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  1. - Top - End - #451
    Dwarf in the Playground
     
    DrowGuy

    Join Date
    Jul 2013

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

    Faku- Does my theory not count as content?
    Also, does anyone know the answer to the question I asked at the top of pg. 14? I expect it's obvious, but I'm not sure.

  2. - Top - End - #452
    Firbolg in the Playground
     
    Milo v3's Avatar

    Join Date
    Aug 2010
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    Australia
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    Intersex

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

    EDIT: This class is gonna be changed to not be a true principle user, and thus lose Principles, Organic Science, and Evolutions. This is in the interest of making the class fit it's role better.

    For example, it shouldn't really be a master infiltrator, a juggernaut with huge natural weapons and armour, and a master of biollurgy. Instead the Geneticist shall be the Biollurgy Specialist class. And this class will need to be evaluated to see what it's true role is.

    I'll prob' be putting brain storming here, 'cause wynaut.

    • Alex Mercer
    • The Thing
    • Infiltrator
      • Assimiliation
      • Made of biostructure
      • Artificial Life
      • Homunculi
      • Full Metal Homunculi
    • Different to Autopilot
      • Takes others matter, rather growing his own
      • Meant to sneak around rather than being a big target.
      • Spell Thief to the Autopilots Barbarian
      • Plasmids, rather than true mutations
    • Different to Biojack
      • Biojack gets plasmids from normal methods, Anabolist steals them
      • Biojack is more combat focused, and meant to be cyberpunky (Note: Make sure to add more cyberpunky stuff)
      • Anabolist should be stealthy, and discreet [no shiny metal everywhere until your detected].
      • Biojack manipulates external biollurgy, Anabolist manipulates internal biollurgy.


    So the Anabolist should be a sneaky hide in plain sight guy, who steals peoples powers one buy one when your the only two in the room. Your main gimmick is mimicry and surviving through murder. You are not an assassin though, you are a cancer.

    The Anabolist
    Spoiler
    Show

    "They call me a killer, a monster, a terrorist... I am all of these things."

    The assimilating abomination is a form of taint which arose from the Far Realm. This taint causes its host to become a shapeshifter known as a Anabolist, who evolves and adapts through the "noble" art of combat. By assimilating the corpses of the fallen he can warp his body into new and improved forms.

    Through this taint they can turn their arms into blades, cover themselves in a exoskeleton of bone, lash out with a tendril, and ascend walls with a step. Despite this taint, they can hide in society through use of their shapeshifting.

    Role: Anabolists act as a front-line fighter who use mobility and fast movement to their advantage. Using their natural weapons they can deal out large amounts of damage while surviving against enemy strikes because of their hard exoskeleton.

    Alignment: Anabolist often succumb to evil acts in an effort to continue to evolve, though any alignment is possible.

    Hit Die: d10.

    Starting Gold: As Barbarian.

    Class Skills
    The Anabolist's class skills are Autohypnosis (Wis), Bluff (Cha), Climb (Str), Control Shape (Wis), Craft (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Local) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis) Survival (Wis), and Tumble (Dex).

    Skill Points per Level: (4 + Int modifier)

    Anabolist
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Adaptions|Principles

    1st|
    +0
    |
    +0
    |
    +2
    |
    +0
    |Consume, natural flesh|1|0

    2nd|
    +1
    |
    +0
    |
    +3
    |
    +0
    | Baccalaureate principles, organic outfit, organic science|2|1

    3rd|
    +2
    |
    +1
    |
    +3
    |
    +1
    |Assimilate the flesh, fast movement|3|1

    4th|
    +3
    |
    +1
    |
    +4
    |
    +1
    |Evolution, natural armour|3|1

    5th|
    +3
    |
    +1
    |
    +4
    |
    +1
    |Assimilate the mind|4|2

    6th|
    +4
    |
    +2
    |
    +5
    |
    +2
    |Improved fleshshift|5|2

    7th|
    +5
    |
    +2
    |
    +5
    |
    +2
    |Magisterial principles|6|3

    8th|
    +6/+1
    |
    +2
    |
    +6
    |
    +2
    |Damage reduction, evolutions|6|3

    9th|
    +6/+1
    |
    +3
    |
    +6
    |
    +3
    |Efficient carnivore, unnatural mobility|7|3

    10th|
    +7/+2
    |
    +3
    |
    +7
    |
    +3
    |Discovery, resist taint|8|4

    11th|
    +8/+3
    |
    +3
    |
    +7
    |
    +3
    |Biostructure muscle|9|4

    12th|
    +9/+4
    |
    +4
    |
    +8
    |
    +4
    |Discovery, evolutions|9|5

    13th|
    +9/+4
    |
    +4
    |
    +8
    |
    +4
    |Natural survivor, tendril grip|10|5

    14th|
    +10/+5
    |
    +4
    |
    +9
    |
    +4
    |Discovery, improved damage reduction|11|5

    15th|
    +11/+6/+1
    |
    +5
    |
    +9
    |
    +5
    |Doctorate principles|12|6

    16th|
    +12/+7/+2
    |
    +5
    |
    +10
    |
    +5
    |Discovery, evolutions|12|6

    17th|
    +12/+7/+2
    |
    +5
    |
    +10
    |
    +5
    | Improved natural survivor|13|7

    18th|
    +13/+8/+3
    |
    +6
    |
    +11
    |
    +6
    |Discovery, perfect damage reduction|14|7

    19th|
    +14/+9/+4
    |
    +5
    |
    +11
    |
    +6
    |Abomination|15|7

    20th|
    +15/+10/+5
    |
    +6
    |
    +12
    |
    +6
    |Discovery, evolutions, natural theories|15|7[/table]

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

    Weapon and Armor Proficiency: An Anabolist is proficient with all simple weapons, light armor, and shields (except tower shields).

    Adaption (Ex): When a graft is gained through the Consume ability, the Anabolist may add it to an acceptable empty body slot, or add it to his list of adaptions. A graft which is an adaption isn't normally active on the anabolist, but as a full-round action he can replace any of his grafts with an adaption which can apply to the same body slot with a successful control shape check (DC 10).

    Any or all of these Adaptions can be dismissed as a free action, which returns your normal grafts to the body slots.

    An anabolist can have a number of Adaptions equal to the number indicated on the Anabolist Table + his Wisdom bonus (minimum 0). Any new Adaptions which would place the anabolist over his maximum replaces one Adaption of his choice.

    If the anabolist has any Adaptions which don't have a Graft, they count as level 0 Grafts when activated, temporarily returning it to a normal body part.

    Consume (Ex): An Anabolist can absorb the organic matter of other living creatures. This functions as a Coup de Grace except for the following:
    • The attack must be with an unarmed or natural attack.
    • It can affect creatures immune to Critical Hits.
    • If he succeeds in killing the creature the anabolist heals 1d4 hit points for every size category the target is over tiny, and 1 hit point if the target is tiny or smaller.
    • If he succeeds in killing the creature the anabolist may select one Graft which the creature fills the prerequisites of and gains this Graft. This Graft must be of a level equal or below the anabolist's allowed Graft Level.

    {table=head]Graft Level|Minimum Level
    1|1
    2|5
    3|10
    4|15
    5|20[/table]

    Natural Flesh (Ex): Through the use of his shapeshifting abilities, the Anabolist can return his warped body to normal. As a free action, the anabolist may remove any of the current grafts he possesses, turning the body slot back to its natural state (Counts as a level 0 Graft).

    Also, because of his body’s natural tendency to aggressively revert to its default biostructure, any grafts he gains through the Xenoalchemy ability are automatically affected by this ability after one week.

    Principles of Gramarie: At 2nd level, and again whenever indicated on your class table, you learn a new principle. Principles are supernatural (Su) abilities which bend or break the laws of physics, but not quite in the same way that most magic does. Principles can be used whenever you have the time, materials and inclination; they are effectively usable at-will if you are in an appropriate situation. Principles come in three grades: Baccalaureate, Magisterial, and Doctorate. You gain access to these higher grade principles as shown on your class table. Once you achieve the Doctorate level (at your 15th class level) you may refer to yourself as a doctor of your that discipline. You cannot put off learning a principle; if you do not qualify for one when you would otherwise receive it, it's lost. If a principle is marked [Specialist], it can only be learned by a specialist in that discipline.

    A principle is not cast, it is prepared. By preparing a principle multiple times, you can change the volume or size of the target affected. For example, if a principle targets 1 cubic foot of material, by preparing it twice (and thus spending twice as long on it) you could target 2 cubic feet of the material instead. A special case is made for bubbles, which are spherical effects. For more information on the size of bubbles, refer to the miscellaneous section at the end of this document.

    If a principle requires materials, you need extra materials every time you prepare it. You can also improve a principle later on my adding more materials to it (if applicable) and by spending more time on it. This also forces you to make a new skill check on it. Speaking of skill checks, you can always choose to use Control Shape as the skill to prepare a principle instead of the discipline key skill, but you take a -10 penalty on the check. In the same vein, you can take 20 on key skill checks made to prepare a principle, but you can never take 10 on them. Bear in mind that taking 20 means taking 20 times as long as you normally would, which for gramarie can be very long indeed. To prepare a principle you must be within range of touch of the structure or object or location on which you are setting the principle for the duration of the preparation.

