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  1. - Top - End - #961
    Firbolg in the Playground
     
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Or perhaps portals made from specific materials?
    Oooh, frames from different materials would be cool.

    Though... Planetary metals are seemingly Everywhere in gramarie already. Might be over-saturation.
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  2. - Top - End - #962
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Damn, I really need to finish my MUHA entry so I can get to work on Divinentropy...
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  3. - Top - End - #963
    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
    Damn, I really need to finish my MUHA entry so I can get to work on Divinentropy...
    *Facepalm*....
    Damn, I really need to start my MUHA entry so I can get to work on Divinatory...
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  4. - Top - End - #964
    Ettin in the Playground
     
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Milo v3 View Post
    Neuromancer: If you don't know what Neuromancer is, look it up and start reading IMMEDIATELY.
    I had actually missed that one... it is really cool! But I wouldn't give it spellcasting and only powers as a psion not as an erudite otherwise... it is a bit over the top.
    Thanks a lot Gengy for the awesome... just a sec... avatar. :)

  5. - Top - End - #965
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Thank you thank you Milo! I always forget to bookmark on the way, so I end up googling inefficiently and searching through the many pages of this thread. I will bookmark your post ferociously.

    Also, compiling blueprints, while mad, would make running gramaric campaigns much easier as a resource. All the magic items are already generated, as well as all the setting points and doomsday devices. I dream of a world where gramarie replaces every instance of magic.

  6. - Top - End - #966
    Orc in the Playground
     
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Arcanist View Post
    EDIT: Only Baccalaureate principles so it wasn't as long I thought it would be. All in all? I outloud said "Wow, this is friken amazing!". While I don't generally like multi-skills (like craft, knowledge, profession, etc.) having disciplines this one is fine... Although I recommend the skill "Search" instead of Knowledge (The Planes), but to each their own.
    I honestly thought that Search already had a Gramaric Discipline, although (as stated before) this was at 2am. I was bouncing between Search, Appraise and Knowledge (The Planes), and eventually settled on the last one because of the stretching effect you apply between gates.

    As for length, I'm working on it. The main question is where to take the effect after instant travel, since there's only so much that can be done with a tunnel...

    And I personally disagree with your reaction, but I'm not going to argue with you because of one fact:
    Quote Originally Posted by Milo v3 View Post
    Arcanist is honestly the god of Gramarie homebrew...


    Quote Originally Posted by Arcanist View Post
    As for items? Why not an extradimensional map or something to that effect? I must ask you how this principle connects with other Disciplines? Perhaps gates set up in similar environments have bonuses applied to them? It would be an interesting way to include Geoccultism or whatever other ideas you have in mind. Or perhaps portals made from specific materials?
    Quote Originally Posted by Eldest View Post
    A book of maps. Of every map. Or a very good chunk of them.
    Well, a magical map of the planes would be a nice option... any ideas for a name? Only one I can think of is "Marauder's Map...

    Quote Originally Posted by Milo v3 View Post
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    This links to the copy that only goes up to 13th level. The full version is here, two posts further down

    Quote Originally Posted by Milo v3 View Post
    Oooh, frames from different materials would be cool.

    Though... Planetary metals are seemingly Everywhere in gramarie already. Might be over-saturation.
    Agreed, and this is why I didn't want to use planetary metals when setting up TVLM. While planetary metals do provide oodles of options, I don't want to force a TVLM specialist to have to lug around a sack of metals to ensure they have the "right one" for whatever door they're building down in a dungeon.

    Quote Originally Posted by qazzquimby View Post
    Thank you thank you Milo! I always forget to bookmark on the way, so I end up googling inefficiently and searching through the many pages of this thread. I will bookmark your post ferociously.

    Also, compiling blueprints, while mad, would make running gramaric campaigns much easier as a resource. All the magic items are already generated, as well as all the setting points and doomsday devices. I dream of a world where gramarie replaces every instance of magic.
    I agree with your dream, but I personally disagree that it should coincide with a compendium of blueprints from here for one reason: Most of them are built with the express purpose of pushing the system to its theoretical limits. While amazing, I can personally attest that the level of complexity and power offered in the blueprints posted is rather daunting, and may suppress a player's desire to tinker. If a compendium were to be made of blueprints for the purpose of aiding gameplay, I personally think that it should be more "basic" items, in order to encourage the players in Gramarie games to think for themselves on how to improve them.
    Last edited by Fako; 2013-12-03 at 01:05 PM.
    Amazing Abjuration Avatar made by Serpentine.
    Quote Originally Posted by Gramarie IRC
    <Fako> Most of my contributions to the system have been in the form of taking a baseball bat to other homebrewer's works.
    <~sirpercival> haha
    <Fako> You laugh because it's true :P
    <~sirpercival> yes. yes i do.
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  7. - Top - End - #967
    Dwarf in the Playground
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Hi peoples! I'm not a grammarist (yet!), but I have started getting into it fairly indepth, and wanted to ask a quick question. Is grammarie meant to be incorporated into a "normal" DnD setting, with clerics and sorcerors and wizards and psions and such? Or is gramarie made to replace the normal DnD setting? It seems like gramarie is more of the science/ technology part of the DnD universe, whereas the rest of it would still be there, but I wasn't certain.

  8. - Top - End - #968
    Orc in the Playground
     
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by themourningstar View Post
    Hi peoples! I'm not a grammarist (yet!), but I have started getting into it fairly indepth, and wanted to ask a quick question. Is grammarie meant to be incorporated into a "normal" DnD setting, with clerics and sorcerors and wizards and psions and such? Or is gramarie made to replace the normal DnD setting? It seems like gramarie is more of the science/ technology part of the DnD universe, whereas the rest of it would still be there, but I wasn't certain.
    Welcome to the group! Hopefully you enjoy your stay...

    It works very well with either option, actually. It's not as "quick" as magic is, but I find the principles to be much more mutable and open-ended than standard magic.

    Also, since we hit a new page, I'm posting the update to Travelemetry here (and updating the original post). Only has one Doctorate so far, and there are two important changes to note: Maximum efficiency without ebbs is 80%, and I clarified that travel between planes isn't possible with TVLM 101. As before, I'd love more ideas, but this is what I have so far:

    Travelemetry
    “I know a shortcut”
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    For the world to work, things need to move from one place to another. This fundamental truth led to the creation of roads, trade routes, even magical portals between lands, all with the express purpose of linking two locations. However, roads and trade routes are slow, and even wizards agree that it wouldn't be a good idea to have magical portals everywhere. This is where Travelemetry, the scientific study of linking two or more locations, comes into play.

