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  1. - Top - End - #241
    Titan in the Playground
     
    Necroticplague's Avatar

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

    Quote Originally Posted by yugi24862 View Post
    Lost of spell-outs spell-outs means I'm rethinking alot of ideas, main thing is that fluxes are the main method of power generation now, and I have no YGGD. With YGGD you can make magnetic power generators or infinite turbines, but the good power generator I can make myself I can think of needs a discovery.
    the main method of power generation I've always used was iceIns with something to raise the temperature, whether it be starting fires inside red filters, phlogiston, being in a desert (possibly during a heat wave), or just putting the darn thing on top of a campfire if your going for cheap.And more recently, with the enthalpy-out to have calories supply the heat. Of course, I've never actually used grammary in a game, just ran thoughts through my head.But for sheer ease of use and simplicity, you really can't beat it.
    Avatar by TinyMushroom.

  2. - Top - End - #242
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    AssassinGuy

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

    Problem is, we are only up to magistrate principles, so no iceIns or IceOuts. Only way I can see is using the discovery which removes the silence from crystalIn, then stacking like a madman.

  3. - Top - End - #243
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Well, I do have YGGD 212, and you have ARCD 230. I would have needed your help to build all of my stuff, so feel free to say that they worked together on your stuff.

  4. - Top - End - #244
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Demented Dragon View Post
    Would definitely be interested in playing. The current gestalt 25 being run is quite high a low level one would be interesting. I mean I find both interesting would be quite different for each. And my idea of a feytouched with imachination is something I could try.
    Would you be willing to make an account at minmaxboards? That's where I normally do my pbp, the setup is far superior (and the community is boss).
    (member in good standing of the troll-feeder's guild)

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  5. - Top - End - #245
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by sirpercival View Post
    Would you be willing to make an account at minmaxboards? That's where I normally do my pbp, the setup is far superior (and the community is boss).
    Most certainly, later today.

  6. - Top - End - #246
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by yugi24862 View Post
    Problem is, we are only up to magistrate principles, so no iceIns or IceOuts. Only way I can see is using the discovery which removes the silence from crystalIn, then stacking like a madman.
    That requires it to be really freaking hot, just be sure whatever you have making the noise isn't living, else heat exhaustion become an issue.

    Using just magistereal, you could try goldIns not much energy, but at the least it's consistent. Fact the area is pitch-black is annoying, though.
    Avatar by TinyMushroom.

  7. - Top - End - #247
    Firbolg in the Playground
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by sirpercival View Post
    So, I just had a thought for how to run a Gramarie campaign that isn't epic.

    I guess I could run it, though I'm running to many PbPs already... and I'd rather play in it... either way I'd want to wait until the rest of the base classes are posted, at the very least.

    Basically, the campaign would be sandboxy to the max, and start at low level, either at level 1 or, like, 3. The PCs would have at most 1 level of Gramarist. The idea is that the world exists, and the PCs are the first people to use Gramarie. (Maybe the found the notes in the estate of a deceased mad genius, and are implementing them for the first time, or some other origin story.)

    So, the party would be gramarists in a world of no gramarie... not yet, at least. And would be unleashed to run wild.

    I would think the party would work best with a mix of specialties and PrCs, of course. Thoughts? Would anyone like to run such a campaign?
    Sure, I'd be up for that.

  8. - Top - End - #248
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Volthawk View Post
    Sure, I'd be up for that.
    For running? Or playing? Also, see my commented to DD about minmaxboards...
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  9. - Top - End - #249
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    AssassinGuy

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

    Quote Originally Posted by Necroticplague View Post
    That requires it to be really freaking hot, just be sure whatever you have making the noise isn't living, else heat exhaustion become an issue.

    Using just magistereal, you could try goldIns not much energy, but at the least it's consistent. Fact the area is pitch-black is annoying, though.
    The net has to be hot. Not the source of the sound. Red filter to the rescue!

  10. - Top - End - #250
    Pixie in the Playground
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    The new silver in, combined with the fact that biollurguical material has fast healing of at least 2, means that you can just create a lot of power using a silver and and numerous small blocks made of biollurgical material.

  11. - Top - End - #251
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Draconas1 View Post
    The new silver in, combined with the fact that biollurguical material has fast healing of at least 2, means that you can just create a lot of power using a silver and and numerous small blocks made of biollurgical material.
    Biostructure is one cubic foot minimum, so it's a lot less space-efficient than using magnets, but it does have the advantage of being doable before magisterial principles.

