# Thread: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

1. ## Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

Gramaric Formulae and Guidelines
A Hopefully Helpful Handfull of Hints

Push (P) is measured in prods (p). Accelerative push (Pa) increases push by its value every round.
Bulk (B) is measured in bits (b).
Distance (D) is measured in squares (s), 1s=5ft.
Time (T) is measured in rounds (r). 1r=6seconds.
Time (t) can also be measured in seconds (sec).
Velocity (V) is measured in vrooms (v), 1v = 6s/r = 5ft/second.
Impulse (I) is measured in itches (i), ΔP in one round = I.
Heat (H) is measured in degrees centigrade (c).
Energy (E) is measured in ebbs (e).
Atmospheric pressure (ATM) is measured in atmospheres (atm)

P=BV

Spoiler: Gravitation:
PaGravity=B*g
g=6.5V

Terminal velocity in an earthlike atmosphere is about 60V

Spoiler: Damage from Impulse:
A body experiencing impulse takes (V-3)/20t)d6 damage, minimum 0. t represents the amount of time over which the impulse occurred. In any sharp impulse, such as a fall onto hard earth, t=0.1

Spoiler: Colliding objects:
When two objects collide, they each receive half of the other's push, and total push is conserved. In addition, when an object is hit by an object it takes (P/260-1.5)d6 damage, where P is the colliding objects push.

Spoiler: Damage from Temperature:
Most creatures have a base temperature at 20c, where they are most comfortable. This is represented by Hbasecreature. Thanks to Milo.

A creature at a temperature:
• 20c higher or lower than its temperature score must make a fort save (DC of 15 +1 per each previous check) or take 1d6 non-lethal damage, per hour.
• 40c higher or lower than its temperature score takes 1d6 lethal damage, per minute.
• 70c higher than its temperature score takes 1d6 fire damage each round, plus an additional 1d6 per 30c higher.
• 70c lower than its base temperature takes 1d6 cold damage each round, plus an additional 1d6 per 30c lower.

Damage from high temperatures is Fire Damage, while damage from low temperatures is Cold Damage.

If the number of dice from this temperature damage would get too high to feasibly roll (such as 31d6 damage for normal Phlogiston), we suggest you take the average amount of damage rather than rolling it.

Fire and cold damage can be calculated from the following expression:
((|H-Hbase|-40)/30)d6 damage, minimum 0. If H-Hbase>0, the damage is fire damage. If H-Hbase<0, the damage is cold damage. The | | represents absolute value, and all values inside are made positive.

Example Temperatures
90 degrees|1d6 fire|3 fire
Boiling Water|1d6 fire|3 fire
Phlogiston|31d6 fire|108 fire
Lava|22d6 fire|77 fire
Sun|181d6 fire|633 fire
[/table]
The damages are based on an average creature with a temperature score of 20.

Spoiler: Damage from Pressure:
Most creatures have a base atmospheric pressure of 1atm, where they are most comfortable. This is represented by ATMbasecreature.

A creature’s base atmospheric pressure changes to be one atmosphere closer to their surroundings current pressure every hour, to a maximum of 50 atmospheres away from the base atmospheric pressure normal for their species.

A creature at a pressure:
• 1atm higher or lower than its base atm must make a fort save (DC of 10 +1 per each previous check) or take 1d6 non-lethal damage, every minute.
• 3atm more or less than their base, the creature must a fort save (DC of 15 +1 per each previous check) or take 1d6 lethal damage, every minute. For every additional 3 atm away from the creature's base atm, the creature must make an additional check per minute. One check every 180/ATM seconds, maximum 60. For example, 1 check per 30 seconds at 6 atmospheres or 1 check per round at 30 atmospheres.

Creature's immune to death by massive damage are immune to damage caused by atmospheric pressure.

Example Pressures
Outer space|0
Surface of the earth|1
Top of everest|0.3
33ft underwater|1
100ft underwater|3 (its linear)
Center of the sun|350,000,000,000
[/table]
The damages are based on an average creature with a temperature score of 20.

Spoiler: Material prices:

By Grek
Metal prices (in gold per cubic foot) are as follows:

Material|Price (gp)
Natural Copper|280
Natural Gold|60,000
Natural Mercury|84
Natural Iron|49
Natural Silver|3,250
Natural Tin|36
Natural Platinum|670,000
Alchemetrist's Metal|279
Natural Wood|1 cp
Natural leather|1

Gramaric Materials

With experimental edits,
Spoiler
{table=head]Size Category|Chassis HD|Elite Chassis HD|Size Modifier|Grapple Modifier|Stealth Modifier|Height or Length|Weight|Space|Volume|Natural Reach (Tall)|Natural Reach (Long)|Construct Bonus Health|Chassis Speed|Carry Capacity (Biped)|Carry Capacity (Quadruped)
Fine|-|-|+8|-16|+16|6 in. or less|1/8 lb. or less|1/2 ft.|0.001ft^3 or less|0 ft.|0 ft.|-|-|1/8|1/4
Diminutive|1 HD|1 HD|+4|-12|+12|6 in. - 1 ft.|1/8 lb. - 1 lb.|1 ft.|0.001-0.01 ft^3|0 ft.|0 ft.|-|20 ft.|1/4|1/2
Tiny|1 HD|1 HD|+2|-8|+8|1 ft. - 2 ft.|1 lb. - 8 lb.|2 1/2 ft.|0.01-0.2ft^3|0 ft.|0 ft.|-|20 ft.|1/2|3/4
Small|1 HD|1 HD|+1|-4|+4|2 ft. - 4 ft.|8 lb. - 60 lb.|5 ft.|0.2-1.5ft^3|5 ft.|5 ft.|10|20 ft.|3/4|1
Medium|1 HD|1 HD|+0|+0|+0|4 ft. - 8 ft.|60 lb. - 500 lb.|5 ft.|1.5-10ft^3|5 ft.|5 ft.|20|30 ft.|1|1 1/2
Large|2 HD|3 HD|-1|+4|-4|8 ft. - 16 ft.|500 lb. - 2 tons|10 ft.|10-100ft^3|10 ft.|5 ft.|30|40 ft.|2|3
Huge|3 HD|5 HD|-2|+8|-8|16 ft. - 32 ft.|2 tons - 16 tons|15 ft.|100-750ft^3|15 ft.|10 ft.|40|50 ft.|4|6
Gargantuan|4 HD|7 HD|-4|+12|-12|32 ft. - 64 ft.|16 tons - 125 tons|20 ft.|750-6000ft^3|20 ft.|15 ft.|60|60 ft.|8|12
Colossal|5 HD|9 HD|-8|+16|-16|64 ft. - 128 ft.|125 tons - 1000 tons|30 ft.|6000-50,000ft^3|30 ft.|20 ft.|80|70 ft.|16|24
Enormous|6 HD|12 HD|-16|+20|-20|128 ft. - 256 ft.|1000 tons - 8000 tons|40 ft.|50,000-400,000ft^3|40 ft.|30 ft.|100|80 ft.|32|48
Immense|7 HD|15 HD|-32|+24|-24|256 ft. - 512 ft.|8000 tons - 64000 tons|50 ft.|400,000-3,000,000ft^3|50 ft.|40 ft.|120|90 ft.|64|96
Behemothic|8 HD|18 HD|-64|+28|-28|512 ft. - 1024 ft.|64000 tons - 512000 tons|70 ft.|3,000,000-25,000,000ft^3|70 ft.|50 ft.|150|100 ft.|128|192
Cavernous|9 HD|21 HD|-128|+32|-32|1024 ft. - 2048 ft.|512000 tons - 4096000 tons|100 ft.|25,000,000-200,000,000ft^3|100 ft.|70 ft.|180|110 ft.|256|384
Mountainous|10 HD|24 HD|-256|+36|-36|2048 ft. - 4096 ft.|4096000 tons - 32768000 tons|140 ft.|200,000,000-1,700,000,000|140 ft.|100 ft.|210|120 ft.|512|768
Vast|11 HD|27 HD|-512|+40|-40|4096 ft. or more|32768000 tons or more|190 ft.|1,700,000,000- 14,450,000,000ft^3 |190 ft.|140 ft.|240|130 ft.|1024|1536
Titanic|8192 ft.
Leviathanic|16384 ft
?|32768
?|65536
?|131072
?|262144 ft.
[/table]

2. ## Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

Originally Posted by qazzquimby
ΔP in one round = I.

(Impulse needs a change, because being violently whipped to the right, and then to the left, and ending in the same spot, has 0 impulse by the current system. Hopefully an alternative can be found that isn't excruciatingly slow.)
This is not true if you make it a scalar. I know it's more complex, but if you have ΔP=100 to the right then ΔP=100 to the left, you would end up with ΔP=200 and therefore you would take...

Originally Posted by qazzquimby
A body experiencing impulse takes (i/125-625)d6, minimum 0 damage.
This almost perfectly mirrors raw fall damage, but is more flexible and more accurate with larger numbers.
At impulses of less than 78125 (basically, most impulses), this does no damage...

3. ## Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

Originally Posted by Rolep
If it is in this thread after chomancer, haven't gotten to it yet and probably won't today. Just got back from Christmas shopping and I am mentally taxed.

4. ## Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

The irc isn't working for me. Is there a reason for this?

5. ## Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

Some creatures of Gramarie:

A Radiomantic Area counts as any area were you would be dealt a negative level from a radiomantic element, or an area that was dealt hellfire damage within the last 50 years.

Spoiler: Gramarie Trolls
Sculls
Hit Dice
: 8d8+56 (92 hp)
Initiative:+2
Speed: 10 ft. (2 squares), 40 ft. in radiomantic zones
Armor Class: 16 (–1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple:+6/+14
Attack: Claw +11 melee (1d6+6, radiomantic wasting)
Full Attack: 2 claws +9 melee (1d6+6, radiomantic wasting) and bite +4 melee (1d6+3, radiomantic wasting)
Space/Reach: 10 ft./10 ft.
Special Attacks: Radiomantic wasting, rend 2d6+9
Special Qualities: Darkvision 90 ft., geigersense, low-light vision, regeneration 5, scent
Saves: Fort +13, Ref +3, Will +1
Abilities: Str 23, Dex 14, Con 25, Int 6, Wis 9, Cha 6
Skills: Perception +9, Stealth +12, Survival +9
Organization: Solitary or gang (2–4)
Challenge Rating: 7
Treasure: Standard
Alignment: Usually chaotic evil

Sculls walk upright but hunched forward with sagging shoulders. Their gait is uneven and twitchy, and when they run, their arms dangle and drag along the ground. For all this seeming awkwardness, sculls are very agile.

A typical scull stands 8 and a half feet tall and weighs 450 pounds. Females are slightly larger than males. A scull’s rubbery hide is a putrid gray, with faintly lime tumors covering it's surface. The hair is usually dead white in colour.

Sculls speak Giant.

Combat
Sculls have no fear of death: They launch themselves into combat without hesitation, flailing wildly at the closest opponent. Even when confronted with immense cold or light, they try to get around the threat and attack.

They are known to hunt their prey (you) down for hours and hours, only stopping if it would take them out of the radiomantic wastelands they dwell in.

Geigersense (Ex): A scull can sense whether any given area is a "Radiomantic Area" through sight.

Radiomantic Wasting (Su): At the end of the Sculls turn, any creature hit by at least one of it's natural attacks during that round must make a Fortitude save (DC 21) or gain a negative level.

Rend (Ex): If a Scull hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.

Regeneration (Ex): Cold and radiant deal normal damage to a scull. If a scull loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump. A Scull loses this ability when it isn't in a Radiomantic area.

Spoiler: Gramarie Flowers :P
Pulser
Hit Dice
: 2d8+2 (11 hp)
Initiative: -5
Speed: 0 ft.
Armor Class: 8 (–5 Dex, +3 natural), touch 5, flat-footed 8
Base Attack/Grapple: +1/–4
Attack: -
Full Attack: -
Space/Reach: 5 ft./0 ft.
Special Attacks: Pulse
Special Qualities: Low-light vision, plant traits
Saves: Fort +4, Ref —, Will –4
Abilities: Str —, Dex —, Con 13, Int —, Wis 2, Cha 1
Skills: -
Feats:
Organization: Solitary or patch (3–5)
Challenge Rating: 1
Treasure: None
Alignment: Always Neutral

A pulser is a stationary fungus that emits a pulse of radioactivity to attract prey or when disturbed. Pulsers live in dark, subterranean places and come in of shades of various neon colours.

Pulsers often work together with creatures able to sense radioactivity to attract and kill prey. When the plant senses a creature it's not familiar with, it alerts its allies, who try to kill the potential threat. Both creatures enjoy the fruits of a successful hunt.

Combat
A shrieker has no means of attack. Instead, it lures prey to its vicinity by emitting a loud noise.

Pulse (Ex): Movement, a light source, or a pulse from another Pulser within 10 feet of a pulser causes the fungus to emit 60 ft. radius field of radiomantic energy that lasts for 1d6 rounds. This field is visible to anything which senses radiomantic energy, such as a creature with Geigersense.

Spoiler: Gramarie Spiders :P
Pededoloria Spider
Hit Dice
: 1/10 d8 (1 hp)
Initiative: +6
Speed: 5 ft., 5 ft. climb speed
Armor Class: 16 (+6 Dex), touch 16, flat-footed 10
Base Attack/Grapple: +0/–21
Attack: -
Full Attack: -
Space/Reach: ½ ft./0 ft.
Special Attacks: Footburn
Special Qualities: Darkvision 10 ft., tremorsense 10 ft., vermin traits
Saves: Fort +0, Ref +0, Will +0
Abilities: Str 1, Dex 23, Con 8, Int —, Wis 10, Cha 2
Skills: -
Feats:
Environment: Any
Organization: Solitary, nest (5–20), or swarm (21 to 600)
Challenge Rating: 1
Treasure: None
Alignment: Always Neutral

These are tiny brown and grey spiders, with with a venom that can, at most, make you feel the slightest bit woosy for a few minutes, as long as you're bigger than a fly. They are infused with radiomantic energy, which is fortunately sealed inside their exoskeletons.

They are named Pededoloria, meaning "Foot Pain", because of the feeling which occurs when you step on one, which is technically a burst of radiation damaging the cells of your foot..

They are generally only viewed as a nuisance, but they're sometimes avoided if they're in swarms because of the radiation damage which can be sustained from stepping on many at once. However, people often just decide to put shoes on.

Combat
These spiders has no means of attack in mechanical terms, as they are too weak for their bites to do damage to a heroic character (notice why there isn't real-sized spider stats in 3.5e). They do sometimes group together into swarms, but they aren't aware that this will grant them any form of protection.

Footburn (Su): If a creature steps on a Pededoloria spider, they or the shoes they are wearing are dealt 1/10 hellfire damage. This damage also applies to other objects if it would mimic the results of stepping on the spider, such as dealing damage to a book that you smush it with.

Spoiler: Example Chassi

These were created from level 8 Biollurgy specialists gramarists (without fanbrew), with heal check results of 27 (10 + 9 ranks + 4 competence + 2 Circumstance, +2).

Basic BattleChassis
Huge Construct (Gramarie)
Hit Dice
: 3d10+40 (56 hp)
Initiative: +0
Speed: 50 ft.
Armor Class: 10 (+1 Dex, +1 Natural, -2 Size), touch ?, flat-footed ?
Base Attack/Grapple: +2/+14
Attack: Slam +6 melee (1d8+6, Charged Fists)
Full Attack: Slam +6 melee (1d8+6, Charged Fists)
Space/Reach: 15 ft./15 ft.
Special Attacks: Charged Fist
Special Qualities: Bonemantle, Construct Traits, Hardness 10
Saves: Fort +1, Ref +1, Will +1
Abilities: Str 18, Dex 12, Con —, Int —, Wis 10, Cha 2
Skills: -
Feats:
Environment: Any Settlement
Organization: Domesticated
Challenge Rating: ?
Treasure: None
Alignment: Always Neutral

This chassis is designed for combat when the pilot isn't equipped themselves. It appears to be a huge robot formed of bone with immense hands. Purple tron-lines cover it's surface, with a large amount of glowing lines specifically on it's arms.

Because of it's rather low combat ability unless piloted by biojacks, they are often used for entertainment. Though it should be noted, that indiviudals who do this form of entertainment are sometimes biojacks themselves, allowing them have an advantage over the opponents.

Combat
Generally the battlechassis use the basic tactic of charge at the enemy and punch them. They can also be given giant weaponry and armour to improve their combat ability, and a Biojack pilot can improve it's fighting skills by an immense amount.

Bonemantle (Ex): A Basic Battlechassis has a armour formed from hardened a hardened metallic bone. This provides a +1 bonus to armour class, and another +1 per four HD it has (Basic Battlechassis normally only 3 HD, but Biojacks could increase it).

Charged Fists (Ex): The basic battlechassis's slam attack is charged with negative energy that harms the bodies ability to respond to the wound. A creature hit by the chassis bleeds continually, dealing 1 point of damage every round until they're healed with divine magic or treated with a DC 15 Heal check. This ability doesn't stack with itself.

Graft Slots: Basic Battlechassis have Arms, Body, Eyes, Hands, Head, Legs, Shoulders, Throat, Torso, and Waist slots. Arm (Slam, Zombie Arm), Torso (Bonemail) Body Slots possess grafts (They have these despite the lack of Constitution because they are Genetic Grafts rather than Harvested grafts).

Crawlers
Tiny Dragon
Hit Dice
: 1d12+2 (8 hp)
Initiative: +?
Speed: 20 ft., 10 ft. Climb
Armor Class: 16 (+4 Dex, +2 Size), touch 16, flat-footed 12
Base Attack/Grapple: +1/-6
Attack: -
Full Attack: -
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: -
Special Qualities: Blue Eyes, Designer Instincts, Dragon Traits, Hardness 10, Mimicry
Saves: Fort +3, Ref +3, Will +3
Abilities: Str 12, Dex 18, Con 15, Int 10, Wis 10, Cha 10
Skills: bluff +6, climb +9, perception +6, sense motive +2, spellcraft +6, stealth +18
Environment: Any Settlement or Frontier
Organization: Domesticated
Challenge Rating: ?
Treasure: None
Alignment: Usually Any Lawful

Crawlers are small blue eyed white dragons. They have serpent-like bodies, but with six thin scaled legs, and huge azure "bug eyes". Crawlers are used as spies and scouts; with their ability to sense magic, enhanced vision, ascend walls, and replay everything they hear greatly appreciated.