    Travelemetry typically utilizes tools to survey the land, such as compasses, maps, quadrants and spyglasses. Other useful supplies include hammers and saws, as they can aid in building a doorway. Any piece of equipment like this counts as masterwork and provides a +2 circumstance bonus on the Knowledge (The Planes) check made to prepare a Travelemetric principle. There are stories about The Marauder's Map, a magical self-adjusting map that outlines the location and status every Gateway created on all the planes.

    Key Skill: Knowledge (The Planes)



    TVLM 101: Intro to Travelemetry
    Grade: Baccalaureate
    Prerequisites: None
    Target: Spatial Reference
    Preparation Time: 30 minutes

    This principle converts an area into a Travelemetric Gateway, warping and softening the planar structure to be more readily able to join to another of its kind. On its own it doesn't appear to do anything at all, but its power comes when it is linked.

    Each time you prepare this principle you warp up to 20 square feet of empty vertical space, laid out however you like. All squares must be connected, and you do not have to use all of them if the area you need is smaller than 20 square feet.

    A Gateway is intangible, and may be passed through from either side without restriction or damage while it is unlinked. It is immovable, unless you anchor it to a frame of some kind. If anchored to a frame the Gateway will move with the frame, and will change orientation to match.

    As part of preparing this principle, you make a Knowledge (The Planes) check. Again, this doesn't do much until linked, but expanding, linking or severing the link on Gateways require that you meet or exceed the result of this check. You can modify a Gateway into treating you as its creator by meeting or exceeding the original Knowledge (The Planes) check used to create it.

    Preparing this principle a second time on a Gateway allows you to link it to an unlinked Gateway on the same plane that you know the exact location of. This Gateway must be the exact same size and shape as the one you are linking to it. You do not need to be the creator of the other Gateway for this to work, but you gain a +2 circumstance bonus on this check if you are the creator of both Gateways. You gain an additional +2 on the check to link Gateways if both of them are anchored to frames, as the manipulation is easier to stabilize with a proper anchor at both ends.

    Linking Gateways stretches the planar structure between the two, creating a tunnel between them for easy traversal. Each Gateway gains a discernible front and back, chosen by you at the time of linking. The back of each Gateway is opaque, and creatures may pass through the Gateway from the back without penalty. However, the front of the Gateway looks (and is) the entrance to a tunnel, allowing easy travel between the two. While not instantaneous, travelling between Gateways reduces the time it would normally take to travel to the other location by a percentage equal to 1/5th the sum of the Knowledge (The Planes) checks used to construct the linked Gateways, to a maximum reduction of 80% (any further would cause instability in the planar fabric). (Ex: Gate A has a 32, Gate B has a 45. Linking from Gate A to B would require a 32+ on the check, and provide a 15% reduction in travel time. Assuming it would normally take three months to travel from A to B, using the Gateways cuts roughly two weeks off of the travel time.)

    The tunnel created is not an extraplanar space, and time progresses normally for all creatures within the tunnel. Any differences between the two Gateways, such as temperature or air pressure are adjusted gradually over the length of the tunnel.

    Should you prepare this principle again on an already Linked Gateway, you can choose to sever the connection that has been established between it and its partner. Severing a link is slightly more difficult than creating one, and as such you must beat the creation DC + 5, as if the principle had been locked against tampering. However, you are still provided the same bonuses as when linking Gateways, if they apply.

    Should one of the Gateways be closed or destroyed, the planar material rapidly snaps back in place. All creatures currently within the tunnel are instantly ejected from the remaining open side, and take 1d6 damage for every hour of travel they had left before reaching that end of the tunnel. Once empty, the other Gateway automatically severs its connection as well.



    TVLM 142: Flow of Traffic [Specialist]
    Grade: Baccalaureate
    Prerequisites: TVLM 101, Knowledge (The Planes) 4 ranks
    Target: Linked Travelemetric Gateway
    Preparation Time: 30 minutes

    This principle allows you to modify the movement of planar material between Gateways. Normally, the planar fabric is static between them, but by adding a bit of repulsion or attraction to one side, you can make travel in one direction much quicker. Make a Knowledge (The Planes) check as part of preparing this principle, and add double that result to the checks that were used to link the Gateways together to determine the travel time reduction in the direction you specify. However, travel in the other direction becomes more difficult, and is instead increased by that amount.



    TVLM 173: Security Protocols [Military Science]
    Grade: Baccalaureate
    Prerequisites: TVLM 101
    Target: Travelemetric Gateway
    Preparation Time: 30 minutes

    This principle modifies the requirements that must be met to link to the affected Gateway. As with TVLM 101, you must make a Knowledge (The Planes) check that meets or exceeds the one used to construct the door in order to apply the changes, but you may add any or all of the following restrictions to the Gateway you are working on:
    • Linking to the Gateway has a special requirement, such as speaking a pass phrase or etching a set of matching runes into the frames of both Gateways.
    • The Gateway can only accept a specific number of travellers within a given time frame (it keeps a separate tally for each direction travelled, and any travellers in excess may wait in the tunnel).
    • The Gateway can only link with other Gateways that have been modified with TVLM 173.
    • Linking to the Gateway can only be performed by the Gateway's creator.


    If the Gateway is linked to another Gateway that does not meet the requirements you specify, that link is severed as part of preparing this principle. The changes you make to the gate are permanent, and may only be altered or removed by another application of this principle.



    TVLM 212: Temporal Acceleration
    Grade: Magisterial
    Prerequisites: TVLM 101
    Target: Linked Travelemetric Gateway, Knowledge (The Planes) 8 ranks
    Preparation Time: 30 minutes

    This principle allows you to compensate for planar instability with puissance. After applying this principle to a Gateway it can receive ebbs, with every ebb reducing the travel time by one day as all material between the linked Gateways is accelerated toward the opposite Gateway. You can reach near 100% efficiency by supplying ebbs, although travel between the Gateways will always take at least one round. You may only power one of the linked Gateways at a time. Attempting to power both causes the tunnel between them to fall apart, severing the connection between the Gateways.

    However, powering a Gateway in this matter comes with one major drawback: the Gateways can only handle shuttling travellers in one direction whilst powered. Anything within the tunnel when the Gateway is powered must succeed at a Strength check (DC = 10 + ebbs supplied) each round to avoid being picked up by the flowing planar material and flung toward (and eventually through) the unpowered Gateway. Attempting to enter the unpowered Gateway requires a successful Strength check at the same DC to be able to cross the threshold. Creatures that successfully save against the effect must make an additional Strength Check (DC = 15 + ebbs used) to be able to move against the current, with a failure indicating a wasted action.



