptional, Fantastic, Legendary, and Exalted. Exceptional Mythos tell the tales of thugs, brutes, madmen, psychopaths, cannibals, and serial murderers. The men and women who are animals trapped in human bodies, incapable of living by the laws and ethics of a civilized society. Fantastic Mythos are the ideals of fairy tale monsters - demons, bogeymen, and dragons that terrorize and destroy, devouring knights and ill behaved children, or burning down villages and eating virgin hearts. Legendary Mythos are methods of calamity and ruin; the designs of pitspawned horrors that despoil what is pure, slaughter the armies of men, and burn the land such that life never returns. Exalted Mythos are for monsters beyond this petty world. They eat the sun, and cast the stars down upon the earth, and Hell follows behind them, for fear of their notice.

    Some Mythos, in addition to their initial stated effect, have Basic and Advanced manifestations. When a ravager gains access to a Mythos with a list of Basic manifestations, they may choose one such manifestation, and they gain that benefit immediately as well. This choice may not be changed later. When a ravager gains access to a Mythos with a list of Advanced manifestations, they may choose one such manifestation, and they gain that benefit upon achieving their next level of ravager. This choice may be changed at any point before receiving the chosen manifestation itself, but not after (choosing beforehand is just an easy way to mark it down on your character sheet so you don't forget that you'll be getting something later).

    Monstrous Rage: Some of the ravager's abilities reference a concept known as a "Rage", or a "Rage Effect". Unless otherwise stated, a Rage Effect induces the following behavior for its duration:

    "The effected character may not show any manner of restraint in their attacks (for example, they may not voluntarily deal nonlethal damage if there is a suitable lethal method available, or purposefully pull their punches to deal less damage). They may not voluntarily perform movement that would take them farther away from all of their enemies (they may switch targets, but not forsake all of them). If a foe is dropped unconscious, and there are other dangers afoot, they may focus on those other dangers, but if there are no other enemies, dangers, or pressing concerns, they must attempt to kill fallen enemies. Any creature that strikes them (even if that creature is under some kind of outside influence) is considered an enemy (and cannot be considered an ally, obviously) for the duration of the Rage.

    A Raging character takes a -4 penalty on all skill checks (other than Balance, Climb, Intimidate, Jump, Listen, Sense Motive, Spot, Survival, Swim, and Tumble checks), and ranged attack rolls (except with thrown weapons), and cannot cast spells, manifest psionic powers, utilize Truenaming, Shadow Magic or the Principles of Gramarie (Binding, Incarnum, and Invocations are fine)."

    By taking a full-round action, the ravager can momentarily suspend any rage effects they might be experiencing for a number of hours equal to their ravager level times their charisma modifier. This ability functions to it's fullest duration regardless. During this period of time, any variables bonuses provided by the use of this ability is are cut in half and any penalties associated with this ability are doubled.

    Mythos Known: A 1st level ravager begins play with two Exceptional Mythos that he qualifies for if this is his first level in a PC character class. At higher levels, he gains additional Mythos as noted on the ravager class table.

    For characters that multiclass into ravager after having taken levels in another PC character class, the 1st level of ravager grants only a single Exceptional Mythos, rather than two.

    A ravager also has the ability to learn more Mythos, above the ones automatically allotted to him by leveling up - by destroying part of his humanity to make room for more of the Monster. At any time, a ravager may destroy one of his own possessions (something that has been in his possession for at least a week's time). The annihilation must be complete enough that the item could never be repaired. The destroyed item's value in gold pieces is recouped by the ravager as an equal amount of Mythos Points.

    By spending 1,000 Mythos Points, and 250xp, he may learn an Exceptional Mythos. A Fantastic Mythos requires 5,000 Mythos Points and 500xp. A Legendary Mythos takes 10,000 Mythos Points, and 1,000xp. And an Exalted Mythos takes 20,000 Mythos Points and 2,000xp.

    For half the listed price for a given Tier, a ravager may learn a Basic or Advanced manifestation of a Mythos they already know of that Tier.

    Learning Mythos above the standard amount requires astounding, nearly single-minded devotion to the Monster's mentality. A ravager may only utilize this ability while more than half of his effective character level (ECL) is devoted to levels in the ravager class.

    Excellence in Monstrosity: As denoted on their class table, a ravager gains a certain number of abilities known as "Excellencies" (Here). These tend to be more general, generic, and passive than a Mythos, but are useful nonetheless, and are drawn from their own separate list, unsegregated by Tiers. Like a Mythos, a ravager may learn more Excellencies above their allotted amount. Each one costs 1,000 Mythos Points and 100xp, plus an additional 1,000 Mythos Points and 100xp for each time a new Excellency is innovated beyond the first. (So, 2,000mp and 200xp for the second, 3,000mp and 300xp for the third, etc.)

    Grizzled Skin: The ravager's flesh is used to suffering and can take a blow or two before folding under the cuts and beatings of his enemy. While wearing no, or light, armor the ravager adds it's Strength modifier as a Natural armor bonus to their Armor class. There is no physical alteration to this. Such detail would surely give the ravager away to his prey.