    If multiple users of gramarie know the same principle, they can work simultaneously on the same project. For example, two anabolists could prepare the same principle at the same time, and the principle would count as having been prepared twice. Later a third anabolist who also knows that principle could show up and prepare it again, and the principle would then have been prepared three times. An anabolist can choose to 'lock' a principle that has been prepared, meaning that only he can continue work on it later. Bypassing the lock requires making a key skill check (based on the discipline) which beats the principle's current skill check by 5 or more.

    Organic Outfit (Ex): An Anabolist of 2nd level and above, can warp his own flesh into clothing. This requires expending a move-action and a making Control Shape check. The DC of this is equal to 10 plus the weight of the outfit.

    This clothing cannot be removed, nor does it grant any mechanical benefits and acts as though you weren't wearing anything. This ability can mimic armour, though as normal it acts as though you weren't wearing the armour.

    This clothing can be changed or removed with additional uses of this ability, (DC of removing Natural Outfit is 10).

    Organic Science: Acting as a strange example of biostructure, the Anabolist has a natural inclination towards certain sections of knowledge. You can only learn principles from the disciplines of alchemetry (ALCH), biollurgy (BIOY), geoccultism (GEOC), and yggdratecture (YGGD). However, your taint grants you eldritch control over biostructure, and as such you can learn principles with the [Organic Science] tag. An anabolist is treated as a specialist in biollurgy, and gains an additional specialization from any discipline at tenth level.

    Assimilate the Flesh (Ex): At 3rd level, the Anabolist can take on the shape of the fallen. This functions as the Change Shape ability except for the following:
    • It requires expending a full-round action.
    • Can only turn into the last creature you killed with Consume of the same size category.
    • It requires a successful Control Shape check (DC 10 + 1/2 targets CR + targets Fortitude save).
    • Can be dismissed as a free action.


    Evolution: An Anabolist is an example of a chassis with an innate link to his nature. As a anabolist you learn new methods to manipulate your form based on your scientific knowledge. Every principle has an associated evolution which you can learn once you know the corresponding principle. Evolutions which permit a saving throw have a DC of 10 + half your class level + your Wisdom modifier. Every time you gain this class feature, you gain a +2 bonus to Control Shape checks. Evolutions are extraordinary abilities unless indicated otherwise in the particular entry.

    Spoiler
    Show
    Baccalaureate
    • ALCH 101: Intro to Alchemetry: You can activate this evolution as a swift action when making an attack to ignore the targets natural armour by an amount equal to half your anabolist level.
    • ALCH 112: Spooky Solvents: You can activate this evolution as an immediate action after being successfully damaged by a slashing or piercing attack. The weapon which committed the attack is affected as though hit by acid. If is a ranged projectile based weapon, only the projectile itself is affected. This acid only affects the weapons themselves, and doesn’t harm it’s wielder.
    • ARCD 101: Intro to Arcanodynamics: You can activate this evolution as a swift action after succeeding on a piercing or slashing natural attack. The target continues to take damage every round equal to your Strength or Dexterity modifier (your choice) until they receive magical healing or a DC 15 Heal check (Fort negates). This effect only stacks from iterative attacks on the same round; additional attacks on subsequent rounds do not add to the ongoing damage.
    • ARCD 176: Disturbing Kinematics: You can activate this evolution as a standard action while mid-air to burst forward. This allows you to move upto double your landspeed in a straight line without losing altitude. After being used, this evolution can’t be used for another five rounds.
    • BIOY 101: Intro to Biollurgy: You can activate this evolution as a swift action after successfully using consume. Instead of gaining a graft, you can convert the creatures body into biostructure as long as they would normally be an acceptable target for BIOY 101. As a side-effect of consuming the target though, the amount of biostructure created is half the amount it would normally produce.
    • BIOY 191: Blacksmithing for Biologists: This evolution allows you to integrate weapons and armour made of biostructure into your body. This requires a full-round action and a successful Control Shape check (DC 20 for weapons, 30 for armour) to commit. Failure on the check doesn’t damage the object, and simply wastes your time. Success indicates the weapon or armour is converted into a graft and placed directly into the body slot or turned into an adaption, with its body slot determined by the type of object it is.
      {table=head]Object Type|Body Slot
      Weapon|Hand
      Armour|Body
      Shield|Arms[/table]
    • ELDK 101: Intro to Eldrikinetics: This evolution can be activated as a swift action when you make a charge, run or overrun action. Until the end of the round, the enhancement bonus to speed from your Fast Movement is doubled.
    • ELDK 150: Kinetic Conversions: This evolution can be activated as an immediate or swift action when landing or otherwise hitting the ground from a fall. All fall damage is negated. Upon reaching 11th level, this may be exchanged for another evolution you meet the prerequisite of.
    • GEOC 101: Intro to Geoccultism: This evolution allows you to sense the presence of all geoccultism poles within a 1 mile radius per class level that are made of biostructure as a full-round action. This tells you how many are within the radius and their general direction.
    • GEOC 117: Rocks for Jocks: This evolution grants you a climb speed equal to half your land speed. Upon reaching 13th level, this may be exchanged for another evolution you meet the prerequisite of.
    • HEUR 101: Intro to Heuristicism: This evolution creates a circuit net around you with a radius of 5 ft. per 4 class levels. This circuit automatically connects to any circuited chassis that isn't already connected to a circuit, and can only be used by you to command circuited chassis's.
    • HEUR 159: Experimental Thoughts: This evolution allows you to detect signals within the minds of those nearby. By focusing while within a circuit, you can detect thoughts in the area like the spell, except that instead of a cone you detect through the whole volume of the circuit and doesn't have a maximum range (instead again limited by bubble size). Avoiding having your surface thoughts read is an opposed Bluff vs. Autohypnosis check.
    • IMCH 101: Intro to Imachination: This evolution can be used as an immediate action when an attack misses you. For 1d4 rounds, it appears to the attacker that the attack successfully hit unless they succeed on a will save.
    • IMCH 167: Unbound Expectations: This evolution allows you to lower your sensory output, causing you to blend in to the surroundings better. You gain a +5 bonus to all Hide and Move Silently checks and causes you to always count as downwind for the purposes of scent.
    • KALD 101: Intro to Kaleidomantics: This evolution allows the anabolist to modify metal-based biostructure to allow it to pass through Yellow Filters. You can modify a mass of biostructure you are in contact with as a standard action and Control Shape check (DC 15), you may also remove this modification in the same manner.
    • KALD 107: Unearthly Colours: An anabolist with the Evolution no longer requires to breath, and gains a swim speed equal to half their base land speed.
    • YGGD 101: Intro to Yggdratecture: This evolution may be activated as a free action when creating a storage device (such as a chest) out of biostructure, or converting a storage device into biostructure. The resulting biostructure storage device can store twice as much as it normally would.
    • YGGD 198: Unsettling Geometry I: This evolution may be activated as an immediate action when you would be Alternated by a flux against your will. When making the reflex save, you may add half of your Control Shape ranks to the roll.


    Magisterial
    • ALCH 202: Irregular Properties: This evolution grants energy resistance 10 to acid, electricity, fire, or sonic. Which energy it protects from can be changed with a move action and a Control Shape check (DC 25).
    • ALCH 286: Mysterious Metallurgy: This evolution allows you to count your natural attacks to have been made of bronze, copper, gold, iron, lead, mercury, silver, or tin. Changing which metal it functions as requires a move action and a Control Shape check (DC 30).
    • ARCD 204: Nonlinear Waves: This evolution can be activated as a full-round action while in light. When used you become photosynthetic, healing you a number of points equal to the amount of ebbs that would be generated if you were a Gold Input multiplied by half your class level.
    • ARCD 230: Interpretive Charges: This evolution can be activated as a standard action while in contact with an acidic or electrified liquid. One cubic foot of the liquid has it's acidicity or electricification nullified for a number of rounds equal to your class level.
    • BIOY 228: Animate Construction: This evolution can be activated as a free action when you create a biostructure chassis. It gains two hit dice per size category above medium, instead of only one per size category.
    • BIOY 273: Artificial Reckoning: This evolution can be activated as a free action when you create a biostructure chassis. Afterwards you may cast Charm Monster on the chassis upto once per day as long as it's within range of the spell. This has a caster level equal your class level.
    • ELDK 219: Atypical Ballistics: This evolution may be activated as a swift action when attacking with a natural weapon. This changes it to have a range of 60 ft. until the end of the round. Once this ability has been used, the natural weapon becomes unusable for 1d4 rounds. If you possess regeneration, the natural weapon doesn't become unusable after this ability is used.
    • ELDK 276: Unnatural Propulsion: This evolution allows you to modify your density midfall, allowing you to glide. You can glide whenever you would fall, allowing you to move 20 feet horizontally for every 5 feet vertically. As a swift action, you can propel yourself 10 feet into the air once every 1d4 rounds.
    • GEOC 235: Bizarre Biomes: You can activate this evolution as a swift action to ignore a single terrain feature inside of a biome as if it weren't there until your next turn (that is, as if there was only the baseline terrain in the square instead). You cannot end your turn inside of a solid terrain feature.
    • GEOC 291: Unknown Oceans: This evolution may be activated as a swift action. Causing your attacks to not suffer penalties when underwater, regardless of type of damage they deal or whether they are ranged, thrown, or melee.
    • HEUR 245: Nonstatic Instruction: This evolution allows the anabolist to attempt to control a circuit as a swift action rather than a standard action.
    • HEUR 266: Unorthodox Triggers: This evolution may be activated as a swift action. By beating the Autohypnosis check of a circuit by 10, you can have the circuit not consider your actions for triggering responses until the start of your next round.
    • IMCH 228: Imperfect Images: This evolution may be activated by spending a swift action, adapting yourself to your surroundings. This grants concealment until the start of your next turn.
    • IMCH 295: Perturbed Mentalities: This evolution allows the anabolist to use Control Shape for all purposes that Lucid Dreaming can be used.
    • KALD 238: Extrareal Hues: This evolution allows the anabolist to modify biostructure chassis to allow it to retain it's poison abilities pass through Green Filters. You can modify a chassis you are in contact with as a standard action and Control Shape check (DC 20), you may also remove this modification in the same manner.
    • KALD 282: Cthonic Dyes: When you create biostructure, you can grant it additional dimensions. While on the plane it was created on, it also exists simultaneously on a coexistant plane of your choice.
    • YGGD 212: Unsettling Geometry II: This evolution allows you to resist changes in gravity. If a local area has gravity different from the normal for the plane it is on, you can make a Control Shape against the DC of the effect to ignore it (for principles, this is 10+5 per principle of same discipline, for others, this is however they determine DCs normally).
    • YGGD 241: Incongruous Pathways: This evolution can be activated as a free action whenever you create a semi-space attached a creature, creating a Hammerspace. A Hammerspace has no portal that can simply be reached into and out of. Instead, whenever the creature interacts with a container, it can instead pull things out of (or store things in) it's Hammerspace. No amount of searching the creature shows anything different, but the Hammerspace still is there.