    TVLM 226: Casual Causality [Specialist]
    Grade: Magisterial
    Prerequisites: TVLM 101
    Target: Linked Travelemetric Gateways, Knowledge (The Planes) 8 ranks
    Preparation Time: 30 minutes

    This principle allows you to use the common factors of the Gateways to your advantage, effectively using each commonality to pull the Gateways closer together. By making a Knowledge (The Planes) check that meets or exceeds the checks used to create both of the linked Gateways, you can reduce the travel time by 5% for each exact match that the Gateways share, and by 1% for items that are similar, but not exact. These common factors include things such as the Gateway size, frame material (if any), average temperature, air pressure, position in the seasonal cycle, and composition of the area surrounding the gate. This is not meant to be a comprehensive list of factors, and other ones may apply, given the situation.

    No matter how many common factors you match, use of this principle can never increase the total efficiency of the tunnel past the normal maximum of 80%. You also may not apply factors that aren't truly there (such as frame material when neither Gateway has a frame). Should you prepare this principle a second time on a Gateway, the new application replaces the prior one. Oddly, this may cause an increase in travel time, should common factors that were found in the original preparation no longer apply.



    TVLM 245: Into Enemy Territory [Military Science]
    Grade: Magisterial
    Prerequisites: TVLM 101, Knowledge (The Planes) 4 ranks
    Target: Unlinked Travelemetric Gateway
    Preparation Time: 30 minutes

    This principle allows you unprecedented options in moving troops, as it allows you to connect a Gateway to an area of world that has not been properly prepared. This works like the linking option in TVLM 101, but does not require a second Gateway to function.

    However, this is not without its drawbacks. First, the connection between the locations is unstable, and only lasts for a number of hours equal to 1/4th the Knowledge (The Planes) check used to prepare this principle. Second, when the tunnel collapses it also utterly destroys the Gateway this principle was prepared on, including any frame it was anchored to.



    TVLM 301: To Infinity and Beyond
    Grade: Doctorate
    Prerequisites: TVLM 101, Knowledge (The Planes) 15 ranks
    Target: Unlinked Travelemetric Gateway
    Preparation Time: 30 minutes

    This principle works like the linking option in TVLM 101, but it allows you to link Gateways that are on different planes. While the cosmology of the planes may alter your calculations, it is worth noting that the travel time between planes on foot for a peasant is 10 years, 15 if he has a strong limp.



    TVLM 326: A Perfect Union [Specialist]
    Grade: Doctorate
    Prerequisites: TVLM 226, Knowledge (The Planes) 15 ranks
    Target: Linked Travelemetric Gateway
    Preparation Time: 30 minutes

    This principle works like TVLM 226, but you gain a 10% reduction for exact matches, and a 5% reduction for things that are close, but not exact. Furthermore, this principle allows a maximum reduction of 100% on linked Gateways. Should you be able to manage this, the tunnel disappears, instead showing the area you would find at the exit of the tunnel. Travel between them becomes instantaneous, and for all intents and purposes the squares bordering each Gateway are considered to be adjacent to each other, in addition to being adjacent to the squares on the back side of the Gateway.



    TVLM 392: Burning Bridges [Military Science]
    Grade: Doctorate
    Prerequisites: TVLM 101, Knowledge (The Planes) 8 ranks
    Target: Linked Travelemetric Gateway
    Preparation Time: 5 minutes

    This principle works similar to the link severing option in TVLM 101, but it allows you to ensure that the closing connection has disastrous consequences on the other end. Instead of the planar fabric simply snapping back into place, it explodes outward from the open Gateway, causing a catastrophic explosion in the area as the planar fabric desperately tries to form back to its original shape, with an older connection between Gateways causing a more brilliant collapse. Consult the following table to determine the area:
    {table=head]
    Time Connected
    |Area Affected|Maximum Area
    Up to 1 Hour
    |1 ft per hour*|2 ft x Check**
    1 Hour to 1 Day
    |5 ft per hour*|10 ft x Check**
    1 Day to 1 Month
    |50 ft per hour*|100 ft x Check**
    1 Month to 1 Year
    |1000 ft per hour*|2000 ft x Check**
    1 Year +
    |1 mile per hour*|5 miles x Check**
    *:Hour = Hour of travel between locations when travelling at 30ft per round, not including reductions provided by the tunnel.
    **:Check = The Knowledge (The Planes) check made to sever the connection between the Gateways

    No matter the size, the explosion damage is the same: 1d6 per point of the Knowledge (The Planes) check you made as part of preparing this principle. The damage dealt is purely divine in nature, and as such bypasses all hardness, resistances, damage reduction and regenerative qualities. Creatures within the epicenter (inner 10% of the explosion) take full damage, all others can make a Reflex save (DC = 5 + 5 per TVLM principle you know) for half.

    The Gateway that this principle is prepared on is destroyed during the process, and it goes without saying that the target Gateway does not survive the blast. Also, the planar fabric affected by the explosion becomes tough and rigid, making it impossible to create a Travelemetric Gateway in that location for the next 50 years.