    Hidden Savagery: A demon must hide every tool it'll implement for it's "work". Openness would cause his prey to flee away in terror. At first level, the ravager gains Improved Unarmed Strike as a bonus feat (as is proficient with his own unarmed attacks, if that needs to be said).

    At 3rd level, a ravager also gains a curious kind of proficiency in improvised violence. They suffer no penalty for wielding improvised weapons, but only ones that they have acquired in the current encounter (or within the last minute or so, if one balks at the concept of a 'scene' or 'encounter'). After the encounter ends (or a few minutes have passed since all the action has died down), so does the ravager's proficiency. Their skill is one of passion and adrenaline, inflicting harm without thought, wrenching loose iron bars and stone doors to break their prey in the heat of a single, horrific moment. After a man has been killed with his own dinner table, that table's purpose, and its charm, are gone. The ravager cannot coax more enthusiasm into it, any more than an artist can simply disgorge inspiration on command.

    At 5th level, a ravager adds a +1 enhancement bonus to attack and damage rolls made with his unarmed attacks and improvised weapons that his Hidden Savagery grants him proficiency with, and such weapons may bypass damage reduction as if they were magical. At 10th level, this bonus increases to +2, and they also bypass any damage reduction that may be bypassed by a special material (silver, cold iron, adamantine, etc). At 13th level, this bonus increases to +3, and they also bypass any damage reduction that may be bypassed by a particular alignment. At 15th level, this bonus increases to +4. At 17th level, this bonus increases to +5.

    Principles of Gramarie: Living as a wolf in sheep's clothing, the ravager manages to maintain itself as an entity of the mind rather than a hunk of meat. The ravager learns principles from the discipline of Alchemetry, Arcanodynamics, Biollurgy , Eldrikinetics, and Heuristicism.


    Militant
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    "War. War never changes... The sky was burned down to the ground and yet it still never changes. People fight and people die..."
    -Ryokou "The Dragon"

    On Jerall, Fighters (or as it may be, Psychic Warriors) are required to be far more capable combatants relying on their intelligence and combat skills to get them through the day. Much more concentrated and focused than the Ravager, the Militant is a military experts that use a combination of science and their Psionic abilities to get them through the day. In essence, these entities are meant to rarely, if ever, be unarmed (and even then you should still be considered a lethal threat).

    Game Rule Information

    Abilities: For any combative class, the Militant should have a high Strength and/or Dexterity. A high Intelligence score is imperative for a Militant as it helps them get the most out of their Psionic abilities and their skills.

    Alignment: Any. Must be within 1 step of your Patron (if you have one).
    Hit Die: d10
    Skill Points at 1st Level: (4 + Int modifier) x 4
    Skill Points at Each Additional Level: 4 + Int modifier

    Class Skills: The Miliant's class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (Int), (Cha), Disable Device (Int), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int), Knowledge (dungeoneering) (Int), Knowledge (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), 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 Militant
    {table=head]Level|BAB|Fort|Ref|Will|Special|
    PP/day
    |
    Powers Known
    |
    Max Power level
    |
    Principles Known
    |
    Rank


    1st|+1|+2|+0|+2|Baccalaureate Principles, bonus Feat, |
    01
    |
    1
    |
    1st
    |
    1
    |
    Enlistee

    2nd|+2|+3|+0|+3|Bonus feat|
    1
    |
    2
    |
    1st
    |
    1
    |
    Armsmen

    3rd|+3|+3|+1|+3||
    3
    |
    3
    |
    1st
    |
    2
    |
    Artificer

    4th|+4|+4|+1|+4|Bonus Feat|
    5
    |
    4
    |
    2nd
    |
    2
    |
    Gunnery Chief

    5th|+5|+4|+1|+4||
    7
    |
    5
    |
    2nd
    |
    3
    |
    Templar-Irregular(I)

    6th|+6/+1|+5|+2|+5|Bonus feat|
    11
    |
    6
    |
    2nd
    |
    3
    |
    Airship Bombardier

    7th|+7/+2|+5|+2|+5|Magisterial Principles|
    15
    |
    7
    |
    3rd
    |
    4
    |
    Medical Officer

    8th|+8/+3|+6|+2|+6|Bonus feat|
    19
    |
    8
    |
    3rd
    |
    4
    |
    Templar-Irregular (II)

    9th|+9/+4|+6|+3|+6||
    23
    |
    9
    |
    3rd
    |
    5
    |
    Special Agent

    10th|+10/+5|+7|+3|+7|Bonus feat|
    27
    |
    10
    |
    4th
    |
    5
    |
    Commander

    11th|+11/+6/+1|+7|+3|+7||
    35
    |
    11
    |
    4th
    |
    6
    |
    Captain

    12th|+12/+7/+2|+8|+4|+8|Bonus feat|
    43
    |
    12
    |
    4th
    |
    6
    |
    Colonel