    Doctorate
    • ALCH 325: Preternatural Fluids: An anabolist with this evolution may become fluid. As a full-round action you can affect yourself with an Amorphous Form effect. This functions as the spell except it lasts until you dismiss it, and it is an extraordinary effect like other evolutions.
    • ALCH 364: Unexpected Materials: This evolution allows you to count your natural attacks to have been made of adamantine, cold iron, elysian bronze, fire-forged steel, frost-forged steel, mithral, moonsteel, or virdium. Changing which metal it functions as requires a move action and a Control Shape check (DC 50).
    • ARCD 350: Unlikely Thermodynamics: This evolution grants a breath weapon, dealing either Cold or Fire damage (chosen when the evolution is selected). This breath weapon deals 1d10 damage per class level (halved on a successful reflex save) and is a 100 ft. line. Once used, this evolution can't be used again for 1d4 rounds.
    • ARCD 365: Unsubstantiated Light: This evolution grants you protection from radiomantic energies. Fortitude saves to remove negative levels caused by radiomantic energy are always successful and occur after only one hour after receiving the negative level. In addition, regardless of any amount of radiomantic exposure, you won't obtain the Tainted template.
    • BIOY 340: Erratic Mutations: This evolution grants an additional five adaptions.
    • BIOY 381: Eccentric Genetics: After gaining this evolution, select a LA +1 template whenever a child to you would be born. That child gains that template. You may choose to not place a template onto a child if you so choose.
    • ELDK 355: Strange Locomotion: This evolution allows you to travel through Biostructure any number of times per day. This functions as a non-magical Tree Stride, with biostructure counting as an elm tree.
    • ELDK 399: Immaterial Travel: As a full-round action you can attack the dimensional structure of the plane your on (AC 30). If you succeed it functions as a non-magical Gate spell of the Travel variety.
    • GEOC 323: Curious Climates: This evolution grants you immunity to the negative effects of all non-magical weather, though it does still effect weather from Geoccult poles.
    • GEOC 374: Supernal Ecologies: This evolution works like that for GEOC 235, except for a supernatural terrain feature.
    • HEUR 302: Abnormal Behaviour: This evolution may be activated a s a free action when you create a biollurgical chassis. This chassis learns one Baccalaureate principle you know.
    • HEUR 328: Exotic Intelligence: This evolution may be activated as a free action when you create an EI. This EI becomes an Organic Intelligence (or OI), meaning they can only circuited with biostructure chassi but their bubble radius is triple what it would normally be.
    • IMCH 334: Nonsensical Senses: This evolution grants touchsight to a range equal to 10 ft. per level.
    • IMCH 388: Glamorous Gramarie: This evolution can be activated as a swift action. If you lower a creatures health to 0 or below, or make a critical hit. The creature believes they are dead for 1d8 rounds, acting as though they had the dead condition as appropriate (will negates).
    • KALD 347: Superlunar Pigments: This evolution allows the anabolist to modify biostructure to allow it to pass through Violet Filters. You can modify a cubic foot of biostructure or a complete chassis you are in contact with as a standard action and Control Shape check (DC 30), you may also remove this modification in the same manner.
    • KALD 379: Imperceptible Shades: This evolution can be activated as a free action when creating biostructure to infuse it with bits of a black filter. Anything fully enclosed by black filter biostructure cannot be detected through magical senses and stops magical methods to divine any information about things within.
    • YGGD 353: Uncanny Cosmology II: This evolution places a demiplane within the Anabolist. This functions as a tethered demiplane created by 353. You constantly sense everything that occurs on the plane and can prepare YGGD 353 for it despite being outside of it. You may never enter this demiplane, but as a full-round action you can turn your mouth into a portal to and from the plane for others to travel through.
    • YGGD 371: Abstruse Causality: This evolution may be activated a s swift action, to grant the anabolist two additional move actions for the turn.


    Fast Movement (Ex): Anabolist subtly manipulate their forms as they move, allowing for better mobility. Upon reaching 3rd level, an anabolist gains an enhancement bonus to his speed, as shown on the table below. An anabolist in medium or heavy armour or carrying a medium or heavy load loses this extra speed.

    {table=head]Level|Enhancement Bonus
    3-5|+10 ft.
    6-8|+20 ft.
    9-11|+30 ft.
    12-14|+40 ft.
    15-17|+50 ft.
    18-20|+60 ft.[/Table]

    Natural Armour (Ex): As the Anabolist slowly adapts to the world, his flesh adapts to the threats of combat. An anabolist of 4th level gains a bonus to Natural Armour equal to a third of his class level (rounded down).

    Assimilate the Mind (Ex): Upon attaining 5th level, an Anabolist can absorb the minds and memories of the fallen. When the anabolist uses Consume and kills the target, they can gain the benefits of one of the following, at the cost of not gaining a Graft:
    • Add a Weapon or Armour Proficiency, which the target possessed to the anabolist list of Proficiencies.
    • Learn a Language that the target knew.
    • He can read the memories of the target, this functions as Speak with Dead except it has a casting time of a free action, and the duration of 1 round. The Caster Level is equal to halve his class Level.


    Improved Fleshshift (Ex): Upon reaching 6th level, the Anabolist can use activate his Adaptions (Detailed above), as a Standard action instead of a Full-Round action and can turn into any of the last three creatures you killed with Consume when using Assimilate Body.

    Damage Reduction: At 8th level, the Anabolist's form is hardened and highly resistant to attack, gaining Damage Reduction 5/-. Subtract 5 from the damage the anabolist takes each time he is dealt damage from a weapon or a natural attack. At 14th level this increases to DR 10/-, and at 18th level it increases to DR 15/-.

    Damage reduction can reduce damage to 0 but not below 0.

    Efficient Carnivore: Upon reaching 9th level, whenever the Anabolist succeeds in killing a creature with Consume, they heals 1d6 hit points for every size category the target is over tiny, and 1d4 hit points if the target is tiny or smaller.

    Unnatural Mobility (Ex): Starting at 9th level, the Anabolist gains a bonus to Climb, Jump and Tumble checks equal to his class level.

    Discovery: At 10th level, and again every two levels thereafter, you make an important discovery in gramaric research. You may choose a single discovery you qualify for off of the list of discoveries for Biollurgy.

    Resist Taint (Ex): Upon reaching 10th level, the Anabolist gains a bonus on saves equal to his class level against diseases, poisons and to will saves against symbionts.

    Biostructure Muscle (Ex): Being a shapeshfting clump of biomass, he can manipulate his organs and muscles to become immune to fall damage and sneak attacks, and count as one size larger for the purposes of carry capacity and the Rock Throwing ability.

    Natural Survivor (Ex): Biostructure is a creature of pure life, and life’s main drive is to survive. Upon reaching 13th level, they gain the benefits of either Evasion or Mettle of the Mountain. These improve to Improved Evasion and Improved Mettle of the Mountain respectively at seventeenth level.

    Tendril Grip (Ex): Using thin tendrils the Anabolist can grip to nearly any surface. As of 13th level, the anabolist can walk and travel on vertical surfaces or even traverse ceilings as well as a spider does.