    Discoveries:
    All Things Great and Small: You can link Gateways of different sizes. The tunnel between the Gateways will have a noticeable slope to any sides that differ between the two Gateways. If a creature is too large to fit through one of the Gateways, they will be able to realize this fact with a DC 10 Intelligence check, made passively once a day while travelling.
    Automatic Cutoff: You must know the Chevrons and Power Down discovery to learn this Discovery. Through a special application of TVLM 101 you can cause Gateways with addresses to sever their connections if the tunnel between remains empty for 10 rounds. This is done simultaneously from both sides.
    Chevrons: Rather than linking gates with TVLM 101, you may now assign addresses to them. You may create or sever a link between Gateways with addresses as a logical decision, calculating travel time as normal. If a Gateway has been prepared with TVLM 212, you may channel puissance to further decrease travel time, as normal.
    Conversational Causality: You must know TVLM 226 to learn this Discovery. Gateways you link automatically tighten the planar fabric of the tunnel between them, as if you had applied TVLM 226. Also, all connections you make gain a 5% increase in efficiency, though you still may not surpass the limit of 80%
    Further Refinement: When using a principle on a Gateway, you may replace the original Knowledge (The Planes) DC with any new check made for the principle being applied, increasing the efficiency and security of the Gateway.
    Power Down: You may disable or reinstate connections between linked Gateways with only one minute of work. You must be the creator of both Gateways to use this ability, and the tunnel between them must be unoccupied. This does not sever the connection completely, so a disabled gate can only be linked to its original target upon reinstatement, and you must reinstate the connection before attempting to sever it using TVLM 101.
    Stretched Circuitry: You must know TVLM 212 and HEUR 101 to learn this Discovery. If a Gateway is part of a Heuristic Circuit, you may extend that Circuit to include any Gateway that it is linked to. This daisy-chained setup does not extend the actual bubble to the linked Gateway, but you may treat it as being part of the Circuit for all purposes, including transferring ebbs and making logical decisions. You cannot extend the Circuit to include a Gateway that is already connected to another Circuit.
    Last edited by Fako; 2013-12-07 at 01:23 AM.
    Amazing Abjuration Avatar made by Serpentine.
    Quote Originally Posted by Gramarie IRC
    <Fako> Most of my contributions to the system have been in the form of taking a baseball bat to other homebrewer's works.
    <~sirpercival> haha
    <Fako> You laugh because it's true :P
    <~sirpercival> yes. yes i do.
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  9. - Top - End - #969
    Ogre in the Playground
     
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by themourningstar View Post
    Hi peoples! I'm not a grammarist (yet!), but I have started getting into it fairly indepth, and wanted to ask a quick question. Is grammarie meant to be incorporated into a "normal" DnD setting, with clerics and sorcerors and wizards and psions and such? Or is gramarie made to replace the normal DnD setting? It seems like gramarie is more of the science/ technology part of the DnD universe, whereas the rest of it would still be there, but I wasn't certain.
    You've been a Gramarist since the day you were born; you just didn't know it yet

    Gramarie can be added to a campaign OR it can be used as a replacement for the standard classes if you'd like. It really is however YOU want to do it as the DM. Magic can still exist in a world with Science (and I suspect that it does! ... I'm still waiting for that letter to Hogwarts).

    Quote Originally Posted by Fako View Post
    TVLM 101: Intro to Travelemetry
    I'm glad you took my advice and accepted that this principles was self-evidently awesome

    Quote Originally Posted by Fako View Post
    TVLM 212: Temporal Acceleration
    I think we should start calling Fako, Joe Pesci. He sure as hell doesn't **** around... 500 damage for wanting to get to the bakery across the world? Hell yeah! Can a person link a Heuristic circuit between the tunnels to control the flow of ebbs between both ends of the tunnel?

    Quote Originally Posted by Fako View Post
    While the cosmology of the planes may alter your calculations, it is worth noting that the travel time between planes on foot for a peasant is 10 years, 15 if he has a strong limp.
    Where did you get this figure?

    Quote Originally Posted by Fako View Post
    Discoveries:
    All Things Great and Small: You can link Gateways of different sizes. The tunnel between the Gateways will have a noticeable slope to any sides that differ between the two Gateways. If a creature is too large to fit through one of the Gateways, they will be able to realize this fact with a DC 10 Intelligence check, made passively once a day while travelling.
    Automatic Cutoff: You must know the Chevrons and Power Down discovery to learn this Discovery. Through a special application of TVLM 101 you can cause Gateways with addresses to sever their connections if the tunnel between remains empty for 10 rounds. This is done simultaneously from both sides.
    Chevrons: Rather than linking gates with TVLM 101, you may now assign addresses to them. You may create or sever a link between Gateways with addresses as a logical decision, calculating travel time as normal. If a Gateway has been prepared with TVLM 212, you may channel puissance to further decrease travel time, as normal.
    Conversational Causality: You must know TVLM 226 to learn this Discovery. Gateways you link automatically tighten the planar fabric of the tunnel between them, as if you had applied TVLM 226. Also, all connections you make gain a 5% increase in efficiency, though you still may not surpass the limit of 80%
    Further Refinement: When using a principle on a Gateway, you may replace the original Knowledge (The Planes) DC with any new check made for the principle being applied, increasing the efficiency and security of the Gateway.
    Power Down: You may disable or reinstate connections between linked Gateways with only one minute of work. You must be the creator of both Gateways to use this ability, and the tunnel between them must be unoccupied. This does not sever the connection completely, so a disabled gate can only be linked to its original target upon reinstatement, and you must reinstate the connection before attempting to sever it using TVLM 101.[/spoiler]
    I love it when a plan comes together
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  10. - Top - End - #970
    Halfling in the Playground
     
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    How many ebbs do you think a warforged made of orichalcum could store?

  11. - Top - End - #971
    Orc in the Playground
     
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Arcanist View Post
    I'm glad you took my advice and accepted that this principles was self-evidently awesome
    I did no such thing - I simply stated that I shall not argue with the proclaimed "God of Gramarie Homebrew"...

    Quote Originally Posted by Arcanist View Post
    I think we should start calling Fako, Joe Pesci. He sure as hell doesn't **** around... 500 damage for wanting to get to the bakery across the world? Hell yeah! Can a person link a Heuristic circuit between the tunnels to control the flow of ebbs between both ends of the tunnel?
    I had to google the name to find out who you were referring to... as for the damage, it only happens should you enter the wrong side whilst one is powered... I was torn between having an effect that zapped your entire being (the one I used) or an effect that made it similar to high winds, requiring strength checks to even be able to enter the tunnel... I thought the damage had more of a "you shall not pass!" feel to it...

    Also, don't forget the damage potential of cutting off one gateway from another. 1d6 per hour left adds up fast (and is why the rapid-deactivation discoveries all require the tunnel to be "unoccupied", lest you test your newfound gore slingshot...)

    As for the Heuristic Circuit, I'll add a discovery that allows you to stretch HEUR bubbles through the tunnel, so that one side is considered linked if both are.

    Quote Originally Posted by Arcanist View Post
    Where did you get this figure?
    Plain and simple: I made it up. A Human peasant has a base land speed of 30ft, and I took a limp to represent a land speed of 20ft as a bit of a joke, since I know I can't reach the same walking speed as others while I walk with my cane...

    The problem arises from the fact that there isn't any currently established canon for Gramarie on planar setup, so I couldn't use things like the Great Wheel, Spelljammer, or the cosmology of Eberron or Forgotten Realms... (I can continue )

    As such, I had to overgeneralize, and just give a raw number. Considering that it shouldn't be hard to get a 50+ at both gates by this level, that allows for a 20% reduction in time before adding commonalities or ebbs into the mix, taking this down to 8 years. Also, moving faster would directly correlate with a reduced travel time, since those 8 years is assuming a land speed of 30ft.

