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Fako
2013-12-16, 02:30 PM
Gramarie

http://www.ffcompendium.com/art/6-terra_magitek-a.jpg
Are you ready? I hope you are ready because I am ready



Flying machines. Insane weaponry. Complex machines that are beyond understanding, save by its creators. These things are all staples of fantasy, and yet most answers for those in D&D is "a wizard did it". This thread is a place for discussion on an alternate system for these machines, called Gramarie. The system was created by Kellus, and has outgrown two discussion threads. Considering Gramarie is currently under heavy rewrite, there will be indexes for both versions below.

Gramarie 2.0 Current Progress
Content below is subject to change, and may be in partial draft status.
System
Overview of Changes (http://www.giantitp.com/forums/showsinglepost.php?p=17337266&postcount=502)

Classes
Academist (http://www.giantitp.com/forums/showsinglepost.php?p=17621213&postcount=620) (Replaces Gramarist)
Warmaker
Geneticist (http://www.giantitp.com/forums/showsinglepost.php?p=17611051&postcount=604)
Arcwielder (http://www.giantitp.com/forums/showsinglepost.php?p=17701186&postcount=709)
Anabolist (WIP) (http://www.giantitp.com/forums/showsinglepost.php?p=17720713&postcount=713)

Disciplines
Alchemetry (http://www.giantitp.com/forums/showsinglepost.php?p=17880021&postcount=754)
Arcanodynamics (https://docs.google.com/document/d/1qjMNE25ARjW8ChaVfhUzWyMgf_Z2cuBWwe-7kquj244/edit?usp=sharing)
Biollurgy (http://www.giantitp.com/forums/showsinglepost.php?p=17484688&postcount=536)
Constructivity
Divinentropy
Eldrikinetics (http://www.giantitp.com/forums/showsinglepost.php?p=17659595&postcount=681)
Geoccultism
Heuristics
Imachination
Kaleidomantics
Yggdratecture

Kellus' Gramarie System
This list is from the Mark II thread, and contains all of the content created and maintained by Kellus.
The content below likely does not have working tables.

Introduction (http://www.giantitp.com/forums/showthread.php?p=15557390#post15557390)
Base Classes Aerostatistician (http://www.giantitp.com/forums/showthread.php?p=15557393#post15557393) (Placeholder)
Gramarist (http://www.giantitp.com/forums/showthread.php?p=15557399#post15557399) Discoveries (http://www.giantitp.com/forums/showthread.php?p=15557414#post15557414)
Theories (http://www.giantitp.com/forums/showthread.php?p=15557457#post15557457)
Saboteur (http://www.giantitp.com/forums/showthread.php?p=15557405#post15557405) (Placeholder)
Warmaker (http://www.giantitp.com/forums/showthread.php?p=15557410#post15557410)
Gramaric Disciplines Alchemetry (http://www.giantitp.com/forums/showthread.php?p=15557420#post15557420)
Arcanodynamics (http://www.giantitp.com/forums/showthread.php?p=15557425#post15557425)
Biollurgy (http://www.giantitp.com/forums/showthread.php?p=15557430#post15557430)
Eldrikinetics (http://www.giantitp.com/forums/showthread.php?p=15557437#post15557437)
Geoccultism (http://www.giantitp.com/forums/showthread.php?p=15557439#post15557439) Part II (http://www.giantitp.com/forums/showthread.php?p=15557443#post15557443)
Heuristicism (http://www.giantitp.com/forums/showthread.php?p=15557445#post15557445)
Imachination (http://www.giantitp.com/forums/showthread.php?p=15557447#post15557447)
Kaleidomantics (http://www.giantitp.com/forums/showthread.php?p=15557451#post15557451)
Yggdratecture (http://www.giantitp.com/forums/showthread.php?p=15557454#post15557454)
Prestige Classes Apogineer (http://www.giantitp.com/forums/showthread.php?p=15557462#post15557462)
Arcanitect (http://www.giantitp.com/forums/showthread.php?p=15557467#post15557467)
Asternomist (http://www.giantitp.com/forums/showthread.php?p=15557468#post15557468)
Ayuscientist (http://www.giantitp.com/forums/showthread.php?p=15557473#post15557473)
Contractor (http://www.giantitp.com/forums/showthread.php?p=15557476#post15557476)
Dreamason (http://www.giantitp.com/forums/showthread.php?p=15557477#post15557477)
Dungeonjammer (http://www.giantitp.com/forums/showthread.php?p=15557482#post15557482)
Graughtsman (http://www.giantitp.com/forums/showthread.php?p=15557488#post15557488)
Lode-Bearer (http://www.giantitp.com/forums/showthread.php?p=15557492#post15557492)
Masinist (http://www.giantitp.com/forums/showthread.php?p=15557497#post15557497)
Millwight (http://www.giantitp.com/forums/showthread.php?p=15557501#post15557501)
Prime Mover (http://www.giantitp.com/forums/showthread.php?p=15557505#post15557505)
Shadowright (http://www.giantitp.com/forums/showthread.php?p=15557513#post15557513)
Stellar Cartographer (http://www.giantitp.com/forums/showthread.php?p=15557519#post15557519)
Transcholar (http://www.giantitp.com/forums/showthread.php?p=15557523#post15557523)
Other Material Feats (http://www.giantitp.com/forums/showthread.php?p=15557417#post15557417)
Miscellaneous Topics (http://www.giantitp.com/forums/showthread.php?p=15557529#post15557529)
Credits (http://www.giantitp.com/forums/showthread.php?p=15557537#post15557537)


Fan-Brew links
Too Much Gramarie Homebrew Compendium (http://www.giantitp.com/forums/showthread.php?t=317762) - The definitive list of non-canon Gramarie content, maintained by Arcanist
The Mad Scientist's Menagerie (http://www.giantitp.com/forums/showthread.php?p=16670452#post16670452) - Want a Gramarie-based thing to beat your enemies and/or players with? Milo_v3 has you covered.
Saboteur (http://www.giantitp.com/forums/showsinglepost.php?p=17258558&postcount=482) - A tentative writeup of the "anti-gramarie" class, provided by Grek.

Discussion on Other Sites
These may reference material that is out of date. Always assume that the links in the index above provide the most current information.
MinMax Boards (http://www.minmaxboards.com/index.php?board=152.0)
Reddit (http://www.reddit.com/r/DnD/comments/1t4mp3/dd35_for_engineers_the_gramarie_homebrew_system/)
The Gaming Den (http://www.tgdmb.com/viewtopic.php?t=54186)
TvTropes (http://tvtropes.org/pmwiki/pmwiki.php/TabletopGame/GramarieSystem)

For The Greater Good of Gramarie
Gramarie Attack Plan (https://www.dropbox.com/s/yb3zzjvksxxzz80/GramarieAttackPlan.pdf) - Steps on how to clean up and improve Gramarie as a whole.
Gramarie Fix Wish List (https://docs.google.com/spreadsheet/ccc?key=0Aq_lkcxB9hgXdHFGTURwRFJnSW9qVV9rMU1CbnhTU lE&usp=sharing) - If there are specific parts of the system that you feel have issues, add them to this list.
Gramarie IRC (http://mibbit.com/#[email protected]) - An IRC channel created by sirpercival to allow real-time discussion of Gramarie. The link will connect you using mibbit, should you wish to connect using another client it is #Gramarie at irc.rizon.net.

Current Gramarie News
Updated July 2nd, 2014
Older members of the council (myself included) are filtering in, and progress is being had towards Gramarie 2.0. As such, there's now an index above to make it easy to find items that have been adjusted and/or added, and the vital bits that are missing are listed there in plain text. The older table of contents will NOT be going away, but will likely be spoilered as more progress is made on the new version. Anyone wishing to do work on a core discipline is encouraged to join the IRC channel (http://mibbit.com/#[email protected]), to ensure that their design ideas mesh well with any others also working on the same area.

sirpercival
2013-12-16, 02:38 PM
My preciousssssssssssssssssssssssssssubscibe

Rolep
2013-12-16, 02:55 PM
My preciousssssssssssssssssssssssssssubscibe
This. Also, I was hoping that this thread be called 'Kellus, All your Base Are Belong to Us!'.

sirpercival
2013-12-16, 03:26 PM
Alright, try this on for size. For PUIS206:


Ebbs that it refracts come together into a single insubstantial object, called a 'conglomerate', which persists and slowly releases energy over an extended period of time. The amount of ebbs stored in a conglomerate is fixed upon creation. A conglomerate has no physical substance, and cannot be picked up or handled, instead being moved in any way that puissance can normally be moved. When a conglomerate is processed by a gramaric device, it is not consumed, but it remains to be transported to other devices. It may never be processed by the same device more than once in a single round.

When a conglomerate is processed by a gramaric device, it provides ebbs equal to one-tenth of the number of stored ebbs (rounded down, minimum 1). This does not remove ebbs from the conglomerate, but is more like puissamantic interest. After it has provided a total number of ebbs equal to the Spellcraft check of the solidifier, the conglomerate naturally decomposes into the aether.

Arcanist
2013-12-16, 04:54 PM
Anyone currently working on anything should port over here to... Spread the word. :smallamused:

thethird
2013-12-16, 04:54 PM
Check my signature for things I am working on :smalltongue:

Arcanist
2013-12-16, 05:06 PM
Check my signature for things I am working on :smalltongue:

Doesn't matter. It's easier to criticize something, if it is right in front of us.

Milo v3
2013-12-16, 05:39 PM
*Looks at thread title*
...
...
Damn you Morgan Freeman!

sirpercival
2013-12-16, 06:18 PM
so should i port dvpy over here? since i'm still adding/editing stuff (like the feat i added a little bit ago)?

Arcanist
2013-12-16, 06:52 PM
so should i port dvpy over here? since i'm still adding/editing stuff (like the feat i added a little bit ago)?

Go for it. I'd recommend that you include anything else you might have developed and wish to be reviewed.

thethird
2013-12-16, 07:08 PM
Constructivity
The heart has reasons that reason does not understand.http://fc07.deviantart.net/fs70/i/2010/080/3/d/Mechanical_Heart_by_SaTaNiA.jpgElemental planes are pure. Their undiluted essence is a direct manifestation of the environment and power. For a long time practitioners of the spellcasting arts have tried to gather this strength sapping the vitality of the elementals and tying it to their whim. This originally arcane rituals have been tuned by the power of science into a fine art. Expanding the binding not only to the elemental beings but to the true constituents of the elemental plane.

Constructivity involves the binding of elements into materials allowing the intrepid grammarist to access the potential of the connected plane and use it to feed other grammaric contraptions. Constructivity involves the fine tuning and maintenance of the elemental hearts. Any masterwork tool specialized in auscultating the heart or a masterwork tuning fork provides a +2 circumstance bonus to perform checks made in relationship with constructive hearts. The Diausculpason is the proverbial tuning fork employed in the creation of the heart of the inner planes and according to legend with it new elemental planes could be created.

Key Skill: Perform (keyboard instruments)

CONT 101: Intro to Constructivity
Grade: Baccalaureate
Prerequisites: None
Target: at least 1 solid cubic foot of iron, copper, tin, or mercury
Preparation Time: 1 hour

This principle transforms a raw material into a constructive heart. The target material depends on the elemental to tie; iron hosts fire, mercury traps water, tin holds earth, and copper captures air. As part of this principle, you make a Perform skill check to ensure that the elemental can inhabit the material and keep pumping energy. The elemental inside the heart produces energy by consuming material of its constructive heart, in doing so this material is turned into the essence of the plane to which the elemental is native, and then lost in the environment without any appreciable effect. A constructive heart requires 1 cubic foot of associated material per week in order to keep functioning.

{table=head]planetary metal|element
iron|fire
mercury|water
tin|earth
copper|air[/table]

A small elemental provides a number of ebbs depending on the result of the Perform (keyboard instruments) check.

{table=head]Perform check|ebbs per round
15 or below|1
16-25|1
26-30|2
31-35|3
36 or higher|5[/table]

A Heart generates ebbs once every round, but cannot store them. Any ebbs remaining from the last time it generated ebbs are lost when it refreshes.

You also know how to update and retune the constructive hearts that you have created in the past so the elementals inside them have room to grow and become more potent.

You can replace the perform check of a conductive heart with a new perform check. If you were not the original creator of said conductive heart you suffer a -5 penalty on the check but are otherwise unimpeded. After tuning it in this way you are considered the creator, and thus can apply this principle again to improve the heart without the penalty.

CONT 123: Constructive Gourmet [Specialist]
Grade: Baccalaureate
Prerequisites: Perform (keyboard instruments) 4
Target: 1 constructive heart
Preparation Time: 1 hour

Instead of feeding material to the elemental you can satisfy it with material associated with it's plane. By preparing this principle over a constructive heart that you have created you can modify it to feed on the essence of its plane instead of the material of the heart. In this way you need to provide the constructive heart with 1 cubic foot of its associated element (fire, air, water, earth) for it to consume. The consumption is gradual and takes a week, thus the constructive heart needs to be in continuous contact with the associated element for the week, slowly reducing its volume.


CONT 188: Battery Bateria [Military Science]
Grade: Baccalaureate
Prerequisites: Perform (keyboard instruments) 4
Target: 1 constructive heart
Preparation Time: 30 min

All the soft hearts are drummed out in military school. Sometimes you need a flare an outburst of energy even if it breaks your heart. After preparing this principle the time of the conductive heart is counted. It won't last more than one hour per skill rank in perform that you posses. At any point during that time though you can increase its potency doubling the ebbs produced per round at the cost of reducing its life span to minutes instead of hours unless it was already less. For example if you have 5 ranks in Perform (keyboard instruments), and you prepare this principle in a conductive heart that produces 1 ebb a round that conductive heart will last for 5 hours more. You can then decide to double the amount of ebbs produced by the heart to 2, in doing so you reduce the lifespan of the heart to 5 minutes.

Once you have access to magisterial principles you are able to gather more power from the heart per burst, allowing you to pull 10 times the ebbs that the heart would produce in a single round, but reducing its lifespan by a minute.

CONT 202: Work It Harder
Grade: Magisterial
Prerequisites: CONT 101, Perform (keyboard instruments) 8
Target: 1 solid piece of planetary metal (volume and type varies; see below)
Preparation Time: 1 hour
A small elemental won't do anymore! Your heart is so large it can host a bigger guests. Check the table below to know what different sized elementals you can bind, the volume of material they take and the ebbs generated per round depending on the skill check result.

{table=head]Perform ranks|elemental size|volume required|material per week|{colsp=5}
Ebbs per round

{colsp=3}|
Perform Check|15 or below|16-25|26-30|31-35|36 or higher
0|small|1 cubic foot|1 cubic foot|1|1|2|3|5
5|medium|2 cubic foot|2 cubic foot|1|2|3|5|8
10|large|3 cubic foot|3 cubic foot|2|3|5|8|13[/table]

Once you access doctorate principles you can go way beyond!

{table=head]Perform ranks|elemental size|volume required|material per week|{colsp=5}
Ebbs per round

{colsp=3}|
Perform Check|15 or below|16-25|26-30|31-35|36 or higher
0|small|1 cubic foot|1 cubic foot|1|1|2|3|5
5|medium|2 cubic foot|2 cubic foot|1|2|3|5|8
10|large|3 cubic foot|3 cubic foot|2|3|5|8|13
15|huge|5 cubic foot|4 cubic foot|3|5|8|13|21
20|greater|7 cubic foot|5 cubic foot|5|8|13|21|34
25|elder|11 cubic foot|6 cubic foot|8|13|21|34|55[/table]

A larger constructive heart might not always be more efficient but it is more durable, its material gains bonus HP and bonus hardness depending on the elemental bound to it, if you have access to CONT 123 it also gains fast healing as long as it is submerged in its associated element.

{table=head]Elemental size|HP increase|Hardness increase|Fast Healing
small|10|-|-
medium|20|1|1
large|30|2|2
huge|40|4|4
greater|60|8|8
elder|80|16|16[/table]

You are also able to upgrade your hearts to accept larger elementals, this works as CONT 101 making a new perform (keyboard instruments) in place of the old one.

CONT 266: Connect the dots [specialist]
Grade: Magisterial
Prerequisites: CONT 101, Perform (keyboard instruments) 8
Target: 1 solid piece of planetary metal (volume and type varies; see below)
Preparation Time: 1 hour

You learn to connect the dots between the different elemental planes gaining access to new heartful compositions. You can now bind elementals from the Paraelemental planes. That is:

{table=head]Connected Planes|Plane name|Associated element (or elements)
Air / Water|Ice|Ice & Snow
Water / Earth|Ooze|Mud, Sludge & Goo
Earth / Fire|Magma|Magma (& Lava)
Fire / Air|Smoke|Smoke[/table]

Binding an elemental from a paraelemental plane has its complications, the material required needs to be a solid mass composed of the two associated planetary metals and the skill ranks required to bind them is 3 points higher (for example binding a large paraelemental requires 13 ranks in perform (keyboard instruments)). There is a benefit though a paraelemental somehow is better at generating energy and they always generate 25% more ebbs (rounded down; minimum 1) per round that they would generate otherwise. As with other conductive hearts it needs to consume metal (or associated elements with CONT 123) And it consumes a quantity of metal depending on the size of the elemental, this is split half and half between the two metals that compose it (rounding up to the closest cubic foot).

CONT 276: Food for thought [Military Science]
Grade: Magisterial
Prerequisites: CONT 101, Perform (keyboard instruments) 8
Target: 1 constructive heart
Preparation Time: 30 minutes
Sometimes you need to improvise sometimes you need a quick and tried energy source and well... it's war isn't it? You can modify a heart to accept life as a material, in a similar way to using the grist of the mill, you can choose to feed it creatures. In this way a constructive heart consumes 1 HD per cubic foot of material it would normally consume, for this to be possible the donor of the HD needs to be in contact with the constructive heart for the whole time. The HDs can come from a dead creature, provided it has deceased within the last week. If the creature is alive, when it's last HD is drained it will not raise as a wight nor as any other creature, at least in the material plane, it's soul is taken into the elemental plane linked to the heart, and a limited wish, wish, miracle, true resurrection or similar effect is necessary to restore the deceased.

If a heart is fully feed a creature with intelligence (3 or more) its soul is specially delicious, and the constructive heart can pump it and use it to work better. A small heart can store up to one such soul, if you have access to bigger constructive hearts from CONT 202 the storage capacity also increases.

{table=head]Elemental size|stored souls
small|1
medium|2
large|3
huge|4
greater|6
elder|8[/table]

Each soul stored in a constructive heart provides a cumulative 10% increase (rounded down) of ebb production (as such 4 souls provide a 40% increase of ebbs).

CONT 303: Ex Machina
Grade: Doctorate
Prerequisites: Any three CONT principles, Perform (keyboard instruments) 15
Target: 1 solid piece of ascended planetary metal
Preparation Time: 1 hour
All your attempts at binding elementals together has given you a great insight in how the elements interact with the world. You can now attempt to create constructive hearts out of the ascended planetary metal that would normally be associated to it. For example you can create a phlogiston constructive heart and it will be able to host fire elementals as if it was an iron heart. The ascended metal is much more attractive to the elemental than other similar metals, and thus your perform (keyboard instruments) is counted as 5 ranks higher to determine the element that you can bind and the ebbs generated per round, but not for any other purpose. In addition the heart produces 25% more ebbs (rounded down; minimum 1). If you have access to CONT 266 you can bind paraelementals, provided you use both ascended metals, i.e. either all the metals in a constructive heart are ascended or none of they are. The increase from this principle and from binding a paraelemental stack, making the heart produce 50% more ebbs (rounded down; minimum 1).

CONT 330: Schwanengesang [specialist]
Grade: Doctorate
Prerequisites: Any three CONT principles, Perform (keyboard instruments) 15
Target: 1 constructive heart that you have created (or tuned per CONT 123)
Preparation Time: varies
Understanding the finest connections of the constructive hearts with the elemental planes you can let the elemental in the constructive hearts play the song for themselves. Doing this brings the elemental plane closer, drawing upon the essence used to hinge it together and infusing it on the metal that forms the heart.
While you apply this principle the constructive heart to which you are applying it won't produce ebbs. Once the principle is finished the constructive heart will be destroyed. But it will convert half of the original metal volume, that composed the heart into its ascended form. You can use this principle, taking 1 hour, into pure elemental constructive hearts. This allows you to create carmot, quicksilver, phlogiston, and alkahest. The properties of the ascended metals can be found in the Alchemetry section. If you have access to the highways and stairways discovery you can also produce moonsteel and cursed lead. As part of this principle you need to succeed on a perform (keyboard instruments) check with a DC of 60.
This material isn't rearranged into pureness but rather elementally beaten into it, either way the finished product is really similar to that obtained by an alchemetrist.

The interesting part of this principle though is using it to create pure alloys, by using a constructive heart linked to a paraelemental plane (if you have access to CONT 266) or to a quasielemental plane (if you have access both to CONT 266 and the highways and stairways discovery) you can create perfect alloys of two metals. This alloy, unoriginally known as an amalgamation of the metal names require 2 hours to create, and a perform (keyboard instruments) check with a DC of 80. The resulting metal functions as both metals in all regards, for example a magma paraelemental heart that has this principle applied would generate a tin-iron mixture that works both as tin and as iron. The physical properties of the material (Metal Hardness, Hit Points Per Inch, Melting Point, Boiling Point, Break DC Modifier, and Density) are determined by averaging both of the materials used. The resulting metal is gramarically functional, and can work as either metal (a tin transformer could be made of such material, but also a simple orthogonal engine). This alloys are particularly useful for geoccultists, as someone with access to GEOC 323 could use such alloys to produce a biome combining features from both metals.

The most interesting part comes when applying this principle to constructive hearts made of ascended metals and linked to a paraelemental or a quasielemental plane, note that in order to do this you need access to CONT 303, CONT 266 and potentially the highways and stairways discovery. If such is the case the application of this principle takes 4 hours and a perform (keyboard instruments) check with a DC of a 100 is necessary. This creates ascended alloys but the elemental soul is trapped into them granting them secondary benefits. The resulting metal has an intelligence of 4. Unless the constructive heart was prepared with Mephitopheles discovery, in such case it has an intelligence according to the size of the elemental inside of it. The ascended alloy also has both the properties of the ascended metals. Having an intelligence if the metal is shaped into a gramaric device it can take one logical decision per round, it can only use this logical decision to modify its settings and parameters in ways they could normally be changed.

CONT 375: Genie in the Machine [military science]
Grade: Doctorate
Prerequisites: Any three CONT principles, Perform (keyboard instruments) 15
Target: 1 constructive heart that you have created (or tuned per CONT 123)
Preparation Time: 1 hour
There are many creatures roaming the elemental planes, and some of them are more useful than mere elementals. You can re purpose a constructive heart to trap the essence of a genie (Djinni, Efreeti, Janni or similar beings) in addition to its own elemental.