  12. - Top - End - #252
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    That sounds like a super-cool campaign, please let me know how it goes!

    Honestly, I've always felt that gramarie is most interesting at low levels (baccalaureate preferably, no higher than magisterial, with doctorate stuff only as DM world-building equipment), because it's much harder to solve any given problem. I think the real thrill is encountering a problem in a game that would typically be solved with violence, and finding a science or engineering solution to it instead. And with things restricted to 100 and 200-level principles it means you need to be way more creative to solve anything. I know there have been a lot of epic-level PbP's with this, but unfortunately I think they're basically unplayable, especially over the internet. The only way those could really work is if you were face-to-face and could talk out the best solution using your enormous number of options at that level.

    I've actually been half-working on a setting since last year which is basically the D&D Wild West with Baccalaureate-level gramarie. It's really fun figuring out the ramifications of even that low-level magic technology on the setting. Maybe when I get done everything else I'll put some serious work into it.

  13. - Top - End - #253
    Firbolg in the Playground
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by sirpercival View Post
    For running? Or playing? Also, see my commented to DD about minmaxboards...
    Oh, playing for sure. And yeah, I can register over there.

  14. - Top - End - #254
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Hey Arcanist, I saw your post on your Arc(anist) Reactor on the old Gramarie form yesterday, but wasn't able to read the whole thing or any responses before it was deleted, I was able to save it to a word doc but I having trouble visualizing it and I think the writing need's to be cleared up.

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    Name: Arc(anist) Reactor
    Principles: ARCD 204, HEUR 101, HEUR 245 (optional), YGGD 101, YGGD 212, YGGD 241
    Spells: Continuous Light
    Materials: 48 2'' diameter non-magical spheres and 48 4' non-magical black tubes that can house the spheres
    Prestige classes: Asternomist
    Patent: Arcanist

    You establish 12 Semi-spaces rooms as large as you can make. Create 12 Golden Outputs and connect them together distanced by the tubes. At the entrance and exit of each tube create a pathway and at the exit of these pathways create create a gravity flux that sets the falling gravity to be directed to the next entrance. The tubes only encountering the Golden Transformers for a single inch interval.

    Now connect each Golden Output with a Heuristic Circuit to a Salt Engine. Between the Salt Engine. Create a Control Point (This is optional). You then place 4 Light spheres into the tubes and let them transit like that falling 300'/round through the pathways delivering a grand total of 10,800 ebbs per transformer per round for a total of 43,200 ebbs per unit.

    You perform this 11 more times for each semi-space using up all the requisite equipment (or as many as you can fit into a room). Regardless this method generates a total of 43,200 ebbs per unit (generating 518,400 ebbs in total, with a basic set up). To power all 12 of these engines you need 2,314,815 units.


    Problems That I see
    1. Golden Output's Do you mean Inputs? Because Outputs CREATE light by SPENDING ebbs and as the "Continuous Light" spell prereq implies that light is the "fuel" for the reactor you want the opposite.

    2. Continuous Light Speaking of said spell, where did you get it from? According to dndtools.eu there is no official spell by that name. Is it a homebrew spell? If so link plz!

    3. "The tubes only encountering the Golden Transformers for a single inch interval." Uh...What?

    4. The Number of Tubes Per Ring You don't tell us this.

    5. "You establish 12 Semi-spaces rooms as large as you can make." This I assume is what YGGD 241 is for but how do you arange the 2ftx2ftx2ft cubes? In a flat plane or as a cube?

    6. Salt Engine Why is this here? I thought that this reactor was to CREATE ebbs not spend them, as such shouldn't the inputs connect to a Wood Output or an ebb storage device?

    7. "connect them together distanced by the tubes." Again clarify.

    8. "4 Light spheres" Is this what the "Continuous Light" spell is for?

    9. "4 Light spheres into the tubes *snip* 43,200 ebbs per unit." Where did you get the math for this according to the Gold Input article they generate ebbs per round and no amount of falling or the number of the sources of light will change that.

    10. "At the entrance and exit of each tube *snip* be directed to the next entrance." What "pathways" are you referring to? The only Instance of pathways in the prereq disciplines is in the name of YGGD 241, are the tubes connected by semi-spaces?