    I love it when a plan comes together
    I know this is an A-Team quote, but I will admit that I'm unsure what you're referring to...

    EDIT: Added the Stretched Circuitry discovery. I'm still trying to figure out a specialist and military science doctorate principle, or possibly a new general doctorate, with which I'd move To Infinity And Beyond to be a specialist principle...
    Last edited by Fako; 2013-12-03 at 08:48 PM.
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Wow, I go away for a bit and all these new disciplines pop up.. Awesome!

    I've basically started considering everything after the originals the promised Martial Principles, and just consider them rarer paths.. (Sort of like a tremere starting with something besides the path of blood, these exist but they certainly aren't standard) that said, it would be delightful to see them rounded up into Gramarie Core 3.0.

    It might be noted that the new disciplines do still require Eldritch Animas.

    @Theseventh; I think a person generally take 2-4 cubic feet, depending on size and such... A Warforged is going to sit on the heavier end of that scale at 4.. But they also have wood and stone involved in their creation.. so.. Likely one would only at most be half Orichalcum, which would be about 2 Cubic feet and have a capacity of 2,000...
    That said even that is sort of pushing it and I might recommend cutting that percentage down a bit.. even if he's only 1/8th orichalcum your sitting on 500 Ebbs(which is still quite good).

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

    Quote Originally Posted by Fako View Post
    I did no such thing - I simply stated that I shall not argue with the proclaimed "God of Gramarie Homebrew"...
    This is not a title I believe I have earned nor claim

    ... At most I am a Lesser Deity... Or Quasi

    Quote Originally Posted by Fako View Post
    I had to google the name to find out who you were referring to... as for the damage, it only happens should you enter the wrong side whilst one is powered... I was torn between having an effect that zapped your entire being (the one I used) or an effect that made it similar to high winds, requiring strength checks to even be able to enter the tunnel... I thought the damage had more of a "you shall not pass!" feel to it...
    This only further goes on to support my theory on you

    Why not just make it a strong wind that repulses the would be user? 500 damage is more than enough to utterly obliterate most creatures and death by portal seems kind of... Ouch...


    Quote Originally Posted by Fako View Post
    As for the Heuristic Circuit, I'll add a discovery that allows you to stretch HEUR bubbles through the tunnel, so that one side is considered linked if both are.
    Perfection!

    Quote Originally Posted by Fako View Post
    Plain and simple: I made it up. A Human peasant has a base land speed of 30ft, and I took a limp to represent a land speed of 20ft as a bit of a joke, since I know I can't reach the same walking speed as others while I walk with my cane...

    The problem arises from the fact that there isn't any currently established canon for Gramarie on planar setup, so I couldn't use things like the Great Wheel, Spelljammer, or the cosmology of Eberron or Forgotten Realms... (I can continue )
    Lol, I knew you made it up, but I was just curious what your math was behind it. Makes perfect sense kind sir


    Quote Originally Posted by Fako View Post
    I know this is an A-Team quote, but I will admit that I'm unsure what you're referring to...
    Your Discoveries. I like when people post their Principles and their discoveries along with them so we have the chance to see what we can design with the whole (or as much of a whole) as we possible can.

    Quote Originally Posted by atriusnight View Post
    Wow, I go away for a bit and all these new disciplines pop up.. Awesome!
    You're welcome

    Quote Originally Posted by atriusnight View Post
    It might be noted that the new disciplines do still require Eldritch Animas.
    I am open for suggestions to Psychomantics... Maybe something like 101 gives you like "Charm Person" or something
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Ok lets give this a try.

    Orichalcum Body [Warforged, Gramarie]
    You have had minute traces of Orichalcum worked into your frame. As such you can hold Ebbs generated from Gramaric devices within your body.
    Prerequisites: Warforged, 1st level only.
    Benefits: You may hold a number of Ebbs in your body equal to 2*HD. In addition, while you don't have enough Orichalcum in your frame to have the same durability as an Adamantine crafted Warforged, you still do gain some benefit to protection. Your armor bonus is increased to +4, and are considered to be wearing medium armor with a maximum Dexterity bonus of 2.
    Normal: Without this feat, your warforged character has an armor bonus of +2
    Special: Unlike most feats, this feat must be taken at 1st level, during character creating. Warforged druids who take this feat cannot cast druid spells or use any of their druid supernatural or spell-like class abilities. Warforged characters with this feat do not gain the benefit of any class feature prohibited to a character wearing medium armor.

    There we go. My first actual bit of homebrew after having lurked for so long. I'm sure the numbers need a little adjustment. Not sure how powerful I want the walking battery to be. The second part is a medium between Mithral Body and Adamantine Body. Since Orichalcum is listed as having the same statistics as adamantine. But giving you the full benefit of that on top of being able to store ebbs seemed over powered. I also toyed with the idea of having a lower AC bonus on the armor and having it become more powerful the more ebbs you hold but I did not want to retread the Jerallian Dragon Prc.
    Last edited by Theseventh; 2013-12-03 at 10:35 PM.

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

    The next time Gramarie reaches a major milestone, I'll see about making a pretty pdf for people to use.

    As for the blueprint compendium, whoever said that, I agree. I was thinking more as an aid for DMs, since it would discourage creativity in players. I've never put a campaign in a gramarie heavy setting, mostly because I would need to construct each segment and each existing item myself, so I think it could be useful to alleviate that. Where are the majority of (preferably nicely formatted) blueprints?

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

    Quote Originally Posted by Arcanist View Post
    This only further goes on to support my theory on you
    I'm honestly curious as to what this theory is...

    Quote Originally Posted by Arcanist View Post
    Why not just make it a strong wind that repulses the would be user? 500 damage is more than enough to utterly obliterate most creatures and death by portal seems kind of... Ouch...
    When first designing the principle, I envisioned the puissance transforming the tunnel into a vortex, complete with an electrified exit. Reflecting upon this, I realize that the way I wrote it doesn't actually DO this, so I'll be fixing it to the wind idea...

    Also, I'm wondering if I should have the ebbs provide a reduction based in days or hours instead of a percentage, since the current version takes as many ebbs to travel across town as it does to travel to Elysium...

    Quote Originally Posted by Theseventh View Post
    Ok lets give this a try.