You can then use the genie abilities to grant a wish with the following restrictions.
In order to use this skill you need to get the heart to produce 5000 ebbs and not use them, the genie inside it is consuming them.
If the wish replicates a spell it needs to have consumed additional ebbs equal to the XP cost, and it also needs to have stored souls (per CONT 276) before attempting to do so. Using the wish this way consumes a number of souls equal to the spell level of the spell that is replicated.
If the wish creates a magical item ebbs equal to the XP that would be used in such a crafting need to also be consumed by the genie. Additionally the wish consumes a number of souls equal to the spell level of the highest level spell used in the creation of said item.
If a wish has material components of a value greater than 10,000 gp the value of said component needs to be added to the constructive heart in whatever metal was used to create the constructive heart. For example, for an iron constructive heart (binding an Efreeti) if the wish requires 15,000 gp in salted bacon instead of using salted bacon 15,000 gp of iron need to be added.

Once the wish is granted the constructive heart will be destroyed unless it was made of an ascended planetary metal, if it was made of an ascended planetary metal it will consume a volume of material as if a week had passed; if this volume takes it below a sustainable volume it will also be destroyed.


Discoveries
Constructivity Discoveries
Key improvisation: Keyboards are cool but swords are cooler, and sometimes playing a harmonica is just what you need... You can use any perform skill instead of perform (keyboard) for anything related to constructivity.

Highways and Stairways: The Energy planes are almost as interesting as the elemental planes, and you have a hunch that there must be Elementals there somewhere. You can now bind positive and negative energy elementals to silver and lead respectively.

{table=head]planetary metal|element
silver|positive
lead|negative[/table]

If you have access to CONT 266 you can also bind quasielementals from the quasielemental planes. They do not produce more ebbs but require less maintenance; quasielemental hearts consume material at half the normal rate.

{table=head]Connected Planes|Plane name|Associated element (or elements)
Air / Positive|Lightning|Electricity
Air / Negative|Vacuum|Vacuum
Water / Positive|Steam|Steam
Water / Negative|Salt|Salt
Earth / Positive|Mineral|Minerals (& Jewels)
Earth / Negative|Dust|Dust
Fire / Positive|Radiance|Light
Fire / Negative|Ash|Ash[/table]

Platinum shackles: Platinum is kind of hard, elementals don't bind well to it, but it is good on absorbing ebbs. You can add platinum shackles to your Constructive Hearts. The shackle needs to occupy 50% of the volume of the Constructive Heart (this is additional volume) and can hold up to 500% the amount of ebbs that the heart would generate in a round.

Resonant concerto: You can tie hearts together, to do so you need hearts of different sizes. Each heart can be tied to one heart of its size, or a number of smaller hearts depending on the size difference. For this purpose 2 small hearts equal 1 medium, 2 medium equal 1 large, 2 large equal 1 huge, etc. Any ebbs generated per round is calculated from the sum of the different hearts, but moving the ebbs around only takes a logical action (and not a logical action per heart as it would otherwise take).

Elementary my dear Elemental: You must have at least 12 HD to select this discovery. You know how to tap into the elementary elemental elements of the elements that form the elementary elements. You can now sustain your constructive hearts with energy effects depending on the elemntal tied to the constructive heart.

{table=head]Element|Energy
Fire|Fire
Earth|Acid
Water|Cold
Air|Lightning
Positive|Positive
Negative|Negative[/table]

If you have access to elementals that are formed by more than one element your elementary knowledge of elemental elements still apply and as along as the Constructive Heart is subject to the effect of both elementary element energies it keeps beating.

Mephitopheles deal: You must have at least 12 HD to select this discovery. You can add a Mephit touch to your constructive hearts, in doing so they gains a sort of basic intelligence, being able to reroute the ebbs it produces as a standard action (this keeps counting as a logical decision, but takes a standard not a move).

{table=head]elemental size|intelligence
small|4
medium|4
large|6
huge|6
greater|8
elder|10[/table]

Plug it, play it: You must have at least 16 HD to select this discovery. You can create constructive hearts that will never run out of juice, but they are less efficient. You can create a constructive heart of any size and material that you would normally be able to produce, this constructive heart does not need to consume material, to produce ebbs but it only produces 80% of the ebbs that it would normally produce (rounded down; minimum 0). At any point you can choose to have it consume material and produce ebbs at the normal rate.

Dense Density Dens: You must have at least 16 HD you can reduce the size of your hearts by 50% this reduces their ebb generation by 20% (rounded down).


Feats

Constructive Cardio [Gramarie]
Prerequisite: CONT 101, Perform (Keyboard Instruments) 4 ranks
Benefit: You gain a +2 bonus on Perform (Keyboard Instruments) checks. In addition you can make ebbs flow into your heart to keep yourself going whenever lesser beings would need sleep or rest. You can replace a full night sleep (or trance, or whatever you do instead of sleeping) with 10 ebbs, you must still rest for 8 hours before preparing spells.
Special: Taking this feat means you cannot take Skill Focus (Perform (Keyboard Instruments)), and you cannot take this feat if you already possess said Skill Focus.


Theories

The Golden Standard Theory
Grade: Theory
Prerequisite: Specialization in constructivity, must know six CONT principles
Preparation Time: 6 hours
Sometimes you need to improvise sometimes you need a quick and tried energy source and well... shadows are everywhere and they are almost their element on itself aren't they? You can bind shadow elementals into gold. A golden shadow conductive heart is much more versatile than other conductive hearts and can work when feed any material that would make any of your accessible constructive hearts work. In addition if you have access to CONT 330 you can use a sunmetal heart to produce any bleeding, provided you feed it with the bleeding associated material in proper quantity.

The Quasi Para Theoric Theory
Grade: Theory
Prerequisite: Specialization in constructivity, must know six CONT principles, Highways and Stairways discovery
Preparation Time: 6 hours
If there exist quasielemental planes and paraelemental planes wouldn't there be quasiparaelemental planes there? Somewhere? You gain access to quasiparaelemental planes, to create them you need to expend one third of each associated material.

{table=head]Elements|Name
Fire, Earth, Positive|Obsidian
Fire, Earth, Negative|Pumice
Fire, Air, Positive|Spark
Fire, Air, Negative |Fumes
Water, Earth, Positive|Clay
Water, Earth, Negative|Silt
Water, Air, Positive|Crystal
Water, Air, Negative|Frost[/table]

This constructive hearts require material as if they were quasielemental but give the extra ebbs of the paraelemental hearts. They also gives access to the following materials when using CONT 330:


Animae
CONT 101: Intro to Constructivity The anima touches the heart of the target. It deals nonlethal damage but if it doesn't succeed on a Fort Save it becomes fatigued.
CONT 123: Constructive Gourmet The target recovers HP as if it had rested for a whole night. This also removes conditions that can be removed by resting, such as fatigue or exhaustion.
CONT 188: Battery Bateria The anima deals dessication damage but deals damage in d4s instead of d6s.
CONT 202: Work It Harder The anima deals bludgeoning damage and if the target doesn't succeed on a Fort Save it becomes exhausted.
CONT 266: Connect the dots In addition to doing damage the target becomes connected to the gramarist as per the shield other (http://www.d20srd.org/srd/spells/shieldOther.htm) spell. Half the damage the Gramarist would take during the following 5 rounds is transferred to the target. A Will Save negates the connection.
CONT 276: Food for thought Instead of doing its normal damage the gramarist can choose to affect the target with an empathic transfer (http://www.d20srd.org/srd/psionic/powers/empathicTransferHostile.htm), the maximum damage transferred is 50 or a perform check made by the gramarist, whichever is lower. As per the normal power a Will Saves halves the effect.
CONT 303: Ex Machina If the target of this Anima fails a Will Save it is subject to a dominate monster (http://www.d20srd.org/srd/spells/dominateMonster.htm) effect for the following 5 rounds.
CONT 330: Schwanengesang If the target fails a Fort Save this anima transmutes its body into a different element, similarly to a transmute rock to mud (http://www.d20srd.org/srd/spells/transmuteRockToMud.htm) spell. The duration of the effect is 5 rounds, and the gramarist can choose any of the associated elements of any plane that he can create a constructive heart off.
CONT 375: Genie in the Machine This anima doesn't deal damage instead the target of this anima is subject to a change fate (http://www.wizards.com/default.asp?x=dnd/psm/20040827e) effect, if it is not used in 5 rounds, it is wasted.


Art of War
CONT 101: Intro to Constructivity You can activate this art of war as a move action to heal yourself as if you had a whole night of rest. You cannot heal yourself beyond half your maximum hit points.
CONT 123: Constructive Gourmet Provided you have the appropriate feast you can sample it as a full round action. This works as if you had the favourite feast (http://www.giantitp.com/forums/showthread.php?t=232699) class feature, treat your connoisseur level as 1 or as your actual connoisseur level whichever is higher. You cannot benefit from more than one feast at the same time, and a creature can only provide one type of feast.
CONT 188: Battery Bateria You can activate this art of war as a free action after successfully confirming a critical hit against a target. The target needs to make a will save or be confused (http://www.d20srd.org/srd/conditionSummary.htm#confused).
CONT 202: Work It Harder You can activate this art of war as a swift action, your movement speed doubles until the end of your next turn. In addition while you are under the effect of this art of war you add +5 feet of movement to your 5 feet steps.
CONT 266: Connect the dots You can activate this art of war as an immediate action, you immediately switch places with a target (if it is unwilling it gets a Will save to negate). The target needs to be within 5 feet per class level. This is a supernatural effect.
CONT 276: Food for thought You can activate this art of war as an immediate action after making a successful save against an effect that dealt elemental damage of a constructive heart that you can create. If you do so you consume the elemental energy, gaining 1 hit point per die of damage the spell would normally deal.
CONT 303: Ex Machina You can activate this art of war as an immediate action. A target within 5 feet per class level is subject to a death urge (http://www.d20srd.org/srd/psionic/powers/deathUrge.htm) effect, unless it succeeds on a Will Save.
CONT 330: Schwanengesang You can activate this art of war as a move action. For the following five rounds you gain the Air, Cold, Earth, Evil, Fire, Good, or Water subtype.
CONT 375: Genie in the Machine You can activate this art of war as a free action after successfully confirming a critical hit against a target. The target soul becomes trapped as if under the effect of a Magic Jar (http://www.d20srd.org/srd/spells/magicJar.htm) spell, but it cannot attempt to possess a body nor take any actions. A will save negates the effect, otherwise this lasts five rounds.


Queen of Hearts

"I'm creating a brand new world, one heart at a time."

http://fc06.deviantart.net/fs70/i/2011/282/3/0/fleshmaiden_art_by_aliceyuric_by_aliceyuric-d4caxk2.jpg
Image credit Alice Yuric (http://aliceyuric.deviantart.com/) of deviantart.com

Requirements: To become a Queen (or King) of Hearts you must meet all of the following requirements.
Gramarie: Any two CONT principles
Skills: Perform (Keyboard Instruments) 10, Knowledge (the planes) 10 ranks
Specialization: Must be specialized in Constructivity
Special: must have the Primary stomach (http://www.giantitp.com/forums/showthread.php?t=153536) class feature.


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

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

The Queen of Hearts
{table=head]Level|BAB|Fort|Ref|Will|Special |
Principles


1st|+0|+0|+0|+2|Form Points, Features, Ebberrant Beating|
+0

2nd|+1|+0|+0|+3|Strange Pulse|
+1

3rd|+2|+1|+1|+3|Feature (Heart)|
+2

4th|+3|+1|+1|+4|Strange Pulse|
+3

5th|+3|+1|+1|+4|Farfection|
+3

6th|+4|+2|+2|+5|Feature (Heartless), Strange pulse|
+4

7th|+5|+2|+2|+5|Gramaric Aberration|
+5

8th|+6|+2|+2|+6|Strange Pulse|
+6

9th|+6|+3|+3|+6|Feature (Kingdom Hearts)|
+6

10th|+7|+3|+3|+7|Royal Core, Strange pulse|
+7

[/table]

Class Features

All of the following are class features of the Queen of Hearts.

Weapon and Armour Proficiency: A Queen of Hearts gains no additional weapon or armour proficiencies.

Form Points (Ex): A queen of hearts gains a number of form points equal to its class level.

Features (Ex): A Queen of Hearts class levels stack with its ozodrin levels for determining what features and augments it has access to, as well as the number of feature granted attacks it can make in a round. In addition it gains three feature not normally available to the ozodrin (Heart; Heartless; and Kingdom Hearts). Details spoiled below.

Queen of Hearts' features
Heart: Cost - 2
Appearance: A heart is normally formed inside the Queen of Hearts, only being sensed by a tremor in her skin. If the Queen wishes she can also form it on the surface in such case it appears as a pulsing bloated piece of flesh that ticks at irregular intervals. The heart has metallic traces of the material associated with the element, thus for example a fire heart has traces of iron.
Required level: Queen of Hearts 3
Benefit: The heart beats at an irregular pace, and has a small elemental bound to it. A heart of this kind produces half the ebbs that a heart created with CONT 101 would, but as long as it is formed it doesn't consume material from the Queen of Hearts. At any point a Queen of Hearts might have a number of Hearts equal to half her Queen of Hearts level.
Augments:
Organic Keyboard: Additional cost - Special see below
This augment cost is equal to the number of Hearts that a Queen of Hearts has. As a move action the Queen of Hearts can make a perform (keyboard instruments) check to "play" with her heart(s). If she does so she can transmit the ebbs produced by them to any piece of grammarie she is touching. The maximum number of ebbs that she can move around is equal to half the Perform (keyboard instruments) check or the number of ebbs that she has available, whatever is less. The Queen of Hearts cannot use this augment any time she would be denied her Dexterity bonus to AC.
Touched Feelings: Additional cost - 2
The Queen of Hearts gains resistance 5 to the element associated with the heart to which this augment is added.
Beacon of Beats: Additional cost - 2
Requires level 5: The Queen of Hearts can form a Heart inside her stomach(s), anyone/anything present in her stomach gains the effects of the Heart (for example if the Heart has the Touched Feelings (Fire) augment all creatures inside the Queen of Hearts stomach gain fire resistance 5). The Queen of Hearts can use the Organic Keyboard augment to transfer ebbs produced by her hearts to any gramarie contraption in any of her stomachs.
Strong Feelings: Additional cost - 2
Requires level 6, requires the Touched Feelings augment: The Queen of Hearts resistance improves to the Queen of Hearts level + the number of Hearts that she has shaped.
Voracious Feelings: Additional cost - 2
Requires level 6, requires the Touched Feelings augment: If the Queen of Hearts resist elemental damage due to any of its Hearts, she gains 1/3 of the HP that she would have suffered if she hadn't resisted them.
Love Mixture: Additional cost - 3
Requires level 7, and knowledge of CONT 266: The Queen of Hearts can now form Hearts from paraelemental planes. If she applies, Any "Feeling" augments it applies to such a heart has its cost increased by 2, but it grants the benefits to the two elements.
Ups and Downs Mixture: Additional cost - 3
Requires level 7, knowledge of CONT 266, and access to the Highways and Stairways discovery: The Queen of Hearts can now form Hearts from quasielemental planes. If she applies, Any "Feeling" augments it applies to such a heart has its cost increased by 2, but it grants the benefits to the two elements.
Organic Virtuoso: Additional cost 4
Requires level 8 and Organic Keyboard augment: The Queen of Hearts can play her hearts even when she would be denied her Dexterity bonus, in addition if she is not denied of her Dexterity bonus she can use this ability as a swift action instead of a move action.
Big Heart: Additional cost - Special see below
Requires level 8: The cost of this augment is equal to half the associated material normally consumed for medium (or larger) elementals described in the Constructivy discipline. With this augment the Queen of Hearts can bind bigger elementals to her hearts.
Hard Feelings: Additional cost - 5
Requires level 9, requires the Strong Feelings augment: The Queen of Hearts resistance improves to energy immunity.
Organic Maestro: Additional cost - 4
Requires level 10 and Organic Virtuoso augment: The Queen of Hearts can play her hearts even when unconscious and up to a number of rounds equal to the number of Hearts she has after dying.

Heartless: Cost - Special See Below
Appearance: A heartless is a strange creature, appearing to be made of metal and elemental energy that somehow seems to pulsate.
Required level: Queen of Hearts 6
Calculating cost: Similar to puppets, the heartless is composed of other features. Unlike those however, it has built in max cost before features on it begin costing form points, and it must always use up at least half that cost. By default a heartless is one size category smaller than the Queen of Hearts and may have up to 2 times the Queen of Hearts class levels in form points (this means that it must have at least a number of form points equal to the Queen of Hearts class level).
Benefits: The Queen of Hearts many only have one heartless at all times. The heartless is, without augments incapable of travelling more than 10 feet from the Queen, though it otherwise able to move freely. Without features or augments granting it such abilities, a heartless is blind, deaf, and only able to move 5 feet per move action. If given two limb features it gains a move speed of 15 feet, which increases by 5 for each additional limb, though if a limb is used to move, it can't be used to perform other actions that round. A heartless shares its senses, hp, and ability scores with the Queen of Hearts, but does not gain benefits from armour, spells and abilities, or features that improve the Queen's stats, though they can be applied to it as if it were a separate creature.
A heartless is capable of performing its own actions each turn though it is limited to a number of natural attack equal to half the Queen of Hearts limit (rounded down, minimum 1 these attacks do not count against the Queen's feature granted attacks for the round).
A Queen of Hearts can direct the Heartless by making a perform (keyboards instrument) check as a standard action with a DC equal to the form points invested into the Heartless, otherwise it continues acting carrying the last order to the best of its capabilities.
When forming the heartless a Queen of Hearts must decide to which elemental (energy, paraelemental, or even quasielemental) plane it is related, the heartless appears to be composed of the material associated with it and has wisps of the energy associated with that plane swirling around it. This is mostly a cosmetic effect but it determines the effect of some of the augments such as breathed heartless.
Augments:
Small Heartless: Additional cost - 2
Decrease the size of the heartless by 1 size category. This augment may be added multiple times to the heartless to a minimum of tiny. The effects stack.

Large Heartless: Additional cost - 2
Increase the size of the heartless by 1 size category. This augment may be added multiple times to the heartless. The effects stack.

Independent Heartless: Additional cost - 2
The heartless can move 10 more feet away from the Queen of Hearts. This augment may be added multiple times to the heartless. The effects stack.

Swift Heartless: Additional cost - 3
The base land speed of the heartless is increased by 5 feet. This augment may be added multiple times to the heartless. The effects stack.

Breathed Heartless: Additional cost - 3
Required level 7; a bite attack: The heartless gains a breath weapon similar to that of a mephit (http://www.d20srd.org/srd/monsters/mephit.htm) of the plane associated with it. (DC 10 + 1/2 (Queen of Hearts level) + Charisma modifier)

Hard Heartless: Additional cost - 4
Requires level 7: The heartless swirling metal becomes more real and tangible, with its mass being more pronounced. The heartless gains the traits of the metal of the constructive heart of the plane associated with it, and its natural weapon are treated as being made of that metal for bypassing DR. If there were two metals associated with the plane the cost of this augment increases by 2.

Self Repairing Heartless: Additional cost - 3
Requires level 7: The heartless gains fast healing 3 similar to that of a mephit (http://www.d20srd.org/srd/monsters/mephit.htm) of the plane associated with it.

Heartless Duet: Additional cost - 4
Requires level 8: The Queen of Hearts creates a second Heartless. Both Heartless share the same form point pool, but they each require having their own features and augments added (except for the Independent Heartless augment which effects both of them). Each of the Heartless has its own set of attacks, though the amount is 1 less than normal (minimum 1).

Hearted Heartless: Additional cost - 3
Requires level 8; special: To use this augment the Queen of Hearts must give one of her heart features to the Heartless, in doing so she must pay both the cost of this augment and the cost of the Heart feature as normal. The heart must reference the same plane as the heartless (for example, a radiant [positive - fire] heartless cannot be hearted with a ooze [water - earth] heart). The Queen of Hearts can then apply heart augments to the Heartless, if she applies Organic Keyboard or any of the augments that improve it she can direct the Heartless as part of the Perform (keyboard instruments) check. If the Queen of Hearts has the Heartless duet or the Heartless triptet augment she can choose to give hearts to all her heartless or to none of them.

Ascended Heartless: Additional cost - 4
Requires level 9, Hard Heartless augment and Hearted Heartless augment: The heartless metal ascends into its ascended form granting the heartless the benefits of the ascended metal.

Charged Heartless: Additional cost - 4
Requires level 9 and Hearted Heartless augment: The heartless can store some of the ebbs provided by the Heart inside it. Each heartless with this augment can store up to the Queen's of Heart Charisma modifier in ebbs.

Heartless Triptet: Additional cost - 3
Requires level 10 and Heartless Duet augment: The Queen of Hearts creates a third Heartless. All the Heartless share the same form point pool, but they each require having their own features and augments added (except for the Independent Heartless augment which effects the three of them). Each of the Heartless has its own set of attacks, though the amount is 2 less than normal (minimum 1).


Kingdom Hearts: Cost - 4
Appearance: The Kingdom Hearts appears similarly to a stomach, being an inter dimensional space inside the Queen of Hearts. The main difference though is that it readily pulsates to the tune of the Queen's Hearts.
Required level: Queen of Hearts 9
Benefits: The Kingdom Hearts automatically has room in it to fit a Huge Creature (or 64 small ones). Any mouth can lead to the Kingdom Hearts, chosen when the mouth is created.
Augments:
Guarded Heart: Additional cost - Special See Below
This augment doesn't cost feature points per se, but it requires that the Queen of Heart's places one of her heart features into the Kingdom Hearts. This Guarded Heart can be augmented as normal. As long as the Queen of Hearts has a Guarded Heart in the Kingdom Hearts she gains a 10% fortification per heart, up to a maximum of 100% if she has 10 Guarded Hearts in the Kingdom Hearts.

Crowned Heart: Additional cost - Special See Below
Requires level 10: Similarly to the Guarded Hearts augment this augment doesn't cost feature points, only requiring that the Hearts are in the Kingdom Hearts. A Heart can be both Guarded and Crowned, but if that is the case it takes 2 more feature points. If the Queen of Hearts is killed, she can use the Crowned Hearts inside her to come back to life. To do this she needs to feed ebbs to her hearts, equal to 10% of her health per such a Heart (for example if the Queen of Hearts has 4 Crowned Hearts she needs to supply 40% of her health in Ebbs). She needs to supply the ebbs after dying, and can do so by diverse means; for example by having the Organic Maestro augment, or by having access to the Mephitopheles Deal discovery (and instructing the hearts to supply ebbs after her death). Similarly if someone, would be able to reach the Kingdom Hearts and supply the ebbs the Queen of Hearts would be similarly resurrected. Unfortunately this is not a safe bet, and she has a 10% chance per Crowned Heart of coming back. Irregardless of the result, feeding such a quantity of ebbs into the Kingdom Hearts destroys all the used Hearts, the Queen or anyone feeding ebbs to the Crowned Hearts might choose to not pump all the Hearts, and although this gives the Queen of Hearts more tries they would have a smaller chance of succeeding. If she comes back to life she does so inside the Kingdom Hearts with a new body as if under the effects of reincarnate; the race is always equal to that of the original Queen of Hearts. If the original body is not destroyed, the Queen of Hearts can shape a mouth to exit the Kingdom Hearts, otherwise she might be trapped inside herself, requiring a wish or other effect of such power to get out.