    13th|+13/+8/+3|+8|+4|+8||
    51
    |
    13
    |
    5th
    |
    7
    |
    Dragon

    14th|+14/+9/+4|+9|+4|+9|Doctorate Principles, bonus feat|
    59
    |
    14
    |
    5th
    |
    7
    |
    Brigadier

    15th|+15/+10/+5|+9|+5|+9||
    67
    |
    15
    |
    5th
    |
    8
    |
    Brigadier-General

    16th|+16/+11/+6/+1|+10|+5|+10|Bonus feat|
    79
    |
    16
    |
    6th
    |
    8
    |
    Major-General

    17th|+17/+12/+7|+2|+5|+10||
    91
    |
    17
    |
    6th
    |
    9
    |
    General

    18th|+18/+13/+8|+3|+6|+11|Bonus feat|
    103
    |
    18
    |
    6th
    |
    9
    |
    Generalissimo

    19th|+19/+14/+9/+4|+11|+6|+11||
    115
    |
    19
    |
    6th
    |
    10
    |
    Marshal

    20th|+20/+15/+10/+5|+12|+6|+12|Bonus feat|
    127
    |
    20
    |
    6th
    |
    10
    |
    God-King
    [/table]
    1: A militant gains no power points from their class at 1st level. However,they do add any bonus power points they would gains from a high Intelligence score, their race, feats, or other sources to their reserve. They can use these points (if any) to manifest their power.

    Class Features
    All of the following are class features of the militant.

    Weapon and Armour Proficiencies: Militants are proficient with all simple and martial weapons, as well as light and medium armour. they are proficient with all shields aside from tower shields. You also gain the Improved Unarmed Strike feat as a bonus feat and are proficient with your natural weapon (as if that needed saying).

    Principles of Gramarie: Militants understand the most basics of the principles of gramarie. At first level the Militant learns how to prepare principles of Baccalaureate principles. You may learn principles from the discipline of Alchemetry, Arcanodynamics, Biollurgy, Eldrikinetics, and Heuristicism. You may also learn Military Science principles from these disciplines if you so desire. At 5th level, and every 5 levels thereafter you are able to select a single discipline and be considered a specialist in that discipline for the purpose of qualifying for Principles. At 7th level you may learn Magisterial Principles and at 14th level you may learn Doctorate Principles.

    Psionics: A Militant learns and manifest powers from the Psychic Warrior list, Egotist list, Kineticist list and Shaper list with a manifester level equal to their class level. They use Intelligence to determine the highest level power they may learn (with a maximum no higher than their level on the table above) and the DC to resist their powers.

    Rank (Ex): Militants are men and women of combat. Doesn't matter if they hold a rank of not, however if working under a patron, they may gain the full benefits of their rank. You may consider yourself your own Patron, however to do so you must meet the following prerequisites:

    • Must be at least 20th level.
    • Must have a Leadership score of at least 16.
    • Control an area at least 1 mile in diameter.


    At 1st level you are considered a fresh Enlistee, but at each additional level in this class you attain a higher rank in your patron's hierarchy, as well as the attendant spoils of war.

    Spoiler
    Show
    • Enlistee: At 1st level your military position is negligible, but it gives you a bit of slack when dealing with authority. You gain a +2 bonus to Diplomacy checks when dealing with those of higher rank in your patron's army, as well as with members of law enforcement in your patron's domain, as long as their relationship towards you is Neutral or better.
    • Armsman: At 2nd level you can access your countries armories on occasions. Once per week you can obtain a Weapon for one week. Once that week expires you can exchange that weapon for another one. If that weapon is destroyed while in your care, you must pay for it. If you select an Exotic Weapon, you gain proficiency with it until you swap it out again.
    • Artificer: At 3rd level you are able to quickly set up a crude version of a principle you know to meet your technological needs. As a Standard action you can create a single principle of Baccalaureate tier. This principle last for 1 round for every 3 levels the Militant possess.
    • Gunnery Chief: At 4th level you've been assigned to handle the artillery of an airship. Any time you would be required to make an attack using Artillery (Stormwrack, page 103) you may add your Intelligence in place of your Strength and decrease the Profession (Siege Engineer) DC by 5. You may apply this benefit to 3 sentient creatures per HD.
    • Templar-Irregular (I): At 5th level you are granted training from the Templar. You gain the Martial Study feat (ToB). You gain this feat again at 10th level and every 5 levels thereafter.
    • Airship Bombardier: At 6th level you can call in an airstrike from an airship. This is a psionic bomb dropped from high overhead, and works like an Energy Ball effect, with a number of PP invested equal to your Militant level. You can call in two strikes like this every day, and both you and your target must be in open air to use this ability. It takes two rounds after calling in the strike (and providing the coordinates for the location) before the effect hits; you must be within visual range of the target to use this ability.
    • Medical Officer: At 7th level you can become proficient in techniques to heal and sustain combatants in the field of battle. You may cast Cure Serious Wounds at your class level. You may use this ability three times per day.
    • Templar-Irregular (II): At 8th level you are allowed additional training from the Templar. You are granted the Martial Stance feat as a bonus feat and again at 12th level and every 4 levels thereafter.
    • Special Agent: At 9th level you become a special agent and often function as a member of a Patron's personal guard. You can manifest Psionic Shield Other and Empathic Transfer at your Militant class level at will.
    • Commander: At 10th level your presence in battle can be fierce enough to inspire allies or demoralize foes. You gain access to a special Martial Stance, the Fearless Commander. This is a 4th level stance, and is added to your Stances Known. You lose the ability to manifest psionic powers while in this stance, and gain one of the following bonuses:
      • Rally: Your drive and determination pushes your troops to fight harder, giving all allies within a radius of 5 ft per militant level a +2 morale bonus on all d20 rolls and Immunity to Fear effects.
      • Terrify: With each movement you remind your foes of their imminent demise, granting you the Frightful Presence ability. Any time you attack or charge, enemies within 5 ft per militant level that can see you must make a Will Save (DC 10 + 1/2 Militant Level + Cha Mod). On a failed save, creatures with fewer Hit Dice or levels than you are shaken for 4d6 rounds. Enemies that are at least five levels lower than you are instead panicked for the same duration. Creatures with more Hit Dice or levels than you are immune to this effect, and any creature that succeeds on the will save becomes immune to your Frightful Presence for 24 hours.

