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  1. - Top - End - #901
    Titan in the Playground
     
    Qwertystop's Avatar

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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    Quote Originally Posted by Amechra View Post
    (trying to teleport in leaves you in an empty plain surrounded by city walls)
    Why put the city walls outside the city? Inside makes them self-repairing, and hides it even better.
    Quote Originally Posted by jamieth View Post
    ...though Talla does her best to sound objective and impartial, it doesn't cover stuff like "ask a 9-year-old to tank for the party."
    My Homebrew

  2. - Top - End - #902
    Ettin in the Playground
     
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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    Quote Originally Posted by Qwertystop View Post
    Why put the city walls outside the city? Inside makes them self-repairing, and hides it even better.
    To skimp on ebbs a little bit, and to have a gate people can actually access for when you want them to come in?

    Besides, the assumption is that the "city" isn't the entire field; you basically just leave the walls outside the city, but inside the field, as it were.
    Quote Originally Posted by segtrfyhtfgj View Post
    door is a fake exterior wall
    If you see me try to discuss the nitty-gritty of D&D 5e, kindly point me to my signature and remind me that I shouldn't. Please and thank you!

  3. - Top - End - #903
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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    Quote Originally Posted by Amechra View Post
    To skimp on ebbs a little bit, and to have a gate people can actually access for when you want them to come in?

    Besides, the assumption is that the "city" isn't the entire field; you basically just leave the walls outside the city, but inside the field, as it were.
    Oh. I was thinking the entrance would be a freestanding gate, and other than that there would be no sign of the city.
    Quote Originally Posted by jamieth View Post
    ...though Talla does her best to sound objective and impartial, it doesn't cover stuff like "ask a 9-year-old to tank for the party."
    My Homebrew

  4. - Top - End - #904
    Firbolg in the Playground
     
    Milo v3's Avatar

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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    Quote Originally Posted by Qwertystop View Post
    Oh. I was thinking the entrance would be a freestanding gate, and other than that there would be no sign of the city.
    I'd make it an empty plain with a white rock to signify the gate. Only a small number of people would know that that's the trigger.
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  5. - Top - End - #905
    Firbolg in the Playground
     
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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    Quote Originally Posted by Milo v3 View Post
    I'd make it an empty plain with a white rock to signify the gate. Only a small number of people would know that that's the trigger.
    If we're going for camouflage, just make it a tree. They tend to stand out a lot less than random white rocks.
    Avatar of Furude Setsuna, by Telasi.
    Quote Originally Posted by Mephit View Post
    Don't worry, I like my characters the way I like my coffee: Strong, but with no cheese in it.
    Quote Originally Posted by Akagi
    Don't hesitate to tell the people you care about the feelings you have for them, because they may not be there tomorrow.

  6. - Top - End - #906
    Firbolg in the Playground
     
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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    Quote Originally Posted by Morcleon View Post
    If we're going for camouflage, just make it a tree. They tend to stand out a lot less than random white rocks.
    I was actually thinking more a peeble than a rock.
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  7. - Top - End - #907
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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    Quote Originally Posted by Milo v3 View Post
    I was actually thinking more a peeble than a rock.
    But then, couldn't someone just pick up said pebble? Unless you make it fixed in space, in which case it'll seem really strange that there'd just be this immovable pebble.
    Avatar of Furude Setsuna, by Telasi.
    Quote Originally Posted by Mephit View Post
    Don't worry, I like my characters the way I like my coffee: Strong, but with no cheese in it.
    Quote Originally Posted by Akagi
    Don't hesitate to tell the people you care about the feelings you have for them, because they may not be there tomorrow.

  8. - Top - End - #908
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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    Quote Originally Posted by Morcleon View Post
    But then, couldn't someone just pick up said pebble? Unless you make it fixed in space, in which case it'll seem really strange that there'd just be this immovable pebble.
    hehe..
    *Tripes over Pebble*
    "FORGET YOU LITTLE PEEB...YEEEEEEAAAAAAAAOOOUCCCCHHHHHHHH!!!"
    *Broke toe kicking unmovable Pebble
    Last edited by ShadowFireLance; 2012-12-19 at 10:35 PM.
    "All things must end, and you will be among the first."
    I love Ceika <3

    Quote Originally Posted by Kymme View Post
    You've got good reasoning, though the Akastarepti is never the best example.