    11. A Visual Aid This thing needs one, BADLY.
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    Quote Originally Posted by ZacharyW
    "It’s important to be different. If we weren’t then there wouldn’t be any difference between us and machines.” Stay Gold, Bronyboy
    Quote Originally Posted by ZacharyW
    "Who’s really the messed up one? The person with the disorder or different religion, different race, sexuality, or even ethnic belief? Or is it the one that stoops so low as to insult them for being unique?" Stay Gold, Bronyboy


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    Quote Originally Posted by Kelb_Panthera View Post
    Is anyone else getting a mental image of the most macabre ice-trays ever?

  15. - Top - End - #255
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Kellus View Post
    That sounds like a super-cool campaign, please let me know how it goes!

    Honestly, I've always felt that gramarie is most interesting at low levels (baccalaureate preferably, no higher than magisterial, with doctorate stuff only as DM world-building equipment), because it's much harder to solve any given problem. I think the real thrill is encountering a problem in a game that would typically be solved with violence, and finding a science or engineering solution to it instead. And with things restricted to 100 and 200-level principles it means you need to be way more creative to solve anything. I know there have been a lot of epic-level PbP's with this, but unfortunately I think they're basically unplayable, especially over the internet. The only way those could really work is if you were face-to-face and could talk out the best solution using your enormous number of options at that level.

    I've actually been half-working on a setting since last year which is basically the D&D Wild West with Baccalaureate-level gramarie. It's really fun figuring out the ramifications of even that low-level magic technology on the setting. Maybe when I get done everything else I'll put some serious work into it.
    Wanna play in the campaign? Lol.
    (member in good standing of the troll-feeder's guild)

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  16. - Top - End - #256
    Firbolg in the Playground
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Devil, the spell's actually called Continual Flame.

  17. - Top - End - #257
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Lateral View Post
    Biostructure is one cubic foot minimum, so it's a lot less space-efficient than using magnets, but it does have the advantage of being doable before magisterial principles.
    Really? *checks* Huh, that's odd that each application affects exactly one cubic foot as opposed to that being the maximum that can be transformed at once.


    Also, I thought of a useful item for Yggdratecture specialists. Basically a multi-chambered scroll case, but the purpose of the scrolls is to have portals to semi-spaces placed on them so you can store a lot of them in a small area by just rolling up the scroll and putting it in the case.
    Last edited by Draconas1; 2013-07-09 at 05:49 PM.

  18. - Top - End - #258
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    PaladinGuy

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

    Quote Originally Posted by sirpercival View Post
    So, I just had a thought for how to run a Gramarie campaign that isn't epic.

    I guess I could run it, though I'm running to many PbPs already... and I'd rather play in it... either way I'd want to wait until the rest of the base classes are posted, at the very least.

    Basically, the campaign would be sandboxy to the max, and start at low level, either at level 1 or, like, 3. The PCs would have at most 1 level of Gramarist. The idea is that the world exists, and the PCs are the first people to use Gramarie. (Maybe the found the notes in the estate of a deceased mad genius, and are implementing them for the first time, or some other origin story.)

    So, the party would be gramarists in a world of no gramarie... not yet, at least. And would be unleashed to run wild.

    I would think the party would work best with a mix of specialties and PrCs, of course. Thoughts? Would anyone like to run such a campaign?

    I like this idea, is there room for me?
    OH SCHNAPP!

  19. - Top - End - #259
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by popmicpop View Post
    I like this idea, is there room for me?
    The thread is over here: http://www.minmaxboards.com/index.ph...=10650.new#new

    Certainly does not appear full right now

  20. - Top - End - #260
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Kellus View Post
    The Asternomist

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    "And yet it moves."


    Image credit xetobyte of deviantart.com.

    The stars have fascinated mortalkind since before we could even communicate our fascination with them. They have traced their intricate and arcane paths across the night sky, oblivious to all of our troubles, and yet perfectly precise in their machinations, for as long as the universe has existed. As modern knowledge of gramarie has grown, a new breed of astronomy has as well, a field devoted to understanding and even reaching out and touching these lights that move and move and move. The asternomist is one of these dreamers, a specialized gramarist trained in both otherworldly secrets and also all manner of motion, a brilliant thinker who yearns to explore these strange and distant stars. Their study begins with the most basic of extradimensional theories, and extends into the fascinatingly disturbing realm of truenames. Once they have mastered the truenames of the ineffable stars, they will find they have mastered themselves as well.