Ebberrant Beating (Ex):When a Queen of Hearts uses its manifest form ability it gains half her class levels (rounded up) as a bonus to any perform (keyboard instruments) she might make.

Principles of Gramarie: The Queen of Hearts continues to advance her study of gramarie. At the levels indicated on the table above, she learns a new principle of gramarie that she qualifies for. Her class levels stack with her levels in one other gramarie base classes to determine what tier of principles she can learn (choose which base class when entering the class). At all times, her choice of specialty dictates which individual principles are available for her to learn.

Strange Pulse (Ex) Strange patrons whisper secrets. At 2nd level and every two levels thereafter the Queen of Hearts gains access to a Discovery of Constructivity.
Alternatively it can gain 3 Form points.

Farfection: At 5th level the Queen of Hearts gains the ability to create constructive Hearts infused with the essence of the far realms. Whenever the Queen of Hearts creates a constructive heart, with any of her principles, she can choose to use Biostructure of the materials necessary for the construction of her Constructive Heart (instead of normal metal). This produces a Farfected Heart. Farfected Hearts are infected with the effects of the Far Realms gaining feature points according to the table below. It must expend this points into augments from the Queen of Hearts' Heart feature, and the Queen of Hearts cannot expend additional feature points.

{table=head]elemental size|Feature points
small|-
medium|2
large|4
huge|6
greater|8
elder|16[/table]

Gramaric Aberration: At 7th level the Queen of Hearts is something new entirely meshing masterfully Gramarie with her aberrant lineage. Any [Gramarie] feat she has is counted as an [Aberrant] feat whenever it would be beneficial to the Queen of Hearts. Similarly [Aberrant] feats may be treated as [Gramarie] feats. In addition levels of Constructivist count as levels of Queen of Hearts to determine bonus form points.

Royal Core: At 10th level the Queen of Hearts is more in tune with any Heart it has created, be it those in her person or those far away. The number of Heart features that she can have increases to her class level, any augment that she applies to any of her heart features has its cost reduced by 1 to a minimum of 1.
In addition the Queen of Hearts can use its heart features in any Constructive Heart she has created with the Farfection ability, if she does so and applies the Organic Keyboard (or any of the augments that improve that ability) to it she can regulate the flow of ebbs from the heart regardless of distance.

sirpercival
2013-12-16, 08:15 PM
Alrighty, this post is now the official resting place of DVPY. All principles and discoveries are complete (and a few have been edited, so a reread of stuff you've already seen would be lovely). I will be adding discoveries and other crap when it's ready. (EDIT: ok so i might more discoveries. who knows.)

EDIT: ported to the new thread for dissecting.

By the way, major thank you's to milo, Fako, qazz, 3rd, and all you guys on the chat who helped/inspired me.


Divinentropy
“Matter itself is not real -- it forms a world of potentialities, or probabilities, rather than one of things or facts.”
Each object, event, or state is made up of the superposition of all possible states for that moment. It is only by interaction with an observing entity that this amalgam of probabilities resolves itself into a single existent occurrence. This underlying random and chaotic reality makes possible the vagaries of magic, sentience, and non-deterministic free will. The imprecise science of Divinentropy arose from the desire to capitalize on this fact, to allow its practitioners a means of first predicting the outcome of probabilistic resolution, and later, to perhaps enhance the probabilities of particular possible outcomes.

The practice of Divinentropy makes use of tarot cards, crystal balls, tea leaves, and a wealth of extremely-specialized mathematical formulae to interpret the complex and entangled results. Additionally, tools for shaping and molding materials can help with the production of divining rods. Items such as these count as masterwork, providing a +2 circumstance bonus on the Sense Motive checks made to prepare Divinentropic principles. Legends tell of the Schrödinger Cat, a mystical figurine which embodies dynamic superposition even beyond the bounds of life and death.

Key Skill: Sense Motive



DVPY 101: Intro to Divinentropy
Grade: Baccalaureate
Prerequisites: None
Target: One rod of crystal or silver, 2" thick and 1' long.
Preparation Time: 30 minutes

This principle transforms raw material into a divining rod, a device capable of detecting existent outcomes as they happen, essentially processing and transmitting information the way an arcanodynamic transformer transmits ebbs. As part of preparing this principle, you make a Sense Motive skill check to transform a volume of nonmagical material into a divining rod, which emits a bubble of radius up to 5 feet. A divining rod's net radius depends on the amount of times you prepare the principle, as normal for bubbles. Multiple preparations of this principle increase the diameter of the divining rod by 1/4 inch and the length by 2 inches (and require sufficient material to do so).

To be active, a divining rod needs two things: some number of ebbs, determined by the particular material and preparation choices of the rod (as detailed below), and an intelligent mind inside the bubble capable of receiving and understanding the information that the rod presents. The latter can be a creature wielding the rod or otherwise connected to it via a gramaric circuit, or a similarly-connected Exotic Intelligence. All effects of a divining rod (except as noted below) are blocked by a Black KALD filter.

Each type of divining rod has a base effect and cost in ebbs per round which it requires to function. If it does not receive sufficient ebbs, it simply does not transmit any information to the mind using it. In addition, this principle may be prepared multiple times to increase the depth of knowledge transmitted by the rod. Whenever you prepare this principle enough times to increase the size of the rod's bubble by one step, double the ebb cost per round (doubling zero results in a cost of 1 ebb per round), and you may add an additional option to the information conveyed by the rod (if applicable); a single rod can support a maximum ebb cost equal to the result of the Sense Motive check. A divining rod only produces as much information as it has ebbs to support in any given round, in the order in which the preparations were made.

Activating or deactivating a divining rod requires a standard action, suppressing or resuming the bubble field. These are also logical decisions that can be made in a circuit connected to the rod.

This particular principle allows you to make divining rods out of crystal and silver.
Crystal: A crystal divining rod observes intent. It is far easier to tell if a creature is lying while wielding a crystal rod; while a crystal rod is active, you gain a +2 insight bonus to Sense Motive checks made against creatures in the bubble (note that this does not apply when preparing principles). This bonus even applies against creatures protected from divination magic. This basic effect requires no ebbs. However, you may prepare this principle additional times to gain more information about the intent of creatures inside the bubble, chosen from the list below; in addition to the other effects, these additional choices (when active) also increase the insight bonus to Sense Motive checks by +2.
Belligerence. You gain a split-second warning of intent whenever a creature attacks you. Creatures in the bubble suffer a 2% miss chance on attacks against you; you lose this benefit whenever you would be denied your Dexterity bonus to armor class. You may select this option multiple times, each time increasing the miss chance by 2%, up to a maximum of 50%.
Hostility. You are aware of the presence of any hostile intent by a creature in the bubble. This effect detects active aggression, not vigilance. Additionally, you cannot be surprised or caught flat-footed by creatures inside the bubble.
Mentation. By concentration for three rounds on a single creature inside the bubble, you can attempt to read its surface thoughts. A creature you target makes an (unconscious) Will save against a DC of 5 + 5 for each DVPY principle you know. A mindless creature or a creature otherwise immune to mind-affecting effects is immune to this effect.
Silver: A silver divining rod allows you to detect creatures. As long as a silver rod is active, you become aware whenever a creature other than yourself is in the bubble, and you automatically have knowledge of how many creatures are within the bubble at any given time. A creature must have at least 1 HD to trigger a silver divining rod, and any effect which would prevent detection from divination spells (such as nondetection or mind blank) also protects a creature from detection by a silver rod. You do not gain any information about a creature's position other than whether or not they are within the bubble (but see below). This basic effect requires no ebbs. However, you may prepare this principle additional times to gain more information about creatures inside the bubble, chosen from the list below.
Alignment. You learn the alignment of any creatures in the bubble, as per the know alignment spell (obscure alignment and similar effects also prevent this information from being transmitted).
Creature type. You learn the types and subtypes of any creatures in the bubble. (You must still roll an appropriate Knowledge check to trigger abilities such as Knowledge Devotion.)
Location. You learn which square(s) each creature occupies, as per the blindsense ability (effects which fool blindsense fool a silver rod as well).
Power Level. You learn the power level of each creature in the bubble, as per the know greatest enemy spell.
Sentience. You learn which of the creatures in the bubble, if any, have an Intelligence score of 3 or greater.


DVPY 164: Foundations of Nonlocality [Specialist]
Grade: Baccalaureate
Prerequisites: DVPY 101, Sense Motive 4 ranks
Target: One rod of glass or wood, 2" think and 1' long.
Preparation Time: 30 minutes

This principle works like DVPY 101, except that it allows you to make divining rods out of glass or wood in addition to any other materials you know.
Glass: A glass divining rod observes magic. As long as a glass divining rod is active, you are automatically aware of the presence and number of magical auras inside the bubble. You gain no information about the type or location of the auras other than their presence in the bubble. Effects which would block or fool the detect magic spell (such as lead sheeting, or the magic aura spell) also block a glass rod. This basic effect requires no ebbs; however, you may prepare this principle additional times to gain more information about magical auras and effects inside the bubble, chosen from the list below.
Location. You learn the location and bounds of each magical aura and effect.
School. Using the rod's Sense Motive check result in place of a Spellcraft check to identify them, you learn the school of magic of each active and lingering aura.
Spellcasting. By spending a standard action concentrating on a creature in the bubble of which you are aware, you can determine whether the creature has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use. A creature so affected may make a Will save (DC half of the rod's Sense Motive check result) to hide its spellcasting ability.
Strength. You learn the strength of each active and lingering aura, as detailed in the detect magic spell description.

Wood: A wooden divining rod observes gramarie. As long as it is active, a wooden rod makes you aware of any gramaric principles within its bubble which are not already connected to the rod via a circuit. You do not gain any information about the type or location of the principles other than their presence in the bubble (but see below). This basic effect requires no ebbs. However, you may prepare this principle additional times to gain more information about gramarie inside the bubble, chosen from the list below. If you have the Reverse Engineer feat, each piece of additional information you gain grants a +4 insight bonus to checks to reverse engineer a blueprint.
Association. You learn whether the gramaric principles in the bubble are connected to each other via a circuit or not. If there are multiple circuits present in the bubble, you learn which principles belong to which circuit.
Discipline. You learn the discipline of each principle in the bubble.
Logic. You learn the location of any logical decision points within the bubble, though (without additional preparations) you do not know which circuit each decision point is associated with, or any information about the decisions themselves.
Tier. You learn the tier of each principle in the bubble.



DVPY 184: Divinatory Network Interchange Code [Military Science]
Grade: Baccalaureate
Prerequisites: Sense Motive 4 ranks
Target: One rod of copper, 2" think and 1' long.
Preparation Time: 30 minutes

This principle works like DVPY 101, except that it allows you to make divining rods out of copper in addition to any other materials you know. Copper: A copper divining rod receives sensory input from other copper rods. A lone copper rod has no effect, and has no base ebb cost. Each additional time this principle is prepared, an additional copper rod is created, linked with all other rods in the set to form a network. Any creature wielding an active copper divining rod experiences the same sensory information as each other creature wielding an active copper rod which is part of the same network. (Note that each additional copper rod in the network doubles the ebb cost of all copper rods in the network.)

Unlike other divining rods, additional preparations do not increase the bubble size of any particular rod, but the bubbles of the individual rods in the network do not need to overlap to transmit information -- the transmission takes place over any distance, as long as the rods are on the same plane. A creature with special senses (such as darkvision, blindsight, mindsight, etc.) transmits the expanded sensory information from its own surroundings over the network, but does not allow other creatures on the network to make use of senses they don't have.


DVPY 203: Wave Decomposition
Grade: Magisterial
Prerequisites: DVPY 101, Sense Motive 8 ranks
Target: One rod of amber or mercury, 2" thick and 1' long.
Preparation Time: 30 minutes

When you achieve magisterial-tier mastery of Divinentropy, you begin learning to affect the world around you, preferentially observing some outcomes to the exclusion of others. Magisterial-tier Divinentropy is somewhat more active than the basic baccalaureate counterparts.

This principle works like DVPY 101, except that it allows you to make divining rods out of amber or mercury in addition to any other materials you know.
Amber: An amber divining rod observes time. As long as an amber rod is active, you observe the superposition of events as a series of fluctuations in the natural progression of time. Your observations protect you from these eddies in the flow, but other creatures are not so lucky. Every round, the initiative of each creature other than you in the bubble is modified by a number between -2 and +2 (roll 1d20; 1-4 is -2, 5-8 is -1, 9-12 is 0, 13-16 is +1, and 17-20 is +2). This basic effect requires 4 ebbs per round to remain active; in addition, you may prepare this principle additional times to gain more information about probable outcomes inside the bubble, chosen from the list below.
Future. By concentrating for a full round, you can gain the benefit of the augury spell, with a caster level equal to half the Sense Motive check result of the divining rod.
Past. You gain a general sense of what has happened inside the current bubble area in the past hour. You notice only noteworthy events such as deaths, battles, scenes of great emotion, important discoveries, and significant happenings of that nature. An amber divining rod cannot provide finer detail. You may select this option multiple times, each time increasing the lookback time by 30 minutes; however, with each increase, any given event must be relatively more important for you to sense it.
Present. You observe the present more strongly than it would otherwise have been observed. Each round in the bubble counts as 2 rounds against the duration of any effect inside it which has a non-permanent duration. Effects whose area is not fully contained within the bubble lose an extra round of duration every other round.
Mercury: A mercury divining rod observes probability. As long as a mercury rod is active, you gain a sense of events which are likely to occur within the bubble. This grants you a +1 luck bonus to a single d20 roll of your choice each round. This basic effect requires 2 ebbs per round to remain active; in addition, you may prepare this principle additional times to gain more information about probable outcomes inside the bubble, chosen from the list below.
Accuracy. Increase the luck bonus granted by the rod by +1. You may select this option multiple times, up to a maximum number of times equal to half your ranks in Sense Motive.
Precision. Increase the number of d20 rolls that you can affect in a given round by 1. You may select this option multiple times.


DVPY 239: Forced Uncertainty [Specialist]
Grade: Magisterial
Prerequisites: DVPY 101, Sense Motive 8 ranks
Target: One rod of bone or lead, 2" thick and 1' long.
Preparation Time: 30 minutes

This principle works like DVPY 101, except that it allows you to make divining rods out of bone or lead in addition to any other materials you know.
Bone: A bone divining rod observes death. While a bone rod is active, you instantly know whether each creature within the bubble is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), undead, or neither alive nor dead (such as a construct). You only gain this information for creatures of which you are aware, but the bone rod works even against effects which would allow a creature to feign death. This base effect requires 3 ebbs per round to remain active; in addition, you may prepare this principle additional times to gain more information about death, the dying, and the dead inside the bubble, chosen from the list below.
Dead. You gain the ability to ask questions of dead creatures in the bubble, and receive answers. By spending 20 ebbs (in addition to the normal amount of ebbs required to activate this function) and a full-round action, you can ask a question of a corpse, as per the speak with dead spell. There is no Will save to resist, but a creature may make a Bluff check vs the divining rod's Sense Motive check to answer falsely. A given corpse may only answer a number of questions equal to half the Sense Motive check result of the rod before becoming inert. If this function is active, even if you do not spend the additional ebbs required to ask a question, you also gain knowledge of all corpses in the bubble, their creature types, and alignments, as per the effects of a silver divining rod (but only on dead creatures).
Dying. When this ability is active, at your option you may cause all dying creatures in the bubble to stabilize by spending a swift action, or cause a single stable but unconscious creature (with fewer than 0 hit points) in the bubble to begin dying again by spending a standard action.
Passing On. Whenever the soul of a creature within the bubble leaves its body, be it due to death, being trapped in a soul gem, or some other process, you are automatically aware of the soul's destination (e.g. another plane, the soul gem, etc.).
Undead. You are invisible to undead in the bubble when this effect is active, as per the hide from undead spell. The Will save DC for an intelligent undead to sense you is 10 + 5 per DVPY principle you know. An undead who makes the Will save to resist is affected again upon leaving and re-entering the bubble; similarly, if you end the effect due to attacking an undead creature or similar, the effect is only ended for undead currently in the bubble, who are affected again upon leaving and entering the bubble.
Lead: A lead divining rod observes void. With an active lead divining rod, you can observe null results in place of other sensory information. This produces a nondetection effect against divination magic operating inside the bubble, with a DC for the caster level check equal to half the Sense Motive check result of the rod. In addition, a lead rod counters the effect of any divining rod with a Sense Motive check result less than the Sense Motive check result for the lead rod inside its bubble. This basic effect requires 10 ebbs per round to remain active.



DVPY 277: Imprecise Lensing [Military Science]
Grade: Magisterial
Prerequisites: DVPY 184, Sense Motive 8 ranks
Target: One rod of iron, 2" thick and 1' long.
Preparation Time: 30 minutes

This principle works like DVPY 101, except that it allows you to make divining rods out of iron in addition to any other materials you know.
Iron: An iron divining rod observes ordnance. Whenever the iron divining rod is active, you are warned of incoming hazards. This grants you a +4 insight bonus to AC against weapon or natural attacks which originate from outside the bubble; you receive this benefit even when you would be denied your Dexterity bonus to armor class. This basic effect requires 5 ebbs per round to remain active. As well, you may prepare this principle additional times to gain more information about ranged hazards entering the bubble, chosen from the list below.
Abilities. Choose spells, psionics, martial maneuvers, spell-like abilities, supernatural abilities, extraordinary abilities, or a similar type of effect. Whenever you are targeted by an effect of the chosen type, the originator of the effect must make a caster level, manifester level, initiator level, or similar check to affect you. If the effect does not have an associated level type (such as in the case of extraordinary abilities), the source makes a HD check instead. The DC for the effect is 10 + 5 per DVPY principle you know; on a failed check, you cannot be targeted, and the originator of the effect must select a new target (if another applicable target is available). If the effect targets more than one creature, it affects each other targeted creature normally according to that creature's defenses. You may select this option multiple times, choosing a different type of effect each time.
Ballistics. You gain the ability to redirect missed attacks, observing their true destination to be different than the intended one. Whenever an attack against you misses, you may cause it to instead attack a creature within 5 feet you to which you have line of effect, using the same attack roll against the new target's AC. The new target must have been a legal target for the original attack, including the attack's reach or range. You may select this option multiple times, each time increasing the maximum distance to which the attack may be redirected by 5 feet, to a maximum of the bubble size.



DVPY 332: Quantum Foam
Grade: Doctorate
Prerequisites: DVPY 101, Sense Motive 15 ranks
Target: One rod of gold or ice, 2" thick and 1' long.
Preparation Time: 30 minutes

This principle works like DVPY 101, except that it allows you to make divining rods out of gold and ice in addition to any other materials you know.
Gold: A gold divining rod observes divided flows. While active, a gold rod transmits information about alternate realities congruent with the bubble, giving you insight into what might have been and what could be. This allows you to choose one d20 roll you make per round and roll it twice, taking the result which is more beneficial to you. This basic effect requires 30 ebbs per round to remain active. As well, you may prepare this principle additional times to gain more information about parallel universes, chosen from the list below.
Deduction. You can examine the details in subtly different realities, deducing information about the altered conditions that caused them and the results of such changes. By maintaining this function active for 10 minutes of meditation and analysis, you can gain the answer to a single question, as per the divination spell with a caster level equal to half the Sense Motive check result of the gold divining rod.
Extrapolation. Keying off insubstantial clues from congruent phenomena, you can extrapolate the situation in a different location. By maintaining this function active for 1 hour of meditation and analysis, you can view another location outside the bubble, as per the scrying spell but not limited to a creature. Once the scrying is initiated, you must concentrate to maintain the effect, but it otherwise has no duration; however, if you wish to move the scrying sensor, you must physically move the rod an equal distance and direction. If you do attempt to focus on a creature, the DC of the Will save is 10 + 5 for each DVPY principle you know. This effect does create a scrying sensor in the location you view.
Real-time Analysis. At all times, you check your evolving circumstances against those happening in parallel, drawing inferences about your surroundings with a moment's thought. By spending a swift action, you aware of the true nature of things, as per the true seeing spell, until the beginning of your next turn. This effect only applies to the area inside the bubble.
Ice: An ice divining rod observes frozen causata. All microstates are equally probable, and with an ice rod you are capable of manipulating the occurring macrostate as you desire, preferentially observing a particular outcome by collapsing the superposed waveform into the event that you visualize instead of any other. While an ice divining rod is active, at the beginning of your turn each round (as a logical decision) you may choose to have all d20 rolls made by any creatures in the bubble, friend and foe alike, to automatically take a result of 5, or 10 instead of leaving the results to chance. All possible d20 rolls inside the bubble are replaced with the chosen number until the beginning of your next turn. This basic effect requires 20 ebbs per round to remain active; if you increase this cost to 30, you gain the option to set all d20 rolls to 15 instead of 5 or 10. In addition, you may prepare this principle additional times to observe more types of outcomes, chosen from the list below.
Affinity. All events have probability waves which are infinite in space; however, the probability drops to effectively zero outside their normal range. Not so for events which you observe with this effect. Any damage (including ability damage) or healing that you receive also affects every creature in the bubble as if that creature had been the recipient of the original effect (except in the case of triggering an ability similar to this one). A creature may make a Fortitude save (DC 10 + 5 for each DVPY principle you know) to resist any particular instance of damage or healing. This option can affect a total number of creatures equal to the rod's Sense Motive check result, and affects the nearest creatures first.
Redistribution. While this ability is active, you can observe creatures in the bubble to be in different locations than they originally occupied. By spending 30 ebbs (in addition to the normal cost of activating this ability) and a standard action, you may instantaneously teleport number of creatures in the bubble, up to the Sense Motive check result of the rod, to different positions. Unwilling creatures may make a Will save (DC 10 + 5 for each DVPY principle you know) to resist this effect. In addition, as long as this ability is active (even if you do not spend the additional ebbs to redistribute), you gain the benefit of the anticipate teleportation spell in the area of the bubble.
Transfer. You can visualize the unlikely event that an object might spontaneously disappear from its resting place and coalesce in your hand. By spending a standard action, you may teleport any object inside the bubble into your hand. This must be a single object of a size that you could carry in one hand, but it need not be unattended, and may weigh up to 5 pounds times the Sense Motive check result of the rod. However, if the object is in the possession of a creature, the possessor may make a Will save (DC 10 + 5 for each DVPY principle you know) to prevent the transfer.