As they are sentient, they are generally required to be paid for their services. But they "programmed" to be obedient to their masters to ensure free will doesn't get in the way.

Combat
Crawlers run away whenever they think that combat is a possibility.

Blue Eyes (Ex): The blue eyes of a Crawler comes from residual puissance which sticks to it's retina. A Crawler can use Detect Magic at will, with a caster level equal to it's Hit Dice.

Designer Instincts: A crawler has instincts that dominate it's mind, to resist these instincts requires a will save (DC 20).
2. You may only consider two people to be your owners at a time
3. Never physically harm your owner
4. If your owner directs you to go a location, you comply
5. Run if engaged in combat
6. If owner asks to you to mimic a sound you heard, you comply
7. If your owner says the phrase "Blue is True", you wont lie on the next question they ask

Mimicry (Ex): Crawlers can perfectly mimic familiar sounds, voices, and accents. This ability does not enable you to speak languages you can't normally speak. To duplicate a specific individual's voice, you make a Bluff check; a listener familiar with the voice being imitated must succeed on an opposed Sense Motive check to discern that the voice isn't genuine.

Graft Slots: Crawlers have Arms, Body, Eyes, Hands, Head, Legs, Shoulders, Throat, Torso, and Waist slots. Eyes (Magic Eyes), Throat (Enhanced Voicebox) and Waist (Legs Legion) Body Slots possess grafts.

Doppelganger
Medium Aberration
Hit Dice
: 1d8+2 (6 hp)
Initiative: +2
Speed: 30 ft.
Armor Class: 12 (+2 Dex), touch 12, flat-footed 10
Base Attack/Grapple: +0/+2
Attack: -
Full Attack: -
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., Designer Instincts, Duplicate, Hardness 10
Saves: Fort +2, Ref +2, Will +2
Abilities: Str 15, Dex 15, Con 15, Int 10, Wis 10, Cha 10
Skills: Bluff +4, Craft or Perform or Profession +4, Disguise +4*
Feats: Deceitful
Environment: Any Settlement
Organization: Domesticated
Challenge Rating: ?
Treasure: None
Alignment: Usually Any Lawful

Doppelgangers are designed to be workers, servants, musicians and craftspeople, with appearances that don't creep people out or provoke prejudice because they are obviously a chassis. They are generally focused towards a single craft, perform, or profession skill.

Disturbingly, some of these doppelgangers are used to replicate people that someone loves but don't love them. It's important to note that Doppelgangers do not necessarily have the personality of the individual they duplicate.

Combat
Doppelgangers are not suited to combat and generally act as a normal person would in the situation.

Designer Instincts: A doppelganger has instincts that dominate it's mind, to resist these instincts requires a will save (DC 20).
2. You may only consider two people to be your owners at a time
3. Never physically harm your owner

Duplicate: Doppelgangers possess the exact appearance of a specific individual. As such they have a +10 bonus to impersonate that individual, and take no penalty to disguise themselves as the race and gender that individual possesses. Note, because of the voice graft they have the voice of that individual as well.

Graft Slots: Doppelgangers have Arms, Body, Eyes, Hands, Head, Legs, Shoulders, Throat, Torso, and Waist slots. All Body Slots possess level zero grafts which mimic a specific medium sized humanoid shaped creature.

Nordae Laboursuit
Large Construct (Gramarie)
Hit Dice
: 2d10+30 (41 hp)
Initiative: +0
Speed: 40 ft.
Armor Class: 9(+0 Dex, -1 Size), touch 9, flat-footed 9
Base Attack/Grapple: +1/+9
Attack: Rock +0 ranged (2d6+4)
Full Attack: Rock +0 ranged (2d6+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Rock Throwing 60 ft.
Special Qualities: Construct Traits, Hardness 10, Heavy Lifter, Rock Catching, Shared Weight
Saves: Fort +0, Ref +0, Will +0
Abilities: Str 19, Dex 11, Con —, Int —, Wis 10, Cha 2
Skills: -
Feats:
Environment: Coraeon Settlements
Organization: Domesticated
Challenge Rating: ?
Treasure: None
Alignment: Always Neutral

Laboursuits appear as clunky mechanized canine-like quadrupeds with large arms extending from the sides of it's front. In the center is the opening to the cockpit. As the name suggests the suits are used for moving heavy loads and general labour.

They originally possessed the capability of seeing in complete darkness, but much to the annoyance of many managers, many Nordae used the devices ability to skillfully throw objects to sometimes throw fragile materials to one another instead of walking... The ability to catch thrown objects was added in, at the cost of superior darkvision.

Combat
Laboursuit Operators are recommended to not use the devices for combat, and any use in such a manner voids the warranty immediately.

Heavy Lifter (Ex): For the purpose of carry capacity, the Laboursuit's strength score is doubled. This means that 3672 lb. and less is a light load, 3673–7356 lb. is a medium load, and 7357–11040 lb. is a heavy load.

Shared Weight (Ex): Because of it's four legs, Laboursuits have a +4 bonus to avoid being bull rushed or tripped while on the ground. In addition, can move at it's base land speed even when wearing medium or heavy armour or when carrying a medium or heavy load.

Graft Slots: Laboursuits have Two Arms, one Body, One Eyes, One Hands, 2 Legs, and one Shoulders slots. Arms (Giant Muscle Implants), Shoulders (Heavy Lifter), and Leg Body (Sturdy Knees) Slots possess grafts (They have these despite the lack of Constitution because they are Genetic Grafts rather than Harvested grafts).

Greater Laboursuit
Huge Construct (Gramarie)
Hit Dice
: 3d10+40 (56 hp)
Initiative: +0
Speed: 50 ft.
Armor Class: 8 (+0 Dex, -2 Size), touch 8, flat-footed 8
Base Attack/Grapple: +1/+13
Attack: Rock -1 ranged (3d6+4)
Full Attack: Rock -1 ranged (3d6+4)
Space/Reach: 15 ft./10 ft.
Special Attacks: Rock Throwing 90 ft.
Special Qualities: Construct Traits, Hardness 10, Heavy Lifter, Rock Catching, Shared Weight
Saves: Fort +0, Ref +0, Will +0
Abilities: Str 19, Dex 11, Con —, Int —, Wis 10, Cha 2
Skills: -
Feats:
Environment: Coraeon Settlements
Organization: Domesticated
Challenge Rating: ?
Treasure: None
Alignment: Always Neutral

Heavy Lifter (Ex): For the purpose of carry capacity, the Laboursuit's strength score is doubled. This means that 7344 lb. and less is a light load, 7345–14712 lb. is a medium load, and 14713–22080 lb. is a heavy load.

Virtue
Small Magical Beast
Hit Dice
: 1d10+2 (7 hp)
Initiative: +?
Speed: 20 ft.
Armor Class: 12 (+1 Dex, +1 Size), touch 12, flat-footed 10
Base Attack/Grapple: +1/+1
Attack: Bite +4 melee (1d6+6; plus improved grab)
Full Attack: Bite +4 melee (1d6+6; plus improved grab)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved Grab
Special Qualities: Belt Nature, Darkvision 60 ft., Designer Instincts, Hardness 10, Low-light Vision
Saves: Fort +4, Ref +3, Will +0
Abilities: Str 18, Dex 12, Con 15, Int 10, Wis 10, Cha 10
Skills: Escape Artist +7, Stealth +5
Feats: Improved Unarmed Attack
Environment: Pants
Organization: Domesticated
Challenge Rating: ?
Treasure: None
Alignment: Usually Any Chaotic

Virtues are large chastity belts created from biostructure then animated, which grapple the lower area of a creature, and bite anything which would attempt to gain access to what the Virtue "protects".

Combat
Waits until someone tries to have sex then chomp.

Belt Nature (Ex): The virtue count as one size category smaller to determine the spaces it can squeeze into and gains a +2 racial bonus on Escape Artist checks.

Designer Instincts: A Virtue has instincts that dominate it's mind, to resist these instincts requires a will save (DC 20).
2. You may only consider two people to be your owners at a time
3. You never harm an owner or person wearing you as a chastity belt
4. Genitalia enters the square you are in that isn't from the person who is wearing you, bite that individual
5. If directed to stop functioning as a chasity belt for an individual of an owners choice, you comply
6. If directed to function as a chasity belt for an individual of an owners choice, you comply
7. If your owner says the phrase "Chasity is a gift that can be given", next time you bite a creature while operating as a chastity belt you attempt to become that creatures chastity belt

Graft Slots: Virtues have 2 Body, Legs, Shoulders, Throat, Torso, and 2 Waist slots. One Body (Bite, Grasping Mandibles), and one Waist (Flexible Spine) Body Slot possess grafts.