    Extended Sig

  9. - Top - End - #909
    Firbolg in the Playground
     
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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    I'm currently making a druid themed Geoccultism specialist class, and have decided to give it access to an additional material; Wood.

    Which adds the following for Principles:
    Spoiler
    Show
    • ALCH 364: Wood ascends into Darkwood, which is infused with aether. Anything made from Darkwood weighs half it would otherwise and can float in the air with a supply of Puissance. One cubic foot of Darkwood can support itself in the air with one ebb of puissance per round. If a living tree of Darkwood is supported in this way, they continue to survive from the water and chemicals in the air. Darkwood has a Diplomacy DC of 50.
    • ELDK 219: You can also build the following engine:
      • Teleballistic: A Teleballistic engine uses dirt as a fuel source and is made out of wood. It requires 1 pound of dirt, at which point it can be activated twice before refuelling. Unlike most engines, a ballistic engine imparts its Push to an object at a distance instead of to itself. The object is then launched at any angle the operator likes. This allows the engine to make actual ranged attacks with the object being launched if it is moving fast enough. Every time the engine is activated it generates a one-time burst (instead of sustained motion) of 500 points of Push, with the amount of push reduced by 20 for every five feet away the target is. A teleballistic engine can also be charged for a single use with 10 ebbs of puissance. Objects launched with a teleballistic engine have a range increment of 1/20 their speed (round down).
    • GEOC 101:

      • Jungle (Detritus): This is a dark soil is rich with decayed animal and plant matter forming a dense leaf-litter. Vegetation in detritus grows 1.5 times faster than they normally would. Jungles have a humid climate, ranging from 10 to 35 Centigrade. A jungle biome receives 50% more precipitation than normal biomes.
    • GEOC 235: A wooden pole allows you to spread a jungle biome. A jungle has detritus as its baseline, and additional terrain features include canopy, moss, quicksand, streams, trees, and undergrowth. Jungles possess a large abundance of natural resources such as wood, but possess many hazards. Jungle soil is rich with life, and can be useful for agriculture.
      • Canopy: Canopy is a large collection of branches and leaves in the upper layers of trees. This feature creates a canopy in a five foot cube, which creatures can travel across as if it was light undergrowth with a Climb check (DC 5). This canopy can only be placed in a cube with trees, adjacent to trees, or a massive tree and it must be at least 10 ft. above the base of the trees. Canopy cost 10 lb for every 5 ft. cube.
      • Moss: Moss is a light covering of greenery on the ground. It is very soft, and aside from being pleasant to the touch, it is very easy to move quietly on. All Move Silently checks made on moss gain a +4 circumstance bonus. If moss is placed on canopy, the Climb check to move on it is doubled. Moss is reasonably nutritious, and some species can survive on it. It also grows ridiculously fast, and replenishes itself every six hours instead of every day. Moss costs 5 lb for every 10ft. patch.
      • Quicksand: Quicksand is an infamous danger of the wilds. This is ground that appears solid until any weight is put on it, at which point it begins to suck the mass inside of it. Quicksand costs 25 lb for every 5ft. patch of it.
      • Streams: A stream is no wider than 5 to 10ft. wide, and no more than 5ft. deep. These are freshwater streams, but unless connected to an outside water supply the water will quickly grow stagnant and gross. Streams cost 5 lb for every 10ft. in length.
      • Trees: Trees are of course the most important feature of any jungle, useful for hiding, climbing, tactical positioning, wood, and so on. The trees created with a wooden pole can be light or massive. Light trees require negligible space, while massive trees require a 5ft. square. Light trees cost 5 lb, and massive trees cost 20 lb. Trees can be placed at a discount when grouping them together in a forest; up to four light trees can be placed in a single 5ft. square, and the third and fourth are free. Similarly, up to two light trees can occupy the same square as a massive tree, and they are also free.
      • Undergrowth: Undergrowth is mostly composed of vines, roots, and similar vegetation, and it restricts movement. Undergrowth created with a wooden pole is the light type described. Undergrowth costs 5 lb for every 5ft. patch.
    • GEOC 323:
      • Wood (Clouds): Similar to the fog created by Lead Poles, Wooden Poles can generate clouds at any altitude. Clouds obscures all sight, including darkvision, beyond 15ft. Creatures 15ft. away have concealment (attacks by or against them have a 20% miss chance). In addition, the surrounding is coated in slippery condensation, increasing the DC of balance, climb, and tumble checks by 5 and a DC 5 Balance check is required to run or charge. Cloud consumes 15 lb of metal for every hour that it's in effect.
      • Wood (Monsoon): This is strong wind combined with the ferocity of a flood. All flames are extinguished. All ranged attacks are impossible (except with siege weapons, which have a –8 penalty on attack rolls), as are Listen checks because of the howling wind. Creatures and objects within the Monsoon must make a Fortitude save (DC 30) or forced prone and knocked 1d4×20 feet in the same direction the Monsoon is travelling, taking 2d6 points of damage per 10 feet. Monsoons inflict massive amounts of damage upon its surroundings and is known to tear trees from the ground. A Monsoon is 60ft. in radius, travels at a speed of 40 ft. per turn and its direction is controlled from the geoccult pole. Monsoons cost 200 lb to start, and an additional 120 lb every round that it's maintained and controlled.
    • GEOC 374: Jungle supernatural terrain features include feycast canopy, primeval rivers, and wandering wilds.
      • Feycast Canopy: These leaves and branches are fused with the essence of the Feywilds. These function as normal Canopy except that its shadows bleed into different realities. The area under the Feycast Canopy exists in both its current location and the Feywild at the same time. Anything under the canopy can interact with the the counterpart Feycast Canopy as they share the same place, but the surroundings are still the original plane you were on before entering the Feycast Canopy. At the start of Dusk and the end of Dawn, the plane surrounding Feycast Canopy changes to its counterpart, allowing for planar travel. Feycast Canopy costs 1000 lb per cubic foot, which needs to be repaid every day.
      • Primeval River: This stream flows from a rift in time, tainting its contents and the life around it. This functions as a normal stream except that anything fully immersed in the water is affected by the flow of time at half the normal rate. For all purposes, they experience two rounds for every normal round. In addition, anything born in the waters of the river possesses a random level one graft. Primeval Rivers cost 800 lb for every 10ft. in length.
      • Wandering Wilds: This feature creates an elementally infused soil combined with decaying plant matter which has the potential of new life. If 5 ft square of detritus is dealt 30 points of electricity damage or has 5 volts transferred into it then the plant matter within the soil forms a Shambling Mound. The shambling mound is controlled by the geoccult pole as a logical decision; the pole can have a number of Hit Dice of shambling mounds under its thrall at a time equal to twice the Survival check made to prepare it. Wandering Wilds costs 100 lb for every 5ft. patch; each patch of wandering wilds can only produce a single shambling mound, after which it requires six months until it is ready to produce another.