DVPY 368: Mass-Energy Equivalence [Spec]
Grade: Doctorate
Prerequisites: DVPY 101, Sense Motive 15 ranks
Target: One rod of platinum or tin, 2" thick and 1' long.
Preparation Time: 30 minutes

This principle works like DVPY 101, except that it allows you to make divining rods out of platinum and tin in addition to any other materials you know.
Platinum: A platinum divining rod observes order. Whenever a platinum rod is active, you gain information about orderly systems with the bubble, observing organization from the chaotic muddle of infinite possibility that renews itself each moment. This grants greater efficiency to gramaric principles in the bubble, allowing each principle to use the platinum rod's Sense Motive check result in place of the principle's key skill result, if the rod's check result is higher. This base effect requires 35 ebbs per round to remain active. In addition, you may prepare this principle additional times to observe order in different ways, chosen from the list below.
Ordered Companionship. A platinum divining rod with this option facilitates personal interaction, observing them to be more orderly and predictable. You may supply extra ebbs (in addition to the normal amount required to activate this ability) to increase your Leadership score. The cost in ebbs is equal to the desired bonus squared (so increasing your Leadership score by 3 requires 9 additional ebbs). You must maintain this increase for at least 1 week to be able to attract more followers; once you have attracted them based on your increased Leadership score, you must maintain the ebb supply for as long as you wish to keep the additional followers, or they will leave as normal for a decreasing Leadership score.
Ordered Magic. This effect, when active, improves the efficiency of magic cast within the bubble. Whenever a spell which does not have the [Chaotic] descriptor is cast within the bubble, it gains a +2 enhancement bonus to caster level for the purposes of resisting counterspells, dispel attempts, and for penetrating spell resistance (but not for determining the result of other level-dependent effects). You may select this option multiple times, increasing the bonus by +2 each time.
Tin: A tin divining rod observes entropy. All things decay over time due to the laws of thermodynamics, and with a tin rod you simply observe this occurring with particular rapidity. Each round, every creature or object in the bubble reduces its hardness by 1, to a minimum of 0. You, your equipment, the tin rod, and anything connected to the rod by a gramaric circuit are all immune to this effect. An affected creature or object that exits the bubble before being destroyed regains hardness at a rate of 1 per minute. This base effect requires 20 ebbs per round to remain active. In addition, you may prepare this principle additional times to observe increased entropy, chosen from the list below.
Deletion. A tin divining rod with this option is anathema to gramarie. Each round that a gramaric principle is within the bubble, reduce the key skill check of that principle by 1. If and when the key skill check result reaches zero, the gramaric principle is entirely erased, returning the materials that made it up to their original states. If an affected principle is removed from the bubble before reaching 0, it slowly regains its key skill check at the rate of 1 per minute, until it reaches its original result. The tin rod and everything connected to it by a heuristic circuit is immune to this effect, as is any principle whose key skill check result is higher than the tin rod's Sense Motive check result.
Erosion. By spending a full-round action and 30 ebbs (in addition to the normal amount of ebbs required to activate this function), you can disintegrate a single target creature or object in the bubble, as per the spell, with a caster level equal to half the Sense Motive check result of the rod. This requires no attack roll, and the DC for the Fortitude save is 10 + 5 for each DVPY principle you know. If this function is active, even if you do not spend the additional ebbs required to disintegrate a target, you still gain information on weak points in creatures and structures, allowing you to affect constructs, undead, and objects with critical hits or precision damage.
Unweave. By spending a standard action and 20 ebbs (in addition to the normal amount of ebbs required to activate this function), you can perform a targeted dispel against a creature or object in the bubble, as per the greater dispel magic spell, with a caster level equal to half the Sense Motive check result of the rod. If this function is active, even if you do not spend the additional ebbs required to dispel, you still gain information on the fraying weave, granting you a +5 bonus to your Spell Resistance (this does not grant you Spell Resistance if you don't already have some).



DVPY 396: Strong Determinism [Military Science]
Grade: Doctorate
Prerequisites: DVPY 184, Sense Motive 15 ranks
Target: One rod of stone, 2" thick and 1' long.
Preparation Time: 30 minutes

This principle works like DVPY 101, except that it allows you to make divining rods out of stone in addition to any other materials you know.
Stone: A stone divining rod observes solidified moments. There are times when the dynamic flow of reality must halt, becoming static and unchanging. While a stone rod is active, you cannot be moved (relative to your frame of reference) if you are unwilling. You must explicitly allow (as a free action) any effect which does not originate from you to change your location in any way, including plane shift, teleport, or violet prismatic effects. The effects of natural gravity count as originating from you, though unnatural effects such as fluxes or the reverse gravity spell do not unless you initiate them. This basic effect requires 20 ebbs per round to remain active. As well, you may prepare this principle additional times to gain more control over static systems, chosen from the list below.
Non-entity. By spending a full-round action and 50 ebbs (in addition to the normal amount of ebbs required to activate this function), you can place a creature within the bubble in stasis until the beginning of your next turn. While in stasis, a creature cannot be moved by any means, nor affected in any way by other creatures, spells, or effects, including you. The creature cannot take any actions while in stasis, nor is it aware of the passage of time or of its surroundings. A creature may make a Will save (DC 10 + 5 for each DVPY principle you know) to resist this effect. This is not a temporal effect. If this function is active, even if you do not spend the additional ebbs required to place a creature in stasis, you also gain knowledge of any conditions affecting creatures in the bubble, as per the status spell, but with no location information.
Non-motion. When you activate this effect, a stone divining rod begins to function as per an immovable rod, except that it cannot be moved via Strength checks, and can support 1000 pounds times the Sense Motive check result of the rod.
Non-thought. While this effect is active, your mind is static and cannot be changed or divined, as per the mind blank spell.
Non-time. A stone rod with this option prevents any effect from changing the flow of time in the bubble, instead enforcing time to march forward at the rate of 1 second per second. While this effect is active, any other effect in the bubble which would alter time, including haste, time hop, temporal acceleration, and similar effects, simply fails with no effect. Creatures who attempt to produce such effects become aware that they will fail, and may choose to change their actions if they wish. A stone rod with this effect active counteracts the effects of an amber divining rod.


Divinentropy Discoveries:
Allied Senses: You can have the beneficial effects and information from a divining rod that you prepare affect all allies within the bubble instead of just the wielder, up to a number of allies equal to half the Sense Motive check result of the rod.
Automated Data Scrape: You can cause a divining rod to be activated without a destination mind to transmit information to. The rod can either feed its information directly into a gramaric circuit, or store the information it observes for a number of minutes equal to its Sense Motive check result, to be accessed once the rod is connected to a wielder, or through a control point.
Deep Thought: Whenever you use a crystal rod (mentation) and read surface thoughts by concentrating for 3 rounds, you can continue concentrating for further rounds to probe deeper into the subject's mind, as per the mind probe psionic power, with a manifester level equal to half the rod's Sense Motive check result.
Expanded Horizons: Divining rods you create have double the base radius (10ft + 10ft per additional preparation). Should you wield a rod created by someone else, you may temporarily apply this benefit as a free action by making a Sense Motive check that equals or exceeds the one used to create the rod. This temporary effect applies until you are no longer actively wielding the rod.
Harmonious Blend: You can mix two materials when making a divining rod. The second material counts as an additional option/preparation for the purposes of determining ebb activation cost. In addition, the base ebb cost is equal to the higher base ebb cost between the two materials, plus half the base ebb cost of the other material. For example, a mixed tin/lead rod with no additional options would have a base ebb cost of [20 (tin) + 5 (1/2 lead)] x2 = 50 ebbs, and would require a Sense Motive check of 50 to create.
Persistent Efficiency: Whenever you prepare a principle inside the bubble of a platinum divining rod that you created, you may choose to have its key skill check result be equal to the platinum rod's Sense Motive check result, if doing so would be beneficial. This persists even when the principle is removed from the rod's bubble.
Petrified Motion: You can activate a stone rod to preserve your momentum instead of your position. However, this usage of a rod is extremely costly, and requires twice as many ebbs as preserving position. For example, if you activated the rod while jumping, you would continue to rise into the air until you deactivated the rod or you ran out of ebbs.

Divinentropy Eldritch Animas:
DVPY 101: Intro to Divinentropy: The anima focuses on creatures or minds that you can detect with the rod, ignoring any miss chance from concealment, invisibility, or any other effect due to an inability to see the target. You must still identify the square the target is in.
DVPY 164: Foundations of Nonlocality: The anima fractures and reforms the magical weave around it, converting the Eldritch Blast to a supernatural ability (instead of a spell-like ability). The affected blast requires no components, does not provoke attacks of opportunity, and ignores spell resistance like any other supernatural ability, but cannot be affected by effects which alter spell-like abilities (such as the Quicken Spell-Like Ability feat).
DVPY 203: Wave Decomposition: The anima inflicts negative probability on its target, causing the creature to roll all attack rolls, skill checks, and ability checks twice, taking the worse result, for 5 rounds (Will negates).
DVPY 239: Forced Uncertainty: The anima burrows into the target's being, becoming very difficult to dislodge. Damage dealt by the Eldritch Blast cannot be healed magically or by supernatural or extraordinary abilities; it must be healed naturally.
DVPY 332: Quantum Foam: The anima causes ripples of quantum fluctuation in the area of the target. Any creatures adjacent to the target take half damage from the eldritch blast on a successful hit.
DVPY 368: Mass-Energy Equivalence: The anima sets up a resonance between destruction and creation within the target. Any creature killed as a result of the Eldritch Blast is immediately reincarnated, as per the reincarnate spell.


Spare the Rod, Spoil the Child
Prerequisite: DVPY 101, Sense Motive 4 ranks
Benefit: You gain a +2 bonus to Sense Motive checks. In addition, you may increase the bubble of any divining rod you wield as if it had been prepared one additional time. This only increases the bubble size, and as such provides no bonus to abilities or boost in ebb cost.
Special: Taking this feat means you cannot take Skill Focus (Sense Motive), and you cannot take this feat if you already possess said Skill Focus.

The Theory of Nonlocality
Grade: Theory
Prerequisite: Specialization in divinentropy, must know six DVPY principles
Preparation Time: 6 hours

A butterfly's wingbeat on one continent can cause a hurricane on another, simply through the chaotic interactions of the weather. When one includes the microscopic of quanta and probability, cause and effect become even weirder, when split ebbs continue to be entangled even after being separated by a planejumping engine.

This theory works like DVPY 101, except that it allows you to make divining rods out of mithril in addition to other materials you know. This theory targets a rod of pure mithril, 2" thick and 1' long.
Mithril: Often called "the all-seeing eye", a mithril divining rod observes cause and effect. In each moment, an uncountable infinity of actions and decisions causes ripples through the multidimensional ocean of time and space, and the ripples of each event spread outward, losing momentum but gaining impact as they encounter other ripples. A mithril rod grants you the ability to piggyback off of these ripples to expand your awareness. While the mithril rod is active, you sense everything, as per the touchsight psionic power, inside the bubble. Unlike for other rods, the cost of this base effect in ebbs per round depends on the desired bubble size; a mithril rod requires 1 ebb per round as a base cost for every 10 feet of bubble radius desired, up to the maximum amount of ebbs that the rod can handle. The bubble size is a logical decision. (If a mithril rod is mixed with another material through use of the Harmonious Blend discovery, use the large bubble size of the two materials.) In addition, you may prepare this principle additional times to observe further far-reaching cause-and effect chains, chosen from the list below.
Law of Contagion. Each occurrent event, no matter how seemingly insignificant, alters the flow of other events, producing a chain reaction which can shape the course of history. When you activate a mithril rod with this option, you may select a number of creatures in the bubble up to the Sense Motive check result of the rod. As long as the rod remains active, those creatures remain entangled with the rod, even if they later leave the bubble, and even if they are on a different plane from the rod. Each entangled creature emanates a bubble with a radius 1/5th the size of the mithril rod's bubble (minimum 5 feet); a bubble so projected counts as part of the mithril rod's bubble, and you gain information from it just as you do the rod's original bubble. The entanglement ends as soon as the rod is deactivated (or reactivated, entangling a new set of creatures).
Law of Similarity. History repeats itself on large scales and small; each event is an amalgam of the echoes of events that came before and will appear after. Whenever you activate a mithril divining rod with this option, you may select an object in the bubble which is made of a material other than mithril, and is at least 1 cubic foot in volume. Until you deactivate the rod, or choose another object as a logical decision, the mithril rod also gains the base effect of a divining rod made of the object's material (if the chosen object is made of a material which does not have an associated divining rod, this has no effect). This option cannot replicate the additional functions of rods made of other materials, only the base effect.

sirpercival
2013-12-16, 08:16 PM
Porting to the new thread for critiquing. And anyone who wants to write chrome stuff, I'll add it in this post.


The Chromancer


"You don't want to take over the universe. you wouldn't know what to do with it beyond shout at it."
http://fc05.deviantart.net/fs13/i/2009/314/f/7/Rufus_by_Vermin_Star.jpg
Image credit ~Vermin-Star (http://vermin-star.deviantart.com/) of deviantart.com

The Chromancer is the master of that most elusive metal, Chrome. He dresses well, always carries a sonic screwdriver, and plays with the forces of Time as if it were simply a large bowl of mint jelly.

Requirements: To become a Chromancer you must meet all of the following requirements.
Gramarie: Two principles in each of at least two separate disciplines.
Specialization: Any
Skills: Knowledge (planes) 13 ranks

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

Class Skills: A chromancer'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), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int), Knowledge (dungeoneering) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (the Planes) (Int), Knowledge (religion) (Int), Listen (Wis), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis) and Use Magic Device (Cha).

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

1st|+0|+0|+2|+2|Paradox, sleight of body|
+0

2nd|+1|+0|+3|+3|Epiphany, lesser transit|
+1

3rd|+1|+1|+3|+3|Paradox|
+2

4th|+2|+1|+4|+4|Doctorate principles, epiphany|
+3

5th|+2|+1|+4|+4|Paradox, sleight of mind|
+3

6th|+3|+2|+5|+5|Epiphany, greater transit|
+4

7th|+3|+2|+5|+5|Paradox|
+5

8th|+4|+2|+6|+6|Epiphany|
+6

9th|+4|+3|+6|+6|Paradox, sleight of soul|
+6

10th|+5|+3|+7|+7|Epiphany, supreme transit|
+7[/table]

All of the following are class features of the chromancer.

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

Paradox (Su): You are adept at using small temporal inconsistencies to your advantage. At first level, and every 2 levels after, choose one of the following abilities:
Bite me, Zeno: By enforcing discrete time-steps, projectiles must move half the distance at a time to hit you, and few know enough calculus to bridge the gap. Ranged attacks made against you suffer a 10% miss chance, +10% for each range increment.
Bootstrap's Bootstraps: You can ensure the existence of an event by having it occur initially in the past, a process called "bootstrapping". As a swift action once per encounter, choose a creature you have successfully attacked since the beginning of the encounter. The next attack you make against that creature in the encounter is an automatic hit (though you must still roll to determine if your attack is a critical threat, and your threat confirmation is not automatically guaranteed).
Evolving Geodesics: By projecting forward and backward in time, you always know the shortest path to get from point A to point B. You can move (and charge) at no penalty through difficult terrain; in addition, when moving on a diagonal, each square only costs 5 feet of movement (instead of alternating 5 and 10 feet).
Helter Skelter: When you step between seconds, even a little bit, you make a point to scatter yourself randomly through all of existence for the briefest non-instant. By doing so, you will sometimes happen upon a piece of information you wouldn't otherwise have found. Whenever you roll a Knowledge check (except when rolling to prepare a principle), you may roll twice and take the better result.
Long-range Prophylactic: You set things in motion to prevent your enemies' schemes. As an immediate action once per encounter, you can cause target opponent within 30 feet to suffer a -10 penalty on a skill or ability check.
Mal-apropos-ition: A twist of time, and you can cause the words your opponent is speaking to garble themselves on the way out. As an immediate action once per encounter, you can force a creature attempting to cast a spell with a verbal component to roll a caster level check against a DC of 10 + 1/2 character level + Cha mod, or the spell fails.
Paradigmatic Stutter-step: By replaying a second in time, you manage not to be in the wrong place at the wrong time. As an immediate action once per encounter, you can teleport up to 10 feet in any direction, as per the dimension door spell.
Splitting Twins: Using relativistic time dilation, you can make attacks against you happen asynchronously. Whenever an opponent successfully attacks you in melee, each subsequent attack that opponent makes against you in the same round suffers a penalty equal to your class level.
Trickle-down Temporanomics: You've learned to spread out the bad things that happen to you over a broader time-span, which (just as with spread-out force) reduces their effectiveness in a way. Whenever you take damage, divide that damage by a number up to your Charisma modifier (rounding up). You take the reduced amount of damage over the same number of rounds, beginning in the round you took the damage. (For example, if you suffer an attack of 18 damage, as long as you have a Charisma of at least 18, you could take 5 damage each round for 4 rounds instead.)
Washing Downstream: Time flows like a river, fruit flies like a banana; sometimes it's rejuvenating to just close your eyes and let the river take you. At will, you can spend 1 minute in meditative contemplation to heal a number of hit points equal to your class level; alternatively, you can remove any one condition which is affecting you.


Sleight of Body (Ex): Upon entering this class, by beginning to work with chrome you learn to shift your body out of the normal time stream very slightly, so that some temporal effects which would normally affect you no longer do (or have their effectiveness reduced). You become immune to slow effects and effects which would cause you to age; in addition, you may have any effect caused by an enemy which is affecting you to use up 2 rounds of duration for each round that it affects you.

Principles of Gramarie: You continue to advance your study of gramarie. At the levels indicated on the table above, you learn a new principle of gramarie that you qualify for. Your Chromancer levels stack with your levels in one other gramarie base classes to determine what tier of principles you can learn (choose which base class when you enter the class). At all times, your choice of specialty dictates which individual principles are available for you to learn.

Epiphany: You dance over the flows of time, and sometimes you come across something which is just… awesome. At 2nd level and every two levels thereafter, you learn an ability due to our mastery of one of the gramaric disciplines, chosen from the following list:
All the Shiny Happy Metal: You can create a new metal with the ALCH286 principle: Chrome. Chrome has the following statistics
{table=head]Metal|Hardness|Hit Points Per Inch|Melting Point|Boiling Point|Break DC Modifier|Diplomacy DC|Density
Chrome|12|35|1875 °C|2680 °C|+5|55|450 lb/cubic foot[/table]
Chrome is extremely hard and durable; attacks made with a chrome weapon ignore 1 point of hardness. When treated with ALCH364, it ascends into hastelloy, which protects items from the flow of time. Objects and structures made from hastelloy do not experience the passage of time at all, as if made of quintessence. Spaces, creatures, and objects completely enclosed by hastelloy experience the same effect, and it's completely impossible to interact with the outside world from such a location. Hastelloy has a Diplomacy DC of 65.
Accelerated Evolution: When adding grafts of at least 1st level to a biollurgical chassis with BIOY 228 or 340, you may designate the graft as an evolutionary graft by infusing it with a bit of chrome. An evolutionary graft taps into the history and future of the creature, borrowing from its more evolved self at the expense of its present for a short time. Choose a graft of a level lower than the main graft, and one of a level higher than the main graft; all three grafts must be thematically related. As a logical decision, the main graft can be evolved to the the higher-level graft, and it remains so for a number of rounds equal to the number of BIOY principles you know. At the end of the duration, the graft devolves to the lower-level graft, for a number of rounds equal to the Heal check result, after which it returns to the main graft. A graft cannot be evolved while it is evolved or devolved.
Conveyor Belt: You gain the ability to create a new kind of geoccult pole: the Chrome pole.
{table=head]Metal|Critical DC|Biome|Baseline Terrain
Chrome|25|Factory|Brick[/table]
Factory (Brick) Brick is simply baked red clay. Nothing grows on it, although it's quite sturdy and can hold heavy equipment and creatures. A chrome pole produces a cubic building (with a door), rather than simply altering the ground. The climate inside is dry and temparate.
Factory [Chrome] A chrome pole allows you to spread a factory biome. A factory has a brick cubic building as its baseline, and additional terrain features include cabinets, constructors, conveyor belts, lifts, platforms, and workbenches.
Cabinet: A cabinet is a storage compartment built of wood and brick, with a door for access (which can be lockable). Each cabinet takes up a minimum of 1 5-foot cube, and must be anchored to a wall, ceiling, floor, or platform.
Constructor: A constructor is a machine which can carry out a single task. Each constructor is a many-armed, noisy mechanical construct of impressively massive appearance. You can command the constructor to perform any simple, physical task that you can describe in Common in 25 words or less. You can order the machine to perform the same task over and over, or the task can be changed via a control point. You must specify the task when you place the terrain feature. Running a constructor requires 10 lb of metal every hour of operation. A constructor takes up a 10-foot cube at minimum; it must be placed on the floor or on a platform, and once placed, cannot be moved. As part of its task, the constructor can make Craft checks for any Craft skill, using a skill bonus equal to your ranks in Survival. The constructer takes 10 on every Craft check. Crafting with a constructor takes the normal amount of time; by linking a number of Constructors together using conveyor belts, lifts, and platforms (a "production line"), items can be crafted much more quickly. In such cases, the check result to produce an item is equal to the sum of the check results of all constructors working in that production line.
Conveyor Belt: A conveyor belt transfers material from one part of the factory to another. Each individual application of this terrain feature is a straight line between two other terrain features, moving in one horizontal dimension only -- conveyor belts cannot move vertically. The end points of a conveyor belt must be squares occupied by terrain elements (including other conveyor belts). A conveyor belt carries material at a speed of 10 feet per round, and requires 10 lb of metal per hour of operation. Whenever a conveyor belt is used as part of a production line, add the travel time of a unit of material from one end of the belt to the other to the total time of each Craft cycle.
Lift: A lift is almost identical to a conveyor belt, except that it moves vertically (up or down). A lift moves at a speed of 5 feet per two rounds; whenever a lift is used as part of a production line, add the travel time of a unit of material from one end of the lift to the other to the total time of each Craft cycle.
Platform: A platform is simply a flat surface to which other terrain elements can be anchored. A platform can hang via thin cables from the ceiling, and need not be anchored to a wall. Using platforms and lifts allows you to construct production lines in three dimensions.
Workbench: A workbench is an area where a creature can contribute to a production line. When manned, a workbench contributes to a production line just like a constructor, but using the creature's Craft check result instead of a constructor's, and without requiring any metal to operate.