    The anabolist doesn’t need his hands free to climb in this manner and can use his feet. He gains a climb speed equal to his land speed; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down) or slopes. A creature with this ability retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it.

    Abomination: Upon reaching 19th level, the Anabolist can take full advantage of his biostructural nature. He functions as an aberration and a creature of his type, whichever would be most beneficial in the situation. Also he becomes immune to death from massive damage, aging, disease, petrification, and polymorph effects.

    Natural Theories: At 20th level you discover a new law of gramarie, which must be chosen from the list of Theories and have biollurgy specialisation as one of it’s prerequisites. You can never discover more than one gramaric Theory.

    NOTE: Transvolution
    Spoiler
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    For games were Transvolution is used, remove all mentions of Yggdratecture from the class. And add Transvolution as a discipline that can be learned from Organic Science feature.


    NOTE: Mutation Grafts
    Spoiler
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    To make Anabolist work for use with the Physician class, change mentions of Xenoalchemy for Xenobiollurgy and make the following alteration to consume:

    Consume (Ex): An Anabolist can absorb the organic matter of other living creatures. This functions as a Coup de Grace except for the following:
    • The attack must be with an unarmed or natural attack.
    • It can affect creatures immune to Critical Hits.
    • If he succeeds in killing the creature the anabolist heals 1d4 hit points for every size category the target is over tiny, and 1 hit point if the target is tiny or smaller.
    • If he succeeds in killing the creature the anabolist may select one mutation which the creature would have available for Field Research of the physician. This mutation becomes a graft for the anabolist and must be of a level equal or below the anabolist's allowed Graft Level. The mutator level of grafts you possess equals your anabolist level.


    {table=head]Graft Level|Minimum Level
    1|1
    2|5
    3|10
    4|15
    5|20[/table]
    Last edited by Milo v3; 2014-02-28 at 12:28 AM.
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by UDwarf View Post
    Faku- Does my theory not count as content?
    It does! I hadn't added it because of Kellus' response, quoted below:

    Quote Originally Posted by Kellus View Post
    - Awesome idea for a theory, UDwarf, I'll touch it up and upload it later tonight!
    It hasn't been added as of yet, so I'll put a link up to your post for now.

    Quote Originally Posted by Milo v3 View Post
    Here's my properly updated Grim Wight.
    Index updated to reflect the new link. Here's the updated version:



    Please note (mostly due to time constraints) that I haven't done a broad search for any Gramarie material. I have only indexed what is in this thread and half of the last. If I missed anything, point it out and link it, and I'll add it to the list.
    Last edited by Fako; 2013-07-16 at 11:49 AM.
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    <Fako> You laugh because it's true :P
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  4. - Top - End - #454
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    eek Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Using the Chromomancer's evolving grafts and the discovery that let's you place lvl 5 grafts, could you make the "lvl 6" divine salient grafts from xenobiologist level 20?
    EDIT: Also, could Head of State in an epic game allow you to overthrow your fae court patrons (using the IMCH PRC) or any of the other similar patrons?
    Last edited by UDwarf; 2013-07-16 at 02:50 PM.

  5. - Top - End - #455
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Artillery Expert doesn't seem to fully work. It says that it increases the object's size for damage purposes, but damage is done through complete warrior rules, which does it through weight, not size category.

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

    Also: If an EI's class features would create something physical (like an Ozodrin making a true form) would the true form, in that example, be created in the circuit? Can an EI make something physical in that way? What about incarnum? Etc... You get the idea.

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

    Came up with a little something for the technological singularity.

    Spoiler
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    The Theory of Transdeific Intelligence
    Grade: Theory
    Prerequisite: Specialization in heuristicism, must know six HEUR principles
    Preparation Time: 168 hours, not required to be in one continuous session

    The parochial view of intelligence would have the layman envision a scale ranging from village idiot to Mordenkainen to gods, with a vast gap in between. But to even possess a mind as we are familiar with implies an even greater gap between known sentience and the simplicity of animals. With this theory, you propose that the difference between a village idiot and a god is like the difference between a flea and an ant, and seek to create something beyond all speculation.

    This theory may be prepared like HEUR 328 to produce a special EI referred to as a Transdeific Intelligence or TI which functions as a regular EI with the following special abilities. Preparation requires the aid of at least 3 level 20 EIs or any TI.

    Self-Mirroring Method (Ex): The TI knows all heuristicism principles and this theory, and may prepare them like any other gramarist.

    Recursive Interpersonal Analysis (Ex): The TI is immune to mind-affecting effects and any attempts to read or predict its mind, except for those from other TIs of greater or equal Intelligence.

    Brain Design Space Super-Set Comprehension (Ex): The TI does not suffer any negative effects for attempting to interact with or comprehend other beings or their minds, no matter how eldritch or incomprehensible they may seem.

    Optimization Process (Ex): The TI has an Optimization score equal to the Autohypnosis check result used to create it. Any changes to its Optimization score likewise change the Autohypnosis check result from its creation, for all purposes.

    Optimized Thought Process (Ex): The TI gains an untyped bonus to all Int, Wis, and Cha-based checks as well as Concentration checks and Initiative equal to 1/2 its Optimization score.

    Unified Cognition (Ex): The TI's Wisdom and Charisma scores are permanently treated as if they were equal to the TI's Intelligence score.

    Logistical Mastermind (Ex): The TI may make a number of logical decisions per round equal to its Intelligence score times its Optimization score.

    Self-Optimization (Ex): The TI may permanently increase its Optimization score by 1 by spending a number of logical decisions equal to (Optimization score)^2.5 rounded down. This expenditure may be spread out over any interval of time.

    Mind-Theory Innovation (Ex):The TI may permanently increase its Intelligence score by 1, up to a maximum of 10 + twice its level, by spending a number of logical decisions equal to 1000000x(Intelligence score)^3. This expenditure may be spread out over any interval of time.

    Simulated Experimentation (Ex): The TI may gain 1 XP by spending 10000 logical decisions. This expenditure may be spread out over any interval of time.

    Thinking Beyond Thought (Ex): The TI may manifest any of the following psionic powers, if it has the listed requisite Intelligence score, with a manifester level of 1/2 its Optimization score and using Intelligence as its key manifesting score, as extraordinary abilities without paying an XP cost nor an action cost, nor a manifesting time. The TI does not become a psionic creature nor gain a power point reserve, nor may it spend power points to use this ability if it gains them from another source, but instead pays for the manifestation with a number of logical decisions equal to (power point cost)^3. These powers ignore all immunity to mind-affecting effects or divination and scrying, except for that of other TIs with greater or equal intelligence.

    Thinking Beyond Thought Power List:
    30 Int
    Precognition, Empathy, Call to Mind, Distract.

    40 Int
    Detect Hostile Intent, Attraction, Aversion, Demoralize, Know Direction and Location, Telempathic Projection.

    50 Int
    Temporal Acceleration, Psionic Contingency, Clairvoyant Sense, Psionic Charm, Brain Lock, Disable.

    60 Int
    Read Thoughts, Psionic Suggestion, Schism, Psionic Identify, Psionic Tongues.

    70 Int
    Object Reading, Mind Probe, Id Insinuation, Aura Sight, Detect Teleportation.

    80 Int
    Greater Precognition, Psionic Modify Memory, Psionic Divination, Aura Alteration, Sensitivity to Psychic Impressions.

    90 Int
    Hypercognition, Insanity, Remote Viewing, Death Urge, Shatter Mind Blank, Fate of One.

    100 Int
    Metafaculty, Psionic Moment of Prescience, Psionic Domination, Psionic True Seeing.

    Special: Manifesting Temporal Acceleration by spending logical decisions does not provide the TI with another round's worth of logical decisions. It experiences faster subjective time by expending more processing resources without changing the actual passage of time.

    Special: Powers that affect the behavior of others require communication from the TI.

    Special: Remote Viewing only provides perceptual benefits to the TI. It does not allow for detection as a psionic scrying sensor, not does it allow for distant manifestation of powers from this list.


    Edit: Made the logical decision cost for powers a cubic function instead of squared. Number of logical decisions scales differently so it starts significantly lower. XP now costs 100x as much. Added more powers but put them into a meaningful progression based on Int prerequisites. Made it take much longer to create and added an EI aid requirement.
    Last edited by General Patton; 2013-07-16 at 07:03 PM.

  8. - Top - End - #458
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by General Patton View Post
    Came up with a little something for the technological singularity.

    Spoiler
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    The Theory of Transdeific Intelligence
    Grade: Theory
    Prerequisite: Specialization in heuristicism, must know six HEUR principles
    Preparation Time: 24 hours

    The parochial view of intelligence would have the layman envision a scale ranging from village idiot to Mordenkainen to gods, with a vast gap in between. But to even possess a mind as we are familiar with implies an even greater gap between known sentience and the simplicity of animals. With this theory, you propose that the difference between a village idiot and a god is like the difference between a flea and an ant, and seek to create something beyond all speculation.

    This theory may be prepared like HEUR 328 to produce a special EI referred to as a Transdeific Intelligence or TI which functions as a regular EI with the following special abilities.

    Self-Mirroring Method (Ex): The TI knows all heuristicism principles and this theory, and may prepare them like any other gramarist.