    Orichalcum Body [Warforged, Gramarie]
    You have had minute traces of Orichalcum worked into your frame. As such you can hold Ebbs generated from Gramaric devices within your body.
    Prerequisites: Warforged, 1st level only.
    Benefits: You may hold a number of Ebbs in your body equal to 2*HD. In addition, while you don't have enough Orichalcum in your frame to have the same durability as an Adamantine crafted Warforged, you still do gain some benefit to protection. Your armor bonus is increased to +4, and are considered to be wearing medium armor with a maximum Dexterity bonus of 2.
    Normal: Without this feat, your warforged character has an armor bonus of +2
    Special: Unlike most feats, this feat must be taken at 1st level, during character creating. Warforged druids who take this feat cannot cast druid spells or use any of their druid supernatural or spell-like class abilities. Warforged characters with this feat do not gain the benefit of any class feature prohibited to a character wearing medium armor.
    Looks nice, but I would personally up the number of Ebbs you are storing to 5*HD, maybe higher. 40 ebbs at max level isn't terribly impressive.
    Last edited by Fako; 2013-12-03 at 10:57 PM.
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by qazzquimby View Post
    The next time Gramarie reaches a major milestone, I'll see about making a pretty pdf for people to use.
    ... Yes. This. Yes

    WELCOME TO THE AGE OF DISCOVERY LADIES AND GENTS!


    Quote Originally Posted by Theseventh View Post
    Orichalcum Body [Warforged, Gramarie]
    You have had minute traces of Orichalcum worked into your frame. As such you can hold Ebbs generated from Gramaric devices within your body.
    Prerequisites: Warforged, 1st level only.
    Benefits: You may hold a number of Ebbs in your body equal to 2*HD. In addition, while you don't have enough Orichalcum in your frame to have the same durability as an Adamantine crafted Warforged, you still do gain some benefit to protection. Your armor bonus is increased to +4, and are considered to be wearing medium armor with a maximum Dexterity bonus of 2.
    Normal: Without this feat, your warforged character has an armor bonus of +2
    Special: Unlike most feats, this feat must be taken at 1st level, during character creating. Warforged druids who take this feat cannot cast druid spells or use any of their druid supernatural or spell-like class abilities. Warforged characters with this feat do not gain the benefit of any class feature prohibited to a character wearing medium armor.

    EHHHHHHH... Maybe work the prerequisites around a bit (Warforged and Adamantine Body, meaning you can't take it at first level)? Or maybe change the feat to scale with level? Like making it Planetary Body... So a Warforged can just change their body to whatever element the desire? Like... Quicksilver?

    Quote Originally Posted by Fako View Post
    I'm honestly curious as to what this theory is...
    That you are truly Joe Pesci, sent to deliver us delightful wrath? It was a Comedy routine by one of the funniest commedians to have ever uttered the words you can't utter on tv, George Carlin


    Quote Originally Posted by Fako View Post
    When first designing the principle, I envisioned the puissance transforming the tunnel into a vortex, complete with an electrified exit. Reflecting upon this, I realize that the way I wrote it doesn't actually DO this, so I'll be fixing it to the wind idea...

    Also, I'm wondering if I should have the ebbs provide a reduction based in days or hours instead of a percentage, since the current version takes as many ebbs to travel across town as it does to travel to Elysium...
    ... Maybe the Specialist principle can be used to bring the target location to the user causing the location to exist in two locations at once?
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    I wish my finals weeks ends soon and I have time to work and review stuff properly. I will push back my next constructivity update to Christmas time, but I promise cool presents

    On the planes things, yes it is terribly sad that we haven't a defined plane setting. I am using old school inner planes and ignoring most of the manual of the planes for constructivity though, the "good" part is that the planes I mention do probably exist "somewhere" anyways.

    Also... what elemental would you associate with platinum/orichalcum? I'm thinking about having taint elementals there, because I can't really think of an elemental (unless I go to the manual of the planes and I start pulling elemental planes out of my hat)
    Thanks a lot Gengy for the awesome... just a sec... avatar. :)

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

    Quote Originally Posted by Arcanist View Post
    EHHHHHHH... Maybe work the prerequisites around a bit (Warforged and Adamantine Body, meaning you can't take it at first level)? Or maybe change the feat to scale with level? Like making it Planetary Body... So a Warforged can just change their body to whatever element the desire? Like... Quicksilver?

    Doesn't it already scale? Being that its based on your HD. But as Fako stated, upping how much you can store may not be a bad idea. And I wanted it to be a 1st level only feat. In the same vein as Psiforged, Adamantine, and Mithral body. (Though honestly I never understood why a warforged could not have itself reworked with a different material later in its life.) And I have no idea what to even touch on if you wanted to make a metal shifting warforged. That almost seems like enough of an idea to base a whole class on.

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

    Or a bloodline. I'd love me some gramarie bloodlines. Also I would like to encourage planetary warforged, because there is nothing sciencier than being science while you science.

    Some time tonight I'll add to Transvolution to make cloning a possibility, and then I'll get to work on my next discipline, Chronography.

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

    Actually, the more I think about it I don't think it would be that hard to do a feat for each planetary metal. However its late already and I have a game to prepare for tomorrow. So I will just leave my thoughts on each metal idea and others feel free to take the idea and run with it. Keep in mind these are all working on the idea that the warforged in question just has a sizable amount of the material worked into its form. Not purely forged from them.

    Orichalcum: As I did above. Turns your warforged into a battery.
    Carmot: While alone it doesn't offer much, as a construct Warforged already seem pretty immortal. However there is that one discovery that makes it so carmot apply fast healing. Maybe a carmot warforged has fast healing 1 under a certain threshold. Or maybe it gives them the ability to restore health naturally like their more fleshy comrades.
    Sunmetal: I'm stumped on this one. Giving someone the ability to inflict negative levels with just a feat seems like a bad idea. Maybe something to do with absorbing ebbs and then converting it to hellfire damage? With a cap based on HD. *Quick edit* perhaps gives them immunity from negative levels from radiomantic exposure. Would make warforged great assistants for working on such projects that would be too risky for others.
    Cursed Lead. Innate spell resistance? to help balance it out make it to they cant suppress it like usual. For a construct that doesn't heal naturally that would be enough of a issue to carefully consider this.
    Quicksilver: Speed boost. +10. maybe 20 feet.
    Phlogiston: Some fire resistance, and taking a page from Kellus' own work maybe it could also work like those fire arm grafts from his Xenoalch project. Based on HD.
    Moonsteel: Ghost touch on all natural weapons?
    Alkahest: Acid resistance. Perhaps also lets them ignore X amount of hardness of objects they attack with a natural weapon to keep the feel of a agent of entropy metal. Just being able to apply that to only other planetary metals seems quite limited.
    Last edited by Theseventh; 2013-12-04 at 12:49 AM.