{table=head]Metal|Terrain|Climate Condition|Extreme Weather Condition
Chrome|Factory|Dust|Explosions[/table]
Chrome (Dust): The furious sawing, ratcheting, drilling, and hammering can create a patina of dust on surfaces, as well as a dusty haze in the air. Surfaces with dust require a DC 5 Balance check to move more than 5 feet in a round (causing creatures without ranks in Balance to become flat-footed as normal), and the floating motes reduce visibility by 25%. Spot and Search checks suffer a -4 penalty in dusty areas. Dust requires just 50 lb to get started, and only 10 lb per hour to maintain.
Chrome (Explosions): Sometimes things in a factory just… blow up. No one knows why. A random terrain element within the area of the weather explodes, giving off a fireball (as the spell, with a caster level of 10) and destroying the element. This costs 50 lb, and is instantaneous.
Factory [Chrome]: Factory supernatural terrain features include biotomata, hellfurnace, and magnetic disjoiner.
Biotomata: Biotomata are biollurgic chassis workers who man the workbench stations of a factory. Biomata are basic circuited chassis, as produced by BIOY 228 and 273; if you know other BIOY principles, you may alter your Biomata appropriately. A Biotomaton at a workbench functions as a Constructor, and since it is circuited, can be controlled as a logical decision. In addition, by spending a use of spectroconstruction, you may have all the Biotomata in a factory take 20 on a given Craft check instead of 10, but without taking 20 times as long.
Hellfurnace: A Hellfurnace is a magical portal which transfers waste to the furnaces of Hell. Any object or creature entering a Hellfurnace takes 10d6 Hellfire damage each round (Fortitude save DC 10 + 5 per GEOC principle you know for half damage). A creature or object destroyed by a Hellfurnace is lost irrevocably; not even a wish or miracle effect can return it to existence. Only divine intervention can recover an object or creature relegated to a Hellfurnace. A creature who is forcibly propelled into a Hellfurnace receives a Reflex save (DC 15) to avoid entering; upon entering, the creature takes the damage each round until it can exit, by making a Will save as a full-round action at the same DC.
Magnetic Disjoiner: This large induction coil is used to separate metals for processing. Whenever a metallic object is placed inside the coil, it is reduced to its component metals, each of which is relegated to the appropriate bin. (Non-metal pieces of the object are placed en masse in the "Non-Metal" bin.)

Echoes of Retcon: Your mastery of chrome allows you to warp your thoughts through time itself, sending instructions back to an existing HEUR circuit. You can retroactively state a decision a number of rounds into the past up to twice the number of HEUR principles you know, as long as that decision cannot and does not alter any events which have already occurred. You must access the control point of the circuit in the normal way.
End-run Around History: You can create a new type of engine with ELDK 399:
Time-leaping: A timeleaping engine uses mementos as a fuel source and is made out of chrome. It requires 3 mementos for each leap that it makes; a memento is an object of at least 1 pound which existed and is tied to the time period to which the engine leaps. The engine requires 3 mementos as a means of temporal triangulation (which are consumed by the activation), and as such cannot be powered by puissance like other eldrikinetic engines. Each time it is activated, a timeleaping engine functions similarly to a planejumping engine, except that instead of moving between planes, it moves between times in the exact same location (i.e., without moving in space, though other engines in the same circuit can move in space once the time leap is complete, and ignoring such anachronistic things as planetary rotation, tectonic drift, etc.). The engine can move up to a number of weeks backwards or forwards equal to the Concentration check result of the engine in a single leap, but must make a second leap (requiring the appropriate mementos) to return to original time.

Moving in time is a dangerous proposition, especially when it comes to moving into the past and causing paradox; because of this, reality buffers built into the engine keep the traveler out of phase enough that interaction with the past or future is impossible -- the time traveler cannot affect the world, nor can the inhabitants of the world observe or interact with the time leaper. However, time leapers carried by the engine can observe the world as easily as if they were there in their full glory. (Information gleaned from the future is notoriously unreliable, as each leap only grants access to one possible future, and not even necessarily the most likely one.)

Flux Capacitor: You can apply the delay property to polarcane fluxes you create with YGGD212. Delay polarcane fluxes change spatial momentum into temporal momentum; any object which passes through such a polarcane flux exits 1 or more rounds after it enters. The number of rounds that an object is delayed is equal to the amount of Push the object has, divided by 100 (rounded down, minimum 1 round). For the purposes of this effect, a fired arrow or bolt is considered to have 200 Push, while a thrown weapon or object has 100 Push. Living creatures cannot enter a delay polarcane flux.
Statics and Statistics: Using your KALD 238 principle, you can create a new colour of filter:
Chrome: a chrome filter excludes duration. Effects which are neither instantaneous nor permanent cannot pass through it, and creatures or objects bearing such effects (such as spells, activated abilities with durations, etc.) have those effects removed when they traverse it, as if the duration had expired. A chrome filter is vulnerable to transformation. It collapses if a spell from the polymorph subschool is cast upon it, with a caster level equal to or greater than your ranks in Spot.

TRH (Temporal Resonance Holography): By infusing the essence of chrome into your IMCH 228 principle, you gain an additional function for your illusion: Memory: A memory function illusion is much like a programmed illusion, except that the creator has no control over what the illusion shows. Instead, the illusion replays events which occurred in the same location, with whatever sensory outputs are built into the illusion. The illusion can display events beginning at any time up to 1 day ago per IMCH principle you know, and simply progresses forward at the rate of 1 second per second until the starting point is changed as a logical decision.

Turnabout is Fair Play: You can create a chrome transformer with the ARCD204 principle. A chrome transformer channels time energy by absorbing or emitting seconds.
Input: Chrome input absorbs actions. A creature within the net must make a Will save (DC 10 + 5 per ARCD principle you know) or only be able to take either 1 standard action or 1 move and 1 swift action in a round. Each creature-round of actions absorbed generates 1 ebb. A creature who cannot take actions (due to being dazed, stunned, or for any other reason) does not generate ebbs.
Output: Chrome output produces actions. A creature in the net gains 1 standard action or 1 move and 1 swift action on their turn in any round where the transformer receives at least 6 ebbs. If more than one creature is in the net at the same time, the beneficiary is determined at random. Every additional multiple of 6 ebbs allows another creature to gain an action (again chosen at random if there are more than enough creatures within the net). No creature can receive more than one dose of actions from chrome outputs per round.


Lesser transit (Su): From 2nd level onwards, you have learned to move yourself very slightly in time, granting you an insight bonus to initiative checks equal to your Intelligence modifier.

Sleight of Mind (Ex): Beginning at 5th level, you can unfocus your mind from time, making it very difficult to alter your brain patterns; however, this activity is taxing, and you can't keep it up for very long. As a swift action, you can grant yourself the benefit of mind blank for 1 round; you may do this a number of times per day equal to your class level.

Greater Transit (Su): Upon reaching 6th level, your instantaneous fluctuations in time have become much more pronounced, allowing you to avoid many effects which would otherwise harm you. You gain evasion (as the rogue ability, but it functions in any armor).

Sleight of Soul (Ex): When you reach 9th level, you can move yourself fully out of phase for short periods of time. You can grant yourself the incorporeal subtype (bringing all your equipment with you) for 1 minute as a swift action, a number of times per day equal to your class level.

Supreme Transit (Su): At 10th level, you have far more control over your personal shifts through the time stream. You gain improved evasion (as the rogue special ability, but it functions in any armor).

Arcanist
2013-12-16, 10:46 PM
Edited compendium to include new material.

Milo v3
2013-12-16, 10:50 PM
Edited compendium to include new material.

Where's the creature section?

Arcanist
2013-12-16, 11:30 PM
Where's the creature section?

I'm still trying to figure out where I should add those actually. I don't really want to put them in their own section since the section has the potential for expanding out infinitely, so I'm thinking about making an individual post for linking creatures.

Milo v3
2013-12-17, 01:28 AM
[Organic Science] (WIP)

ALCH 146: Life is Chemical [Organic Science]
Grade: Baccalaureate
Prerequisites: ALCH 101
Target: One living creature taking up no more than 8 cubic ft. and weighing no more than 5,000 lb.
Preparation Time: 1 hour

This principle alters the fundamental properties which make up a creatures body. As part of this principle, you make a Diplomacy skill check to convince the atomic spirits of the living material to rearrange themselves to your liking. At the end of the preparation, you can apply one of the following changes to the creature. Any creature can only have one modification to a given statistic at a time (for example, a Cora can't have its skin hardened twice).

Durability: The maximum age of the target are increased or decreased by your Diplomacy result (minimum 1).
Hardness: The damage reduction of the target is increased or decreased by one tenth of your Diplomacy result (minimum 0).
Heat Range: The temperature range the target can survive in may be moved up or down by one half of your Diplomacy result.
Sturdiness: The target gains a bonus or penalty to resist trip and bull rush attempts equal one fifth of your Diplomacy result.



ALCH 288: Metallic Integration [Organic Science]
Grade: Magisterial
Prerequisites: ALCH 146, ALCH 286
Target: One living creature taking up no more than 8 cubic ft. and weighing no more than 5,000 lb.
Preparation Time: 2 hours

This principle alters the fundamental properties which make up a creatures body, transmuting their body parts into possessing traits of planetary metal. This functions as ALCH 286, except you transmute a body part of the target rather than a metal, and the DC is increased by the targets natural armour bonus and the number in parentheses next to the body parts entry (see below). To return the body part to normal and remove the bestowed effects of this principle, it requires an additional use of this principle with a DC of 20 + 2 x targets current natural armour bonus.

Finally, the target of this principle must make a Fortitude save (DC equal to half the Diplomacy DC of the principle being used), with failure causing: the benefits to only last 1d4 days, reverting the body part to normal afterwards, and dealing 1d4 constitution damage.

Blood (+5)
Your blood is modified to have the traits of a metal, it functions as both blood and the metal for the purposes of effects. This option can only be used at temperatures where the metal to be transmuted into would be liquid, the target has blood, and if the person using the principle knows ALCH 112.

Copper (Blue Bloods): You gain Electricity Resistance 5. If you are dealt piercing or slashing damage round where your electricity resistance reduces damage, the weapon which dealt the piercing or slashing (or the projectile of a ranged weapon if that is the case), takes electricity damage equal to half of the damage your electricity resistance has reduced this round (minimum 1).
Gold (Royal Bloods): You gain Spell Resistance 10 + your Hit Dice, but it only applies to Transmutation effects. In addition, you gain a +5 alchemical bonus on saves against poison and diseases that relate to blood.
Iron (Sanguine Bloods): For the purpose of holding your breath and running, your constitution score is tripled, you gain a +10 alchemical bonus on saves against poison and becoming fatigued and exhausted.
Lead (Black Bloods): You gain Spell Resistance 10 + your Hit Dice, but it only applies to Divination effects. In addition, you gain a +10 alchemical bonus on saves against radiomantic effects, and can become a Kishin.
Mercury (Tricksilver Bloods): You gain Electricity Resistance 5 and gain Improved Initiative as a bonus feat. If you possess Improved Initiative already, then you instead gain Lightning Reflexes as a bonus feat. If you possessed Lightning Reflexes already, then you instead gain a +10 ft. alchemical bonus to base land speed.
Silver (Silver Bloods): You gain Electricity Resistance 10, Fire Resistance 5, and immunity to Lycanthropy. If you already were afflicted with Lycanthropy, you are stuck in whichever lycanthropic form you are presently in or where last in if you aren’t in a lycanthropic form.
Tin (White Bloods): You gain Acid Resistance 5, and a +10 alchemical bonus on saves against massive damage. In addition, while dying the chance of them stabilizing at the end of each round is increased to 50%.


Bones (+10)
Your bone is modified to have the traits of a metal, it functions as both bone and the metal for the purposes of effects. This option can only be used at temperatures where the metal to be transmuted into would be solid, and the target has an internal skeletal structure.

Copper (Conductive Frame): You gain electricity immunity, also whenever hit by electricity damage, your skeleton gains 1 volt per 10 points of damage you would’ve taken. You can direct volts stored inside your skeleton into anything metallic or ferrous that you are in physical contact with as a free action. Your skeleton can store up to double your Hit Dice in Volts at any one time.
Gold (Royal Frame): ?
Iron (?): ?
Lead (Dark Frame): You are constantly affected by a Nondetection effect, you gain a +15 alchemical bonus on saves against radiomantic effects, and negative levels from radiomantic effects always disappear after a day (no save is required).
Mercury (?): ?
Silver (?): ?
Tin (?): ?


Eyes (+0)
Your eyes are modified to have the traits of a metal, it functions as both eyes and the metal for the purposes of effects. This option can only be used at temperatures where the metal to be transmuted into would be solid, the target has eyes, and the person using the principle is able to cast at least one second level or higher divination spells.

Copper (Cyan Pupil): You gain Electricity Sense as a Shocker Lizard, except this can also detect the electricity inside of creatures which possess a nervous system or possess the Electricity subtype.
Gold (Golden Pupil): You gain darkvision up to 60 ft., or extend your darkvision by 60 ft. Your darkvision can now also see in magical darkness.
Iron (Red Pupil): You can detect the presence of heat within 60 ft., such as fires, warm food, and living creatures. Creatures that radiate heat illuminate an area comparable to a flame of the same size as the creature. If a creature has the Fire Subtype they count as one size larger, and if they have the Cold Subtype they count as one size smaller.
Lead (Black Pupil): You gain Geigersense as a Scull, and can see gramarie bubbles.
Mercury (Flowing Pupil): You gain the ability to view motion. This functions as tremorsense 100 ft. but things you detect with it don't need to be in contact with the ground.
Silver (Silver Pupil): You count as interacting with any illusion you see. In addition you constantly gain the benefits of See Invisibility.
Tin (White Pupil): Objects appear transparent to you, this can penetrate barriers, but 2 feet of stone, 2 inches of common metal, a thin sheet of lead, or 6 feet of wood or dirt blocks it.

Skin (+15)
Your skin is modified to have the traits of a metal, it functions as both your exterior and the metal for the purposes of effects. This option can only be used at temperatures where the metal to be transmuted into would be solid, and the target has an exoskeleton, hide, scales, skin or similar.


Copper (Copper Clad): You gain 8 Hardness....
Gold (Gold Clad): You gain 5 Hardness....
Iron (Iron Clad): You gain 10 Hardness....
Lead (Lead Clad): You gain 2 Hardness, always count as surrounded by lead for divination effects, and doesn't gain from negative levels from radiomantic sources.
Mercury (Mercury Clad): You gain 5 Hardness....
Silver (Silver Clad): You gain 5 Hardness and immunity to gaze attacks. In addition whenever a creature attempts to use a gaze attack on you, they must save against its own gaze attack, suffering the consequences of a failed save unless it would normally be immune.
Tin (Tin Clad): You gain 2 Hardness....


Other (+10)
You organs are modified to have the traits of a metal, it functions as both your muscles and the metal for the purposes of effects. This option can only be used at temperatures where the metal to be transmuted into would be solid, and the target has the specific organ mentioned in the name below.

You are not restricted to only possessing one of these, as they all transmuting different organs.


Copper (?): ?
Gold (Heart of Gold): ?
Iron (Iron Lung): ?
Lead (Lead Foot): ?
Mercury (?): ?
Silver (Silver Tongue): ?
Tin (Tin Soldier Muscles): ?


BIOY 154: Organ Mechanic [Organic Science]
Grade: Baccalaureate
Prerequisites: BIOY 101
Target: The Body Slot of a Living Creature (See Grafting Rules)
Preparation Time: 2 hours

This functions as BIOY 101, except it only converts a body part into biostructure.

This biostructure continues to function as that body part in it's full capacity. If the body slot loses parts (such as having your hand cut off somehow), those parts can be restored by replacing it with biostructure equal in volume to the amount missing. These body parts can be targeted as separate creatures to the body they are attacked to and heal over time separately to the "host" they are attached to, though they have the armour class and saves as the creature they are attached to.

If the gases that a body slot breaths in and out matches that of the "host" body, they count as breathing whenever the host would be.

Biostructure Body Slots that are physically connected become a single mass of biostructure. If every body slot of a creature becomes converted into biostructure; the creature gains the hardness and fast healing as the rest of the mass, in addition they stop aging and lose the ability to reproduce.

Biostructure Body Slots can be turned into chassis as per normal biostructure, though if done the creature is still physically attached to the host, and has no movement speed. The host can continue to control the body slot as he normally would, but the chassis can resist with a will save (DC 10 + host's charisma modifier + 1/2 host's HD), success means the host doesn't control the chassis for 1d4 rounds.

A host also has extraordinary telepathy with all his body slot chassis at all times.

** Ok... this is going to need a severe rewrite **

BIOY 234: Improved Fleshweave [Organic Science]
Grade: Magisterial
Prerequisites: BIOY 228, Heal 7
Target: A finished chassis
Preparation Time: 2 hours

This principle grants some kind of advanced durability or functionality to a biollurgical chassis. As part of this principle, you make a Heal check, which must match or exceed the original Heal check made to create the chassis. Upon success, you must choose one of the following options. A chassis can have more than one of them:

Elite: This can only be applied to chassis which are larger than medium size. The number of racial hit dice it has is 1 Hit Die, gains two additional Hit Dice for every size category above Medium, and gains three additional Hit Dice for every size category above Colossal.
Hollow: This can only be applied to chassis which have cockpits and is at least have a height and length of 15 ft. The interior of this chassis is hollowed, turning the location of the cockpit into an entrance to the interior. Every square of the chassis that isn't adjacent to it's outer layer is empty and can have walls, furniture and people inside of it as such. At least 5 ft. of the interior must be selected to be the pilot area. This functions as a normal cockpit, except that additional 5 ft. cubes can be selected to be pilot area (these must all be joined together), any creature in a pilot area can attempt to aid other on the main pilots checks to control the chassis, or make oppose checks to fight for control against a different pilot.
Revertable: A Revertable chassis can spend a full-round action to convert themselves back into the basic biostructure that forms them, which then changes back into their animate body upto 24 hours later (minimum 1 hour). This mimics a Flesh to Stone spell and then Stone to Flesh spell, except it turn the user into biostructure rather than stone.


GEOC 146: Evolving Ecosystem [Organic Science]
Grade: Baccalaureate
Prerequisites: GEOC 101
Target: At least 100 lb of bone
Preparation Time: 1 hour

This principle works like GEOC 101, except that it opens up a new pole for you to play with: bone.

{table=head]Material|Critical DC|Biome|Baseline Terrain
Bone|25|Flesh Forest|Fleshrock
[/table]

Flesh Forest (Fleshrock): This is a dark mass made of skin, flesh, and ground bone. As with biostructure, the various growths in a flesh forest count as both a living creature and an object. Because of these similarities, you cannot turn Fleshrock into biostructure with BIOY 101. Flesh Forests have very humid warm climates; 25 to 35 Centigrade is common, with a consistent relative humidity of up to 70%.

Depending on your other known principles, this principle can grant additional abilities.

If you possess GEOC 235: Bizarre Biomes, you can use it to place the following features in a Flesh Forest:

Flesh Trees: These appear to be normal trees (http://www.d20srd.org/srd/wilderness.htm#forestTerrain), except they are made of skin, muscle and bone. These "trees" can be light or massive. Light flesh trees require negligible space, while massive trees require a 5ft. square. Light trees cost 5 lb, and massive flesh trees cost 20 lb. Flesh trees can be placed at a discount when grouping them together in a flesh forest; up to four light flesh trees can be placed in a single 5ft. square, and the third and fourth are free. Similarly, up to two flesh light trees can occupy the same square as a heavy flesh tree, and they are also free.
Madeyes: A madeye is a animalistic plant typically appearing to be a flesh stem with a large eye on it's top. Madeyes provide concealment, and a +1 bonus to AC and Reflex saves to anyone in the same square. You cannot climb a cactus, but it is filled with liquid that can be harvested with a DC 15 Heal check. Madeye juice will hydrate people, but those who drink it report hallucinations and fevers (-4 penalty to mental ability scores until they get eight hours of rest out of the sun). Madeye otherwise work like light trees, as described in the gold (arctic) pole section. A madeye costs 15 lb and cannot be closer than 10ft. to another madeye.
Quicksand: Quicksand (http://www.d20srd.org/srd/wilderness.htm#marshTerrain) is a well known hazard. 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.
Scales: This feature is a large single smooth scale on the fleshes surface, this could be on any fleshrock surface. It costs 2 squares of movement to enter a square covered a scale, and the DC of Balance and Tumble checks there increases by 5. A DC 10 Balance check is required to run or charge across scales. Scales costs 5 lb for every 5ft. sheet.
Tendril Mesh: Tendril mesh is a semi-animal form of plant life which appears to be a mesh of tendrils with several green pulsating bulbs, it is reasonably nutritious and can grow in the absence of light as long as it has a decent supply of nutrients and peace and quiet; however, anyone untrained in Heal (0 ranks) has a 5% chance of picking a poisonous bulb when gathering food from a tendril mesh plant (Fortitude DC 15, initial and secondary damage 1d6 Con). Someone trained in Heal can make a DC 25 Heal check to gather up to three such poisonous bulbs from any given 5ft. patch. Tendril Meshes are softer than the ground; falls onto them count as being 20ft. shorter than they actually are. Bulbs, once picked, take a day to grow back. Tendril Meshes cost 50 lb for every 5ft. patch.


If you possess GEOC 323: Curious Climates, you can use it to spread the following climate conditions:

Bone (Spasms): Spasming flesh shakes the entire area. Balance, Tumble, and Jump checks are made at a -4 penalty, and spellcasters must succeed on a DC (12+spell level) Concentration check when casting or lose the spell. Any creature moving more than 10 feet in a round must succeed on a DC 10 Balance check or fall prone at a random point during their movement. Having the stability ability, more than three legs, or moving at half-speed all add a +4 bonus to this check. Flying creatures are unaffected. In addition the underfoot vibrations cause all tremorsenses to go haywire and temporarily cease functioning. An hour of Spasms consumes 75 lb of bone.


The extra weather condition granted is:
Bone (Gluttony): When this weather is started, thousands of arms, tendrils, hands, and mouths burst from the environment. Any creature within 10 ft. of Fleshrock or any feature of a Flesh Forest must make a grapple check opposed by the grapple check of the "Limbs of the forest". Treat the limbs attacking a particular target as a Large creature with a base attack bonus equal to half your survival check and a Strength score of 20. The limbs immediately regrow, and may as well be immune to all kinds of damage.

Once the limbs grapple an opponent, they may make a grapple check each round on your turn to deal 3d6+5 points of bludgeoning damage. The limbs continue to crush the opponent until the weather ends or the opponent escapes. If the opponent dies then they are devoured by the mouths that were grown, leaving no corpse (but lots of blood).

Any creature that enters within 10 ft. of fleshrock or a flesh forest feature is immediately attacked by the limbs. Even creatures who aren't grappling with the limbs may move through the area at only half normal speed. An hour of Gluttony consumes 200 lb of bone per hour.