    Naturalist [Gramarie]
    Benefits: You gain access to using wood as a material for various forms of gramarie as above, though you must still know the principle to prepare it.
    Last edited by Milo v3; 2014-01-13 at 07:56 PM.
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  10. - Top - End - #910
    Bugbear in the Playground
     
    sirpercival's Avatar

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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    Quote Originally Posted by Milo v3 View Post
    I'm currently making a druid themed Geoccultism specialist class, and have decided to give it access to an additional material; Wood.

    Which adds the following for Principles:
    Spoiler
    Show
    • ALCH 364: Wood ascends into Darkwood, which is infused with aether. Anything made from Darkwood weighs half it would otherwise and can float in the air with a supply of Puissance. One cubic foot of Darkwood can support itself in the air with one ebb of puissance per round. If a living tree of Darkwood is supported in this way, they continue to survive from the water and chemicals in the air. Darkwood has a Diplomacy DC of 50.
    • ELDK 219: You can also build the following engine:
      • Teleballistic: A Teleballistic engine uses dirt as a fuel source and is made out of wood. It requires 1 pound of dirt, at which point it can be activated twice before refuelling. Unlike most engines, a ballistic engine imparts its Push to an object at a distance instead of to itself. The object is then launched at any angle the operator likes. This allows the engine to make actual ranged attacks with the object being launched if it is moving fast enough. Every time the engine is activated it generates a one-time burst (instead of sustained motion) of 500 points of Push, with the amount of push reduced by 20 for every five feet away the target is. A teleballistic engine can also be charged for a single use with 10 ebbs of puissance. Objects launched with a teleballistic engine have a range increment of 1/20 their speed (round down).
    • GEOC 101:

      • Jungle (Detritus): This is a dark soil is rich with decayed animal and plant matter forming a dense leaf-litter. Vegetation in detritus grows 1.5 times faster than they normally would. Jungles have a humid climate, ranging from 10 to 35 Centigrade. A jungle biome receives 50% more precipitation than normal biomes.
    • GEOC 235: A wooden pole allows you to spread a jungle biome. A jungle has detritus as its baseline, and additional terrain features include canopy, moss, quicksand, streams, trees, and undergrowth. Jungles possess a large abundance of natural resources such as wood, but possess many hazards. Jungle soil is rich with life, and can be useful for agriculture.
      • Canopy: Canopy is a large collection of branches and leaves in the upper layers of trees. This feature creates a canopy in a five foot cube, which creatures can travel across as if it was light undergrowth with a Climb check (DC 5). This canopy can only be placed in a cube with trees, adjacent to trees, or a massive tree and it must be at least 10 ft. above the base of the trees. Canopy cost 10 lb for every 5 ft. cube.
      • Moss: Moss is a light covering of greenery on the ground. It is very soft, and aside from being pleasant to the touch, it is very easy to move quietly on. All Move Silently checks made on moss gain a +4 circumstance bonus. If moss is placed on canopy, the Climb check to move on it is doubled. Moss is reasonably nutritious, and some species can survive on it. It also grows ridiculously fast, and replenishes itself every six hours instead of every day. Moss costs 5 lb for every 10ft. patch.
      • Quicksand: Quicksand is an infamous danger of the wilds. This is ground that appears solid until any weight is put on it, at which point it begins to suck the mass inside of it. Quicksand costs 25 lb for every 5ft. patch of it.
      • Streams: A stream is no wider than 5 to 10ft. wide, and no more than 5ft. deep. These are freshwater streams, but unless connected to an outside water supply the water will quickly grow stagnant and gross. Streams cost 5 lb for every 10ft. in length.
      • Trees: Trees are of course the most important feature of any jungle, useful for hiding, climbing, tactical positioning, wood, and so on. The trees created with a wooden pole can be light or massive. Light trees require negligible space, while massive trees require a 5ft. square. Light trees cost 5 lb, and massive trees cost 20 lb. Trees can be placed at a discount when grouping them together in a forest; up to four light trees can be placed in a single 5ft. square, and the third and fourth are free. Similarly, up to two light trees can occupy the same square as a massive tree, and they are also free.
      • Undergrowth: Undergrowth is mostly composed of vines, roots, and similar vegetation, and it restricts movement. Undergrowth created with a wooden pole is the light type described. Undergrowth costs 5 lb for every 5ft. patch.
    • GEOC 323:
      • Wood (Clouds): Similar to the fog created by Lead Poles, Wooden Poles can generate clouds at any altitude. Clouds obscures all sight, including darkvision, beyond 15ft. Creatures 15ft. away have concealment (attacks by or against them have a 20% miss chance). In addition, the surrounding is coated in slippery condensation, increasing the DC of balance, climb, and tumble checks by 5 and a DC 5 Balance check is required to run or charge. Cloud consumes 15 lb of metal for every hour that it's in effect.
      • Wood (Monsoon): This is strong wind combined with the ferocity of a flood. All flames are extinguished. All ranged attacks are impossible (except with siege weapons, which have a –8 penalty on attack rolls), as are Listen checks because of the howling wind. Creatures and objects within the Monsoon must make a Fortitude save (DC 30) or forced prone and knocked 1d4×20 feet in the same direction the Monsoon is travelling, taking 2d6 points of damage per 10 feet. Monsoons inflict massive amounts of damage upon its surroundings and is known to tear trees from the ground. A Monsoon is 60ft. in radius, travels at a speed of 40 ft. per turn and its direction is controlled from the geoccult pole. Monsoons cost 200 lb to start, and an additional 120 lb every round that it's maintained and controlled.
    • GEOC 374: Jungle supernatural terrain features include feycast canopy, primeval rivers, and wandering wilds.
      • Feycast Canopy: These leaves and branches are fused with the essence of the Feywilds. These function as normal Canopy except that its shadows bleed into different realities. The area under the Feycast Canopy exists in both its current location and the Feywild at the same time. Anything under the canopy can interact with the the counterpart Feycast Canopy as they share the same place, but the surroundings are still the original plane you were on before entering the Feycast Canopy. At the start of Dusk and the end of Dawn, the plane surrounding Feycast Canopy changes to its counterpart, allowing for planar travel. Feycast Canopy costs 1000 lb per cubic foot, which needs to be repaid every day.
      • Primeval River: This stream flows from a rift in time, tainting its contents and the life around it. This functions as a normal stream except that anything fully immersed in the water is affected by the flow of time at half the normal rate. For all purposes, they experience two rounds for every normal round. In addition, anything born in the waters of the river possesses a random level one graft. Primeval Rivers cost 800 lb for every 10ft. in length.
      • Wandering Wilds: This feature creates an elementally infused soil combined with decaying plant matter which has the potential of new life. If 5 ft square of detritus is dealt 30 points of electricity damage or has 5 volts transferred into it then the plant matter within the soil forms a Shambling Mound. The shambling mound is controlled by the geoccult pole as a logical decision; the pole can have a number of Hit Dice of shambling mounds under its thrall at a time equal to twice the Survival check made to prepare it. Wandering Wilds costs 100 lb for every 5ft. patch; each patch of wandering wilds can only produce a single shambling mound, after which it requires six months until it is ready to produce another.