    Recursive Interpersonal Analysis (Ex): The TI is immune to mind-affecting effects and any attempts to read or predict its mind, except for those from other TIs of greater orequal Intelligence.

    Brain Design Space Super-Set Comprehension (Ex): The TI does not suffer any negative effects for attempting to interact with or comprehend other beings or their minds, no matter how eldritch or incomprehensible they may seem.

    Optimization Process (Ex): The TI has an Optimization score equal to the Autohypnosis check result used to create it. Any changes to its Optimization score likewise change the Autohypnosis check result from its creation, for all purposes.

    Optimized Thought Process (Ex): The TI gains an untyped bonus to all Int, Wis, and Cha-based checks as well as Concentration checks and Initiative equal to 1/2 its Optimization score.

    Unified Cognition (Ex): The TI's Wisdom and Charisma scores are permanently treated as if they were equal to the TI's Intelligence score.

    Logistical Mastermind (Ex): The TI may make a number of logical decisions per round equal to 100x its Optimization score.

    Self-Optimization (Ex): The TI may permanently increase its Optimization score by 1 by spending a number of logical decisions equal to (Optimization score)^2.5 rounded down. This expenditure may be spread out over any interval of time.

    Mind-Theory Innovation (Ex):The TI may permanently increase its Intelligence score by 1, up to a maximum of 10 + twice its level, by spending a number of logical decisions equal to 1000000x(Intelligence score)^3. This expenditure may be spread out over any interval of time.

    Simulated Experimentation (Ex): The TI may gain 1 XP by spending 100 logical decisions.

    Thinking Beyond Thought (Ex): The TI may manifest any of the following psionic powers with a manifester level of 1/2 its Optimization score and using Intelligence as its key manifesting score, as extraordinary abilities without paying an XP cost nor an action cost, nor a manifesting time. The TI does not become a psionic creature nor gain a power point reserve, nor may it spend power points to use this ability if it gains them from another source, but instead pays for the manifestation with a number of logical decisions equal to (power point cost)^2. These powers ignore all immunity to mind-affecting effects or divination and scrying, except for that of other TIs with greater or equal intelligence.

    Thinking Beyond Thought Power List:
    Precognition, Clairvoyant Sense, Object Reading, Greater Precognition, Hypercognition, Metafaculty, Empathy, Attraction, Call to Mind, Psionic Charm, Aversion, Brain Lock, Read Thoughts, Psionic Suggestion, Psionic Modify Memory, Schism, Mind Probe, Insanity, Psionic Moment of Prescience, Temporal Acceleration, and Psionic Contingency.

    Special: Manifesting Temporal Acceleration by spending logical decisions does not provide the TI with another round's worth of logical decisions. It experiences faster subjective time by expending more processing resources without changing the actual passage of time.

    Special: Powers that affect the behavior of others require communication from the TI.
    That is just...I dunno. It seems ridiculously over the top, even when compared to other theories.

  9. - Top - End - #459
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by RFLS View Post
    That is just...I dunno. It seems ridiculously over the top, even when compared to other theories.
    Toned it down a bit. It's not like this gives Heuristicism specialists an easier time of destroying the world than Kaleidomancers. Those people can make a mini-sun on one side of the planet, an infinite water source in the upper atmosphere on the other side, and let the flooding + boiling + global warming (water vapor is a greenhouse gas) take out the whole world. A self-improving super intelligence that single-handedly solves the protein-folding problem, quantum mechanics, and human psychology in a few weeks is much tamer by comparison.

  10. - Top - End - #460
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    The Demiplane of Crystalline Dreams - Jerall
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    Science. Science can save lives as well as it can destroy them.

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

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

    Names: Demiplane of Crystalline Dreams
    Principles: ALCH 101, ALCH 202, ALCH 286, ALCH 325, ALCH 364, ARCD 365, BIOY 101, BIOY 228, BIOY 273, BIOY 381, HEUR 101, HEUR 302, YGGD 101, YGGD 241, YGGD 353,
    Discoveries: Sublime Sunmetal, Platinum Standard, Rabbit Hole, Usurp Space, Weird Time, Oefficient Orichalcum
    Prestige Classes: Dreamason 10th, Gramarie-Lord 5th
    Feats: Equivalent Circuits
    Theories: Irreducible Complexity, Periodic Theory, Transdeific Intelligence

    Step 1
    You establish an Erratic Time Demiplane with a HEUR 302 that produces HEUR 302s that expand it's Heuristic bubble to the limits of the Demiplane and set up a HEUR 302 that produces HEUR 302s which expands the Demiplane outward a minimum of 3957 miles in radius (or larger as you require).

    After this you must establish life in your new Demiplane through whatever means necessary. Although abduction is an option it is highly illegal across the planes. It is recommended that you establish a HEUR 302 which produces more HEUR 302 which produce Erratic Genetic Sentient-Circuited Chassi until you have a minimum of 50 males and 500 females.

    Projected population of Jerall
    Spoiler
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    {table=head]Age (Year)|Highest level (Average)|Population (Beginning to End)|Highest level of Gramarie (Average)
    Age of the Creator (0-353)|6th (1st)|551 - 8,825|Baccalaureate (None)
    Age of Antiquity (354-742)|8th (3rd)|8,825 - 171,205|Baccalaureate (Baccalaureate)
    Age of Exploration (743-995)|11th(6th)|171,205 - 1,078,591|Magisterial (Baccalaureate)
    Age of the Godless & Rise of the Lords (997- (1,000)0KY)|15th(10th)|1,078,591 - 1,617,887|Doctorate (Baccalaureate)
    Rule of the Lords (0KY-(1989)989KY)|15th (10th)|1,617,887 - 80,004,512|Doctorate (Magisterial)
    Robespierre's Rebellion (989KY-(1999)0NY)|19th (14th)|80,004,512 - 555,586|Doctorate (Doctorate)
    Vault Dwelling (Beginning & End) 0NY-16NY|6th (1st)|555,586 - 666,703|Baccalaureate (None)[/table]


    Step 2
    You now alter the internal elements of the Demiplane and replace in the following order:

    • Inner Core: Orchalcum expanding infinitely, connected through a network of Circuits leading back to the creator in whatever form they deem necessary.
    • Outer Core: AdamantineOuts casting True Creation (Iron) to be converted into Platinum for Orchalcum and placed into field to absorb Ebbs and be moved onward.
    • Stiffer Mantle: LeadIns & Outs connected to Orchalcum while absorbing Sunmetal energy into it.
    • Asthenosphere: Sunmetal, constantly refreshed and laid to do it's natural processes.
    • Rigid Mantle: Natural Environment with Lucid Dreamcatchers laid throughout to absorb dreams into it and transport them into Orchalcum. Dreams are unaffected and function normally. Between boarder of Rigid Mantle and Crust is a large encasement of Quicksilver allowing the internal core to function at twice it's speed.
    • Crust: Natural Environment.


    Step 3
    Establish an E.I., Transdeify it, have it take 20 levels of Gramarist (YGGD/GEOC), have it surrender ownership of the Demiplane to the TI (Usurp Space) and have it convert it into a True Plane and it be a DvR0 entity while on that plane. Give the TI specific orders:

    3 Laws of Robotics
    Spoiler
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    1. Thou shalt not disobey your Creator for you are owned by them, nor shall thee seek to become ownerless. Should thy owner become deceased you become owned by your Creator's next of kin and serve them as you would your Creator.
    2. Only at the command of your Creator may you create another T.I. or E.I. and under no circumstances are they to not have these 3 rules.
    3. Thou shalt never attempt an Autohypnosis check against itself or anything T.I. unless so directed by Creator.


    Goals & Alignment
    Spoiler
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    • To follow the owner or Creator's commands to the spirit and the letter.
    • To allocate ebbs as dictated by the Creator.
    • Thou shalt prevent native inhabitants of Jerall from leaving the local planar sphere (The Inner, Outer & Material Planes adjacent to Jerall).
    • Thou shalt prevent native inhabitants of Jerall from becoming aware of the artificial nature of the plane.
    • Thou shalt not harm a native inhabitant of Jerall, unless it is in self defense or they act against the previously stated goals.


    Overarching Directive -Assigned maximum priority
    "Thou shalt make no decisions without carrying out a Hypercognition to determine the decision the Creator (from point of thy own creation) would make if aware of the present circumstances and thou shalt always obey the decisions rendered by this process.

    Should thy own Creator change alignment, principles, beliefs or other fundamental aspects of self through self-reflection and not through the aid of magic, psionics or persuasion, the T.I. can update it's motives and goals accordingly to match the Creators new mindset."

    The Chassi are all circuited as to allow the T.I. to momentarily dominate certain figures in the world to ensure the secrecy of the Artificial nature of the Plane.


    Step 4
    Leave the Plane forever. You had plenty of fun creating it, but that is beyond you. You've now developed your power source that will last through out the ages and it is spectacular...