      You can change between these bonuses with a swift action, and select which bonus to receive any time you enter this stance.
    • Captain: At 11th level you gain command of a small unit. You gain followers as through the Leadership feat, but you do not gain a Cohort.
    • Colonel: At 12th level, one of your troops advances enough in the ranks to become your Cohort. In addition to this, you may now take an additional Immediate or Swift action every round, however that additional Immediate or Swift action must be used to manifest a power.
    • Dragon: At 13th level you're conscripted as "Dragon" and undergo a procedure that grants you the Dragonblood subtype. You also grow leathery silvery wings on your back granting you the Dragon Wings feat (RoTD) as a bonus feat (ignoring the requirement to be your 1st level feat).
    • Brigadier: At 14th level you are granted command over a more diverse military unit. You gain a +2 bonus to your Leadership Score and once per month you may ignore the penalties to your Leadership Score for causing the death of a follower.
    • Brigadier-General: At 15th level your skill in combat is recognized as being superior to the rest. You may now manifest a single power as if it had been Maximized without additional power point cost to it. In addition to this, the power, if it can be augmented, is manifested as if it had been augmented to the limits of your manifester level.
    • Major-General : At 16th level you're entrusted with leading troops to follow your own specialized tactics. When manifesting a power, you can choose to have it only target enemies or allies within its area.
    • General: At 17th level you are attended and guarded like a VIP. You may manifest Psionic Sending and Remote Viewing at your class level at will.
    • Generalissimo: At 18th level you become a generalissimo within the ranks, and are granted essentially as many troops as you can handle as long as you act in your patron's interests. You multiply your number of followers from the Leadership feat by 10. You're also authorized to grow an awesome moustache.
    • Marshal: At 19th level you function as the personal agent of your Patron functioning as their eyes, ears and hands. You can depose anyone devoted to your Patron of their rank and declare them an enemy of the state. Any NPC devoted to your Patron reacts with hostility to your target of this ability. Do note that you are required to provide proof of your claims to your patron personally. Failure to do so may result in consequences, the least of which would be the loss of this rank's ability.
    • God-King/Patron: At 20th level you can become a God-King or Patron in your own regard and may adopt the God-King Template. If you do not take the God-King template you still remain a Patron regardless. You're Cohort can now be your level -1 and becomes your Marshal.


    Bonus Feat: At 1st level, 2nd level, and every 2 levels thereafter, you can apply your tactical knowledge to devise a new strategy. You gain a bonus feat either from the fighter bonus feat list or one which has the [Gramarie] tag. Alternatively, in place of taking a bonus feat you may choose to gain an additional non-specialist principle known that you qualify for from any discipline.


    Feats
    Spoiler
    Show
    Mind Weapon [Psionic, Fighter]
    Focusing your mental energy into a singular point to create a weapon is often perceived a must have skill on Jerall and you've learned the basics of it.
    Prerequisites: Concentration 4 ranks
    Benefit: You select a single weapon that you are proficient with. You can now form a psionic version of that weapon, by expending your Psionic Focus as a standard action. This weapon is treated as being made of Iron, but appears translucent.

    Regardless of weapon chosen, your psionic version has hardness 10 and 10 hit points. The weapon exists as long as you grip it, but dissipates rapidly once it leaves your hand.
    Special: You can take this feat multiple times. Each time, choose a different weapon that you are proficient with.