    Sadly, it is hard to be original while making a Jungle after forests and marsh have already been done.
    These look great!
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  11. - Top - End - #911
    Bugbear in the Playground
     
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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    Feedback would be greatly appreciated, especially on Transcendance...

    The Transcholar
    Spoiler
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    "And in the bloodlit dark behind his eyes, silver phosphenes boiled in from the edge of space, hypnagogic images jerking past like a film compiled of random frames. Symbols, figures, faces, a blurred, fragmented mandala of visual information."


    Image credit xeena-dragonkizz of deviantart.com

    The Transcholar studies gramarie with a very specific goal in mind: that of transcending the normal, physical world to become a creature of pure gramarie.

    Requirements: To become a transcholar you must meet all of the following requirements.
    Gramarie: Any three HEUR or IMCH principles
    Skills: Autohypnosis 13 ranks, Bluff 13 ranks
    Specialization: Must be specialized in Heuristicism or Imachination

    Hit Die: d4
    Skill Points at Each Additional Level: 6 + Int modifer

    Class Skills: A transcholar's class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Forgery (Int), Gather Information (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Knowledge (the Planes) (Int), Knowledge (psionics) (Int), Knowledge (religion) (Int), Listen (Wis), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), and Use Magic Device (Cha).

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

    1st|+0|+2|+0|+2|Applied focus, convergence (controller)|
    +0

    2nd|+1|+3|+0|+3|Convergence (sustainer), minor virtuality|
    +1

    3rd|+1|+3|+1|+3|Convergence (farseer), tangibility|
    +2

    4th|+2|+4|+1|+4|Convergence (thinker), doctorate principles|
    +3

    5th|+2|+4|+1|+4|Transcendance|
    +4
    [/table]

    All of the following are class features of the transcholar.

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

    Applied focus: As a transcholar, your training depends heavily on a blend of techniques between heuristicism and imachinery. Upon entering this class, you count as a specialist in both disciplines, and can select specialist and doctorate-level principles from either discipline. However, the foundations of your education require a very specific skill set. You must learn all of the following principles at the earliest opportunity: ARCD101, BIOY101, ELDK101, HEUR101, HEUR245, HEUR328, IMCH101, IMCH295, YGGD101. If you already know all of these principles which are available for you to select, you may select other principles as normal.

    Convergence (Su): A transcholar's studies bring you closer to your ultimate goal: to sublimate your essence into a being of pure gramarie. To do so, you must learn new applications of your gramaric principles in ways that affect and replace the needs of your physical body.
    • At 1st level, you begin altering your principles to affect your essence, starting with your Heuristicism principles. You can include yourself as an element in a gramaric circuit that you prepare; if you do so, you can make logical decisions at any control point within the circuit with only mental actions, without having to be at the actual location of the control point.
    • At 2nd level, you make the first physical changes to your body via a modified preparation of BIOY101, and become able to subsist on puissance alone. As long as you receive a number of ebbs of puissance per hour equal to your HD, you no longer need to eat or drink. If you receive twice that much, you no longer need sleep, and if you receive three times, you no longer breathe.
    • At 3rd level, your facility with Imachination principles improves, granting you the ability to create illusions in your mind of events which occur elsewhere. Whenever you are an element of a gramaric circuit, you can treat all bubbles connected to the circuit as scry sensors, as per the scrying spell (giving you information up to a 10-foot radius distance from the edge of the bubble). Any creature with Int 12 or higher that views such a bubble can make a DC 20 Intelligence check as normal to realize that the bubble is a scry sensor.
    • At 4th level, you come even closer to your ideal, using gramaric circuits to aid your thought processes. Whenever you are an element of a gramaric circuit, you can use the result of the circuit's Autohypnosis check in place of any mental skill check you make, though no more than once per round. In addition, you can make a number of logical decisions in the circuit per round equal to your Intelligence modifier.