    Requirements: To become an asternomist you must meet all of the following requirements.
    Gramarie: Able to prepare at least one principle from both ELDK and YGGD
    Skills: Concentration 8 ranks, Forgery 8 ranks, Knowledge (the Planes) 10 ranks, Truespeak 8 ranks
    Specialization: Must be specialized in either Eldrikinetics or Yggdratecture.
    Truenaming: Must be able to speak 1st level utterances

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

    Class Skills: An asternomist's class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Forgery (Int), Gather Information (Cha), Heal (Wis), Knowledge (all) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Truespeak (Int), and Use Magic Device (Cha).

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

    1st|+0|+0|+0|+2|Double major, the naming of lights|
    +0
    |
    +1 level of existing truenaming class

    2nd|+1|+0|+0|+3|Yggdratectural engines|
    +1
    |
    +1 level of existing truenaming class

    3rd|+1|+1|+1|+3|Momentous flux|
    +2
    |
    +1 level of existing truenaming class

    4th|+2|+1|+1|+4|The naming of lights|
    +3
    |
    +1 level of existing truenaming class

    5th|+2|+1|+1|+4|Warp speed|
    +3
    |
    +1 level of existing truenaming class

    6th|+3|+2|+2|+5|Space-filling curve|
    +4
    |
    +1 level of existing truenaming class

    7th|+3|+2|+2|+5|The naming of lights|
    +5
    |
    +1 level of existing truenaming class

    8th|+4|+2|+2|+6|Cosmological constant |
    +6
    |
    +1 level of existing truenaming class

    9th|+4|+3|+3|+6|Spaces between spaces|
    +6
    |
    +1 level of existing truenaming class

    10th|+5|+3|+3|+7|Helmsman, the naming of lights|
    +7
    |
    +1 level of existing truenaming class

    [/table]

    Class Features

    All of the following are class features of the asternomist.

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

    Double Major (Ex): Asternomists are experts in two disparate disciplines of gramarie. As an asternomist, you can learn specialist principles from both Eldrikinetics and Yggdratecture. However, this focus comes at a price. You give up ever learning any more principles beyond the Baccalaureate level from other disciplines in exchange for this double specialization. You do not, however, lose principles from other fields that you already know. If you run out of principles to learn, you can select one additional discipline to begin learning advanced principles from. If you don't already, you gain access to Magisterial principles when you enter this class. You gain access to Doctorate principles at 7th level, and at that point you can refer to yourself as a doctor of any discipline you attain that level of expertise in.

    The Naming of Lights: The names of the stars are revealed to you one by one, along with their otherworldly secrets. At 1st level, and every three levels thereafter, you learn a special discovery related to either Eldrikinetics or Yggdratecture.

    Truenaming: You continue to advance your knowledge of truespeak, including utterances, recitations, and whatever else your previous class would have advanced depending on the fix you're using. If you're using mine, this includes advancing your absolute limit by 3 + your Intelligence modifier ever level.

    Yggdratectural Engines (Ex): As the stars continue to move inexorably along their paths, so too do your vessels move in perfect contrast to apparent natural law. Your knowledge of moving reality now manifests in that your engines can apply their movement from inside an yggdratectural space. There are a few caveats to this: you can only go one portal deep at first. You also must have your portal fixed to a reference point relative to the vessel, object, or creature that you want to move. And finally, at first, the engine can only power a single vessel, even if the space has portals to multiple ships. The entire Push output of the engine is applied to the vessel it's affixed to, essentially moving the reference frame so that instead of the engine moving, the portal moves, carrying whatever it is tethered to with it.

    Principles of Gramarie: You continue to advance your study of gramarie. At 2nd level, and again whenever indicated on the class table, you learn a new principle of gramarie that you qualify for. At 7th level you gain access to Doctorate-level principles, and can refer to yourself as a doctor of any discipline you attain that level of knowledge in.