    Improved Mind Weapon [Psionic, Fighter]
    After learning the basics, you have practiced how to make your psionic weapon a bit more deadly.
    Prerequisites: Mind Weapon with the chosen weapon
    Benefit: You form superior versions of your chosen weapon. When summoned, it is treated as having a +1 enhancement bonus.
    Special: You may take this feat more than once. If taken repeatedly for the same weapon, the bonus is increased by +1 for each instance of the feat. Furthermore, if you have taken this feat twice or more, you may spend 10 minutes in contemplation to allocate some of the enhancement bonus into Special Abilities for the weapon. Refer to Psionic Weapon rules (EPH 164 or here) to determine what abilities you can place on your psionic weapon. You may repeat the ritual in order to change the abilities provided, or to convert them back into enhancement bonuses.

    Thrown Mind Weapon [Psionic, Fighter]
    You've discovered how to keep your weapons in tact for just a second longer than normal.
    Prerequisites: Mind Weapon
    Benefit: If you form a psionic weapon with a range increment, such as a dagger or spear, you can throw it at an enemy and deal damage normally. The weapon dissipates immediately after the attack is resolved.
    Normal: Psionic weapons fade into nothingness the moment they leave your hand.

    Jerallian Method [Gramarie]
    On Jerall, science and magic are incredibly divisive to the point where Gramarie falls apart in the presence of magic.
    Benefit: When your Principles would be destabilized by a spellcaster, your Principles last 1 minute per preparation before falling apart.

    World Changing Gramarie [Gramarie, Epic]
    You've gained access to the pinnacle of the knowledge of Gramarie and become capable of learning theories.
    Prerequisites: Knowledge (Architecture & Engineering) 24 ranks, 3 Doctorate Principles from any 3 different disciplines.
    Benefit: You may select any Theory that you qualify and you may use that Theory.
    Special: You can take this feat multiple times. Each time you must select a different Theory that you qualify for.

    Least Lunar Branding [General]
    Above the skies of Jerall there were 10 moons representing the 9 Disciplines of Gramarie and the lost discipline of Chronomystics. You are spiritually connected to one of these moons and one of these disciplines.
    Prerequisites: Member of appropriate Branded house and race.
    Benefit: You gain the Dragonblood subtype, a Least Lunar Branding and one Psi-like ability associated with the Least aspect of your moon. (See below). The saving throw against this has a DC of 10 + power level + your Cha modifier. Your manifester level is equal to 1 + 1/4th of your HD.
    Special: You may use this feat to substitute any one feat requirement for the Jerallian Dragon prestige class.

    Lesser Lunar Branding [General]
    Your connection with your particular moon is stronger than most.
    Prerequisites: Member of appropriate Branded house and race, Least Lunar Branding, 10 Ranks in appropriate skill.
    Benefit: You gain a Lesser Lunar Branding and one Psi-like ability associated with the Lesser aspect of your moon. (See below). The saving throw against this has a DC of 10 + power level + your Cha modifier. Your manifester level is equal to 1 + 1/3 of your HD.
    Special: You may use this feat to substitute any one feat requirement for the Jerallian Dragon prestige class (this stacks with previous Lunar Brandings)

    Greater Lunar Branding [General]
    You are slowly becoming a living avatar of your moon and principle.
    Prerequisites: Member of appropriate Branded house and race, Least Lunar Branding, Lesser Lunar Branding, 17 Ranks in appropriate skill.
    Benefit: You gain a Greater Lunar Branding and one Psi-like ability associated with the Greater aspect of your moon. (See below). The saving throw against this has a DC of 10 + power level + your Cha modifier. Your manifester level is equal to 1 + 1/2 of your HD.
    Special: You may use this feat to substitute any one feat requirement for the Jerallian Dragon prestige class (this stacks with previous Lunar Brandings)

    Divine Lunar Branding [General]
    Your connection with your particular moon is at it's strongest. You have attained a level of skill that it is considered legendary bringing about fears of the old world...
    Prerequisites: Member of appropriate Branded house and race, Least Lunar Branding, Lesser Lunar Branding, Greater Lunar Branding, 23 Ranks in appropriate skill.
    Benefit: Your type changes to Dragon, you gain a Divine Lunar Branding and one Psi-like ability associated with the Divine aspect of your moon. (See below). The saving throw against this has a DC of 10 + power level + your Cha modifier. Your manifester level is equal to 1 + your HD.
    Special: You may use this feat to substitute any one feat requirement for the Jerallian Dragon prestige class (this stacks with previous Lunar Brandings)

    Moons of Jerall
    Spoiler
    Show

    There were 10 moons on Jerall, each of them representing a discipline of gramarie. The 10th moon has long since vanished and some believe that it is currently the dwarf planet, Wicken. The 10th moon vanished around the time of Robespierre's Rebellion causing the superstitious to believe there is no future for the world to consult. The remaining 9 moons still remain to this day allowing Gramarist to prepare principles under them, divided from magic.

    The Branded houses of Jerall are tribes, merchantile houses, noble house, etc. that bare the marks as a crest of superiority in some way. The marks symbolize not only an advanced knowledge of Gramarie, but a sort of connection to the Jerallian Dragon and the prime creator of the plane of Jerall.