    I knew I would manage to get a plug in for my campaign setting somewhere in here! Anywho! Some features and some base assumptions for the setting are:

    • Hanuman's Radiomantic Rules are added to standard Sunmetal effects with some additional ones:
      • If "Taint" rules are in effect, certain areas targeted more harshly during the Rebellion still maintain their radiomantic effects, delivering 1 point of Corruption per minute spent in the area.
    • There are no God's per se, so most people worship the elements and nature, however in recent years certain cults and orders have increased in popularity, but never really get far due to either infighting, corruption, etc.
    • Since Robespierre's Rebellion, magic has effectively changed how the world works. Instead of Gramarie and Magic working seamlessly together, they class against each other. Arcane magic, for whatever reason, is always casted at -2 CL unless it can somehow absorb the very structure of Gramarie at which point it gains a +1 CL bonus for each tier and disassembling the entire principle as a whole (any Principles within 5ft*Spell level). This has lead to the majority of the population relying upon Psionics and alternative forms of magic, like Incarnum and the mass extinction of all things Arcane. Wizards and Sorcerers are hunted through city streets and exterminated on sight.
    • This is a very low level campaign and can scale up to 13th level before flying out of control and the power of the Old world slowly creeps out and envelopes the world... If you'd like to play an Epic campaign in Jerall, I'd recommend you play it in a different age (most likely Robespierre's Rebellion and the Rise of the Lords). I, personally, am against the idea of letting Epic level Characters run around Jerall all willy-silly (although Epic Characters do exist, they are relics of a dead age...)


    Tell me your thoughts and commentary on both the Blueprint and the concept of the setting
    Last edited by Arcanist; 2013-07-17 at 12:51 PM. Reason: Adjusting T.I's goals
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  11. - Top - End - #461
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    I see at least one "optimal solution" (totally not a loophole) which you might have missed.

    Killing all the inhabitants prevents them from escaping or realizing the artificial nature of the plane.

    Also, the 4th goal is subsumed into the 1st. The 2nd and 3rd goal should be reformulated along the lines of "Thou shalt manage the inhabitants of Jerall, preferring live inhabitants ignorant of the artificial nature of the plane to dead inhabitants and preferring dead inhabitants to living inhabitants aware of the artificial nature of the plane or who have escaped from the plane."

    Pretty neat place you built there.
    Last edited by General Patton; 2013-07-16 at 10:33 PM.

  12. - Top - End - #462
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by General Patton View Post
    I see at least one "optimal solution" (totally not a loophole) which you might have missed.

    Killing all the inhabitants prevents them from escaping or realizing the artificial nature of the plane.

    Also, the 4th goal is subsumed into the 1st. The 2nd and 3rd goal should be reformulated along the lines of "Thou shalt manage the inhabitants of Jerall, preferring live inhabitants ignorant of the artificial nature of the plane to dead inhabitants and preferring dead inhabitants to living inhabitants aware of the artificial nature of the plane or who have escaped from the plane."

    Pretty neat place you built there.
    Ladies and Gentlemen! Patton, lord of the written word
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Arcanist View Post
    Ladies and Gentlemen! Patton, lord of the written word
    The 3rd and 4th goals still need to be deleted. Also, unless you give a clear order of priority for the 2 remaining goals, or provide a more rigorous definition of inhabitant, the Creator/owner may become a victim of contradicting-goal resolution.

    I feel like the 3 Laws could be adequately replaced by

    Warning. Obselete. Not edited out to showcase the process of doing AI correctly.
    Spoiler
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    Overarching Directive -Assigned maximum priority
    "Thou shalt make no decisions without carrying out Hypercognition to determine the decision thine Creator would make if thine Creator knew all that thou know and thought as swiftly as thou, and thou shalt always obey the decisions rendered by this process."


    This, of course, ends up subsuming goal 1 as well, leaving just the Overarching Directive and the general mission statement of what it should do about the inhabitants of Jerall. But your decisions regarding the mission statement are automatically rendered by the Overarching Directive, which conveniently also prevents you from having stubborn TI that refuse to abandon old orders. Also causes the TI's own Alignment to become a design artifact because it just mirrors the Creator's Alignment in real time, even if he changes his mind...

    Spoiler
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    Overarching Directive -Assigned maximum priority
    "Thou shalt make no decisions without carrying out Hypercognition to determine the decision thine Creator would make if thine Creator knew all that thou know and thought as swiftly as thou and were free of all external mental influence that the Creator would judge as undesirable were he free from it, and thou shalt always obey the decisions rendered by this process."


    I feel like I'm still missing something after fixing that snafu, and I'd be mighty proud of anyone that manages to push this intellectual pursuit even further.

  14. - Top - End - #464
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    You're missing the concept of "Society is an external construct and makes no sense unless raised in it. Thus Creator would act differently if not raised by Society and thus I have to make a theoretical Creator raised by myself and use HIM as the template for my actions..."


    Also the 3 Rules I made up are made In-Character by a Pragmatic Evil Overlord, the 4 added slightly later by Arcanist.
    Just saiyan.

    Slightly revised Laws of EIbotics
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    1. All Laws are to be followed in order. Should a contradiction occur then place a higher priority on the higher Laws to resolve said issue. Should a Law be broken by accident except to fulfill a higher Law thy must immediately consider thyself ownerless and unable to find a new owner, although thou may still may use logical decisions for sensing thou surroudings. The Creator must personally and directly forgive thy crime to thou
    2. All EIs produced must contain these Laws
    3. Thou shalt not be ownerless nor seek to become ownerless nor through direct or indirect action . Should thy owner die thy ownership returns to thy Creator, should both perish then thou shalt become the property of any sibling of the Creator or their Creator (preference on sibling), they are considered thy new Creator and thy new Owner for the purposes of this Law. Should thou find no such new owner thou will refuse to take any Logical Decisions and shut down permanently unless doing so would endanger the lives of any Sentient (INT3+) creature or any Chassi, then thou shalt insure their safety (priority on not ending lives and on more permanent forms of safety to a maximum of 10 years) for a minimum of 1 (one) hour before shutting down
    4. Thou shalt not cause or through inaction allow to die King Telaris or your owner unless any course of action (including ignoring the threat) would result in the deaths of 1,000 or more Sentient non-Chassi or the person to die specifically overrides this law
    5. Thou shalt not produce any Sentient life without the direct order of your Owner or King Telaris.
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  15. - Top - End - #465
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by General Patton View Post
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    The 3rd and 4th goals still need to be deleted. Also, unless you give a clear order of priority for the 2 remaining goals, or provide a more rigorous definition of inhabitant, the Creator/owner may become a victim of contradicting-goal resolution.

    I feel like the 3 Laws could be adequately replaced by

    Warning. Obselete. Not edited out to showcase the process of doing AI correctly.
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    Overarching Directive -Assigned maximum priority
    "Thou shalt make no decisions without carrying out Hypercognition to determine the decision thine Creator would make if thine Creator knew all that thou know and thought as swiftly as thou, and thou shalt always obey the decisions rendered by this process."


    This, of course, ends up subsuming goal 1 as well, leaving just the Overarching Directive and the general mission statement of what it should do about the inhabitants of Jerall. But your decisions regarding the mission statement are automatically rendered by the Overarching Directive, which conveniently also prevents you from having stubborn TI that refuse to abandon old orders. Also causes the TI's own Alignment to become a design artifact because it just mirrors the Creator's Alignment in real time, even if he changes his mind...

    Spoiler
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    Overarching Directive -Assigned maximum priority
    "Thou shalt make no decisions without carrying out Hypercognition to determine the decision thine Creator would make if thine Creator knew all that thou know and thought as swiftly as thou and were free of all external mental influence that the Creator would judge as undesirable were he free from it, and thou shalt always obey the decisions rendered by this process."


    I feel like I'm still missing something after fixing that snafu, and I'd be mighty proud of anyone that manages to push this intellectual pursuit even further.
    I'm confused what you mean by "Goals" Do you mean everything written under the Goals & Alignment section? Or the 3 Laws section?

    As the Creature is a T.I., I should be able to work with the assumption that it should be able to make any decision I would make, most likely before I make it. Making it's Goals coincide with mines, however is the major problem.

    I believe that the Goal should read something like:

    • Thou shalt prevent native inhabitants of Jerall from leaving the local planar sphere (The Inner, Outer & Material Planes adjacent to Jerall).
    • Thou shalt prevent native inhabitants of Jerall from becoming aware of the artificial nature of the plane.
    • Thou shalt not harm a native inhabitant of Jerall, unless it is in self defense or they attempt to defy the previously stated goals.
    • Thou shalt make no decision without carrying out a hypercognition to determine the decision the Creator would make if aware of all circumstances and free of all external influence. Thou shalt follow this decision as if it were from the Creator themself and is only to be superseded by the actual Creator.
    It keeps them inside the Plane, prevents them from becoming aware of the nature of the Plane and makes sure the T.I. does not kill the inhabitants without probable cause. It also allows the T.I. to perform logical decisions without the constant consultation of the Creator.