If you possess GEOC 374: Supernal Ecologies, you can use it to place the following features in a Flesh Forest:

Eldritch Maw: Eldritch Maws are large mouths which are grown on the surface of a 30 ft. long square of fleshrock, and obtain food for the biome itself. A character approaching an eldritch maw at a normal pace is entitled to a DC 10 spot check to spot the danger before stepping in, but charging or running characters don’t have a chance to detect an eldritch maw. If you fall into the maw, you fall into a 20 ft. deep pit, and every round you take 2d6 acid damage. In addition a tongue is in the Eldritch Maw, which has stats as a Purple Worm (http://www.d20srd.org/srd/monsters/purpleWorm.htm). If a corpse is left inside an Eldritch Maw for 24 hours, it will be melted into non-existance, and all the bones from the corpse will be added to the biomes geoccult pole. Each 30 ft. square patch costs ? lb. of bone, and ? lb. of bone to restore a dead "tongue" to life.
Eye Patches: The Eye Patches feature grows a patch of eyes (each a slightly different size) which look around in every direction as if paranoid, spread across the surface of 5 ft. square of fleshrock. Interestingly they they can be placed in the same square as a flesh tree, growing eyes on the flesh tree instead. Any creature in contact with the geoccult pole can see from any of these eye patches and view as if they were standing on an adjacent square, as a free action. Each 5 ft. square of Eye Patches costs ? lb. of bone. Sanguine Waters: A Sanguine Waters appears to be a normal lake or river, if it were.... made of a liquid which looks like blood, though it functions as a water except that it creates light as a candle, grants a +4 alchemical bonus to constitution checks for 24 hours to any who drink it, and you must roll a percentile die every time you have a drink. This roll has no effect, unless you roll a 1, where your type counts as aberration for the next hour and you become dominated by the flesh forests mind, what exactly the flesh forest would want you to do is up to the GM's discretion. Each use creates a 10 ft. by 5 ft. river of this liquid, though if you place at least four next to each other to form a 10 ft. by 20 ft. square, it appears as a lake instead. Each 10 ft. by 5 ft. square of Sanguine Water costs ? lb. of bone.



GEOC 238: Wild's Life [Organic Science]
Grade: Magisterial
Prerequisites: GEOC 101, Heal 6
Target: At least 100 lb of planetary metal
Preparation Time: 2 hours

This principle works like GEOC 101, except that you can spawn creatures into the biomes that you are creating. By maintaining contact with the pole during the spread of a biome, you can spawn native creatures, such as fish or birds, inside of the area as it grows. Alternatively, these can be changed as a logical decision or by preparing the principle again.

At the cost of 50 lb of the poles material, you can spawn any number of creatures that would have the biome as it's natural environment, as long as the total is equal or lesser than the survival check made when preparing the principle and no single creature has more HD than the number of Geoccultism principles you know.

Spawned creatures can appear anywhere in the biome's bubble, but take one round to appear per 5 ft. away it is from the pole. This principle grants no control over the creatures spawned in this manner.


Eldritch Anima


ALCH 146: The anima reduces the target's maximum age by 1 for every 5 damage (Fort negates). This effect stacks over consecutive applications, and lasts for 5 rounds.
ALCH 288: The anima causes the target to lose the benefit of one graft they possess chosen at random (Fort negates). This effect lasts for five rounds, and multiple grafts can be disabled at once.
BIOY 154: The anima increases the creatures healing rate, and deals no damage. Increasing the targets fast healing by 1 per 5 damage it would have dealt. A single target can only be revitalized like this once per day, and the effect lasts for 1 minute.
BIOY 234: ?
GEOC 146: The anima causes skeletal arms to burst from the ground, even if they are formed from the dust of a billion different skeletons. The target is rendered prone (reflex negates).
GEOC 238: ?


Arts of War


ALCH 146: ?
ALCH 288: ?
BIOY 154: ?
BIOY 234: ?
GEOC 146: ?
GEOC 238: ?


Evolutions


ALCH 146: ?
ALCH 288: ?
BIOY 154: ?
BIOY 234: ?
GEOC 146: ?
GEOC 238: ?


Idea =
Life is Everywhere [Gramarie]
You can apply incorporate your biollurgical knowledge in new ways.
Prerequisites: BIOY 101, Heal 4 ranks, Specialist in a discipline of gramarie
Benefit: Select one discipline you are a specialist in, you can now take principles from that discipline that possess the [Organic Science] tag.
Special: If you possess the Organic Science feature of the Anabolist, you may gain this feat for any discipline you know a principle from, rather than needing to be a specialist of the discipline.

Rolep
2013-12-17, 01:40 AM
Puissamantics

Multitudinous multitudes of credit go to qazzquimby, who designed the majority of the principles and without whom this project would never have grown beyond speculative rambling. Credit is also due to sirpercival, Grek and Fako, whose contributions have supported shaky corners.


http://fc07.deviantart.net/fs71/i/2012/110/d/3/cataclism_by_tsabo6-d4wyc94.jpg
Credit to Tsabo6 (http://tsabo6.deviantart.com/)of DeviantArt.
“I pause
in this garden, breathing the colour thought is
before language into still air.”

Energy flows everywhere. Behind every action, behind every reaction, behind every inaction, there lies a subliminal power, a driving force that turns the heavens and fuels the heart. Invisible and ephemeral, it governs the laws of existence. Puissance. Gramarists all use it, knowingly or otherwise. The source of the heavenly power of Alchemetry, the fuel for transformers and engines in Arcanodynamics and Eldrikinetics, the ethereal connections of Heuristicism and much more find their roots in this mysterious substance. Only a few try to understand it.

The study is deeply rooted in theory and hypothesis, and requires incredibly deep knowledge of the mechanics of magic and gramarie. They learn to manipulate the flow of puissance in unique ways to cause specialised and localised warps in the sub-atomic nature of reality. By refracting currents through carefully cut gemstones and directing their focus onto specific points, they can give puissance intriguing properties that have powerful effects. Combined with transformers and heuristic circuits, they can construct powerful and world-shaping machines.

Puissamantics often involves the use of complex formulae and diagrams, employed to determine the interactions between core particles, as well as more traditional alchemical supplies such as flasks and scales. Any such specialized equipment counts as a masterwork piece of equipment, and provides a +2 circumstance bonus on the Spellcraft check made to prepare a puissamantic principle. The master equation is a mythical puissamantic formula devised by titans in the first aeons of creation that is said to perfectly explain every possible combination of interacting flows of puissance.

PUIS 101: Intro to Puissamantics
Grade: Baccalaureate
Prerequisites: None
Target: 1 cubic foot of amber
Preparation Time: 1 hour

This principle transforms a raw material into a puissamantic refractor. Refractors are carefully cut and crafted gemstone lenses that alter and distort flows of puissance, assigning it unusual properties distinct to each type of gemstone. When they are first prepared, the preparer must make a Spellcraft check. A refractor may not process more ebbs in a single round than the result of this check.

Anyone touching a refractor can turn its processing on or off with a standard action, as can any circuit by using a logical descision, unless the refractor is 'locked' by its 'owner', in which case only the owner can alter it. The owner is whoever has made the highest spellcraft check on the refractor.

This particular principle allows you to create capacitors.

Capacitor: This refractor is crafted from amber and causes the puissance that it refracts to glow an eerie, dark purple that fades and swells erratically. Puissance that it refracts becomes potential ebbs or ‘wisps’, sealing their latent energy away into a dormant state. When wisps enter an object that would immediately process ebbs, they may rest dormant within the device rather than being used. Upon the reception of a physical command (a standard action by an adjacent creature) or a heuristic command, a portion of the wisps (decided by the command) is supplied to the device, which acts as if it has just been supplied an identical number of ordinary ebbs. Wisps count against any limit to the number of ebbs processed in a round. If the device processes any ebbs besides wisps, while storing wisps, the stored wisps are immediately lost into the aether. Wisps that pass through capacitors are neutralized further, and dissipate into the aether rather than being processed. Furthermore, any single device cannot hold more wisps at any one time than five times its appropriate skill check; any excess wisps dissipate into the aether.

A cubic foot of amber weighs about 70lb and costs about 75gp.

PUIS 149: Uncontrolled Emissions [Specialist]
Grade: Baccalaureate
Prerequisites: Spellcraft 4 ranks
Target: 1 cubic foot of quartz
Preparation Time: 1 hour

This principle works like PUIS 101, except that it allows you to make field emitters in addition to the other refractors you know.

Field Emitter: This refractor is formed from quartz and makes all puissance that passes through it glow an incandescent blue as if in an oxidising flame. Refracted puissance is released into the air and arc towards the most powerful nearby sources of potential gramaric energy. Every object has a ‘puissant pull'’, which is 0 unless any of the following conditions are met:

It is a gramaric device, in which case it has a pull equal to the skill check used to create it.
It can store ebbs (e.g. an orichalcum battery or a creature with a puissamantic reserve), in which case it has a puissant pull equal to the difference between the number of ebbs that it is holding and the maximum that it can hold (a living creature's maximum is considered to be twice their full reserve value).
If a single object fulfils more than one of these criteria (for example a biollurgical chassis), add the values together to determine the total puissant pull of the object.

The puissant pull is then divided by the number of five-foot intervals (rounded up, minimum 1) between the object and the field emitter to give the effective pull. The arcs are then distributed amongst these objects with the following priority: supply the object with the largest effective pull with half of the arcs, the object with the next largest effective pull with one quarter, the object with the next largest effective pull with one eighth, and so on, rounding down any fractions. All remaining arcs are then supplied to the object with the largest effective pull.

A cubic foot of quartz weighs about 165lb and costs about 50gp.

PUIS 137:Puissamantic Craftsmanship [Military Science]
Grade: Baccalaureate
Prerequisites: PUIS 101, Spellcraft 4 ranks
Target: 1 cubic foot of garnet
Preparation Time: 1 hour

This principle works like PUIS 101, except that it allows you to make enhancers in addition to the other refractors you know.

Enhancer: This refractor is designed from garnet and makes all puissance that passes through it appear solid and material, with the silver-blue sheen of tempered steel. Puissance that it refracts can be supplied to an armour, shield or weapon as if it were a gramaric device. Each such item can hold a maximum of twice your Spellcraft check in ebbs. Puissance supplied to said items can never again be moved to another destination. The item supplied with ebbs gains an enhancement bonus (or weapon or armour special abilities with a cost measured in enhancement bonuses) with a maximum bonus (including bonuses that the item already possessed) equal to 1/10 of your spellcraft check. Every time the item benefits from its enhancement bonus (for example when attacking with a weapon), the item loses a number of ebbs equal to the enhancement bonus granted by the ebbs. Furthermore, the item loses one additional ebb each round.

A cubic foot of garnet weighs about 140lb and costs about 125gp.

PUIS 206: Stabilized Decay
Grade: Magisterial
Prerequisites: PUIS 101, Spellcraft 8 ranks
Target: 1 cubic foot of tourmaline
Preparation Time: 1 hour

This principle works like PUIS 101, except that it allows you to make solidifiers in addition to the other refractors you know.

Solidifier: This refractor is made from tourmaline and makes all puissance that it refracts into a compressed, floating sphere which shines a steady, unwavering royal blue. Puissance that it refracts comes together into a single insubstantial object, called a 'conglomerate', which is stable enough to last for several uses before decaying and slowly emits puissance over an extended period of time. The amount of ebbs stored in a conglomerate is fixed upon creation, and conglomerates cannot be combined or split. A conglomerate has no physical substance, and cannot be picked up or handled, instead being moved in any way that puissance can normally be moved. When a conglomerate is processed by a gramaric device, it is not consumed, but instead remains to be transported to other devices. It may never be processed by the same device more than once in a single round.

When a conglomerate is processed by a gramaric device, it provides ebbs equal to one-tenth of the number of stored ebbs (rounded down, minimum 1). This does not remove ebbs from the conglomerate, but represents energy from within the bonds of the strcuture being released, similar to material combustion. After it has supplied a total number of ebbs equal to the Spellcraft check of the solidifier, the conglomerate naturally decomposes into the aether.

A cubic foot of tourmaline weighs about 190lb and costs about 2500gp.

PUIS 266: Energized Kinetics [Specialist]
Grade: Magisterial
Prerequisites: PUIS 101, Spellcraft 8 ranks
Target: 1 cubic foot of topaz or pearl
Preparation Time: 1 hour

This principle works like PUIS 101, except that it allows you to make ray emitters and ray reflectors in addition to the other refractors you know.

Ray Emitter: This refractor is designed from topaz and makes all puissance that pass through it to glow a vibrant yellow and begin to vibrate incessantly. Puissance that it refracts gains vast kinetic energy and can be fired outside of a circuit in a perfectly straight stream. The ray emitter fires continuously in a single direction, which may be adjusted using a standard action or a logical decision. The refracted ebbs are emitted as a ray in that direction, travelling in a straight line until they encounter an obstacle. If the obstacle is a gramaric device that can receive ebbs, or a creature, it receives the emitted ebbs; otherwise, the ebbs dissipate into the aether.

Ray Reflector: This refractor is designed from pearl and redirects all rays passing through it. The ray emitter fires continuously in a single direction, which may be adjusted using a standard action or a logical decision. If any ray touches a ray reflector, they are redirected in whichever direction the reflector is pointing. Unlike other refractors, a Rey Reflector has no limit to the number of ebbs that it can refract per round.

A cubic foot of topaz or pearl weighs about 220lb and costs about 2000gp.

PUIS 259: Forced Destabilization [Military Science]
Grade: Magisterial
Prerequisites: PUIS 101, Spellcraft 8 ranks
Target: 1 cubic foot of opal
Preparation Time: 1 hour

This principle works like PUIS 101, except that it allows you to make irradiators in addition to the other refractors you know.

Irradiator: This refractor is designed from opal and makes all puissance that passes through it to glow a lurid, incarnadine red that pulsates like the beating of a heart. Puissance that it refracts becomes highly unstable particles known as ‘pulsants’, which constantly emit dangerous radiomantic waves. When a pulsant is supplied to a gramaric device, it is processed normally, like an ebb. However, the transformation is dangerous, causing the device to explode after processing the pulsants. The explosion affects everything within a radius of 5 feet per pulsant processed, and deals hellfire damage equal to the number of pulsants processed, plus negative levels equal to 1/20 the number of pulsants processed. A successful fortitude save against a DC equal to 5 + 5 for every PUIS principle you know halves the hellfire damage and negates the negative level damage.

A cubic foot of opal weighs about 130lb and costs about 3750gp.

PUIS 328: Non-Conservative Charges
Grade: Doctorate
Prerequisites: Any three PUIS principles, Spellcraft 15 ranks
Target: 1 cubic foot of corundum
Preparation Time: 1 hour

This principle works like PUIS 101, except that it allows you to make amplifiers in addition to the other refractors you know.

Amplifier: This refractor is designed from corundum and makes all puissance that passes through it glow so unbearably bright that they are painful to look at directly. Puissance that it refracts joins into pairs called ‘fusions’, storing extra energy in the bonds. If the number of ebbs refracted is an odd number, one ebb is lost during refraction. Both ebbs in the fusion must always be supplied together; they cannot be separated until they are processed. When fusions are processed, they may either be treated as two ebbs normally, or they may be separated, in which case each fusion provides three ebbs of puissance, but is only treated as two ebbs for the purposes of limits to how many ebbs may be supplied to the device each round.

Separating the fusions is a dangerous process, however, so after each round a device separates fusions, it must roll 1d20, subtract ten, and add twice the number of fusions separated that round. If this roll is higher than the device’s appropriate skill check, the fusions are not consumed, instead dissipating, and the device loses any gramaric properties that it may possess.

When fusions are supplied to a creature, they are simply treated as two ebbs.

A cubic foot of corundum weighs about 255lb and costs about 12500gp.

PUIS 371: Converse Polarization [Specialist]
Grade: Doctorate
Prerequisites: Any four PUIS principles, Spellcraft 15 ranks
Target: 1 cubic foot of diamond
Preparation Time: 1 hour

This principle works like PUIS 101, except that it allows you to make polarisers in addition to the other refractors you know.

Polariser: Polarisers are refractors that give puissance a charge. There are two types of charge, positive and negative, and each is formed by a different refractor.
Positive Polariser (+Pole): This refractor is designed from white diamond and makes all puissance that passes through it grow a pale, milky white. Ebbs that it refracts become ‘+ebbs’ and gain a positive charge.
Negative Polariser (-Pole): This refractor is designed from black diamond and makes all puissance that passes through it radiate pure darkness. Ebbs that it refracts become ‘-ebbs’, gaining a negative charge.

Charged puissance is highly reactive, annihilating other puissance on contact. Whenever charged ebbs are in contact with any kind of ebb, excluding wisps, of a different charge (treat ebbs with no charge as different from +ebbs and -ebbs), each ebb pairs with an ebb of a differing charge, and both ebbs are destroyed. If there are both +ebbs and -ebbs in contact, they pair with each other before they pair with neutral ebbs. This destruction produces an explosion which deals hellfire damage to everything within a 10 foot radius, or within 5 feet of the heurstic circuit, equal to 1d6 per charged ebb destroyed. Thus, +ebbs and -ebbs colliding are more deadly than charged ebbs colliding with uncharged ebbs. Ebbs are considered to be in contact when they are part of the same circuit, or when they are stored in or supplied to the same gramaric device or reserve.

Charged puissance exerts a force on each other. Any device or creature storing charged ebbs (referred to here as a charged object) feels a force from all other charged objects, with a value in push equal to (the number of charged ebbs in one charged object multiplied by the number of charged ebbs in the second charged object) divided by the number of feet between the two charged objects. If one charge is positive and one negative, the force is attractive, but if both are positive or both are negative, the force is repulsive. This push causes movement as if it were produced by a eldrikinetic engine.

A cubic foot of white or black diamond weighs about 220lb and costs about 200000gp.

PUIS 348:Charged Manifestation [Military Science]
Grade: Doctorate
Prerequisites: Any three PUIS principles, Spellcraft 15 ranks
Target: 1 cubic foot of jade
Preparation Time: 1 hour

This principle works like PUIS 101, except that it allows you to make materialisers in addition to the other refractors you know.

Materialiser: This refractor is designed from beryl and makes all puissance that passes through it drift towards one another and coalesce into a creature of living puissance called a puissance elemental (or ebbemental).

At least 5 ebbs must be processed for the elemental to be created; if less than 5 ebbs are processed, the ebbs merely dissipate into the aether without creating an elemental. The elemental starts with a puissance reserve equal the number of ebbs used to create it. The elemental appears in the nearest unoccupied space to the materialiser and acts under the control of person who has made the highest Spellcraft check on the materialiser.

If you know PUIS 137, elementals created by your materialisers can gain enhancements as if they were a weapon and an armour, draining ebbs directly from their ebb reserve when they benefit from the enhancement bonus.

The elemental's stats are determined by the number of ebbs in their reserve as follows:
Type: Elemental
Size: Small + 1 size category per 20 ebbs
Hit Dice: 1 per 5 ebbs
Speed: 30ft + 5ft per 10 ebbs
Base Attack: 1 per 7 ebbs
Attack: Slam melee (1d4 damage at small; increases with size category)
Special Attacks: Raw Puissance
Special Qualities: Darkvision 60ft, Damage resistance 5 per 30 ebbs/-, elemental traits, Fluid Strength, Puissant Core
Saves: Fort: 1 per 15 ebbs, Ref: 1 per 15 ebbs, Will: 1 per 15 ebbs
Abilities: Str 13 + 1 per 10 ebbs, Dex 12 + 1 per 10 ebbs, Con 14 + 1 per 10 ebbs, Int 4 + 1 per 20 ebbs, Wis 11, Cha 11
Skills: (2 + Int modifier)x4 + (2 + Int Modifier) per 5 ebbs
Feats: 1 + 1 per 15 ebbs

Raw Puissance (Ex): If the elemental attacks a gramaric device, they may choose, in lieu of normal damage, to supply a number of ebbs from their reserve to the gramaric device equal to the damage that they would have dealt had it been a normal attack (ignoring the device's hardness and DR).

Fluid Strength: The elemental's stats are determined entirely by its initial number of ebbs. Changes to the number of ebbs in its ebb reserve do not affect its stats.

Puissant Core: The elemental is formed of pure gramaric energy, and does not need to balance their puissamantic energy like most creatures do. The elemental does not receive any bonuses or penalties for having a high or low puissance reserve. Furthermore, the elemental cannot store more ebbs in their reserve than the spellcraft check of the materialiser that created them. Any ebbs past this value dissipate into the aether. Should the elemental's puissance reserve ever reach zero, the elemental fades away and dies (this is not a death effect).

A cubic foot of beryl weighs about 175lb and costs about 150000gp.