    Mark of Alchemetry: The moon, Heisenberg, is connected to the discipline of Alchemetry and grants it's users the ability to transmute one material into another or draw out the magic out of a material. House Heisenberg is a mercantile house whose members often work as a weaponsmiths and technicians to improve existing objects using the most basic principles of Alchemetry. Despite the small amount of metals on Jerall, House Heisenberg has still managed to keep soldiers from nations across the plane well armed with weapons of Iron and items of greater quality thus preventing the plane from experiencing a second stone age.

    The race associated with the Mark of Alchemetry is Human and the appropriate skill is Diplomacy.

    Least: Psionic Minor Creation 2/day or Astral Construct 1/day; +2 bonus on Diplomacy checks.
    Lesser: Psionic Fabricate 2/day or Greater Concealing Amorpha 1/day.
    Greater: Psionic Major Creation 1/day.
    Divine: Psionic True Creation 1/day.

    Mark of Arcanodynamics: The moon, Tesla is connected to the discipline of Arcanodynamics. House Tesla, contrary towards it's greater desires, is renown for their weapons of mass destruction and their production of energy generators. House Tesla is the most dangerous of any of the other houses due to their oaths towards peace, no matter the cost. Most house members of House Tesla are peace loving, life cherishing men whom rarely resort to throw the first blow, however it is due to their contradictory nature that most outsiders view them as simply warmongering mad scientist, who can snap at any moment.

    The races associated with the Mark of Arcanodynamics are Humans and Erina and the appropriate skill is Use Magic Device.

    Least: Energy Ray 2/day or My Light 1/day; +2 bonus on Use Magic Device.
    Lesser: Energy Ball 2/day or Energy Current 1/day.
    Greater: Energy Conversion 1/day.
    Divine: Tornado Blast 1/day.

    Mark of Biollurgy: The moon, Darwin is connected to the discipline of Biollurgy. House Darwin is a very militant and cruel house due to their house philosophy: "Survival of the fittest". The new world has been very kind to this family, by allowing them to peddle their lifeless constructs to the nations of the world as soldiers to defend their boarders without much trouble. Often members from House Darwin will go into conflict with their sister house, Tesla since they both gain the most profits from war profiteering. Although not inherently evil, House Darwin simply enjoys heavy competition amongst the other houses. Something that in a world where survival is as difficult as falling up, is often a life or death game.

    The races associated with the Mark of Biollurgy are Reshar and the appropriate skill is Heal.

    Least: Thicken Skin 2/day or Expansion 1/day; +2 bonus on Heal.
    Lesser: Body Adjustment 2/day or Energy Adaptation 1/day.
    Greater: True Metabolism 1/day.
    Divine: Metamorphosis, Greater 1/day.

    Mark of Eldrikinetics: The moon, Goddard is connected to the discipline of Eldrikinetics. House Goddard is a often viewed as a bunch of wish-y washy dreamers, with the lofty goal of leaving surface of Jerall. To this end, they often market off easy and cheap transportation, via the construction of railroads across the surface of Jerall. Most house members keep to themselves.

    The races associated with the Mark of Eldrikinetics are Humans and Cora and the appropriate skill is Concentrate.

    Least: Burst 2/day or Psionic Levitate 1/day; +2 bonus on Concentrate.
    Lesser: Telekinetic Thrust 2/day or Psionic Freedom of Movement 1/day.
    Greater: Psionic Greater Teleport 1/day.
    Divine: Psionic Teleportation Circle 1/day.


    Templates
    Spoiler
    Show

    Half-Jerallian Dragon
    Spoiler
    Show

    Creating a Half-Jerallian Dragon
    "Half-Jerallian Dragon" is an inherited template that can be added to any living, corporeal creature (referred to hereafter as the base creature).

    A Half-Jerallian Dragon uses all the base creature’s statistics and special abilities except as noted here.

    Size and Type: The creature’s type changes to dragon. Size is unchanged. Do not recalculate base attack bonus or saves.

    Hit Dice: Increase base creature’s racial HD by one die size, to a maximum of d12. Do not increase class HD.

    Speed Unlike most Half-Dragons, the Half-Jerallian Dragon may fly regardless of it's size. The Half-Jerallian Dragon may fly at it's base land speed with average maneuverability.

    Armor Class: The Half-Jerallian Dragon gains a Natural Armor bonus equal to 1:50th of the ebbs currently in their scales.

    Attack: As the Half-Dragon template.

    Full Attack: As the Half-Dragon template.

    Damage: As the Half-Dragon template.

    Special Attacks
    A Half-Jerallian Dragon retains all the special attacks of the base creature and gains a breath weapon that is a Cone of Radiomantic energy usable once per day. A half-Jerallian Dragon’s breath weapon deals 1d6 points of hellfire damage per ebb supplied (with a limit of 10 + the Half-Dragons ranks in Use Magic Device) and 1 Negative level per 5 ebbs supplied. A successful Reflex save (DC 10 + ½ half-dragon’s racial HD + half-dragon’s Con modifier + 2 per) reduces damage by half.