    Momentous Flux (Ex): You now understand how to set up an additional kind of flux. Beginning at 3rd level, whenever you prepare YGGD 212, you can choose to prepare a momentous flux instead. This creates a field which absorbs or imparts momentum to anything that passes through it, as a logical decision. Certain objects or creatures can be made exempt to the effect, also as logical decisions, either at the time of entry or ahead of time. By default the flux is set to absorb all momentum inside of it, essentially reducing the speed of everything which enters it to 0. Living creatures and intelligent items are allowed an opposed Will save (DC 5 + 3 for every YGGD or ELDK principle you know) to avoid this effects; otherwise they are immediately stopped when entering the field, and slowed as long as they remain inside. Momentum which is collected is stored as Push, at 50% efficiency (half the Push is retained which is lost), based on the speed and size of the dampened target. A single flux can store a number of points of Push equal to the Forgery check made to create it. This Push remains indefinately, until it is spent as a logical decision; the decision can be either to impart the Push immediately to something in the field, or to impart it to a moving object specifically exempt to the field as it passes through. When a field is full to capacity, it no longer dampens movement. Push can also be drawn from the field and moved through a circuit to another momentous flux where it can be spent, although every intervening circuit it moves through consumes 1 point of Push.

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

    Warp Speed (Ex): At 5th level, you can now build a special kind of eldrikinetic engine, a warp engine. This is added to the list of engines you know as follows:

    • Warp: A warp engine uses salt as a fuel source, and is made out of glass. It must be maintained at a temperature of at least 605 degrees Centigrade at all times, or it ceases to function. By itself this engine generates up to 100 points of Push per round in exchange for 1 pound of salt, in any direction, even without any outside reference or gravity. More importantly however, if multiple warp engines are set up in parallel, the Push they generate (as well as the salt cost for each of them) increases by a factor of 10 for every additional engine (to a maximum of 12 engines at once; some asternomists have theorized about a potential 'warp 13', but these stories are generally dismissed as ridiculous, since that would cause evolution to go backwards or something). The speed generated from the Push can exceed c (a speed of 5.90E9 ft.), but the object immediately drops below light speed as soon as the engines stop firing. No matter how fast you go from the outside, on board the vessel travelling, things proceed at their normal speed. Essentially, a 'warp bubble' extends around the vessel, wherein relativistic effects do not occur (including the distortions of time normally associated with FTL travel). Note that once a vessel is essentially in a vacuum, such as outer space, it will continue to travel at its current speed every round until it is manually decelerated.

      Speaking of which, the engines also have a special dampening capacity, which can be activated as a logical decision on board the vessel in order to slow the ship down at a rate of 10% of c every round. This generates enormous amounts of waste heat, which are luckily dumped into a chaos dimension accessed inside the engines. A warp engine can also be activated with a single ebb of puissance, although this price also multiplies by 10 with each parallel engine, to a maximum of 12.


    Every warp engine is tied to a single star, from which it siphons much of its power through extradimensional space. To build a warp engine, you must first research and discover the truename of the star you wish to tether it to. This counts as researching a truename, with a DC of 35 + 3 for each previous warp engine you've built. Activating the engine requires speaking its star's truename as a move action, with the same DC for this Truespeak check as for its research. If you have multiple warp engines hooked up in parallel, you can activate each of them with the same move action. You can activate yggdratectural warp engines by touching the reference point to their portal.

    Space-Filling Curve (Ex): At 6th level, you learn to create a special curve which can fill the entire cosmos with a single dimension. This discovery allows you to connect multiple yggdratectural spaces in series for the purposes of your yggdratectural engines. You can now go two semi-spaces deep, although as many as you like laterally. So, for example, a ship could be hooked up to an engine in space A, and space A has connections to spaces B, C, and D, each of which also have engines which can be used to propel the original ship.

    Cosmological Constant (Ex): At 8th level, you learn a special numerical constant which allows you to manipulate the expansion of space. By applying this mathematical secret, you can hasten travel times for all trips made using engines you build which you personally are a part of, by a factor of up to your Cha modifier.

    Spaces Between Spaces (Ex): At 9th level, a truth of the cosmos reveals itself to you, which allows you to simultaneously reach multiple places at once, and to move momentum between them. You can now fix two reference points for a single space containing an yggdratectural engine. This means that the space can be connected to two vessels, creatures, or objects at the same time. Push generated by the engine can be applied to either reference point, divided up as a logical decision from the engine. Momentum of one of the objects can also be bled off through the engine and applied to the other object, at a rate equal to 50% of the maximum Push output of the engines acting as go-betweens, and subject to the travel limitations of those engines. If there are multiple engine spaces hooked up as per the space-filling curve class feature, all of the subordinate engines inside laterally connected spaces can be used for this transfer, but they must follow the lead of the primary engines in the direction of transfer of momentum. Their efficiency for this is only 25%. Laterally connected spaces like this cannot be hooked up to multiple primary engine spaces, even with this class feature.