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

    Quote Originally Posted by Theseventh View Post
    Doesn't it already scale? Being that its based on your HD. But as Fako stated, upping how much you can store may not be a bad idea. And I wanted it to be a 1st level only feat. In the same vein as Psiforged, Adamantine, and Mithral body. (Though honestly I never understood why a warforged could not have itself reworked with a different material later in its life.) And I have no idea what to even touch on if you wanted to make a metal shifting warforged. That almost seems like enough of an idea to base a whole class on.
    Ebb storage, no matter how small, is world changing to Gramarie. Being able to walk around with 2ebbs that you use to heal yourself, is a little... Frightening.

    Imagine this, You are a Warforged Gramarist at 2nd level. Taking ARCD 101 and BIOY 101. You now have fast healing 4, that increases every level by 2 to a maximum of level cap. And from there it is just going to get more and more interesting since now you can walk around with Arcanodynamic Transformers to use as weapons... AND I'm sold. This is the coolest feat ever. Well done sir.

    Quote Originally Posted by qazzquimby View Post
    Or a bloodline. I'd love me some gramarie bloodlines. Also I would like to encourage planetary warforged, because there is nothing sciencier than being science while you science.

    Some time tonight I'll add to Transvolution to make cloning a possibility, and then I'll get to work on my next discipline, Chronography.
    ADD DISCOVERIES!

    EDIT: MOAR DISCOVERIES!!!
    Last edited by Arcanist; 2013-12-04 at 01:07 AM.
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Mrar. Cloning is now possible, as well as batch hybridization. The sorry news is the old version of my Chronographer got saved over the new one, so I'm starting again, and I really have no ideas for discoveries, disappointing the Arcanist.

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

    Quote Originally Posted by Arcanist View Post
    Ebb storage, no matter how small, is world changing to Gramarie. Being able to walk around with 2ebbs that you use to heal yourself, is a little... Frightening.

    Imagine this, You are a Warforged Gramarist at 2nd level. Taking ARCD 101 and BIOY 101. You now have fast healing 4, that increases every level by 2 to a maximum of level cap. And from there it is just going to get more and more interesting since now you can walk around with Arcanodynamic Transformers to use as weapons... AND I'm sold. This is the coolest feat ever. Well done sir.
    While the praise is nice, I sadly didnt want to create something that world changing all considered. If something is so good it becomes almost a staple rather then a choice I feel that I did something wrong. Maybe alter it so you can fill your self up with X amount of ebbs per day, and after words you would have to 'rest' 8 hours to let yourself 'cool down' or something. Sort of like a reverse version of Psiforged body. Instead of starting the day with PP you can spend, you start the day with storage space you can use.

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

    Quote Originally Posted by qazzquimby View Post
    Mrar. Cloning is now possible, as well as batch hybridization. The sorry news is the old version of my Chronographer got saved over the new one, so I'm starting again, and I really have no ideas for discoveries, disappointing the Arcanist.
    Lol... Just ask for help if you're having trouble thinking some up. We're all geniuses masterminds master homebrewers idiots here

    Perhaps allow the passing on of Grafts? Or Splicing in Class features? OR altering the creatures plane of origin? OR breeding in Psionic powers OR Changing their survival needs (food, water, drugs, etc.) OR ... I RAN OUT OF IDEAS! ... For now...

    EDIT: Wow, 30 seconds for me to get my steam back, I must be on fire today... And that isn't just because I have a fever

    Where was I? OH! OR Imparting sentience on a creature that would otherwise not qualify (minimum 3)? OR forcefully change the resulting creatures type (Humanoid + Animal = Ooze) OR grant a creature Abomination traits!

    Also, make your Discoveries look like this!

    [Insert name here]: [Insert something really pretty and flavorful here] ("!" shows that you are excited about this discovery!) [Insert actually mechanics here].
    Last edited by Arcanist; 2013-12-04 at 01:26 AM.
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by atriusnight View Post
    It might be noted that the new disciplines do still require Eldritch Animas.
    Wait... Damn it!
    I'm gonna have to make evolutions for all the homebrew disciplines
    *Anime style collapse onto knees*

    Quote Originally Posted by Arcanist View Post
    This is not a title I believe I have earned nor claim

    ... At most I am a Lesser Deity... Or Quasi
    Umm... He's quoting me

    I am open for suggestions to Psychomantics... Maybe something like 101 gives you like "Charm Person" or something
    Overloading a persons transmitter with emotional response to give them seizures.

    Quote Originally Posted by qazzquimby View Post
    The next time Gramarie reaches a major milestone, I'll see about making a pretty pdf for people to use.
    I was just thinking about making one, but theres the issue of determining which Homebrew ends up being allowed in. Unless you just take the "cannon" gramarie... While large, doesn't seem like it would fill a whole book.

    Though I'm going by the logic of... say... making a proper sourcebook with monsters, races, ACF's every discipline, spells.

    Quote Originally Posted by thethird View Post
    On the planes things, yes it is terribly sad that we haven't a defined plane setting. I am using old school inner planes and ignoring most of the manual of the planes for constructivity though, the "good" part is that the planes I mention do probably exist "somewhere" anyways.
    Well at the very least say how it is a suggestion for how long it would take to moving from one plane to another, because in Fractured Horizons you can fly from plane to plane in Voidships, with each plane having different distances to each other based on their literal physical location.

    Also... what elemental would you associate with platinum/orichalcum? I'm thinking about having taint elementals there, because I can't really think of an elemental (unless I go to the manual of the planes and I start pulling elemental planes out of my hat)
    C
    Metal Elementals... though in Fractured Horizons it would be Sigilim Elementals.

    Quote Originally Posted by qazzquimby View Post
    Or a bloodline. I'd love me some gramarie bloodlines. Also I would like to encourage planetary warforged, because there is nothing sciencier than being science while you science.
    Ok, I'll add bloodlines to the list of homebrew I'll need to make.

    Some time tonight I'll add to Transvolution to make cloning a possibility, and then I'll get to work on my next discipline, Chronography.
    At this rate everyone will have a time based discipline
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Milo v3 View Post
    Umm... He's quoting me
    I saw now statblock for me!