Note: This one is a joke. Blame Fako.... It's surprising it wasn't arc who caused this really.

6. ## Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

@Milo v3 I like the look of these...

For all this seeming awkwardness, trolls are very agile.
A troll’s rubbery hide is a putrid gray,
sculls, not trolls.

Cold and radiant deal normal damage to a scull.
Radiant? Do you mean positive energy? Pre-4e, radiant is not a damage type.

it alerts the allies which tries to kill it.
'it alerts its allies, who try to kill the potential threat.' (correct grammar and clearer use of the pronoun 'it').

A pulser is a stationary fungus that emits a pulse of radioactivity to attract prey or when disturbed. Pulsers live in dark, subterranean places and come in of shades of various neon colours.
Put this paragraph before the one before it.

with a venom which can at most make you the slight bit woosy for a few minutes, as long as your bigger than a fly.
*cringes at your grammar* 'with a venom that can, at most, make you feel the slightest bit woosy for a few minutes, as long as you're bigger than a fly.'

which is fortunately sealed inside there exoskeletons.
*their

because of the feeling which occurs when u step on one.
*you

[...]step on one. Which is technically a burst of radiation damaging the cells of your foot.
'step on one, which is tehcnically a burst of radiation damaging the cells of your foot.'

They are generally only viewed as a nuisance, though are sometimes avoided if in swarms because of the radiation which can be caused from stepping on many at once. Though people often just decide to put shoes on.
'They are generally only viewed as a nuisance, but they're sometimes avoided if they're in swarms because of the radiation damage which can be sustained from stepping on many at once. However, people often just decide to put shoes on.'

These spiders has no means of attack
*have

Anyway, is the irc working for you, cause it ain't for me?

7. ## Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

Originally Posted by Rolep
@Milo v3 I like the look of these...
Thanks

Radiant? Do you mean positive energy? Pre-4e, radiant is not a damage type.
No I don't mean positive. I call the damage that comes out of gold transformers radiant damage because of Sigilim (an FH element) using it as it's associated energy damage.

I talked about this before you frequented the gramarie threads so I can understand your confusion on it, especially after I took 4e's name for light based damage.

Anyway, is the irc working for you, cause it ain't for me?
It's worked for me all day. I'll send sirpercival a message on it to check for problems and such.

EDIT: I've added a few more things to organic principles if anyone wants to check them out as well.

8. ## Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

The Updated Space and Height of Really Really Big Stuff
Table

Spoiler
Size Category Chassis HD Elite Chassis HD Size Modifier Grapple Modifier Stealth Modifier Height or Length Weight Space Natural Reach (Tall) Natural Reach (Long) Construct Bonus Health Chassis Speed Carry Capacity (Biped) Carry Capacity (Quadruped) Scale Mail
Fine - - +8 -16 +16 6 in. or less 1/8 lb. or less 1/2 ft. 0 ft. 0 ft. - - 1/8 1/4 +1
Diminutive 1 HD 1 HD +4 -12 +12 6 in. - 1 ft. 1/8 lb. - 1 lb. 1 ft. 0 ft. 0 ft. - 20 ft. 1/4 1/2 +2
Tiny 1 HD 1 HD +2 -8 +8 1 ft. - 2 ft. 1 lb. - 8 lb. 2 1/2 ft. 0 ft. 0 ft. - 20 ft. 1/2 3/4 +2
Small 1 HD 1 HD +1 -4 +4 2 ft. - 4 ft. 8 lb. - 60 lb. 5 ft. 5 ft. 5 ft. 10 20 ft. 3/4 1 +4
Medium 1 HD 1 HD +0 +0 +0 4 ft. - 8 ft. 60 lb. - 500 lb. 5 ft. 5 ft. 5 ft. 20 30 ft. 1 1 1/2 +4
Large 2 HD 3 HD -1 +4 -4 8 ft. - 16 ft. 500 lb. - 2 tons 10 ft. 10 ft. 5 ft. 30 40 ft. 2 3 +6
Huge 3 HD 5 HD -2 +8 -8 16 ft. - 32 ft. 2 tons - 16 tons 15 ft. 15 ft. 10 ft. 40 50 ft. 4 6 +9
Gargantuan 4 HD 7 HD -4 +12 -12 32 ft. - 64 ft. 16 tons - 125 tons 20 ft. 20 ft. 15 ft. 60 60 ft. 8 12 +13
Colossal 5 HD 9 HD -8 +16 -16 64 ft. - 128 ft. 125 tons - 1000 tons 30 ft. 30 ft. 20 ft. 80 70 ft. 16 24 +20
Enormous 6 HD 12 HD -16 +20 -20 128 ft. - 256 ft. 1000 tons - 8000 tons 40 ft. 40 ft. 30 ft. 100 80 ft. 32 48 +30
Immense 7 HD 15 HD -32 +24 -24 256 ft. - 512 ft. 8000 tons - 64000 tons 50 ft. 50 ft. 40 ft. 120 90 ft. 64 96 +45
Behemothic 8 HD 18 HD -64 +28 -28 512 ft. - 1024 ft. 64000 tons - 512000 tons 70 ft. 70 ft. 50 ft. 150 100 ft. 128 192 +68
Cavernous 9 HD 21 HD -128 +32 -32 1024 ft. - 2048 ft. 512000 tons - 4096000 tons 100 ft. 100 ft. 70 ft. 180 110 ft. 256 384 +102
Mountainous 10 HD 24 HD -256 +36 -36 2048 ft. - 4096 ft. 4096000 tons - 32768000 tons 140 ft. 140 ft. 100 ft. 210 120 ft. 512 768 +153
Vast 11 HD 27 HD -512 +40 -40 4096 ft. or more 32768000 tons or more 190 ft. 190 ft. 140 ft. 240 130 ft. 1024 1536 +230

Alternate Rules for Armour in Regards to Size
Armour or shields designed for creatures larger than medium have their bonus to Armour Class multiplied by 1.5 per size category over medium.

Armour or shields designed for creatures smaller than small have their bonus to Armour Class halved per two size categories under medium.

9. ## Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

I'm gradually re-working and refining my ideas for conjuronomy. It is still far from finished, but I'm making progress... (and yes, CNJY 101 is already pretty much principle tax...shut up...).

Spoiler: Notes on the Discipline

Key Skill: Climb
This was to give the idea of clambering over and exploring an entire planet.

CNJY 101: Intro to Conjuronomy
This principle is about creating raw material for building structures or making an island or planet. TVLM has not been implemented as it is undergoing work and I would like to see the result before I use it.

CNJY 132: Elements of Creation:
This principle allows for the creation of lakes, clouds, atmospheres, gas giants, ice giants and suns. Enough said. It is as-of-yet unfinished.

Conjuronomy

Milo v3, qazzquimby...

Spoiler
Key Skill: Climb

CNJY 101: Intro to Conjuronomy
Prerequisites: Climb 4 ranks
Target: Spatial Reference
Preparation Time: 1 hour

As part of preparing this principle, you must make a Climb check. This principle creates a bubble with a radius that is larger by a scale factor equal to the Climb check. The bubble may be fuelled by combustible materials, puissance or ambient energy absorbed over time; for every ebb supplied to it, cubic foot of combustible material burned within it, or day that passes, the bubble gradually creates one cubic foot of mineral over the course of an hour. If this principle has been prepared multiple times, you produce a number of cubic feet of mineral each day equal to the number of preparations instead of 1. This mineral, named metastone, is almost identical to ordinary stone and rock, but it has unusual gramaric potential. If there is no space left within the bubble in which metastone can be produced, no more metastone is produced. Metastone does not obey gravity while it is within the bubble, instead hovering in place; however, once it leaves the bubble, it falls according to gravity as normal.