    Helmsman (Ex): You are so in tune with the cosmos that your awareness is everywhere at once. This perfect understanding allows you to make course corrections when controlling any engine you've built, during a single application of Push, no matter how fast you're going. Essentially, this lets you make nigh-infinite logical decisions about steering and directing the vessel inside of a single round, no matter how much distance is covered during that round.
    As much as I really like this PrC I can't help but feel truenaming doesn't really come in anywhere either in flavor or the mechanics of it.
    Last edited by Amnoriath; 2013-07-09 at 11:28 PM.

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

    Naming the stars (the Warp Engines steal most of their power from the stars) is fluffwise and activating the engine requires a Truenaming check and a move action
    Due to mental stuff in my head I find it hard to understand normal human behaviour.
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by LordChaos13 View Post
    Naming the stars (the Warp Engines steal most of their power from the stars) is fluffwise and activating the engine requires a Truenaming check and a move action
    Okay my bad, but a theurge PrC ought to have more interaction with both than one paragraph of one ability. I mean he did more of that with the other ones.
    Last edited by Amnoriath; 2013-07-10 at 12:17 AM.

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

    Quote Originally Posted by Amnoriath View Post
    Okay my bad, but a theurge PrC out to have more interaction with both than one paragraph of one ability. I mean he did more of that with the other ones.
    It does a few things that I wanted, including forcing people who want the class to lose a level of principles without actually giving them a dead level, use an interesting theurge combination I hadn't yet tapped, bring some attention to a kind of magic most people don't think about, let me use a great name for the class, provide an awesome rationale for how warp travel works, give them something useful to do in combat, and let me throw in a reference to a book series I love. It's like a win-win-win-win-win-win-win!

    Second base class will be up tonight I hope, I'm proofreading it now.

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

    Would it be too big a spoiler as to what these other base classes fluff are or their roles in the party and how they bump elbows with the Grammarists?

    I love this whole magitek thread. One of my favorite threads ever.

    Would it be possible to wipeout a churches by simply creating a platinum input + lead output and place the simple "bomb" in a church before a sermon?

    And I am sadly quite simple but with the "alternating" flux(?) allow a Swindling Grammarist to create his own "bags of holding" and sell one set and after time passes he simply swaps the contents and empties them in a sense stealing everything the adventures were storing? Of course fill the other end with something harmful. Poison or something worse?

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

    Quote Originally Posted by Merchant View Post
    Would it be too big a spoiler as to what these other base classes fluff are or their roles in the party and how they bump elbows with the Grammarists?

    I love this whole magitek thread. One of my favorite threads ever.

    Would it be possible to wipeout a churches by simply creating a platinum input + lead output and place the simple "bomb" in a church before a sermon?

    And I am sadly quite simple but with the "alternating" flux(?) allow a Swindling Grammarist to create his own "bags of holding" and sell one set and after time passes he simply swaps the contents and empties them in a sense stealing everything the adventures were storing? Of course fill the other end with something harmful. Poison or something worse?
    Yeah... My groups are not going to like you at all.

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

    Quote Originally Posted by RFLS View Post
    Yeah... My groups are not going to like you at all.
    Awww.... You have to admit though that it could work rather easily. Low level and all.

    I am not sure if more discoveries are going to be made but for GeoOccultism they don't have something for all the planetary metals yet when it comes to saving 25% + whatever extra.

    On another topic just noticed a couple typos that have escaped notice as I was trying to read closely.

    Evard's Numerical Analysis: This equation describes the flow of heat into an area filled with cold energy. Cones of cold energy created with a mercury transformer no longer simply evaporate; Evard's last alorithm tells us that the cold energy has to go somewhere, and it ends up forming a sphere with the same volume as the cone. Anyone who passes through the sphere is subject to the intial effect of the cone; the cone lasts for 1 round per ebb. It tends to flow along heat gradients, and moves at 30ft. per round towards the largest source of fire damage in the previous round or, failing that, the warmest location, inside 200ft.
    Leomund's Inequality: This equation describes a strange fluctuation that occurs when comparing a platinum transformer's acion

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

    Quote Originally Posted by Merchant View Post
    Would it be too big a spoiler as to what these other base classes fluff are or their roles in the party and how they bump elbows with the Grammarists?