    Principles of Gramarie: You continue to advance your study of gramarie. At each level other than 1st, you learn a new principle of gramarie that you qualify for. At 4th level you gain access to Doctorate-level principles, and can refer to yourself as a doctor of any discipline you attain that level of knowledge in.

    Minor virtuality (Su): Your experiments in becoming a virtual creature, one made entirely of gramarie, have paid dividends. Beginning at 2nd level, once per day per class level you can become incorporeal as a standard action, remaining so for up to 1 minute. During this time, your body fades into an immaterial form of altered imachinery that retains your basic likeness. While this ability is active, you acquire the incorporeal subtype. You gain a fly speed equal to your land speed (perfect maneuverability), as well as a deflection bonus to armor class equal to your natural armor bonus, if any (instead of the normal deflection bonus granted to incorporeal creatures). You can use your equipment normally, deriving benefits from items that enhance your capabilities, including armor and weapons; however, all your equipment remains material even when you are incorporeal (but see Tangibility, below).

    While using this ability, you often appear almost like a ghost wearing items of the material world. This doesn’t make your equipment more susceptible to attack (the normal rules for attended objects apply), but it does make it impossible for you to enter or pass through solid objects while wearing solid equipment. If you drop your material equipment, you can pass through solid objects at will as normal for an incorporeal creature. If you become corporeal again (such as through an act of will or from the duration of this ability running out) in an occupied square, you are shunted to the nearest empty square, taking 1d6 damage for every 10 feet of movement.

    Tangibility (Su): Upon reaching 3rd level, you learn to transform your equipment into gramarie, for a short time. Whenever you use your minor virtuality ability, you can virtualize your equipment as well, rendering it incorporeal with you. The number of pieces of equipment you can virtualize is equal to twice your Transcholar class level. This has no effect on the equipment’s function, but now when you are incorporeal, you can enter or pass through solid objects while wearing nothing other than the designated equipment. Once designated, the equipment automatically changes to incorporeal when you shed your body, and it returns to corporeality when you do.

    Transcendance (Ex): At 5th level, you have achieved your goal, and transformed into a being of pure gramarie. You build an Essence Vault, a gramaric construction which maintains your existence, and leave behind the physical world forever.

    To build your Essence Vault, first you prepare a semi-space via YGGD101, which is fixed to a location in space. Inside, you place a Simple Orthogonal Engine prepared with ELDK101; a WoodOut transformer prepared with ARCD101; an Additive Controlled illusion of yourself, targeting all available senses, prepared with IMCH295 and IMCH101 (and IMCH388 if you know it); and a gramaric circuit (via HEUR101) connecting them all, controlled by an Exotic Intelligence prepared using HEUR328. Finally, you place your own body and equipment within the semi-space, as an element of the circuit, close the semi-space from the inside, and use a modified version of BIOY101 to transcend the physical world.

    Once you transcend, your own mentality replaces the Exotic Intelligence. You keep your mental ability scores, but lose your physical scores. Like a normal Exotic Intelligence, you can take 10 on all mental skill checks, and can make up to 100 logical decisions within your Essence Vault circuit per round. You have telepathy and mindsight within your Essence Vault's bubble (both inside and out).

    Your Essence Vault has a bubble which extends outward in realspace from the location of your closed semi-space, to a radius based on your normal size (5 feet if you are Medium or smaller, 10 feet if you are Large, 15 feet if you are Huge, etc.). Your Convergence (farseer) ability applies within this bubble, and extends to the normal range of your vision (rather than being limited to 10 feet beyond the edge of the bubble). The only visual manifestation of your existence is the illusion of yourself within the bubble. This illusion functions exactly as if you were incorporeal at all times, as per your Minor Virtuality ability, except that all equipment you have on your physical body inside the space is incorporeal with you. If you used IMCH388 in the preparation of your illusion, you can spend uses of your Minor Virtuality ability to instead become fully corporeal for 1 minute.