    Quote Originally Posted by Milo v3 View Post
    Overloading a persons transmitter with emotional response to give them seizures.
    ... That... Is really dark...

    Quote Originally Posted by Milo v3 View Post
    I was just thinking about making one, but theres the issue of determining which Homebrew ends up being allowed in. Unless you just take the "cannon" gramarie... While large, doesn't seem like it would fill a whole book.
    WELL! ... It would sort of be like an Almanac of Gramarie is what I'm hoping for. Every 6 months we compile all the Gramarie Homebrew into a single book and make it into a pdf and release by volume or something like that. The only kick in the head is that you have to still be here, working on and improving your brew for it to be included.

    Quote Originally Posted by Milo v3 View Post
    Ok, I'll add bloodlines to the list of homebrew I'll need to make.
    Bloodlines... A wretched hive of awesome and Biollurgy

    Quote Originally Posted by Milo v3 View Post
    At this rate everyone will have a time based discipline
    Hey, time is friken cool. I made a time based PrC

    Besides, Time as a subject is literally so massive that it can be included in several Prestige classes, Theories, Disciplines, Discoveries, Principles, etc. Be proud that you are in a legion, that would not be able to move on without your contributions

    Quote Originally Posted by Theseventh View Post
    While the praise is nice, I sadly didnt want to create something that world changing all considered. If something is so good it becomes almost a staple rather then a choice I feel that I did something wrong. Maybe alter it so you can fill your self up with X amount of ebbs per day, and after words you would have to 'rest' 8 hours to let yourself 'cool down' or something. Sort of like a reverse version of Psiforged body. Instead of starting the day with PP you can spend, you start the day with storage space you can use.
    That might be for the best. But seriously? Nicely done
    Last edited by Arcanist; 2013-12-04 at 01:36 AM.
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Arcanist View Post
    I saw now statblock for me!
    Sowwy, I was busy. Making that list, reworking on Fractured Horzions, and umm.... texting that girl again...

    ... That... Is really dark...
    I took it from the Updated Cora race from Fractured Horizons. Every one of them has a basic Psychomantic transmitter (technically the transmitters where based on their neurophysiology but whatever), and when they extract information from the genetic memory hivemind it sort of... overloads them.. abit....

    WELL! ... It would sort of be like an Almanac of Gramarie is what I'm hoping for. Every 6 months we compile all the Gramarie Homebrew into a single book and make it into a pdf and release by volume or something like that. The only kick in the head is that you have to still be here, working on and improving your brew for it to be included.
    Hmm... That could work.... Though it should probably have the "core" gramarie rules aswell...

    Also.... could I do those "In Eberron" and "In Faerun" things they had in late 3.5e books as "In Fractured Horizons". You could do "In Jerall" as well.


    Bloodlines... A wretched hive of awesome and Biollurgy
    Hmm... It is wrong I just got two ideas for homebrew just from that line.

    Hey, time is friken cool. I made a time based PrC

    Besides, Time as a subject is literally so massive that it can be included in several Prestige classes, Theories, Disciplines, Discoveries, Principles, etc. Be proud that you are in a legion, that would not be able to move on without your contributions
    A Time Based PrC? You made at least four. They just had the same name
    Last edited by Milo v3; 2013-12-04 at 01:41 AM.
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  29. - Top - End - #989
    Barbarian in the Playground
     
    qazzquimby's Avatar

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

    EDIT: Sorry if I sound harsh with all the "Already possible"s, I just thought it was funny how much of it you could already do.



    Perhaps allow the passing on of Grafts?
    101 does that through breeding, and its already possible through hybridization.

    Splicing in Class features?
    Already possible if you have a donor with class levels.

    altering the creatures plane of origin?
    Already possible if you have a donor with a different plane of origin.

    breeding in Psionic powers
    Already possible if you have a donor with psionic powers.

    Changing their survival needs (food, water, drugs, etc.)
    Already possible if you have a donor with different survival needs.

    Imparting sentience on a creature that would otherwise not qualify.
    Already possible if you have a donor with sentience.

    forcefully change the resulting creatures type (Humanoid + Animal = Ooze)
    I'm kind of ignoring creature type in most regards except by title. Speaking of which you reminded me to add type and augmented type generation to the class, so I'll get to that.

    grant a creature Abomination traits!
    I've no idea what that is, but I like abominations. I just made a whole discipline on abominations.

    At this rate everyone will have a time based discipline
    Wait, what other time disciplines are there? Here I thought I was treading new ground.

    Edit:
    The only kick in the head is that you have to still be here, working on and improving your brew for it to be included.
    This implying Kellus can't be part of the club
    Last edited by qazzquimby; 2013-12-04 at 01:53 AM.

  30. - Top - End - #990
    Ogre in the Playground
     
    Arcanist's Avatar

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

    Quote Originally Posted by Milo v3 View Post
    Sowwy, I was busy. Making that list, reworking on Fractured Horzions, and umm.... texting that girl again...

    This sums up about any joke I could possibly make. Like I said, if she is acting a damn fool, you are too bloody awesome for that chick

    Quote Originally Posted by Milo v3 View Post
    I took it from the Updated Cora race from Fractured Horizons. Every one of them has a basic Psychomantic transmitter (technically the transmitters where based on their neurophysiology but whatever), and when they extract information from the genetic memory hivemind it sort of... overloads them.. abit....
    ... I am glad that I could have had an imput on that

    Quote Originally Posted by Milo v3 View Post
    Hmm... That could work.... Though it should probably have the "core" gramarie rules aswell...
    Volume 1: Working with science.

    Quote Originally Posted by Milo v3 View Post
    Also.... could I do those "In Eberron" and "In Faerun" things they had in late 3.5e books as "In Fractured Horizons". You could do "In Jerall" as well.
    I was gonna do that even if you said I couldn't

    Quote Originally Posted by Milo v3 View Post
    Hmm... It is wrong I just got two ideas for homebrew just from that line.
    [Insert revelations from God joke here]

    ON A SIDE NOTE! I recently got a desire to make a Gramarie God or atleast improve upon the previous one I made, but didn't complete because Belphegor decided to step in and nobody really likes what happens after that... What would such an entity look like? I might also get an Avatar of that

    Quote Originally Posted by Milo v3 View Post
    A Time Based PrC? You made at least four. They just had the same name
    I MADE ONE AND IMPROVED UPON IT 4 TIMES!
    Larloch, The Shadow King (w/ Ioun Stones) avatar by Iron Penguin

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