    I love this whole magitek thread. One of my favorite threads ever.

    Would it be possible to wipeout a churches by simply creating a platinum input + lead output and place the simple "bomb" in a church before a sermon?

    And I am sadly quite simple but with the "alternating" flux(?) allow a Swindling Grammarist to create his own "bags of holding" and sell one set and after time passes he simply swaps the contents and empties them in a sense stealing everything the adventures were storing? Of course fill the other end with something harmful. Poison or something worse?
    Heh, I like the way you think.

    And sure; the sapper is the next one up, and is a military engineer working on behalf of a government, country, or organization. As he advances he climbs the chain of command and gets various abilities to wage war and lead troops into battle with SCIENCE.

    The saboteur will probably be the next one after that, since it's about half done. It's a roguish character that uses skill knacks, gramarie tricks, and a little bit of luck to take apart gramarie devices and twist them to his own ends. It's the sort of rogue that would end up being called for in a world filled with magitek. Basically he hacks gramarie.

    The aerostatistician is mostly conceptual right now, but is going to be an aerial combat specialist. Instead of an animal companion or mount or whatever, he gets an airship that he can trick out with all sorts of gramarie gadgets, and learns tons of special aerial maneuvers and aerobatic stunts to pull off. Also he learns dark mathematical arts!

    EDIT: Thanks for the typos!
    Last edited by Kellus; 2013-07-10 at 12:42 AM.

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

    How would an EI Warlock work?
    Or an EI Gramarist?

    Can an Eldritch Blast be projected from any Gramarie in the circuit?
    Does that count as a logical decision?
    Can they get more actions/round via Moore's Law?
    Can they use a Chassi to Aid Another or to prepare a Principle even if teh Chassi itself doesn't have the requisite skills? If not tis there any way to do so?
    Due to mental stuff in my head I find it hard to understand normal human behaviour.
    If I do something wrong PM me what is wrong. And do not be subtle, I need a kick in the pants sometimes to realize Im a jerk.

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

    Quote Originally Posted by LordChaos13 View Post
    How would an EI Warlock work?
    Or an EI Gramarist?

    Can an Eldritch Blast be projected from any Gramarie in the circuit?
    Does that count as a logical decision?
    Can they get more actions/round via Moore's Law?
    Can they use a Chassi to Aid Another or to prepare a Principle even if teh Chassi itself doesn't have the requisite skills? If not tis there any way to do so?
    1. The same as any other warlock that can only take purely mental actions
    2. The same as any other gramarist that can only take purely mental actions
    3. No, if they want to make eldritch blasts they'll have to take the Still Spell-Like Ability and Silent Spell-Like Ability feats. Then I guess they can fire them from anywhere in the circuit, since they just appear out of thin air.
    4. No, logical decisions are not the same thing as standard actions
    5. No, they get extra logical decisions
    6. Assuming you mean a circuited chassis, then the EI can direct them what to do, including prepare principles on its behalf or cast spells or whatever.

    Quote Originally Posted by Me!
    An exotic intelligence in the circuit can control the chassis as if it was the brain of the creature
    Last edited by Kellus; 2013-07-10 at 12:55 AM.

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

    These got missed before, so just re-posting them...

    1) A Bio 101 question, after a creature has been converted to biostructure.. what is the effect?
    Are they treated like one created from the 200 level? Is it purely Cosmetic?

    2)Advanced Placement
    It doesn't specify but the wording seems to imply that while removing the prereqs it doesn;t actually grant the principle in question.. If this is the case it might help cut down confusion to specify it explicitly.

    3)so.. Identify powers..
    What is the interaction of Gramarie with Detect magic? What schools is it? Or does it have schools?
    Would it register as the path the principles involve are from? basically giving the 'schools'(disciplines) of Gramerie instead of Magic? And would a wizard unfamiliar with such things be able to get it? Would it require Knowledge (architcture and engineering) rather than spellcraft to figure out the principles involved..?

    P.S. Love the project and system and such.

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