    Special Qualities: A Half-Jerallian Dragon has all the special qualities of the base creature, plus darkvision out to 60 feet and low-light vision. A Half-Jerallian Dragon has immunity to sleep and paralysis effects, and an additional immunity based on its dragon variety.

    Jerallian Scales (Ex): A Half-Jerallian Dragon's, much like it's ancestors, has scales with similar properties to Orchalcum. The base creature's body function as a piece of Orchalcum that may store 100 ebbs for every HD the creature has. The Half-Jerallian Dragon gains a bonus to strength and constitution equal to 1:100th of the amount of ebbs currently stored in their scales. They gain a natural armor bonus equal to 1:50th of the amount of ebbs currently stored in their scales. The Half-Jerallian Dragon may allocate ebbs from this ability to their Breath Weapon upon using it and by supplying 10 ebbs per HD they possess they may gain an additional use of it. Unfortunately, the Half-Jerallian Dragon's body is not inherently designed to be able to endure ebbs being stored in their body and must relinquish 50% of the ebbs stored in their body at the end of each day or begin to take 1d6 damage for every 100 ebbs stored in their body.

    Abilities: A Half-Jerallian Dragon's ability scores are increased pending on the amount of ebbs that are flowing through it's scales and body. (See Jerallian Scales). Increase as base creature: +2 Int, +2 Cha.

    Skills: A half-dragon gains skill points as a dragon and has skill points equal to (6 + Int modifier) × (HD + 3). Do not include Hit Dice from class levels in this calculation—the half-dragon gains dragon skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature’s list as class skills, and other skills as cross-class.

    Environment: Same as either the base creature.

    Challenge Rating:Same as the base creature + 2 (minimum 3).

    Alignment: Same as the dragon variety.

    Level Adjustment: Same as base creature +3.


    God-King
    Spoiler
    Show

    Creating A God-King

    "God-King" is an acquired template that can be added to any 20th level creature capable of preparing Doctorate level Principles, with a Leadership score of at least 16 that rules over an area of at least 1 mile radius (referred to hereafter as the base creature).

    A God-King uses all the base creature’s statistics and special abilities except as noted here.

    Size and Type Size and type remain unchanged.

    Hit Dice: A God-King maximizes all of their HD.

    Armor Class: The base creature’s natural armor bonus improves by +6 and they gain their Int modifier as a deflection bonus.

    Special Attacks
    A God-King retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + ½ god-king’s HD + god-king’s Cha modifier unless noted otherwise.

    Eldritch Warfare: You gain access to all of the Arts of War and Eldritch Anima. You also gain an Eldritch Blast that deals 2d6 damage for every HD that you possess.

    Special Qualities
    A God-King retains all the special qualities of the base creature and gains those described below.

    Ageless (Ex): You lose any penalties you might have had from aging and no longer age. You may still die from combat.

    Chosen by the Gods (Su): Upon death, a God-King can sacrifice their Marshal to resurrect themselves. After your apparent death, your soul retreats into the body of your Marshal, 3 days thereafter your Marshal's body glows and erupts into a ball of light and you assume control of their body. After 24 hours, your new body begins to slowly assume it's old form.

    Your Marshal cannot somehow become immune to this result, however they can create an alternate body for it by creating a sentient Biollurgical Chassis for your soul to inhabit.

    Principles of Gramarie: You may prepare any principle that you would qualify for (you do not however treat them as Principles known).

    Theories of Gramarie: You gain access to a Theory that you qualify for. You may use it.

    Abilities: Increase from the base creature as follows: Int +4, Wis +6, Cha +4.

    Skills: God-King's gain their HD as a competence bonus to any skill check when preparing a principle. Otherwise same as the base creature.

    Feats: Ingenious Engineer (Baccalaureate, Magisterial and Doctorate) as bonus feats even if they do not qualify.

    Environment: Any. Same as base creature.

    Organization: Unique.

    Challenge Rating: Same as the base creature +6.

    Alignment: Any. Same as base creature.

    Advancement: By character class.

    Level Adjustment: Same as base creature +10.


    NOTICE 1:The most massive wound on my ego: I hit the character limit for the first time

    NOTICE 2: I'm contemplating making something like Laws (and potentially something less than a theory like a hypothesis).

    NOTICE 3: Made the Militant class more specified and made some templates.
    Last edited by Arcanist; 2013-12-09 at 11:16 PM.
    Larloch, The Shadow King (w/ Ioun Stones) avatar by Iron Penguin

  23. - Top - End - #773
    Ettin in the Playground
     
    thethird's Avatar

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    Jan 2013

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

    wow I've been apathetically distracted lately, a few things

    Arcanist: I'll read all over the stuff, my head is not working properly. If you want to run a game playtesting the setting in the pbp let me know. Also it might be a good idea to include the martial disciplines of the warcrafter and the machinist since I think both of them make good martial characters in a magitech setting. Perhaps give them to the templar.