This principle may be altered in a variety of ways if you know various other principles. Any single bubble may only have a number of these features at any one time equal to or less than 1/20 your climb check.
• If you know ALCH 286, you may change a quantity of metastone produced by the bubble into a planetary metal as if it were another planetary metal. However, it takes a large quantity of metastone to create a cubic foot of planetary metal, as shown on the table below:
Gold|100000
Silver|10000[/table]
• If you know ARCD 101 or ARCD 167, as part of preparing this principle, you may choose an input transformer and an output transformer. Treat the bubble as the net of both the input transformer and the output transformer. All ebbs produced by the input transformer are immediately supplied to the output transformer. A use magic device check must be made to determine the maximum number of ebbs transformed in a round, as normal.
• If you know BIOY 101, as part of preparing this principle, you may treat the metastone produced by the bubble as biostructure. The heal check is made when this principle is first prepared, and applies to all biostructure created.
• If you know CONT 101 or CONT 123, you may feed any heart within the bubble with metastone, instead of what it normally consumes.
• If you know DVPY 101 or DVPY 184, as part of preparing this principle, you may choose a single diving rod. Anyone within the bubble is treated as though they are holding a rod of that type. The bubble needs ebbs to function as a divining rod, and the maximum cost in ebbs per round is determined by a sense motive check made when the principle is prepared, as normal.
• If you know ELDK 101 or ELDK 150, as part of preparing this principle, you may combine the bubble with one or more eldrikinetic engines. The bubble is treated as if attached to a number of eldrikinetic engines on the chosen types equal to the number of cubic feet of metastone that is wihtin the bubble. For these 'engines' to function, they require fuel as normal. They apply push to the bubble, as well as all of the material within it. The bubble itself has a bulk of 1, and metastone is unusually heavy.
• If you know GEOC 101 or GEOC 117, as part of preparing this principle, you may also prepare 1 or more GEOC principles that normally create geoccult poles. Instead of creating a pole, the material merges with the bubble, causing all land within the bubble to acquire the terrain types of the merged geoccult poles in any ratio that you desire (e.g. 30% Grasslands & 70% Ocean with a silver pole and a tin pole, though this is vastly simplified compared to the ecologies that you are likely to be creating). The pole(s) still need to consume their appropriate planetary metal as normal, except that they may consume said planetary metal as long as it is anywhere within the bubble; if the mass of said planetary metal in the bubble falls below critical mass, the effect of the pole permanently ceases.
• If you know HEUR 101, as part of preparing this principle, you may choose for the bubble to function as a heuristic circuit, except that ebbs may only be transferred when metastone connects the two devices that the ebbs are being transferred between. Both devices must be within the bubble as normal.
• If you know HORT 101, as part of preparing this principle, you may treat the metastone produced by the bubble as agrotecture. The profession (farmer) check is made when this principle is first prepared, and applies to all agrotecture created.
• If you know IMCH 101, as part of preparing this principle, you may choose for an illusion to fill the bubble. It functions as normal, except that it may only alter the sensory output of the metastone.
• If you know KALD 101 or KALD 107, as part of preparing this principle, you may add a kaleidomantic filter as part of the bubble. This filter behaves normally, except that it is three-dimensional. The filter blocks certain external effects from entering the bubble and internal effects from exiting it, as normal, but in addition, any effects within the bubble that the filter would normally block are held in place (e.g. a red filter stops heat from entering and exiting the bubble, but it also prevents heat form being conducted in any way within it, effectively holding its internal temperature constant).
• If you know PSYM 101, as part of preparing this principle, you may choose a single cause and a single effect. Any intelligent creature within the bubble is treated as if they have been implanted with a receiver set up with said cause and effect.
• If you know PUIS 101 or PUIS 149, as part of preparing this principle, you may choose a single refractor. Any puissance that is physically or heuristically transferred through the bubble is treated as though it has passed through a refractor of the appropriate type. A spellcraft check must be made to determine the maximum number of ebbs refracted in a round, as normal.
• If you know RLQD 101, as part of preparing this principle, you may make this bubble into a vessel. All metastone that it produces, along with any other effects that it has, are stored within the vessel. This vessel behaves as normal.
• If you know TRNV 280, you may compress metastone into a smaller area. By making a chnage shape check, you may compress a number of cubic feet of metastone equal to the result of that check into a single cubic foot. Making an identical check then reverses the compression.
• If you know YGGD 198 or YGGD 212, as part of this principle, you may give the bubble the properties of a single type of flux.

CNJY 132: Elements of Creation [Specialist]
Prerequisites: Climb 4 ranks
Target: Spatial Reference
Preparation Time: 1 hour

This principle creates a bubble just like the bubble produced by CNJY 101, except that the bubble produces different substances than metastone when it would normally form metastone. You may choose for the bubble to produce any one of the following substances: plasma, hyperfluid & exovapour[/I]. These substances have the following effects:

Exovapour: This gaseous substance has gramaric potential. Should any exovapour leave the bubble, it mingles with the nearby substances and drifts off, dissipating into the surroundings. Exovapour has varying properties. When preparing this principle, choose one of each of the pairs of properties listed below. The bubble produces Exovapour with the chosen properties.
• Flammable or Non-Flammable: If the exovapour is flammable and is brought into contact with exposed fire, it immediately combusts, producing one ebb of puissance per cubic foot burned, dealing 1d6 fire damage to everyone in contact with it and setting flammable materials alight. If the exovapour is non-flammable and at any point completely smothers a fire, the fire is extinguished.
• Transparent or Opaque: If the exovapour is transparent, creatures can see through it normally. If the exovapour is opaque, it provides concealment as obscuring mist.
• Breathable or Non-Breathable: If the exovapour is breathable, creates that breathe air can breathe it. If the exovapour is non-breathable, creatures who try to breathe it suffocate.
• Toxic nor Non-Toxic:If the exovapour is toxic, anyone who breathes it in becomes poisoned. The fortitude save DC is 5 +5 for every CNJY principle that you know, and the initial and secondary damage are both 1d6 Con. If the exovapour is Non-Toxic, this poisoning doesn’t occur.

Hyperfluid: Hyperfluid is a liquid that can possess a variety of properties. When preparing this principle, choose one of each of the sets of properties listed below. The bubble produces Hyperfluid with the chosen properties.
• Superfluid, Super-Critical Fluid, Viscous Fluid or Liquid: If the Hyperfluid is a superfluid, it possesses zero viscosity. It can flow along flat, uphill or even vertical surfaces. However, as with normal water, its route must lead to the lowest point of land. This route must be the shortest, most direct route possible. If the Hyperfluid is a supercritical fluid, it walks the border between liquid and gas. Like a gas, it cannot support weight, and so it cannot be swum in. If the Hyperfluid is Viscous Fluid, the save DCs to swim in it are multiplied by 5, and total submersion within it deals 10d6 damage each round. If the Hyperfluid is a liquid, it behaves normally for a liquid.
• Acid, Base or Neutral: If the Hyperfluid is an acid or a base, it behaves as normal for a quantity of acid or base. If the hyperfluid is neutral, it behaves as a normal liquid.
• Edible or Toxic: If the hyperfluid is edible, it provides sustenance to anyone who drinks it. If the drinker needs liquid sustenance, they gain the same amount of sustenance from the hyperfluid. If the drinker needs solid sustenance, they may instead consume ten times as much hyperfluid to get the same effect. If the hyperfluid is toxic, anyone who ingests it becomes poisoned. The fortitude save DC is 5 +5 for every CNJY principle that you know, and the initial and secondary damage are both 1d6 Con.
• Flammable or Non-Flammable: If the hyperfluid is flammable and is brought into contact with exposed fire, it immediately combusts, producing one ebb of puissance per cubic foot burned, dealing 1d6 fire damage to everyone in contact with it and setting flammable materials alight. If the hyperfluid is non-flammable and at any point completely smothers a fire, the fire is extinguished.
• Electro-conductive or Electro-resistive: If the hyperfluid is electro-conductive, it conducts electricity as if it were copper. If the hyperfluid is electro-resistive , it conducts electricity as well as stone.

Plasma: Plasma is a superheated, gas-like state of matter that releases vast amounts of energy, fuelled by a mysterious process known as nuclear fusion. Should any plasma leave the bubble, it mingles with the nearby substances and drifts off, dissipating into the surroundings. When preparing this principle, choose one of each of the sets of properties listed below. The bubble produces plasma with the chosen properties.
• Electro-Conductive or Electro-Resistive:If the plasma is electro-conductive, it conducts electricity as if it were copper. If the plasma is electro-resistive , it conducts electricity as well as air.
• Viscous or Gaseous:If the plasma is viscous, it is thick and difficult to move through. All areas filled with plasma are treated as difficult terrain, and the plasma sticks to all those who touch it. Removing stuck plasma requires a full-round action. If the plasma is gaseous, it behaves like a gas.
• Active or Dormant: This choice uses Milo v3 & qazzquimby's alternate temperature rules. If the plasma is active, it emits powerful radiation from the bubble. The temperature of every point is raised by a factor equal to the number of cubic feet of plasma wihtin the bubble divided by (the distance between the cubic foot and the bubble (minimum 1)) (rounded down). In addition, everywhere within said radius with line of effect to the bubble gains shadowy illumination, and everywhere within half said distance from the bubble gains full daylight. This daylight is treated as natural daylight (so for example vampires are hurt by it). If the point does not have line of effect with the bubble, it does not receive any illumination and the rise in temperature is halved. Finally, anyone in contact with the plasma takes hellfire damage instead of fire damage due to abnormally high temperatures. If the plasma is dormant, it does not emit radiation, but is much more dangerous on contact. Anyone in contact with the plasma takes 1d4 hellfire damage per cubic foot of plasma in the bubble.

Spoiler: Conjuronomy Animae
CNJY 101: Intro to Conjuronomy:
CNJY 132: Elements of Creation:

Spoiler: Conjuronomy Arts of War
CNJY 101: Intro to Conjuronomy:
CNJY 132: Elements of Creation:

Spoiler: Conjuronomy Discoveries
Colossal Conjuration: The scale factor of bubble you create with conjuronomy principles increases by a factor equal to your Climb check. You can take this discovery multiple times, and it follows mathematical multiplication rules instead of D&D additive multiplicative rules.
Gramaric Grandeur: You may apply an extra benefit to any bubble that you create with CNJY 101. You can take this discovery multiple times.
Rapid Reconstruction: When you would create material with one of your Conjuronomy principles, you may multiply the volume of material created by two. You can take this discovery multiple times, and it follows mathematical multiplication rules instead of D&D additive multiplicative rules.

10. ## Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

So I'll be getting along to my Geocult discipline after Christmas likely. Also, what do people think of a Disease based Gramarie class. The diseases do standard disease stuff (Con. drain, Int. drain, Wis. drain, innsomia, etc.) as well as working against lowering resistances to various effects. The flip side is that they also deal with the cures for this disease, so that they can restore the various drains, then add or boost resistances for a time. They would be useful for battles against opponents, and could be devastating to biostructures.

11. ## Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

@qazzquimby I just want to say that, after looking at it, Reliquadratics is AWESOME!

12. ## Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

Rolep -- you realize that your dvpy effect is already a discovery, right?

I'm just not sure what it is you're trying to achieve with conjuronomy...

13. ## Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

Updated news on 1st page based on new content. If there's a campaign log for Grek's game when it starts up, I think it would be a nice addition to the original post.

14. ## Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

Originally Posted by Fako
Updated news on 1st page based on new content. If there's a campaign log for Grek's game when it starts up, I think it would be a nice addition to the original post.
Yay, two of my things were added *Hugs pillow*

Spoiler: Leviathan

Made with access to 20th level xendrik biollurgy/alchemetry specialists, with Heal check results of 147 (Natural 20 + 23 ranks + 2 feat + 2 circumstance from Masterwork + 10 wisdom + 80 from male aid others) and Diplomacy check results of 51 (Natural 20 + 23 ranks + 2 feat + 2 circumstance from Masterwork + 4 wisdom).With 20 for other skill checks.

Leviathan
Vast Construct (Gramarie, Lawful)
Hit Dice
: 27d10+240 (388 hp)
Initiative: +2
Speed: 130 ft., 130 ft. swim speed. 130 ft. fly speed (Average)
Armor Class: -510 (+2 Dex, -512 Size), touch -510, flat-footed -510
Base Attack/Grapple: +20/+67
Attack: -
Full Attack: -
Space/Reach: 190 ft./140 ft.
Special Attacks: Starburst, Trample 32d8+10
Special Qualities: Amphibious, Blindsight 260 ft., Cargo Ship, Construct Traits, DR 14/Chaotic, Hardness 22, Neutralizer, Resonance, Revert, Sturdiness
Saves: Fort +9, Ref +11, Will +9
Abilities: Str 25, Dex 14, Con —, Int —, Wis 10, Cha 2
Skills: -
Feats:
Environment: Space!
Organization: Unique
Challenge Rating: ?
Treasure: Whatever's inside
Alignment: Always Neutral
Advancement: 28-32 (Vast), 33-37 (Vast+), 38-42 (Vast++), 43-47 (Vast+++)

Maximum Age 198
4 years and one month for gestation

Combat
Leviathans are not meant for combat, they generally just use their starburst ability to escape.

Cargo Ship (Ex): Every square of the Leviathan that isn't adjacent to it's outer layer is empty and can have walls, furniture and people inside of it as such. A standard leviathan thus possesses 68217388056 cubic feet of space within itself.

At least 5 ft. of the interior must be selected to be the pilot area. This functions as a normal cockpit, except that additional 5 ft. cubes can be selected to be pilot area (these must all be joined together), any creature in a pilot area can attempt to aid other on the main pilots checks to control the chassis, or make oppose checks to fight for control against a different pilot.

Also, for the purpose of carry capacity, the Leviathan's strength score is doubled. This means that 13,074,432 lb. and less is a light load, 13,074,433–26,148,864 lb. is a medium load, and 26,148,865–39,321,600 lb. is a heavy load.

Neutralizer (Ex): Acid damage deals only three quarters of it's full damage to a Leviathan. If it comes in contact with a fluid that deal acid damage and is not destroyed by it after a number of rounds equal to the number of squares the fluid could cover, the fluid is rendered pH neutral (assuming the Leviathan remains in contact with the fluid).

Resonance (Su): Sonic damage no longer ignores the Leviathan's hardness, and it deals three quarters of full damage from sonic energy.

Revert (Su): A Leviathan can spend a full-round action to convert themselves back into the alchemetry improved platinum biostructure that forms them, which then changes back into their animate body up to 24 hours later (minimum 1 hour). This mimics a Flesh to Stone spell and then Stone to Flesh spell, except it turn the user into biostructure rather than stone. This is generally used to permanently connect biostructure walls to the interior the vessel.

Starburst (Su): Leviathan's can become ethereal at will as a swift action, and can phase back similarly. This is generally used in the void, as the ethereal plane in the void increases travel time by a significant amount.

Sturdiness (Ex): Leviathan's gain a +10 bonus to resist trip and bull rush attempts.

Graft Slots: Leviathans have 2 Body, Eyes, Head, Shoulders, Throat, 2 Torso, and 2 Waist slots. Body (Amphibious Adaptation, Wings), Head (Extra Sensory Receptor), Shoulders (Hauling Back), Torso (Inevitable Cog), and Throat (Ethereal Skin) Slots possess grafts (They have these despite the lack of Constitution because they are Genetic Grafts rather than Harvested grafts).

15. ## Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

So I was reading through the first page, and realized that there already is a space class, so my cosmologist as I thought of it isn't needed. I'll likely just write up a few ELDK principles that dictate the movement of planetary bodies which could be added to this the Asternomist class potentially.

16. ## Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

Some Grafts (MM 2 CR and Below)

Level 1
Spoiler

Hidden Talent
Level
: 1
Monster Requirement: Must have the Hide Mind ability
Example Monsters: Brain Mole, Puppeteer

You cannot be identified as psionic by divination spell or clairsentience powers.

Hooves
Level
: 1
Body Slot: Feet
Monster Requirement: Must have a hooves natural attack
Example Monsters: Horses

You gain a natural hoove attack which deals 1d6 bludgeon damage. You can gain this graft once in the same slot for every functioning foot you have.

Keen Ears
Level
: 1
Monster Requirement: Racial bonus to Listen checks
Example Monsters: Bats

You gain a +4 racial bonus on Listen checks.

Keen Eyes
Level
: 1
Body Slot: Eyes
Monster Requirement: Racial bonus to Spot checks
Example Monsters: Bats, owls

You gain a +4 racial bonus on Spot checks. If the donor creatures bonus specifies only functioning in certain situations, the bonus granted by this graft also only works in those situations, though it’s bonus increases to +6.

Killer Speed
Level
: 1
Body Slot: Legs
Monster Requirement: Must have the Quickness ability
Example Monsters: Choker

You gain a +30 ft bonus to base land speed.

Leaping Legs
Level: 1
Body Slot: Legs
Monster Requirement: Racial bonus to Jump checks
Example Monsters: Krenshar

You gain a +6 racial bonus on Jump checks.

Natural Camouflage
Level
: 1
Body Slot: Body
Monster Requirement: Racial bonus to Hide checks

You gain a +4 bonus on Hide checks. If the donor creatures bonus specifies only functioning in certain terrains, the bonus granted by this graft also only works in those terrains, though it’s bonus increases to +6.

Soft Step
Level
: 1
Body Slot: Feet
Monster Requirement: Racial bonus to Move Silently checks
Example Monsters: Cat

You gain a +4 racial bonus on Move Silently checks.

Stinger
Level
: 1
Body Slot: Waist
Monster Requirement: Must have a stinger natural attack
Example Monsters: Psuedodragon, Giant bee

You gain a natural stinger attack which deals 1d6 piercing damage.

Stormy Eyes
Level
: 1
Body Slot: Eyes
Monster Requirement: Must have Electricity Sense ability
Example Monsters: Shock Lizard

You can automatically detect any electrical discharges within 100 feet.

Level
: 1
Body Slot: Waist
Monster Requirement: Must have a tailblades natural attack
Example Monsters: Flesh Harrower Puppeteer

You gain a natural tailblade attack which deals 1d6 slashing damage. You can gain this graft once in the same slot for every functioning tail you have.

Talons
Level
: 1
Body Slot: Feet
Monster Requirement: Must have a talon natural attack
Example Monsters: Owl

You gain a natural talon attack which deals 1d6 slashing damage. You can gain this graft once in the same slot for every functioning foot you have.

Touched by Darkness
Level
: 1
Body Slot: Hands (Su)
Monster Requirement: Must be able to cast Darkness as a spell like or supernatural ability
Example Monsters: Darkmantle

You can create Darkness as the spell once per day plus an additional time per three xenoalchemist levels. The caster level is equal to the xenoalchemy level.

Level 2
Spoiler

Level
: 2
Monster Requirement: Must have the Scare ability
Example Monsters: Krenshar

Once per day a standard action, you can pull the skin back from your head, revealing the musculature and bony structures of the skull. This alone is usually sufficient to scare away foes (treat as a Bluff check with a +3 bonus).
Combining this ability with a loud screech or yell from you produces an unsettling effect that works like a scare spell with a caster level equal to the xenoalchemist level of the graft. A creature that successfully saves cannot be affected again by the same ability for 24 hours. This is a supernatural, sonic mind-affecting fear effect.