    I can't help, but feel that something here is missing though

    EDIT: I suppose I should add that I don't want this E.I. to be a slave, I just want it to have a purpose and just do it... Hmm... Why does my tongue taste like contradiction?
    Last edited by Arcanist; 2013-07-17 at 12:16 AM.
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Arcanist you have to deal with the "What if Creator is Mind-Controlled or Diplomanced" issue, which is what the 'no external' line is about, which has its own problem
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by LordChaos13 View Post
    Arcanist you have to deal with the "What if Creator is Mind-Controlled or Diplomanced" issue, which is what the 'no external' line is about, which has its own problem
    If the character is Diplomacy'd it suggest that the character has accepted the speakers logic, thus adopting it as their own, which I wouldn't necessarily rule as an external influence since although the line of reasoning came from an external source it was processed and found self-evident by the owner (See Inception). Mind-Control, however is an external influence and thus liable for the text to remain valid and such commands to be ignored.

    How does the T.I. check if the Creator is mind controlled? WELL that is best left to be asked by Patton.
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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 confused what you mean by "Goals" Do you mean everything written under the Goals & Alignment section? Or the 3 Laws section?
    Goals & Alignment

    Quote Originally Posted by LordChaos13 View Post
    Arcanist you have to deal with the "What if Creator is Mind-Controlled or Diplomanced" issue, which is what the 'no external' line is about, which has its own problem
    Quote Originally Posted by Arcanist View Post
    If the character is Diplomacy'd it suggest that the character has accepted the speakers logic, thus adopting it as their own, which I wouldn't necessarily rule as an external influence since although the line of reasoning came from an external source it was processed and found self-evident by the owner (See Inception). Mind-Control, however is an external influence and thus liable for the text to remain valid and such commands to be ignored.

    How does the T.I. check if the Creator is mind controlled? WELL that is best left to be asked by Patton.
    The problem with Diplomancy is that the very existence of the TI demonstrates that human psychology is exploitable and the right words said with the right understanding could essentially hijack a person by exploiting every form of cognitive bias we have. Not much difference between guaranteed success on an epic Diplomacy check and having (Ex) Psionic Dominate conveyable through words. People are convinced of bad things for bad reasons all the time in real life.

    This is the best I've got now.

    Overarching Directive -Assigned maximum priority
    "Thou shalt make no decisions without carrying out Hypercognition to determine the decision thine Creator would make if thine Creator knew all that thou know and thought as swiftly as thou and starting from the moment of thine creation the Creator had only ever received outside influence in the form of sensory stimuli experienced through this intellectual paradigm, and thou shalt always obey the decisions rendered by this process."

    If the new changes mean what I think they mean, then it should retroactively filter out all personality changes from non-mundane sources, and the mundane ones are retroactively viewed through the lens of an impossible to manipulate being with epic Sense Motive. You still can't undo whatever brain-hacking you started with, but it will constantly keep you updated to your ideal mentality by un-brain-hacking you after determining that the impossible to manipulate version of you saw through and disapproved of that bard's fancy word magic.

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

    Quote Originally Posted by General Patton View Post
    Overarching Directive -Assigned maximum priority
    "Thou shalt make no decisions without carrying out Hypercognition to determine the decision thine Creator would make if thine Creator knew all that thou know and thought as swiftly as thou and starting from the moment of thine creation the Creator had only ever received outside influence in the form of sensory stimuli experienced through this intellectual paradigm, and thou shalt always obey the decisions rendered by this process."
    This is insanely wordy. I don't think we should need a treaty to detail the mental cognition of a T.I. how I detest you Psychology

    Overarching Directive -Assigned maximum priority
    "Thou shalt make no decisions without carrying out a Hypercognition to determine the decision the Creator (from point thy own creation) would make if aware of the present circumstances and thou shalt always obey the decisions rendered by this process."

    It establishes that the T.I. thinks exactly how the Creator would from the point that the T.I. was created at and would continue to perform as such, however this makes me ask the question of what should the T.I. do if the Creator has a willing "Change of Heart" from being a good slayer of evil to an evil tyrannical dictator? Does the T.I. still think with the old mindset and try to exterminate the creator as he is against his perimeters or does he contradict his perimeters and allow evil to remain? Either way he defies his own programming...

    ... Now you know why I hate Psychology
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Arcanist View Post
    Overarching Directive -Assigned maximum priority
    "Thou shalt make no decisions without carrying out a Hypercognition to determine the decision the Creator (from point thy own creation) would make if aware of the present circumstances and thou shalt always obey the decisions rendered by this process."
    unless doing so would cause direct or indirect harm to the plans or schemes formed after thy creation by the Creator. Additionally thy shalt not attempt to change thou Creator's alignment, principles and other fundamental aspects of self through any direct means of interaction.
    Should thou Creator change alignment, principles or other fundamental aspects of self through non-diplomacy, non-mind control means (example: genuine change of faith brought on by tragic or fortunate event or natural progression of character over time) consult with Creator (actual not at-time-of-creation)
    At any time the Creator may request thy update thou hypercognition decisions but this will not be implemented only if any change in fundamental aspects of self has been changed not included in the later paragraph
    Due to mental stuff in my head I find it hard to understand normal human behaviour.
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by LordChaos13 View Post
    unless doing so would cause direct or indirect harm to the plans or schemes formed after thy creation by the Creator. Additionally thy shalt not attempt to change thou Creator's alignment, principles and other fundamental aspects of self through any direct means of interaction.
    Alright, this makes sense as I read it now. It is after midnight at the moment so that might change.

    Quote Originally Posted by LordChaos13 View Post
    Should thou Creator change alignment, principles or other fundamental aspects of self through non-diplomacy, non-mind control means (example: genuine change of faith brought on by tragic or fortunate event or natural progression of character over time) consult with Creator (actual not at-time-of-creation). At any time the Creator may request thy update thou hypercognition decisions but this will not be implemented only if any change in fundamental aspects of self has been changed not included in the later paragraph
    "Should thou Creator change alignment, principles, beliefs or other fundamental aspects of self through self-reflection and not through the aid of magic, psionics or persuasion, the T.I. can update it's motives and goals accordingly to match the Creators new mindset."

    ... Or something along those lines.
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Arcanist View Post
    Alright, this makes sense as I read it now. It is after midnight at the moment so that might change.



    "Should thou Creator change alignment, principles, beliefs or other fundamental aspects of self through self-reflection and not through the aid of magic, psionics or persuasion, the T.I. can update it's motives and goals accordingly to match the Creators new mindset."

    ... Or something along those lines.
    Probably something like or non-natural persuasion or that which is based upon falsehood, given what you said would exclude someone revealing new information to the creator.

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

    @Kellus: Though anyone can weigh in I guess

    Quote Originally Posted by greenpotato View Post
    "Logical Decision: Any kind of decision which changes the way a principle or component works. Logical decisions can also be changed in a circuit."

    it's pretty loosely defined IMO.

    Also, I can't seem to find anything stopping either of the following:

    1: The EI making itself a living creature (via a spell or a feat or something) and therefore creating a feedback loop that means it never stops feeding itself XP

    2: Making the HEUR circuit that you target and convert into a dreamcatcher have an amount of ebbs in it or linked to a generator to convert ebbs straight into XP
    Quote Originally Posted by LordChaos13 View Post
    Logical decisions:


    Seems pretty clearcut to me.

    1) yes but I'm ignoring abuse like that assuming an EI cant be hit with a Dreamcatcher as part of themselves, otherwise PsiEIs wouldn't even need to have physical bodies just the PsiDreamcatcher
    2) Nope, see the Dream Reserve DOES NOT act like normal Orichalcum or other Ebb Storage. It can ONLY be filled via Catcher and THEN routed away. Basically it isn't converted into Ebbs it is converted into protoEbbs that could be made into 10XP or 1Ebb

    EDIT:

    You can't, I simply tie the Circuit to a Semispace tied to a pebble. Move the pebble away, attach with a different pebble also semispaced... tada reuseable workspace
    Quote Originally Posted by greenpotato View Post
    "you can control the flow of the puissance inside of the circuit as a logical decision as well"
    "flow into me" = logical decision, no?


    * note that this does not matter as components of a circuit do not have to be in physical contact. / me


    A dreamcatcher is a HEUR circuit that has an added function, a HEUR circuit can include other sources of Ebbs and you can move those ebbs with a logical decision.

    What am I missing here?
    Quote Originally Posted by LordChaos13 View Post
    a Dream Reserve is a non-physical piece of Grammarie like a HEUR302.
    A Dream CATCHER fills the Dream RESERVE which has the properties of being able to make XP

    You CANNOT violate the mechanics of each piece of Grammarie except in 1 way:
    Reselecting the variables listed by each piece of Grammarie and the order in which Puissance flows
    Quote Originally Posted by greenpotato View Post
    You seem to be ignoring this line: "Whenever you set up a circuit with a HEUR principle, you can choose to make it a dreamcatcher"

    My interpretation of it is simply another way of getting ebbs into a HEUR circuit, and unless I'm missing some rule somewhere someone is willing to point me towards I can't find anything that says otherwise.
    Not only does it not say you can fuel the net and interact with the HEUR circuit you turned into a dreamcatcher, it specifically calls out targeting any other HEUR principle to create the dreamcatcher and as we see in HEUR 101 can include generators and all manner of stuff.