    Kopout: I did read over the hortisculture do you mind if I suggest some ideas with what I was trying to do? At some points it is pretty close and at some others not so much. I think my idea was more streamlined though, and you might get some ideas.

    Everyone: In a week or two I should be satisfied with the magos biologis, the prc focused on symbionts and biollurgy.
    Thanks a lot Gengy for the awesome... just a sec... avatar. :)

  24. - Top - End - #774
    Dwarf in the Playground
     
    DrowGuy

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

    Given that a universalist counts as a specialist in all disciplines, can they always take any principle of one grade under their highest despite multiclassing?

  25. - Top - End - #775
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    NOTICE: Finished the classes and feats. Now I will probably drag my feet on the templates because I have essay to write. God I love this new semester
    Larloch, The Shadow King (w/ Ioun Stones) avatar by Iron Penguin

  26. - Top - End - #776
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by UDwarf View Post
    Given that a universalist counts as a specialist in all disciplines, can they always take any principle of one grade under their highest despite multiclassing?
    Actually, a universalist counts as a specialist in no disciplines. It looks like they would be able to though.
    If you see me talking about Shaper Psions, assume that anything not poison immune within 100 feet will be dead.
    Quote Originally Posted by kardar233 View Post
    I was going to PM you about it because I wanted to know, but then you posted it later. Elegant solution. Watch out for Necropolitans.
    My Homebrew Signature such as it is.

  27. - Top - End - #777
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Mithril Leaf View Post
    Actually, a universalist counts as a specialist in no disciplines. It looks like they would be able to though.
    You can choose "general studies" as your specialization, in which case you have chosen to major in "the universe". These gramarists are known as universalists, and while their guidance counselors might say they lack direction, they actually know exactly what they're doing. A universalist can select specialist principles from any discipline, but only when they gain access to the next grade of principles. They can never select doctorate-level specialist principles. They can, however, learn any non-specialist doctorate-level principle once they gain access to that grade. If you are a universalist, you also never qualify for prestige classes or other venues that require specialization.
    Ex. A Universalist of 7th level can select Specialist Baccalaureate Principles, normal Baccalaureate Principles and normal Magisterial Principles. At 7th level he may select specialist Magisterial principles as well. Generally, I will use my bonus feats to take Advance Placement if I need the principle badly enough. For example, at 8th level I might take it to get ALCH 286 to speed up my access to better uses for Biomes and Transformers. Such an option is used strictly for low level Gramarie games like a Jerall Campaign (which I decided to fix some of the characters and factions to allow it to be low level to epic level Gramarie). I'm still waiting for Kellus (or someone) to make Epic Gramarie feats and the such (WHICH REMINDS ME!).
    Larloch, The Shadow King (w/ Ioun Stones) avatar by Iron Penguin

  28. - Top - End - #778
    Orc in the Playground
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Fako View Post
    Dee Dee in D&D...

    While most of this class is wonderful, the capstone is a problem, especially as written:


    At 13th level, an unraveler can waltz up to a character (playing an intelligent chassis), place a button and kill it. No save, and the character only gets one attack of opportunity to try to defend itself. Or, they can walk into a platinum biome and destroy a building with just a touch. Technically, the unraveler could take down the entire plane of Jerall by placing a button on the ground and pressing it (since the entire plane is one massive puissance generator).

    As an ability, it's powerful, fun and makes sense for an Unraveler to have. But it needs some limits put in place:
    • What counts as a Gramaric Device? Is it a circuit, a component, etc?
    • Is there a maximum size of Device the unraveler can target (and if so, can they use Big Red Button on a portion of a device instead)?
    • There needs to be a save. If we were dealing with purely inanimate structures this wouldn't be an issue, but the fact that PCs (and villains) can play intelligent gramaric creations makes this ability far, far too powerful. I understand not allowing the Gramarist a save (Dexter never got one), but at least allow a Will Save if the target is intelligent...
    Thanks for the feedback. I cleared up what counts as a "gramaric device": any creature or object created from gramarie principles. BRB also now allows a Will saving throw if the device is sentient or its creator is nearby.

  29. - Top - End - #779
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Merk View Post
    BRB also now allows a Will saving throw if the device is sentient or its creator is nearby.
    Still destroys Jerall since it's creator is dead

    I believe that this comment is fairly moot since none of the base classes can qualify for your PrC. Tragic. I actually find the concept of a person destroying Gramarie being wondrous.
    Larloch, The Shadow King (w/ Ioun Stones) avatar by Iron Penguin

  30. - Top - End - #780
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    Milo v3's Avatar

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

    Quote Originally Posted by Arcanist View Post
    I believe that this comment is fairly moot since none of the base classes can qualify for your PrC. Tragic. I actually find the concept of a person destroying Gramarie being wondrous.
    That's just because it's tortured you so much
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