    Unlike other semi-spaces, you can move the location of your Essence Vault (and its associated bubble) with the integrated Simple Orthogonal Engine. It moves with a fly speed equal to your land speed, with perfect maneuverability. Your physical body becomes the fuel source for the circuit, and you need no outside source of puissance to run your engine or the other principles which make up your Vault. If you know HEUR302, you can prepare principles that you know in the physical world, as normal for a gramarist.

    Your mind is forever divorced from your body, and can never return to it. However, you may change your equipment by opening your Essence Vault (a very dangerous proposition, since you can be destroyed or crippled if elements of your circuit are removed or destroyed) and adding or removing items from your body.

    If your circuit is destroyed, or if your former body within it is destroyed (removing the power source), you die; if resurrected, you return to your original state (pre-transcendance), but can transcend again by building a new Essence Vault.
    Last edited by sirpercival; 2012-12-28 at 04:35 PM. Reason: derpy typo
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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    A question on Geoc 374, for Swamps Haunted Bog feature it says that it can turn a soul into anitu dust. Where exactly is that found? I couldn't find that in BoVD.
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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    Quote Originally Posted by Arcanist View Post
    True. It takes enough time to create truly amazing Principles. Let's not add in more time for item creation as well Hell, I'd like to see for some methods to reduce time without having to hire an Alchemister (I'm experimenting with names...)

    Question:

    Is it possible to use a Ballistic Engine to fire an Orthogonal and have it gain the Push used from the Ballistic Engine to send it father and faster then normal? In essence, can you spring board one engine from another

    Ballistic Engine #1 fires Orthogonal Engine #1 at 400 push, and then Orthogonal Engine #1 triggers to shoot of it's own Push generating an additional 100 Push making it 500 Push.
    Unanswered Question.

    2nd Question: Is it possible to create any sort of element from the periodic table? How would ionization of Sunmetal (Radiation) work to create varying affects from Radiomantic material? I know from experience that Radiation can help as much as it can hurt (Aunt has Cancer), so maybe Radiation created from a Radiomatic material might yield the same effects?
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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    Quote Originally Posted by Arcanist View Post
    Unanswered Question.

    2nd Question: Is it possible to create any sort of element from the periodic table? How would ionization of Sunmetal (Radiation) work to create varying affects from Radiomantic material? I know from experience that Radiation can help as much as it can hurt (Aunt has Cancer), so maybe Radiation created from a Radiomatic material might yield the same effects?
    Well, Alchemetry is a diplomatic check to persuade the spirits of the substance to do what you want. Any similarities to real chemistry and nuclear engineering are limited. If you can come up with a way to use negative levels to cure somebody, then that's something that works. Something like a low HD parasite, for instance. If tumors are treated as having their own separate HD, then you could kill them off that way. There's a risk of permanent negative levels in the process, but that's a little like real-life radiation treatment.
    Last edited by QuidEst; 2012-12-21 at 01:57 PM.

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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    Quote Originally Posted by QuidEst View Post
    Well, Alchemetry is a diplomatic check to persuade the spirits of the substance to do what you want. Any similarities to real chemistry and nuclear engineering are limited. If you can come up with a way to use negative levels to cure somebody, then that's something that works. Something like a low HD parasite, for instance. If tumors are treated as having their own separate HD, then you could kill them off that way. There's a risk of permanent negative levels in the process, but that's a little like real-life radiation treatment.
    But... then you end up with tumors which rise as Wights. This seems like a horrendous idea.
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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    Quote Originally Posted by sirpercival View Post
    But... then you end up with tumors which rise as Wights. This seems like a horrendous idea.
    medium-sized, wights, even, about the height and weight of a human, which look like a weird and twisted reflection of the forms they had in life. they speak common.

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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    Quote Originally Posted by sreservoir View Post
    medium-sized, wights, even, about the height and weight of a human, which look like a weird and twisted reflection of the forms they had in life. they speak common.
    Eh... I guess I'm better off waiting for the ALCH/BIOY Gramarie prestige class and hoping that my prayers get answered for Medical applications of Gramarie
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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    Quote Originally Posted by Arcanist View Post
    Eh... I guess I'm better off waiting for the ALCH/BIOY Gramarie prestige class and hoping that my prayers get answered for Medical applications of Gramarie
    Beyond silverOuts of remove disease, neutralize poison, mass heal, greater restoration, psychic chirurgery, and true resurrection?
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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    Quote Originally Posted by Morcleon View Post
    Beyond silverOuts of remove disease, neutralize poison, mass heal, greater restoration, psychic chirurgery, and true resurrection?
    To me, that isn't using any form of Science to cure a disease. By relying on SilverOuts to replicate spells you are effectively playing as an Artificer and not as a Gramarist. No real wit towards playing just "I cast a spell and my problems are gone"