Level 3
Spoiler
Locked Jaw [Bite]
Level
: 3
Monster Requirement: Must have the attach ability
Example Monsters: Weasel

You gain the attach ability. When you hit with a bite attack, you uses your powerful jaws to latch onto the opponent’s body and automatically deal bite damage each round you remains attached. An attached creature loses its Dexterity bonus to Armor and can be struck with a weapon or grappled itself. To remove an attached creature through grappling, the opponent must achieve a pin against the creature.

Winged Shrieker
Level
: 3
Monster Requirement: Must be a Vargouille
Example Monsters: Vargouille

You can open your distended mouth and let out a terrible shriek. Those within 60 feet (except for vargouilles) who hear the shriek and can clearly see you must succeed on a Fortitude save (Constitution based) or be paralyzed with fear for 2d4 rounds or until you attack them, go out of range, or leaves their sight. A creature that successfully saves cannot be affected again by the same shriek for 24 hours. The shriek is a mind-affecting fear effect.

17. ## Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

I've had the flu for the past few days and I'm still not feeling quite up to critiquing again, but why is this still in worldbuilding? Do we have any idea? Does ANYONE here think it should be in worldbuilding?

18. ## Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

Originally Posted by Omnicrat
I've had the flu for the past few days and I'm still not feeling quite up to critiquing again, but why is this still in worldbuilding? Do we have any idea? Does ANYONE here think it should be in worldbuilding?
Official answer is because the system provides worldbuilding tools, be they for the DM or the player. The mods chose to move the thread here, and so here we shall stay - no point in arguing over something as trivial as which subforum a topic is in...

19. ## Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

It is now officially Boxing Day, and thus I am now recruiting for the Gramarie campaign. Recruitment thread is here: http://www.giantitp.com/forums/showt...php?p=16679780

20. ## Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

This is a combination of the Rogue Titan, Pilot, Evolutionist and both the 3.5e and PF barbarian.

I haven’t finished the Personal Chassis section, please give any ideas you have, especially for linking it with more gramarie material.

The Autopilot
Spoiler
"I still don’t get what is creepy about telling you guys to get inside me."

Autopilots were originally created as living weapons by the Xendrik in secret, but soon spies traded this knowledge to the other races. This combined with the fact that autopilot capabilities are sometimes passed onto children has lead to a fair amount of non-military autopilots.

Most autopilots aren't even aware of their supernatural power to generate a chassis around themselves, leading to dangerous results when it first manifests.

Game Rule Information
Alignment: Any
Hit Die: d12
Skill Points at each Level: 6 + Int modifier

Class Skills: The autopilot’s class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Control Shape (Wis), Craft (Int), Disable Device (Dex), Fly (Dex), Intimidate (Cha), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).

The Autopilot

1st|+1|+2|+0|+0|Chassis Rage, Monster in Mortal Clothing, Repair Mode|0

2nd|+2|+3|+0|+0|Puissance Battery, Uncanny Dodge|3

3rd|+3|+3|+1|+1|Determinator (Will)|6

4th|+4|+4|+1|+1|Personalized Chassis I|9

5th|+5|+4|+1|+1|Improved Uncanny Dodge|12

6th|+6/+1|+5|+2|+2|Hardness|15

7th|+7/+2|+5|+2|+2|Fast Healing|18

8th|+8/+3|+6|+2|+2|Improved Puissance Battery, Personalized Chassis II|21

9th|+9/+4|+6|+3|+3|Determinator (Defenses)|24

10th|+10/+5|+7|+3|+3|Copilot|27

11th|+11/+6/+1|+7|+3|+3|Restored Flesh|30

12th|+12/+7/+2|+8|+4|+4|Personalized Chassis III|33

13th|+13/+8/+3|+8|+4|+4|Eldritch Focus|36

14th|+14/+9/+4|+9|+4|+4|Energy within the Flesh|39

15th|+15/+10/+5|+9|+5|+5|Determinator (HP)|42

16th|+16/+11/+6/+1|+10|+5|+5|Personalized Chassis IV|45

17th|+17/+12/+7/+2|+10|+5|+5|Tireless Transformation|48

18th|+18/+13/+8/+3|+11|+6|+6|Mastered Puissance Battery|51

19th|+19/+14/+9/+4|+11|+6|+6| |54

20th|+20/+15/+10/+5|+12|+6|+6|Personalized Chassis V, True Monster|57
[/table]

All of the following are class features of the Autopilot.

Weapon and Armour Proficiencies: Autopilots are proficient with all simple, improvised, and natural weapons. They are proficient with all light armour.

Chassis Rage (Su): You can use the primal urges in your flesh to create yourself an avatar of destruction from biostructure as a standard action. Whenever you are dealt damage you must make a will save (DC 10) or enter chassis rage.

After the activation of the ability, the flesh and bone grows out from the Autopilot, increasing his size one step, gaining a +2 size bonus to Strength and Constitution, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC.

If insufficient room is available for the desired growth, the Autopilot attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it.

You can remain in Chassis Form without difficultly for a number of rounds equal to your class level, at this end of this time you must make a will save to maintain it (DC 5 per previous will save), though when making this will save you may also add your autopilot level. If you succeed, you remain in chassis form for a number of rounds equal to your class level, at the end of which you must make another save. If you fail, you exit chassis form. You may exit your chassis form early as a full-round action.

After a Chassis Rage, the Autopilot is Fatigued for a number of rounds equal to the number of rounds he was in Chassis Rage for. An Autopilot cannot enter a new chassis rage while fatigued or exhausted but can otherwise enter chassis rage multiple times during a single encounter or combat.

If an autopilot falls unconscious while raging, his chassis rage doesn't end.

Monster in Mortal Clothing (Ex): Your biostructurally tainted nature gives you the traits of abominations. You regain triple the amount of hit points from natural healing, Heal checks, and Heal check based ability than you otherwise would. In addition, you can be healed with the Craft skill as an object.

Repair Mode (Su): As a full-round action, you can enter an alternate method of chassis rage. Repair mode functions as normal except the autopilot can't take any actions aside from a full-round action to leave chassis form, and the chassis rage lasts till the Autopilot chooses for it to end.

In addition others may modify it by preparing principles on it, attaching grafts, or anything similar. If they try to change your chassis form in a way that you do not want, you may make opposed will saves against the person modifying your avatar to resist said change. When you leave repair mode these modifications are set to your chassis form, meaning that they disappear when you are in your natural form but reactivate whenever you enter chassis rage or repair mode.

Mutations: At every level past first, the Autopilot can select three mutations that his Chassis Rage form meets the prerequisites of. The autopilot gains those mutations, but only when in chassis rage. The autopilot has a mutator level equal to one less than his class level.

Mutations can be found here.

Puissance Battery(Su): An autopilot can function as a battery for Puissance, and can store a number of ebbs inside it's body up to half it's class level indefinitely. At 8th and 18th level, this amount of storage doubles.

Uncanny Dodge (Ex): At 2nd level, an Autopilot gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, even if the attacker is invisible. He still loses her Dexterity bonus to AC if immobilized. An Autopilot with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.

If an Autopilot already has uncanny dodge from a different class he automatically gains improved uncanny dodge (see below) instead

Determinator (Ex): A third level Autopilot is an monster that runs on instinct rather than insight, but despite this they are determined strong willed individuals. An autopilot may use their charisma modifier to determine their will save rather than wisdom.

At ninth level, this determination improves further, gaining a morale bonus to all saves and his armour class equal to his charisma modifier.

At fifteenth level, an autopilots determination is powerful enough to keep him alive when others would have fallen, granting him temporary hit points equal to his charisma score, which are restored at the start of each day and whenever he enters chassis rage.

Personalized Chassis: At fourth level and every four levels thereafter, the Autopilot can pick a benefit from a Personalized Chassis, as long as it’s level is equal to or lower than the personalized chassis stage you are and you meet it’s prerequisites. These are identical to Teratomorphs, except it has additional options.

Improved Uncanny Dodge (Ex): At 5th level and higher, an Autopilot can no longer be flanked. This defence denies a rogue the ability to sneak attack the autopilot by flanking him, unless the attacker has at least four more rogue levels than the target has autopilot levels.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Hardness: Being able to manipulate the biostructure that forms their body, at 6th level the autopilot gains hardness as if an object. His hardness is equal to half of his class level.

Fast Healing (Su): You have learnt how to produce biostructure in small amounts to restore your body. At seventh level, an Autopilot gains Fast Healing equal to half your hardness (rounded down). This stacks with any other form of fast healing.

Copilot (Su): Slowly over time programming starts to bleed into your mind as you transform more and more until it becomes something similar to a primitive eldritch intelligence. Upon reaching 10th level, the quasi intelligence sealed inside your flesh awakens. This copilot has 10 in each of the mental stats, though no other statistics. An autopilot and his copilot can communicate with each other telepathically.

Having this copilot allows you to direct ebbs to or from your puissance battery to any one gramaric device incorporated into your body as an attack action.

Restored Flesh: You can create a giant body from biostructure, so why can’t you grow your legs back as well. At eleventh level, whenever you enter or leave Chassis Rage you regrow any limbs or body parts you have lost (such as bitten of legs or eyes which were cut out).