PUIS 101: Intro to Puissamantics: The anima builds up potential puissance for a devastating attack. By spending a move action, you can store up a blast. Once in the next minute, you may make an eldritch blast as a swift action. This effect does not stack with itself.
PUIS 149: Uncontrolled Emissions: The anima releases the blast like a pulse, destroying everything in its path; instead of its normal range, it acts as an area effect affecting all squares within ten feet of you.
PUIS 137: Puissamantic Craftsmanship: The anima fuses the energy of the blast into a weapon to deliver a mighty blow. As a swift action, you can infuse your next attack with the power of your eldritch blast. Your next attack adds your eldritch blast to damage.
PUIS 206: Stabilised Decay: The anima stabilises the energy of the blast, sealing it into the target. Instead of taking damage normally, the target takes standard eldritch blast damage at the beginning of each of their turns for 3 rounds.
PUIS 266: Energised Kinetics: The anima focuses the blast into a single distant point. The blast changes its maximum range to 100 miles and gains a range increment of 1 mile.
PUIS 259: Forced Destabilisation: The anima destabilises the blast’s energy, causing it to create a chain highly energised reactions within the target’s body. The target must make a fortitude save or be reduced to 1 HP.
PUIS 328: Non-Conservative Charges: The anima condenses the blast by fusing its energies into a single point, drawing from your ebb reserve to deal extra damage. The blast deals double damage, but you lose ebbs from your reserve equal to the number of damage dice rolled.
PUIS 371: Converse Polarisation: The anima polarises the arcane energies of the blast, causing it to attack the target’s very essence. In addition to normal damage, the blast causes the target to either lose one ebb from or gain one ebbs to their ebb reserve for each point of damage dealt.
PUIS 348: Charged Manifestation: The anima uses its own energy to give itself a brief semblance of life. The blast forms a medium-sized incorporeal orb within the range of the blast. By sacrificing 1d6 points of damage as a free action, the orb can fly up to 100 feet (perfect manoeuvrability). As the orb is incorporeal, it can pass through and end its turn in solid objects. Whenever it passes through a creature’s square, that creature takes damage as though it were just attacked by the blast (accounting for the sacrificed dice). Once the blast loses all of its dice, it dissipates into the aether.
PUIS 101: Intro to Puissamantics: You may activate this art of war as part of an attack of opportunity to cause a wound that does not open until the worst possible moment. When you attack, you may choose not to deal damage against the target. Instead you may deal the damage at a future point within one minute as a free action.
PUIS 149: Uncontrolled Emissions: You may activate this art of war as a full round action to attack every foe within reach. You make a single attack roll and compare it against each foe’s armour class individually.
PUIS 137: Puissamantic Craftsmanship: You may activate this art of war as a swift action to enter a stance that allows you to disrupt the flow of ebbs. Whenever ebbs are supplied to or emitted from a component within your reach, you may make an attack of opportunity against them. This attack automatically hits and dissipates one ebb for each point of damage that the attack would normally do. You remain in this stance for one minute, unless you choose to end it early as a swift action.
PUIS 206: Stabilised Decay: You may activate this art of war as a swift action as part of a bludgeoning attack to deal a devastating blow. The target takes damage equal to the damage dealt by the attack at the beginning of their turn for the next 3 rounds. This ability does not stack with itself.
PUIS 266: Energised Kinetics: You may activate this art of war as a swift action as part of a melee attack to make the attack at range with an increment of 100 feet.
PUIS 259: Forced Destabilisation: You may activate this art of war as a swift action as part of an attack to cause the targets body to react explosively to your strike. If your attack hits, the target and every creature within 5 feet (excluding you) takes additional hellfire damage equal to 1d6 per 2 class levels (Fort Half).
PUIS 328: Non-Conservative Charges: You may activate this Art of War as a swift action when making a full attack. If you successfully strike a creature, that attack ends the full attack routine and deals damage as if all the attacks in the routine had been successful.
PUIS 371: Converse Polarisation: You may activate this art of war as a swift action. Your next attack destroys a number of ebbs in the target’s ebb reserve equal to the damage dealt by the attack.
PUIS 348: Charged Manifestation: You may activate this art of war as a swift action. Your weapon gains the dancing property until the start of your next turn.
Incalculable Potential: All devices that you build can store twice as many wisps as normal. You can take this discovery multiple times, and it follows mathematical multiplication rules instead of D&D additive multiplicative rules.
Delayed Reaction: You can set up a time delay on the release of stored wisps. You may command stored wisps to be processed after a given number of rounds, as opposed to immediately after receiving the command.
Reversed Polarity: To learn this discovery you must know PUIS 149. You can choose for your field emitter to instead target areas with very low potential, in which case the inverse of an object’s puissant pull is used when determining the effective pull of that object.
Targeted Pulse: To learn this discovery you must know PUIS 149. You can combine focus and spread to better control puissance fields. You may aim your field emitter at a particular device within a number of feet equal to the field emitter’s Spellcraft check. When said field emitter receives ebbs, it treats the target device as having the greatest effective pull for the purpose of distributing the ebbs.
Field Intelligence: To learn this discovery you must know HEUR 101. You may create a special heuristic circuit that is only connected to a field emitter. When the field emitter releases ebbs, they are immediately supplied to the circuit, which can send them anywhere within its bubble. The recipients are decided by logical decisions.
Hyper-Compressed Mass: To learn this discovery you must know PUIS 206. You may choose to create solidifiers that create masses with alternate properties: either masses that provide twice as many ebbs as normal but last half as long, or masses that provide half as many ebbs as normal but last twice as long.
High-Energy Fusion: To learn this discovery you must know PUIS 328. You may choose to make extra-powerful amplifiers, though they are very risky to use. These amplifiers create fusions that operate as four ebbs instead of three, but subtract 10 from the check made to see if the device loses its gramaric properties when it processes them.
Supercharged Puissance: To learn this discovery you must know PUIS 371. You may create a special polariser called a superpole. All ebbs that it processes enter a superposition between positive and negative charge. Such charged ebbs, called ‘superebbs’, all other ebbs (including other superebbs) as ebbs of different charge.
Shielded Circuitry: To learn this discovery you must know PUIS 371 and HEUR 101. Your heuristic circuits can provide protection against charged ebbs. Any charged ebbs within the circuit are not considered in contact. This effect can be suppressed or resumed with a logical decision.
Potent Potential: To learn this discovery you must know PUIS 101 and PUIS 137. If you pass ebbs through an enhancer followed by a capacitor, you can store the wisps in an item as if they were ebbs. These wisps act as normal ebbs would, save that the maximum number that can be stored in a single item is equal to five times your Spellcraft check (as opposed to the maximum number of ebbs that can be stored in an item).
Fickle Fluctuations: To learn this discovery you must know PUIS 137. As a standard action or a logical decision, you may change the enhancements granted by ebbs stored in a weapon or armour.
Delayed Destruction: To learn this discovery you must know PUIS 101 or PUIS 259. You may create pulsants or wisps that require extra processing before they decay. Such wisps can be processed by a device without being stored within it; the device after that that processes them stores them as normal. Such pulsants do not cause the first device that processes them to explode. However, whenever they are processed after this, they cause the gramaric device that processed them to explode as though they were twice as many pulsants. This discovery may be taken multiple times. Each additional time that you take this discovery, you may choose for the pulsants to ignore an additonal gramaric device, but the number of ebbs that they explode as is multiplied by two. This obeys mathematical multiplication rather the the D&D addtive multiplicative rules.
Collapse Circuit: To learn this discovery you must know PUIS 259. Your pulsants may also cause heuristic circuits that direct ebbs through their connections to explode as if they were gramaric devices that just processed the pulsants, except that only objects and creatures within the bubble of the heuristic circuit take damage.
Polarised Symbiosis: To learn this discovery you must know PUIS 348 and PUIS 371. If you supply a materialiser with both +ebbs and –ebbs, they do not annihilate, but instead come together inside the puissance elemental that is created, co-existing stably inside its puissance reserve. As a free action, the elemental can cause any number of +ebbs from their reserve to annihilate with any number of –ebbs from their reserve, causing an explosion as usual. The explosion does no damage to the elemental.
Quantised Puissance [Gramarie]
Just like the other four forces, puissance is quantised, and the fields that it emits can be harnessed to send signals at a distance.
Prerequisite: PUIS 101, Spellcraft 4 ranks
Benefit: You gain a +2 bonus on Spellcraft checks. In addition, you may transfer ebbs between refractors within a number of feet equal to the lower of their two spellcraft checks as if they were physically connected, and, once per round per physical connection, when you transfer ebbs between two refractors using a physical (i.e. non-heuristic) connection, one extra ebb is supplied to the recipient device for every ten ebbs involved in the transfer. If the transferred ebbs possess special properties due to having been processed by refractors, so does the extra ebb.
Special: Taking this feat means you cannot take Skill Focus (Spellcraft), and you cannot take this feat if you already possess said Skill Focus.
Theory of Antitelephonic Excitations
Grade: Theory
Prerequisite: Specialization in puissamantics, must know six PUIS principles
Preparation Time: 24 hours

Particles normally have real masses: that is to say, the excitations in their quantum fields have real values. However, some particles have imaginary values, and undergo a process known as condensation in order to become real. Puissance is one such field. You have discovered how to build a refractor that can evaporate the field and allow the mass of puissance to become imaginary. Particles with imaginary mass have many strange effects, but their most pronounced is their ability to ignore causaility. You can use this to create spontaneous circuits seemingly from nothing.

This theory works like PUIS 101, except that it allows you to make temporalisers in addition to the other refractors you know.

Temporaliser: This refractor is made from quintessence and makes all puissance that enter it flicker and pass from sight and all ebbs that exit it to ripple like the surface of a pond. Puissance that it refracts has its field evaporated, attributing to it an imaginary mass and allowing it to pass backwards in time to a previous point, when the temporaliser condenses it back into standard puissance.

Effectively, the temporaliser may generate ebbs as though it has just processed them, even though no puissance was supplied to it. These ebbs may be supplied as normal. However, the space-time of the temporaliser can only support time travel of a few hours before collapsing horrifically. The temporaliser gains an ebb debt equal to the number of ebbs that it has generated. This debt may be decreased by supplying the temporaliser with puissance, decreasing this value by a number of ebbs equal to the number of ebbs supplied to the temporaliser. Ebbs supplied to the temporaliser effectively disappear, becoming impossible to re-access by any means. If the ebb debt of a temporaliser is not zero and has not decreased in the past hour, the temporaliser collapses under the stress and explodes as if it were sunmetal that was just supplied with ebbs equal to the ebb debt, except that effects that would normally block or absorb radiomantic explosions do not affect this explosion.

In addition, the tachyonic puissance may pull shadows of future principles from their home time into the present. Whenever the temporaliser generates ebbs, it may also spontaneously and instantaneously create any number of principles, complete with any necessary material target, as if they had just been prepared with an appropriate skill check equal to the skill check of the temporaliser. The only restriction on their creation is that they must all process the ebbs generated by the temporaliser, so if the ebbs would be consumed by a principle, no more principles may be created. These principles are unstable, and remain for one day. After this day, the temporaliser explode as if they were sunmetal that was just supplied with ebbs equal to the ebb debt, and the principle explodes as if it were sunmetal that had just been supplied ebbs equal to its key skill check. This destruction can be averted if the principle is prepared before the 24 hours are up, in which case the principle persists as normal.

A cubic foot of quintessence weighs less than 1lb and costs 120000gp.

Milo v3
2013-12-17, 01:55 AM
I find it strange that Puissamantics uses gemstones as it's thing, and then you guys decided to use a material that isn't a technically a gem for the first principle. But whatever, it counts as a gemstone even if it isn't a gem I guess.

I should probably give Puissamantics an actual look since we are on our third thread now.

Arcanist
2013-12-17, 01:58 AM
EDIT: The compendium still links to the outdated PUIS post.

Lying is a sin.

On a side note: Centralize your image, cite the creator and link to their page, and centralize the quote.

Milo v3
2013-12-17, 02:14 AM
Lying is a sin.

Damn... You were fast enough to link organic science up to the compendium already. :smalltongue:

On a sidenote: Why did you put the asterisk next to it?

Rolep
2013-12-17, 02:15 AM
I find it strange that Puissamantics uses gemstones as it's thing, and then you guys decided to use a material that isn't a technically a gem for the first principle. But whatever, it counts as a gemstone even if it isn't a gem I guess.
Amber is often worn as jewelery, so as far as it matters it's a gemstone.


Lying is a sin.
Yes, it is, isn't it.:smallcool:


On a side note: Centralize your image, cite the creator and link to their page, and centralize the quote.
OK.

Arcanist
2013-12-17, 02:17 AM
Damn... You were fast enough to link organic science up to the compendium already. :smalltongue:

On a sidenote: Why did you put the asterisk next to it?

Read what the asterisk means. Generally I try to be on top of things and update the compendium before you guys even ask me to do so.

Milo v3
2013-12-17, 02:19 AM
Read what the asterisk means. Generally I try to be on top of things and update the compendium before you guys even ask me to do so.

That's why I'm confused, why suggest that Organic Science be canon, when it's an aspect of Anabolist?

Arcanist
2013-12-17, 02:19 AM
OK.

The quote should look like this:


“I pause in this garden, breathing the color thought is before language into still air.”

... I don't think this is grammatically correct. Is this a haiku? :smallconfused:

Rolep
2013-12-17, 02:20 AM
The quote should look like this:


“I pause in this garden, breathing the color thought is before language into still air.”

... I don't think this is grammatically correct. Is this a haiku? :smallconfused:
It's a poem by Carol Ann Duffy, so the lack of grammar and line spacing is intentional.

Milo v3
2013-12-17, 07:23 AM
Ok, this is my "to do" list for Gramarie, if you have a suggestion I'll add it to the list (Note, there isn't any order the numbers are just so I can see how much stuff I have left):

Tvtropes
Elementals of Gramarie
Expanded Geoccult Terrain Features
Fey of the Courts
Tarrasque
Organic Science
Living Chassis
Netrunner
Dragons
Expanded Material Feats
Finish Biollurgical Savant
Evolutions
Races
Grafts
Racial Feats
Some new Symbionts
gramarie vampires (One for each discipline, feeds on those with knowledge of that discipline, has related powers)
persona
shadows
gramarie bees
example chassi
modes
slenderman
ranged mode
tractor beam mode
Tendril mode
fractured horizons
Technological Possession power to biojack
store data in teeth
Adventure section of FH
tinker
gramarie vestiges
Revamped ELDK
gramarie plasmids
convert standard classes into gramarie versions
mythic path for gramarie
PrC based around linking to a network, uses Lucid Dreaming checks to interact with it
Update feat compendium
Sea slugs
Thaumaturgist
Soldier
Atomist
Assassin
Finish Deeds for Gunslinger
FH Ranger
Agent
Chemist
Explorer
Heartbreaker
Aristan
Politican
Worldlock
Discharger
Speedster
Pilot
Genius Loci
Shadowtapper
Shiftblade
Farmer
Breeder

Rolep
2013-12-17, 07:47 AM
Thank you! ELDK needs a rework so badly! And did I see slenderman?

Milo v3
2013-12-17, 07:49 AM
Thank you! ELDK needs a rework so badly! And did I see slenderman?

Yes you did, IRL friend suggested it abit ago and then I heard Arc say something about Slenderman in the chat.

sirpercival
2013-12-17, 08:21 AM
DVPY theory posted... thoughts?

Milo v3
2013-12-17, 08:31 AM
DVPY theory posted... thoughts?

Just glanced at it for now because I'm making the Tvtropes page... But... Did u just put quantum entanglement into D&D?!

DMwithoutPC's
2013-12-17, 08:31 AM
EDIT: The compendium still links to the outdated PUIS post.

Puissamantics

Multitudinous multitudes of credit go to qazzquimby, who designed the majority of the principles and without whom this project would never have grown beyond speculative rambling. Credit is also due to sirpercival and grek, whose contributions have supported shaky corners.


http://fc07.deviantart.net/fs71/i/2012/110/d/3/cataclism_by_tsabo6-d4wyc94.jpg
Credit to Tsabo6 (http://tsabo6.deviantart.com/)of DeviantArt.
“I pause
in this garden, breathing the colour thought is
before language into still air.”

Energy flows everywhere. Behind every action, behind every reaction, behind every inaction, there lies a subliminal power, a driving force that turns the heavens and fuels the heart. Invisible and ephemeral, it governs the laws of existence. Puissance. Gramarists all use it, knowingly or otherwise. The source of the heavenly power of Alchemetry, the fuel for transformers and engines in Arcanodynamics and Eldrikinetics, the ethereal connections of Heuristicism and much more find their roots in this mysterious substance. Only a few try to understand it.

The study is deeply rooted in theory and hypothesis, and requires incredibly deep knowledge of the mechanics of magic and gramarie. They learn to manipulate the flow of puissance in unique ways to cause specialised and localised warps in the sub-atomic nature of reality. By refracting currents through carefully cut gemstones and directing their focus onto specific points, they can give puissance intriguing properties that have powerful effects. Combined with transformers and heuristic circuits, they can construct powerful and world-shaping machines.

Puissamantics often involves the use of complex formulae and diagrams, employed to determine the interactions between core particles, as well as more traditional alchemical supplies such as flasks and scales. Any such specialized equipment counts as a masterwork piece of equipment, and provides a +2 circumstance bonus on the Spellcraft check made to prepare a puissamantic principle. The master equation is a mythical puissamantic formula devised by titans in the first aeons of creation that is said to perfectly explain every possible combination of interacting flows of puissance.

PUIS 101: Intro to Puissamantics
Grade: Baccalaureate
Prerequisites: None
Target: 1 cubic foot of amber
Preparation Time: 1 hour

This principle transforms a raw material into a puissamantic refractor. Refractors are carefully cut and crafted gemstone lenses that alter and distort flows of puissance, assigning it unusual properties distinct to each type of gemstone. When they are first prepared, the preparer must make a Spellcraft check. A refractor may not process more ebbs in a single round than the result of this check.

Anyone touching a refractor can turn its processing on or off with a standard action. These are also logical decisions that can be made in a circuit connected to the refractor.

This particular principle allows you to create capacitors.

Capacitor: This refractor is crafted from amber and causes all of the ebbs that it refracts to glow an eerie, dark purple that fades and swells erratically. Ebbs that it refracts become potential ebbs or ‘wisps’, sealing their latent energy away into a dormant state. When wisps enter an object that would immediately process ebbs, they may rest dormant within the device rather than being used. Upon the reception of a physical command (a standard action by an adjacent creature) or heuristic command, a portion of the wisps (decided by the command) is supplied to the device, which acts as if it has just been supplied an identical number of ordinary ebbs. Wisps count against any limit to the number of ebbs processed in a round. If the device processes any ebbs besides wisps, while storing wisps, the stored wisps are immediately lost into the aether. Wisps that pass through capacitors are neutralized further, and dissipate into the aether rather than being processed. Furthermore, any single device cannot hold more wisps at any one time than five times its appropriate skill check; any excess wisps dissipate into the aether.

A cubic foot of amber weighs about 70lb and costs about 75gp.

PUIS 149: Uncontrolled Emissions [Specialist]
Grade: Baccalaureate
Prerequisites: Spellcraft 4 ranks
Target: 1 cubic foot of quartz
Preparation Time: 1 hour

This principle works like PUIS 101, except that it allows you to make field emitters in addition to the other refractors you know.

Field Emitter: This refractor is formed from quartz and makes all ebbs that pass through it glow an incandescent blue as if in an oxidising flame. Refracted ebbs are released into the air and arc towards the most powerful nearby sources of potential gramaric energy. Every object has a ‘puissant pull’, which is 0 unless any of the following conditions are met:

It is a gramaric device, in which case it has a pull equal to the skill check used to create it.

It can store ebbs (e.g. an orichalcum battery or a creature with a puissamantic reserve), in which case it has a puissant pull equal to the difference between the number of ebbs that it is holding and the maximum that it can hold (a living creature's maximum is considered to be twice their full reserve value).

If a single object fulfils more than one of these criteria (for example a biollurgical chassis), add the values together to determine the total puissant pull of the object.

The puissant pull is then divided by the number of five-foot intervals (rounded up, minimum 1) between the object and the field emitter to give the effective pull. The arcs are then distributed amongst these objects with the following priority: supply the object with the largest effective pull with half of the arcs, the object with the next largest effective pull with one quarter, the object with the next largest effective pull with one eighth, and so on, rounding down any fractions. All remaining arcs are then supplied to the object with the largest effective pull.

A cubic foot of quartz weighs about 165lb and costs about 50gp.

PUIS 137:Puissamantic Craftsmanship [Military Science]
Grade: Baccalaureate
Prerequisites: PUIS 101, Spellcraft 4 ranks
Target: 1 cubic foot of garnet
Preparation Time: 1 hour

This principle works like PUIS 101, except that it allows you to make enhancers in addition to the other refractors you know.

Enhancer: This refractor is designed from garnet and makes all ebbs that pass through it appear solid and material, with the silver-blue sheen of tempered steel. Ebbs that it refracts can be supplied to an armour, shield or weapon as if it were a gramaric device. Each such item can hold a maximum of twice your Spellcraft check in ebbs. Ebbs supplied to said items can never again be moved to another destination. The item supplied with ebbs gains an enhancement bonus (or weapon or armour special abilities with a cost measured in enhancement bonuses) with a maximum bonus (including bonuses that the item already possessed) equal to 1/10 of your spellcraft check. Every time the item benefits from its enhancement bonus (for example when attacking with a weapon), the item loses a number of ebbs equal to the enhancement bonus granted by the ebbs.

A cubic foot of garnet weighs about 140lb and costs about 125gp.

PUIS 206: Stabilized Decay
Grade: Magisterial
Prerequisites: PUIS 101, Spellcraft 8 ranks
Target: 1 cubic foot of tourmaline
Preparation Time: 1 hour

This principle works like PUIS 101, except that it allows you to make solidifiers in addition to the other refractors you know.

Solidifier: This refractor is made from tourmaline and makes all ebbs it refracts into a compressed, floating sphere which shines a steady, unwavering royal blue. Ebbs that it refracts come together into a single insubstantial object, called a 'conglomerate', which is stable enough to last for several rounds before decaying and slowly emits puissance over an extended period of time. The amount of ebbs stored in a conglomerate is fixed upon creation, and conglomerates cannot be combined or split. A conglomerate has no physical substance, and cannot be picked up or handled, instead being moved in any way that puissance can normally be moved. When a conglomerate is processed by a gramaric device, it is not consumed, but instead remains to be transported to other devices. It may never be processed by the same device more than once in a single round.

When a conglomerate is processed by a gramaric device, it provides ebbs equal to one-tenth of the number of stored ebbs (rounded down, minimum 1). This does not remove ebbs from the conglomerate, but represents energy from within the bonds of the strcuture being released, similar to material combustion. After it has supplied a total number of ebbs equal to the Spellcraft check of the solidifier, the conglomerate naturally decomposes into the aether.

A cubic foot of tourmaline weighs about 190lb and costs about 2500gp.

PUIS 266: Energized Kinetics [Specialist]
Grade: Magisterial
Prerequisites: PUIS 101, Spellcraft 8 ranks
Target: 1 cubic foot of topaz or pearl
Preparation Time: 1 hour

This principle works like PUIS 101, except that it allows you to make ray emitters and ray reflectors in addition to the other refractors you know.

Ray Emitter: This refractor is designed from topaz and makes all ebbs that pass through it glow a vibrant yellow and begin to vibrate incessantly. Ebbs that it refracts gain vast kinetic energy and can be fired outside of a circuit in a perfectly straight stream. The ray emitter must be pointed in a particular direction, either by a creature or a heuristic circuit. The refracted ebbs are emitted as a ray in that direction, travelling in a straight line until they encounter an obstacle. If the obstacle is a gramaric device that can receive ebbs, or a creature, it receives the emitted ebbs; otherwise, the ebbs dissipate into the aether. The ebbs also dissipate if they travel for a number of miles equal to the Spellcraft check without encountering an obstacle.

Ray Reflector: This refractor is designed from pearl and redirects all rays passing through it. The ray reflector must be pointed in a particular direction, either by a creature or a heuristic circuit. If any ray touches a ray reflector, they are redirected in whichever direction the reflector is pointing.

A cubic foot of topaz or pearl weighs about 2200lb and costs about 2000gp.

PUIS 259: Forced Destabilization [Military Science]
Grade: Magisterial
Prerequisites: PUIS 101, Spellcraft 8 ranks
Target: 1 cubic foot of opal
Preparation Time: 1 hour

This principle works like PUIS 101, except that it allows you to make irradiators in addition to the other refractors you know.

Irradiator: This refractor is designed from opal and makes all ebbs that pass through it glow a lurid, incarnadine red that pulsates like the beating of a heart. Ebbs that it refracts become highly unstable particles known as ‘pulsants’, which constantly emit dangerous radiomantic waves. When a pulsant is supplied to a gramaric device, it is processed normally, like an ebb. However, the transformation is dangerous, causing the device to explode after processing the pulsants. The explosion affects everything within a radius of 5 feet per pulsant processed, and deals hellfire damage equal to the number of pulsants processed, plus negative levels equal to 1/20 the number of pulsants processed. A successful fortitude save against a DC equal to 10 + 5 for every PUIS principle you know halves the hellfire damage and negates the negative level damage.

A cubic foot of opal weighs about 130lb and costs about 3750gp.

PUIS 328: Non-Conservative Charges
Grade: Doctorate
Prerequisites: Any three PUIS principles, Spellcraft 15 ranks
Target: 1 cubic foot of corundum
Preparation Time: 1 hour

This principle works like PUIS 101, except that it allows you to make amplifiers in addition to the other refractors you know.