    To me a Gramarist should be thinking outside the norm of D&D. In a world where they have swords and sorcery, the Gramarist is left only with his wits, an hour and a little bit of ebbs. (I'd make a gun personally... Just saying... )
    Last edited by Arcanist; 2012-12-21 at 03:53 PM.
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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    Quote Originally Posted by Arcanist View Post
    To me, that isn't using any form of Science to cure a disease. By relying on SilverOuts to replicate spells you are effectively playing as an Artificer and not as a Gramarist. No real wit towards playing just "I cast a spell and my problems are gone"

    To me a Gramarist should be thinking outside the norm of D&D. In a world where they have swords and sorcery, the Gramarist is left only with his wits, an hour and a little bit of ebbs. (I'd make a gun personally... Just saying... )
    Healing pools?
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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    Quote Originally Posted by sirpercival View Post
    Healing pools?
    WELL THIS DOESN'T MAKE ME FEEL LIKE AN AWKWARD EYED PONY >_>;;
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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    Quote Originally Posted by Arcanist View Post
    WELL THIS DOESN'T MAKE ME FEEL LIKE AN AWKWARD EYED PONY >_>;;
    Derpy?

    In other news, I love the new content.

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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    Quote Originally Posted by sirpercival View Post
    But... then you end up with tumors which rise as Wights. This seems like a horrendous idea.
    What!? *checks rules* Whoa. I thought that was just from specific negative level sources. Scratch that idea. Turning somebody's tumor into a wight is definitely a Bad Idea. Also, Sunmetal bomb just got 33.7 times scarier. You create a city of the undead. (Well, unless you flub the d10, and even then, you kill a lot of commoners.)

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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    Hi kellus, would be neat to see an alchemical based alchemetrics PrC.

    One that actually knows alchemy ;p

    In fact, why has an Alchemy skill separate from craft not been made?

    Alchemy + Engineering = Alchemetrics

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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    I think alchemy was seperate from craft in 3.0, but was merged in the update.
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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    Honestly, Craft(Alchemy) has enough rules of its own and its own item category. It might as well be a separate skill, I don't think you can even use standard Craft tools for it.
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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    Quote Originally Posted by Qwertystop View Post
    Honestly, Craft(Alchemy) has enough rules of its own and its own item category. It might as well be a separate skill, I don't think you can even use standard Craft tools for it.
    You can always get a masterwork tool (+2) for any skill.
    Last edited by Morcleon; 2012-12-21 at 09:38 PM.
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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    Quote Originally Posted by Morcleon View Post
    You can always get a masterwork tool (+2) for any skill.
    Yes, but there are specific listings for certain Crafts, and "Artisan's Tools", the generic Craft set for having sufficient tools (also available in masterwork), is separate from "Alchemist's Lab" (again, masterwork is available).
    Quote Originally Posted by jamieth View Post
    ...though Talla does her best to sound objective and impartial, it doesn't cover stuff like "ask a 9-year-old to tank for the party."
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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    Quote Originally Posted by Qwertystop View Post
    Yes, but there are specific listings for certain Crafts, and "Artisan's Tools", the generic Craft set for having sufficient tools (also available in masterwork), is separate from "Alchemist's Lab" (again, masterwork is available).
    The fact that Craft (alchemy) always seems to be different is likely a holdover from previous editions. Most campaigns I'm in pretty much let you have masterwork tools if you can justify them IC.
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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    This is what you're looking for.
    Quote Originally Posted by D20SRD
    Alchemist’s lab 500 gp 40 lb.

    An alchemist’s lab always has the perfect tool for making alchemical items, so it provides a +2 circumstance bonus on Craft (alchemy) checks. It has no bearing on the costs related to the Craft (alchemy) skill. Without this lab, a character with the Craft (alchemy) skill is assumed to have enough tools to use the skill but not enough to get the +2 bonus that the lab provides.
    Quote Originally Posted by PFSRD
    Alchemist's Kit 25 gp 5 lbs. CRB

    An alchemist with an alchemist’s kit is assumed to have all the material components needed for his extracts, mutagens, and bombs, except for those components that have a specific cost. An Alchemist’s kit provides no bonuses on Craft (alchemy) checks.

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