Eldritch Focus (Su): With some time, you learn how to use the voice in your head to improve your capabilities. At 13th level, any round where you don't use the copilot to direct ebbs you gain one of the following. The benefit gained can be changed as a move-action, otherwise the selected ability remains indefinitely.

Databank: You gain an insight bonus to knowledge checks equal to half your level.
Hazard Detection: You immediately detect any volatile substances that you can sense. In regards to this ability, a volatile substance is anything that easy explode or ignite (such as oil or alchemist fire), or would deal a form of energy damage if you came in contact with it (such as acid).
Maneuver Prediction: As free action, you don't provoke an attack of opportunity when you otherwise would. You can make this free action a number of times per round equal to your dexterity modifier (minimum 1).
Targeting Assistance: You gain an insight bonus to attack rolls equal to half your class level.

Energy within the Flesh (Ex): At 14th level, after resting for at least 8 hours the autopilot automatically possesses at least half his class level in ebbs within his Puissance Battery. If there already would be more than that amount then he doesn't gain any additional ebbs.

Tireless Transformation: An autopilot of seventeenth level isn't anywhere near as tired from transformations as they normally would, only being fatigued for a number of rounds equal to a tenth of the rounds you were in chassis form.

True Monster (Ex): Upon reaching 20th level, you become a true monster. By default you are in chassis form, with the self-inflicted wounds and limited duration instead turning you into your “natural” non-chassis form.

Spoiler
Personal Chassis 1
• Cockpit: Your internal body structure warps and shifts to allow for someone to enter and manipulate your body. This acts as the cockpit described in the Artificial Fleshshape discovery, except that you do not lose your intelligence score, and the DC to control your body is removed unless you are resisting the command of the pilot. If you are resisting the control of your pilot the DC for them piloting you that round changes to your Will Save modifier + 10.
• Enduring Autonomy 1: You can use Enduring Autonomy 1 as a full-round action. For the next ten minutes, you repeat your actions from last round. For the purposes of your Chassis Rage duration these 10 minutes count as one round.

Personal Chassis 2
• Grafts 2: Select two level two or lower grafts when you select this Personalized Chassis. You gain the benefits of these grafts, and they do not take up a true body slot.
• Metallic Mimicry 1: Select a planetary metal (including crystal, ice, and wood). For the purpose of principles and similar effects, your body counts as that material while in your chassis form. You may take this Personal Chassis multiple times, each time selecting a new metal.

Personal Chassis 3
• Enduring Autonomy 2: You can use Enduring Autonomy 2 as a full-round action. For the next hour, you repeat your actions from last round. For the purposes of your Chassis Rage duration this hour counts as one round. To select this Personalized Chassis you must have Enduring Autonomy 1, though this personalized chassis doesn't replace it.
• Grove Manipulation: If a geoccultism principle is prepared upon you while inside your grove and in repair mode, you may force it affect the grove rather than having a standard bubble size and the effect can continue to function with you moving as long as you remain within the grove. If more than 50% of your body leaves the grove at any time, the pole counts as being destroyed and it's effects are undone. To select this personal chassis, you must have the Grove mutation.
• Size Increase II (Requires Size Increase I): This personal chassis works exactly like size increase I and stacks with it. This replaces the normal location of size increase II.

Personal Chassis 4
• Metallic Mimicry 2: Select an ascended planetary metal (including deep crystal and darkwood). Your body counts as that material while in your chassis form. To take this personal chassis you must have Metallic Mimicry 1.
• Size Increase III (Requires Size Increase II): This personal chassis works exactly like size increase I and stacks with it. This replaces the normal location of size increase III.

Personal Chassis 5
• Enduring Autonomy 3: You can use Enduring Autonomy 3 as a full-round action. For the next day, you repeat your actions from last round. For the purposes of your Chassis Rage duration this day counts as one round. To select this Personalized Chassis you must have Enduring Autonomy 2, though this personalized chassis doesn't replace it.
• Size Increase IV (Requires Size Increase III): This personal chassis works exactly like size increase I and stacks with it.

21. ## Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

@milo
•Sanguine Waters: A Sanguine Waters appears to be a normal lake or river, if it were.... made of a liquid which looks like blood, though it functions as a water except that it creates like as a candle, grants a +4 alchemical bonus to constitution checks for 24 hours to any who drink it, and you must roll 1d100 every time you have a drink. This roll has no effect, unless you roll a 1, where your type counts as aberration for the next hour and you become dominated by the flesh forests mind, what exactly the flesh forest would want you to do is up to the GM's discretion. Each use creates a 10 ft. by 5 ft. river of this liquid, though if you place at least four next to each other to form a 10 ft. by 20 ft. square, it appears as a lake instead. Each 10 ft. by 5 ft. square of Sanguine Water costs ? lb. of bone.
Emphasis mine. Do you mean "light"?

And is 1d100 standard jargon? I usually say percentile.

Also, I cannot find your biojack anywhere, although I think these ideas can work in biollurgy in general.

Improved Muscles

Your understanding of muscle systems allows you to develop a stronger chassis. Add +2 to Strength.

Heighted Nerves

Your understanding of the nervous system allows you to develop a better nervous system in your chassis, increasing agility. Add +2 to Dex.

Stronger Heart

Your understanding of circulatory systems allows you to develop a more efficient circulatory system for your chassis. Add +2 to Con.

22. ## Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

PDF in progress

Could people critique and maybe add? The disciplines section should have 3 collumns if it's copying how spells are handled. Also, I think all fonts may be slightly too large.

23. ## Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

Originally Posted by Mith
@milo

Emphasis mine. Do you mean "light"?
Yes.

And is 1d100 standard jargon? I usually say percentile.
I suppose, though 1d100 is standard jargon... I think... I mean. It was in my "3.5e Basic Set" *Hugs pillow*

Also, I cannot find your biojack anywhere, although I think these ideas can work in biollurgy in general.
Biojack is here. It's a class not an organic principle.

Though I'm not sure what you mean by it working as biollurgy in general.

Improved Muscles

Your understanding of muscle systems allows you to develop a stronger chassis. Add +2 to Strength.

Heighted Nerves

Your understanding of the nervous system allows you to develop a better nervous system in your chassis, increasing agility. Add +2 to Dex.

Stronger Heart

Your understanding of circulatory systems allows you to develop a more efficient circulatory system for your chassis. Add +2 to Con.
What am I meant to do with these?

Originally Posted by qazzquimby
PDF in progress

Could people critique and maybe add? The disciplines section should have 3 collumns if it's copying how spells are handled. Also, I think all fonts may be slightly too large.
I'm sure your aware of the introduction problem on the sides and the page number so other than that, looks fine. Would be better if it had the chapter font thing, but can't really help that

24. ## Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

I was thinking that if a hassis has a Strength, Con., and Dex. score, which I would expect from what is essentially a biological mech warrior that you make with the biojack, unless I am misremembering. The feats would allow you to create better chassis on top of improved skills with experience. I was taking a shot in the dark, since I couldn't find the biojack to refresh my memory.

25. ## Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

Originally Posted by Mith
I was thinking that if a hassis has a Strength, Con., and Dex. score, which I would expect from what is essentially a biological mech warrior that you make with the biojack, unless I am misremembering. The feats would allow you to create better chassis on top of improved skills with experience. I was taking a shot in the dark, since I couldn't find the biojack to refresh my memory.
Biojack can't make any principles so those feats would have to be for an anabolist, warmaker or gramarist.

Though you should note that most pilotable biollurgical chassis are Constructs and thus lack a constitution score.

EDIT: I think the only way to have non-construct pilotable chassis is through an Autopilot taking cockpit as a Personal Chassis or Biojack by growing a chassis into a mindless chassis.

Also, Biojacks increase the Strength and Dexterity scores of any chassis they bond with, which I think would represent at least some of what you are intending here.

26. ## Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

The idea was that you have worked with chasses (how can you pluralize chassis?) and have developed new ways of linking muscles, nervous tissue, and circulatory systems to make a more effective lifeform for the lack of a better word. I was thinking that biojack was a biological mech. so boosting these things would be helpful.

27. ## Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

Originally Posted by Mith
The idea was that you have worked with chasses (how can you pluralize chassis?) and have developed new ways of linking muscles, nervous tissue, and circulatory systems to make a more effective lifeform for the lack of a better word. I was thinking that biojack was a biological mech. so boosting these things would be helpful.
Biojack isn't a mech, all they know is how to pilot them (makes them a one trick pony I suppose but it's a cool trick). I don't think I'll be giving them the ability to modify the organs of there mech past the grafts and speed boosts and such, as they can't even make biostructure.

And the plural of chassis is chassis.

28. ## Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

So, question, would a creature made from Carmot age?

29. ## Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

Originally Posted by Zale
So, question, would a creature made from Carmot age?
It would not age as long as it consumed the requisite amount of its body to prevent the process. If it did not consume its body, it would age as normal.

30. ## Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

Originally Posted by Rolep
It would not age as long as it consumed the requisite amount of its body to prevent the process. If it did not consume its body, it would age as normal.
Since it doesn't say how much is supposed to be consumed, I'm not sure how to factor that in.