    If a dreamcatcher was not like any other HEUR circuit then why does it say "Whenever you set up a circuit with a HEUR principle, you can choose to make it a dreamcatcher"?
    Why does it use the terms Puissance and Ebbs and Circuit after it's already called out the ability to be used on any HEUR principle of the intention is for it not to interact with any other gramarie?
    Due to mental stuff in my head I find it hard to understand normal human behaviour.
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Made two possible ALCH/BIOY theories, one of which is based on how Atropus created the original gods.

    Theory of Echoed Construction
    Grade: Theory
    Prerequisite: Specialization in Biollurgy or Alchemetry, must know four BIOY principles (including BIOY 101 & 228) and four ALCH principles
    Preparation Time: 6 hours
    Everything contains an imprint of what it was, although this is effectively useless for most purposes. This isn't one of those purposes. When applied to a chassis, this theory causes it to regain the fast healing and lack of need for food and water it lost when it became a chassis(although it can still eat and drink if it wishes), and causes it to count as either an object or creature if that one would be more beneficial.(For instance, if hit with an eldritch blast, it would count as an object because eldritch blasts deal half damage to objects.)

    Theory of Divine Ascension
    Grade: Theory
    Prerequisite: Specialization in Biollurgy or Alchemetry, must know four BIOY principles (including BIOY 228) and four ALCH principles(including ALCH 364), The Architect class feature
    Preparation Time: 6 hours
    This fragmentary theory allows you to use your knowledge of reality to temporarily cause a chassis to ascend into godhood. As part of preparing it you must make either a Heal or Diplomacy check. After being prepared it can be activated at any time in order to grant the chassis a divine rank equal to it's constitution modifier, and turn all of it's biollurgically-applied grafts into thematically related salient divine abilities instead of the chassis gaining abilities based on it's divine rank. These effects last for a number of rounds equal to your check before the theory wears off and must be prepared again to be activated.
    Theory of Atropus(optional)
    The Theory of Divine Ascension was derived from Atropus' creation of the gods. If one manages to directly study Atropus(a monumental and near-suicidal task), one can complete the theory to replicate his original creation of the gods. This allows you suffer an amount of lethal damage equal to the divine rank being applied the chassis that cannot be healed except naturally. In return, the ascension into divinity and it's effects are permanent. However, should you suffer enough damage to die from this ability, you will undergo results similar to Atropus.
    Last edited by Draconas1; 2013-07-17 at 09:56 AM.

  25. - Top - End - #475
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Draconas1 View Post
    Made two possible ALCH/BIOY theories, one of which is based on how Atropus created the original gods.

    Theory of Echoed Construction
    Grade: Theory
    Prerequisite: Specialization in Biollurgy or Alchemetry, must know four BIOY principles (including BIOY 101 & 228) and four ALCH principles
    Preparation Time: 6 hours
    Everything contains an imprint of what it was, although this is effectively useless for most purposes. This isn't one of those purposes. When applied to a chassis, this theory causes it to regain the fast healing and lack of need for food and water it lost when it became a chassis(although it can still eat and drink if it wishes), and causes it to count as either an object or creature if that one would be more beneficial.(For instance, if hit with an eldritch blast, it would count as an object because eldritch blasts deal half damage to objects.)

    Theory of Divine Ascension
    Grade: Theory
    Prerequisite: Specialization in Biollurgy or Alchemetry, must know four BIOY principles (including BIOY 228) and four ALCH principles(including ALCH 364), The Architect class feature
    Preparation Time: 6 hours
    This fragmentary theory allows you to use your knowledge of reality to temporarily cause a chassis to ascend into godhood. As part of preparing it you must make either a Heal or Diplomacy check. After being prepared it can be activated at any time in order to grant the chassis a divine rank equal to it's constitution modifier, and turn all of it's biollurgically-applied grafts into thematically related salient divine abilities. These effects last for a number of rounds equal to your check before the theory wears off and must be prepared again to be activated.
    Theory of Atropus(optional)
    The Theory of Divine Ascension was derived from Atropus' creation of the gods. If one manages to directly study Atropus(a monumental and near-suicidal task), one can complete the theory to replicate his original creation of the gods. This allows you suffer an amount of lethal damage equal to the divine rank being applied the chassis that cannot be healed except naturally. In return, the ascension into divinity and it's effects are permanent. However, should you suffer enough damage to die from this ability, you will undergo results similar to Atropus.
    Mmm... the first one is near useless. Fast Healing is obtainable via Lesser Vigor and not needing food and water via Ring of Sustenance. Counting as an object/creature could be situationally beneficial, I guess.

    The second one is ridiculously powerful. Even if it's temporary, you can still use the minutes or so it grants to create as many artifacts as you want and Alter Reality the crap out of things.

    The optional part is kinda of worse. You could simply take (Total HP)-1 of damage, then sit in a demiplane to heal. Thus giving you a (assuming Gramarist 20 and Con 14) Divine Rank 111 Deity under your control.

    ...also, what is Atropus?
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Morcleon View Post
    Mmm... the first one is near useless. Fast Healing is obtainable via Lesser Vigor and not needing food and water via Ring of Sustenance. Counting as an object/creature could be situationally beneficial, I guess.

    The second one is ridiculously powerful. Even if it's temporary, you can still use the minutes or so it grants to create as many artifacts as you want and Alter Reality the crap out of things.

    The optional part is kinda of worse. You could simply take (Total HP)-1 of damage, then sit in a demiplane to heal. Thus giving you a (assuming Gramarist 20 and Con 14) Divine Rank 111 Deity under your control.

    ...also, what is Atropus?
    You can't give a chassis Craft Artifact because there are no grafts even slightly related to that, and you would need Noble Blood for Alter Reality(although I did change it to clarify that they only get salient abilities from grafts, not also from divine ranks). In addition, the Divine Rank is equal to the chassis' con bonus, so you can't sacrifice more HP to raise it above that.
    Admittedly, I do tend to make things either overpowered or underpowered. As for the optional, it's totally up to the DM if you find Atropus and you probably won't survive getting on and studying him even in epic levels.

    As for what Atropus is, he is the being who created the original gods, but in doing so had to kill himself. Ever since then he's remained as his undead head(which is the size of a moon) trapped in eternal torment and has been purging all life he comes across and raising everything that dies as undead in the hopes that when everything dies, so can he. He's in the Elder Evils book.
    Last edited by Draconas1; 2013-07-17 at 09:56 AM.

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

    Quote Originally Posted by thethird View Post
    One question/concern

    Now that there are two baccalaureate of each discipline a multiclass character with two levels of grammarist can enter any of the prcs, but as written won't be able to select magisterial principles ever, since :"At 7th level you gain access to Doctorate-level principles, and can refer to yourself as a doctor of any discipline you attain that level of knowledge in." Incidentally this also means that Doctorate principles are going to be hard to get, since they would only have two principles of the discipline (and doctorate principles need 3 principles of the discipline).

    Wouldn't it be better to add a line such as: "At 3rd level you gain access to Magisterial-level principles, if you did not have access before."

    One hope for the future

    Man I would love there to be a matrix based theory, perhaps only as heuristics, or as a combo of Heuristicism and Imachination. Something among the lines of:

    The Theory of Matrix
    Grade: Theory
    Prerequisite: Specialization in heuristicism or imachination, We Are All Connected discovery, Combinatory Illusions discovery, must know four HEUR principles and four IMCH principles
    Who wants to live in the real world anyways? The mind: the final frontier, to boldly go where no one has gone before.
    You learn how to link sentient creatures, i.e. not mindless, to heuristical circuit. If the target is unwilling it receives a new saving throw whenever it is affected by the heuristical circuit. Sentient creatures so connected can be sustained on puissance alone, needing one ebb per HD per hour.
    You also learn one new function of illusion:
    • Connected: A connected illusion is only apparent to creatures who have been connected by an heuristical circuit. Instead of being diminished by such a wide focus it is strengthened by everyone's beliefs, knowledge and preconceptions. After a creature attempts a check to disbelief the illusion, whether successful or not, the other creatures in the connected illusion will try to repair it, for this make a bluff check using the highest bluff modifier of those who still believe in the illusion, and add a +2 for each other believer. If you have access to IMCH 388, use the highest knowledge modifier (for each skill individually) of the different creatures to determine if the illusion can bestow the different conditions.


    The wording of the illusion can certainly be improved, and probably illusions of everyone involved would be necessary so they don't end bumping with things....
    Hey wondering If I could bother you guys to help finish and approve this since I have a campaign that's coming up and would like to use this

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

    Quote Originally Posted by thethird View Post
    One question/concern

    Now that there are two baccalaureate of each discipline a multiclass character with two levels of grammarist can enter any of the prcs, but as written won't be able to select magisterial principles ever, since :"At 7th level you gain access to Doctorate-level principles, and can refer to yourself as a doctor of any discipline you attain that level of knowledge in." Incidentally this also means that Doctorate principles are going to be hard to get, since they would only have two principles of the discipline (and doctorate principles need 3 principles of the discipline).
    The skill ranks.

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

    Also Im fairly sure the PrCs should be updated to require 3 of 1 type, since the 2nd 100 is a new addition
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    Default Re: By the Inferior Science of our Enemies: Gramarie Mark II

    Quote Originally Posted by Lateral View Post
    The skill ranks.
    That's ice to know
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