Amplifier: This refractor is designed from corundum and makes all ebbs that pass through it glow so unbearably bright that they are painful to look at directly. Ebbs that it refracts join into pairs called ‘fusions’, storing extra energy in the bonds. If the number of ebbs refracted is an odd number, one ebb is lost during refraction. Both ebbs in the fusion must always be supplied together; they cannot be separated until they are processed. When fusions are processed, they may either be treated as two ebbs normally, or they may be separated, in which case each fusion provides three ebbs of puissance, but is only treated as two ebbs for the purposes of limits to how many ebbs may be supplied to the device each round.

Separating the fusions is a dangerous process, however, so after each round a device separates fusions, it must roll 1d20, subtract ten, and add twice the number of fusions separated that round. If this roll is lower than the device’s appropriate skill check, the fusions are not consumed, instead dissipating, and the device loses any gramaric properties that it may possess.

When fusions are supplied to a creature, they are simply treated as two ebbs.

A cubic foot of corundum weighs about 255lb and costs about 12500gp.

PUIS 371: Converse Polarization [Specialist]
Grade: Doctorate
Prerequisites: Any four PUIS principles, Spellcraft 15 ranks
Target: 1 cubic foot of diamond
Preparation Time: 1 hour

This principle works like PUIS 101, except that it allows you to make polarisers in addition to the other refractors you know.

Polariser: Polarisers are refractors that give an ebb a charge. There are two types of charge, positive and negative, and each is formed by a different refractor.
Positive Polariser (+Pole): This refractor is designed from white diamond and makes all ebbs that pass through it grow a pale, milky white. Ebbs that it refracts become ‘+ebbs’ and gain a positive charge.
Negative Polariser (-Pole): This refractor is designed from black diamond and makes all ebbs that pass through it radiate pure darkness. Ebbs that it refracts become ‘-ebbs’, gaining a negative charge.

Charged ebbs are highly reactive, annihilating other ebbs on contact. Whenever charged ebbs are in contact with any kind of ebb, excluding wisps, of a different charge (treat ebbs with no charge as different from +ebbs and -ebbs), each ebb pairs with an ebb of a differing charge, and both ebbs are destroyed. If there are both +ebbs and -ebbs in contact, they pair with each other before they pair with neutral ebbs. This destruction produces an explosion which deals hellfire damage to everything within a 10 foot radius equal to 1d6 per charged ebb destroyed. Thus, +ebbs and -ebbs colliding are more deadly than charged ebbs colliding with uncharged ebbs. Ebbs are considered to be in contact when they are part of the same circuit, or when they are stored in or supplied to the same gramaric device or reserve.

Charged ebbs exert a force on each other. Any device or creature storing charged ebbs (referred to here as a charged object) feels a force from all other charged objects, with a value in push equal to (the number of charged ebbs in one charged object multiplied by the number of charged ebbs in the second charged object) divided by the number of feet between the two charged objects. If one charge is positive and one negative, the force is attractive, but if both are positive or both are negative, the force is repulsive.

A cubic foot of white or black diamond weighs about 220lb and costs about 200000gp.

PUIS 348:Charged Manifestation [Military Science]
Grade: Doctorate
Prerequisites: Any three PUIS principles, Spellcraft 15 ranks
Target: 1 cubic foot of jade
Preparation Time: 1 hour

This principle works like PUIS 101, except that it allows you to make materialisers in addition to the other refractors you know.

Materialiser: This refractor is designed from beryl and makes all ebbs that pass through it drift towards one another and coalesce into a creature of living puissance called a puissance elemental (or ebbemental).

At least 5 ebbs must be processed for the elemental to be created; if less than 5 ebbs are processed, the ebbs merely dissipate into the aether without creating an elemental. The elemental starts with a puissance reserve equal the number of ebbs used to create it. The elemental appears in the nearest unoccupied space to the materialiser and acts under the control of person who has made the highest Spellcraft check on the materialiser.

If you know PUIS 137, elementals created by your materialisers can gain enhancements as if they were a weapon and an armour, draining ebbs directly from their ebb reserve when they benefit from the enhancement bonus.

The elemental's stats are determined by the number of ebbs in their reserve as follows:
Type: Elemental
Size: Small + 1 size category per 20 ebbs
Hit Dice: 1 per 5 ebbs
Speed: 30ft + 5ft per 10 ebbs
Base Attack: 1 per 7 ebbs
Attack: Slam melee (1d4 damage at small; increases with size category)
Special Attacks: Raw Puissance
Special Qualities: Darkvision 60ft, Damage resistance 5 per 30 ebbs/-, elemental traits, Fluid Strength, Puissant Core
Saves: Fort: 1 per 15 ebbs, Ref: 1 per 15 ebbs, Will: 1 per 15 ebbs
Abilities: Str 13 + 1 per 10 ebbs, Dex 12 + 1 per 10 ebbs, Con 14 + 1 per 10 ebbs, Int 4 + 1 per 20 ebbs, Wis 11, Cha 11
Skills: (2 + Int modifier)x4 + (2 + Int Modifier) per 5 ebbs
Feats: 1 + 1 per 15 ebbs

Raw Puissance (Ex): If the elemental attacks a gramaric device, they may choose, in lieu of normal damage, to supply a number of ebbs from their reserve to the gramaric device equal to the damage that they would have dealt had it been a normal attack (ignoring the device's hardness and DR).

Fluid Strength: Most of the elemental's stats are determined by the number of ebbs it contains. When the elemental gains or loses ebbs from their reserve, their stats change to reflect the new value.

Puissant Core: The elemental is formed of pure gramaric energy, and does not need to balance their puissamantic energy like most creatures do. The elemental does not receive any bonuses or penalties for having a high or low puissance reserve. Furthermore, the elemental cannot store more ebbs in their reserve than the spellcraft check of the materialiser that created them. Any ebbs past this value dissipate into the aether. Should the elemental's puissance reserve ever reach zero, the elemental fades away and dies (this is not a death effect).

A cubic foot of beryl weighs about 175lb and costs about 150000gp.

PUIS 101: Intro to Puissamantics: The anima builds up potential puissance for a devastating attack. By spending a move action, you can make all eldritch blasts that you make before the end of your turn deal double damage. This effect does not stack with itself.
PUIS 149: Uncontrolled Emissions: The anima releases the blast like a pulse, destroying everything in its path; instead of its normal range, it acts as an area effect affecting all squares within twenty feet of you.
PUIS 137: Puissamantic Craftsmanship: The anima fuses the energy of the blast into a weapon to deliver a mighty blow. You can deliver your eldritch blast as part of a weapon attack once per round.
PUIS 206: Stabilised Decay: The anima stabilises the energy of the blast, sealing it into the target. Instead of taking damage normally, the target takes standard eldritch blast damage at the beginning of each of their turns for a number of rounds equal to the number of damage dice dealt by the blast.
PUIS 266: Energised Kinetics: The anima focuses the blast into a single distant point. The blast loses any maximum range, instead gaining a range increment of 1 mile.
PUIS 259: Forced Destabilisation: The anima destabilises the blast’s energy, causing it to create a chain highly energised reactions within the target’s body. The target must make a fortitude save or die.
PUIS 328: Non-Conservative Charges: The anima condenses the blast by fusing its energies into a single point, drawing from your ebb reserve to deal extra damage. The blast deals double damage, but you lose ebbs from your reserve equal to the number of damage dice rolled.
PUIS 371: Converse Polarisation: The anima polarises the arcane energies of the blast, causing it to attack the target’s very essence. In addition to normal damage, the blast causes the target to lose one ebb from their ebb reserve per point of damage dealt.
PUIS 348: Charged Manifestation: The anima uses its own energy to give itself a brief semblance of life. The blast forms a medium-sized incorporeal orb within the range of the blast. By sacrificing 1d6 points of damage, the orb can move up to 100 feet. Whenever it passes through a creature’s square, that creature takes damage as though it were just attacked by the blast (accounting for the sacrificed dice). Once the blast loses all of its dice, it dissipates into the aether.
PUIS 101: Intro to Puissamantics: You may activate this art of war as part of an attack of opportunity to cause a wound that does not open until the worst possible moment. When you attack, you may choose not to deal damage against the target. Instead you may deal the damage later as a free action.
PUIS 149: Uncontrolled Emissions: You may activate this art of war as a full round action to attack every foes within reach. You make a single attack roll and compare it against each foe’s armour class individually.
PUIS 137: Puissamantic Craftsmanship: You may activate this art of war as a swift action to enter a stance that allows you to disrupt the flow of ebbs. Whenever ebbs are supplied to or emitted from a component within your reach, you may make an attack of opportunity against them. This attack automatically hits and dissipates one ebb for each point of damage that the attack would normally do.
PUIS 206: Stabilised Decay: You may activate this art of war as a swift action as part of a bludgeoning attack to deal a devastating blow. The target takes damage equal to the dealt by the attack at the beginning of their turn for a number of rounds equal to your class level.
PUIS 266: Energised Kinetics: You may activate this art of war as a swift action as part of a melee attack to make the attack at a range with an increment of 100 feet.
PUIS 259: Forced Destabilisation: You may activate this art of war as a swift action as part of an attack to cause the targets body to react explosively to your strike. If your attack hits, the target and every creature within 5 feet (excluding you) takes additional hellfire damage equal to 1d6 per class level.
PUIS 328: Non-Conservative Charges: You may activate this art of war as a swift action as part of a full attack. If one of your attacks hits, treat all of them as hitting. The damage dealt is treated as a single attack, regardless of how many attacks hit.
PUIS 371: Converse Polarisiation: You may activate this art of war as a swift action. Your next attack destroys a number of ebbs in the target’s ebb reserve equal to the damage dealt by the attack.
PUIS 348: Charged Manifestation: You may activate this art of war as a swift action. Your weapon gains the dancing property for the next round.
Incalculable Potential: All devices that you build can store twice as many wisps as normal. You can take this discovery multiple times, and it follows mathematical multiplication rules instead of D&D additive multiplicative rules.
Delayed Reaction: You can set up a time delay on the release of stored wisps. You may command stored wisps to be processed after a given number of rounds, as opposed to immediately after receiving the command.
Reversed Polarity: To learn this discovery you must know PUIS 149. You can choose for your field emitter to instead target areas with very low potential, in which case the inverse of an object’s puissant pull is used when determining the effective pull of that object.
Targeted Pulse: To learn this discovery you must know PUIS 149. You can combine focus and spread to better control puissance fields. You may aim your field emitter at a particular device within a number of feet equal to the field emitter’s Spellcraft check. When said field emitter receives ebbs, it treats the target device as having the greatest effective pull for the purpose of distributing the ebbs.
Field Intelligence: To learn this discovery you must know HEUR 328. You may create a special E.I. that is only connected to a field emitter. When the field emitter releases ebbs, they are immediately supplied to the E.I., which can send them anywhere within its bubble.
Hyper-Compressed Mass: To learn this discovery you must know PUIS 206. You may choose to create solidifiers that create masses with alternate properties: either masses that provide twice as many ebbs as normal but last half as long, or masses that provide half as many ebbs as normal but last twice as long.
Global Transmission: To learn this discovery you must know PUIS 266. The range of your ray emitters doubles. You can take this discovery multiple times, and it follows mathematical multiplication rules instead of D&D additive multiplicative rules.
High-Energy Fusion: To learn this discovery you must know PUIS 328. You may choose to make extra-powerful amplifiers, though they are very risky to use. These amplifiers create fusions that operate as four ebbs instead of three, but subtract 10 from the check made to see if the device loses its gramaric properties when it processes them.
Supercharged Puissance: To learn this discovery you must know PUIS 371. You may create a special polariser called a superpole. All ebbs that it processes enter a superposition between positive and negative charge. Such charged ebbs, called ‘superebbs’, treat both ebbs of positive and negative charge as ebbs of opposite charge.
Shielded Circuitry: To learn this discovery you must know PUIS 371 and HEUR 101. Your heuristic circuits can provide protection against charged ebbs. Any charged ebbs within the circuit are not considered in contact. This effect can be suppressed or resumed with a logical decision.
Potent Potential: To learn this discovery you must know PUIS 101 and PUIS 137. If you pass ebbs through an enhancer followed by a capacitor, you can store the wisps in an item as if they were ebbs. These wisps act as normal ebbs would, save that the maximum number that can be stored in a single item is equal to five times your Spellcraft check (as opposed to the maximum number of ebbs that can be stored in an item).
Fickle Fluctuations: To learn this discovery you must know PUIS 137. As a standard action or a logical decision, you may change the enhancements granted by ebbs stored in a weapon or armour.
Delayed Destruction: To learn this discovery you must know PUIS 259. You may create pulsants that require extra processing before they decay. Such pulsants do not cause the first device that processes them to explode. However, whenever they are processed after this, they cause the gramaric device that processed them to explode as though they were twice as many pulsants.
Collapse Circuit: To learn this discovery you must know PUIS 259. Your pulsants may also cause heuristic circuits that direct ebbs through their connections to explode as if they were gramaric devices that just processed the pulsants, except that only objects and creatures within the bubble of the heuristic circuit take damage.
Polarised Symbiosis: To learn this discovery you must know PUIS 348 and PUIS 371. If you supply a materialiser with both +ebbs and –ebbs, they do not annihilate, but instead come together inside the puissance elemental that is created, co-existing stably inside its puissance reserve. As a free action, the elemental can cause any number of +ebbs from their reserve to annihilate with any number of –ebbs from their reserve, causing an explosion as usual. The explosion does no damage to the elemental.
Quantised Puissance [Gramarie]
Just like the other four forces, puissance is quantised, and the fields that it emits can be harnessed to send signals at a distance.
Prerequisite: PUIS 101, Spellcraft 4 ranks
Benefit: You gain a +2 bonus on Spellcraft checks. In addition, you may transfer ebbs between refractors within a number of feet equal to the lower of their two spellcraft checks as if they were physically connected, and, once per round per physical connection, when you transfer ebbs between two refractors using a physical (i.e. non-heuristic) connection, one extra ebb is supplied to the recipient device for every ten ebbs involved in the transfer. If the transferred ebbs possess special properties due to having been processed by refractors, so does the extra ebb.
Special: Taking this feat means you cannot take Skill Focus (Spellcraft), and you cannot take this feat if you already possess said Skill Focus.

*looks at his own homebrew called Puissemantics* *sees how much better Puissamantics is* *quietly sweeps it under the rug*

Seriously now, this looks very cool.
I only notive one minor thing that seems odd: as far as I know Kellus has never explained what ebbs are exactly. I might be missing something, but I thought the thing that came closest was when you watch a heuristical circuit on the ethereal plane. you can then see silvery lines between the linked gramatic devices.
But we don't know what ebbs are. They could be particles, they could be waves. It doesn't really matter, but that was just the first thing that came to mind while reading this.

EDIT:

Ok, this is my "to do" list for Gramarie, if you have a suggestion I'll add it to the list (Note, there isn't any order the numbers are just so I can see how much stuff I have left):

Add last bit of the Living Forest biome
Elementals of Gramarie
Fey of the Courts
Tarrasque
Organic Science
Grow a Living Ship PrC
Netrunner
Dragons
Expanded Material Feats
Finish Biollurgical Savant
Evolutions
Races
Grafts
Racial Feats
Some new Symbionts
gramarie vampires (One for each discipline, feeds on those with knowledge of that discipline, has related powers)
persona
shadows
gramarie bees
example chassi
modes
slenderman
ranged mode
tractor beam mode
Tendril mode
fractured horizons
Technological Possession power to biojack
store data in teeth
Adventure section of FH
tinker
gramarie vestiges
Revamped ELDK
gramarie plasmids
convert standard classes into gramarie versions
mythic path for gramarie
PrC based around linking to a network, uses Lucid Dreaming checks to interact with it
Update feat compendium
Sea slugs
Thaumaturgist
Soldier
Atomist
Assassin
Finish Deeds for Gunslinger
FH Ranger
Agent
Chemist
Explorer
Heartbreaker
Aristan
Politican
Worldlock
Discharger
Speedster
Pilot
Genius Loci
Shadowtapper
Shiftblade
Farmer
Breeder


That a... that's quite a to do list :smalleek:

Milo v3
2013-12-17, 08:37 AM
*looks at his own homebrew called Puissemantics* *sees how much better Puissamantics is* *quietly sweeps it under the rug*
Aww...


Seriously now, this looks very cool.
I only notive one minor thing that seems odd: as far as I know Kellus has never explained what ebbs are exactly. I might be missing something, but I thought the thing that came closest was when you watch a heuristical circuit on the ethereal plane. you can then see silvery lines between the linked gramatic devices.
But we don't know what ebbs are. They could be particles, they could be waves. It doesn't really matter, but that was just the first thing that came to mind while reading this.
Technically, ebbs aren't a thing. It's a measurement. Like yards or seconds.


That a... that's quite a to do list :smalleek:
Yep :smalltongue:

sirpercival
2013-12-17, 08:37 AM
Just glanced at it for now because I'm making the Tvtropes page... But... Did u just put quantum entanglement into D&D?!

It already was, slightly, thanks to YGGD. But yes, definitely. Why wouldn't I? :D :D :D :D :D :D

Milo v3
2013-12-17, 08:50 AM
It already was, slightly, thanks to YGGD. But yes, definitely. Why wouldn't I? :D :D :D :D :D :D

Just to be clear, the entangled creatures remain entangled even if they leave the rods bubble right? That's the point isn't it. If so then thats really useful, especially for sensing all of the planet at once... Which i believe did come up at some point when you were asking for ideas :smalltongue:

Similarity was unexpected, seems abit minor though. But it can swap between basically every rod which is rather powerful, so it's probably just that it's not flashy.

Also: Can someone with abit of experience help with the tv tropes page (http://tvtropes.org/pmwiki/pmwiki.php/TabletopGame/GramarieSystem), I just did the basic "make the page".

sirpercival
2013-12-17, 09:37 AM
Just to be clear, the entangled creatures remain entangled even if they leave the rods bubble right? That's the point isn't it. If so then thats really useful, especially for sensing all of the planet at once... Which i believe did come up at some point when you were asking for ideas :smalltongue: Whoops, I meant to specify that but forgot. Fixed.


Similarity was unexpected, seems abit minor though. But it can swap between basically every rod which is rather powerful, so it's probably just that it's not flashy. It's subtle, and very powerful especially when combined with Contagion. Imagine what you can do with lots of far-ranging bubbles of different rods at your fingertips?

Rolep
2013-12-17, 11:08 AM
DVPY theory posted... thoughts?
Dammit! I was going to use entanglement for puissamantics! Luckily, I still have tachyons to work with! And the fluff makes it sound more like chaos theory than entanglement (based on my understanding of the former as a function in which small changes in the initial setting result in large changes after a period of time and the latter as a form of superposition over large distances).


*looks at his own homebrew called Puissemantics* *sees how much better Puissamantics is* *quietly sweeps it under the rug*
Both PUIS and a base class made by qazzquimby called the Puissamanticist were inspired by your orignial discipline (and the latter still stays pretty true to form).


I only notive one minor thing that seems odd: as far as I know Kellus has never explained what ebbs are exactly. I might be missing something, but I thought the thing that came closest was when you watch a heuristical circuit on the ethereal plane. you can then see silvery lines between the linked gramatic devices.
But we don't know what ebbs are. They could be particles, they could be waves. It doesn't really matter, but that was just the first thing that came to mind while reading this.
As far as I can tell puissance (measured in ebbs) is the magical equivalent of photons of energy (measured in joules), so they both have wave-particle duality, cannot be created or destroyed and are quantised. The difference is that all puissance (perhaps due to an odd clause in the pauli exclusion principle) is always quantised in an integer number of ebbs.

DMwithoutPC's
2013-12-17, 11:09 AM
Technically, ebbs aren't a thing. It's a measurement. Like yards or seconds.


So... how can PUIS change ebbs to Whisps and aglomarations and other real (or at least visible) stuff.

oh wait... It's not converting ebbs, it's converting puissance. But my argument remains right? What is puissance? We are not sure it's actually anything, so maybe the tekst shouldn't say:
This refractor is crafted from amber and causes all of the ebbs that it refracts to glow an eerie, dark purple that fades and swells erratically. but rather:
the puissance guided through this refractor becomes visible as whisps, with one whisps per ebb of puissance led into the refrector

IDK, maybe this is all just semantics. (Which, ironicly, was a big part of Puissemantics :smallamused:)


BTW I'm loving the Queen of Hearts. A huzzah for Ozodrins!

EDIT:
Both PUIS and a base class made by qazzquimby called the Puissamanticist were inspired by your orignial discipline (and the latter still stays pretty true to form)

I posted that?
I had completely forgotten I actually posted that! :smallbiggrin:
Well, glad something good came out of that:smallcool:

Rolep
2013-12-17, 11:11 AM
/Good point about fluff/
I will look at that and probably change.

sirpercival
2013-12-17, 12:21 PM
Dammit! I was going to use entanglement for puissamantics! Luckily, I still have tachyons to work with! And the fluff makes it sound more like chaos theory than entanglement (based on my understanding of the former as a function in which small changes in the initial setting result in large changes after a period of time and the latter as a form of superposition over large distances).

Well, the discipline is supposed to encompass both, you know? Stat mech, entropy, chaos theory, and quantum mech.

Rolep
2013-12-17, 12:28 PM
Well, the discipline is supposed to encompass both, you know? Stat mech, entropy, chaos theory, and quantum mech.
You are pretty much hogging all the decent areas of science, you know! FYI, PUIS has fluff derived from particle physics and quantum field theory (hence tachyons being the idea for the theory).

EDIT: Once again, I will ask, how do E.I.s gain levels?

thethird
2013-12-17, 12:55 PM
With dreamason.

Rolep
2013-12-17, 01:04 PM
OK. That makes sense.

EDIT: sample dvpy art of war:
If you study a foe before you attack, you gain bonuses in combat against them. You gain a +1 insight bonus to attack rolls, damage rolls, AC, savings throws and opposed checks for every full round in which you perform no action other than move and study your foe, up to a maximum of the warmaker’s intelligence bonus. This bonus decreases by 1 for each round that you do not spend studying your opponent, to a minimum of 0.

EDIT2: another:
If you spend a move action calculating possible lines of attack, you may analyse the best possible choice. You may take 20 on the next attack roll that you make before the end of your next round.

EdroGrimshell
2013-12-17, 01:19 PM
Okay, I have refined the idea somewhat, clarified a few things, and got rid of the ebb requirement of the basic principle, instead making it just take a lot of time by requiring preparations instead. Changed the target to two specific creatures rather than just two creatures. Still need to either provide an example for the part about averaging ability scores or find a way to clarify it better. Added a Key for the tables section. I hope this is a better iteration of my earlier attempt.


Evology

Amongst old magics is a ritual that was used to combine the traits of creatures to create new ones, the most famous result of this ritual being the owlbear, a creature created through magic. Yet, this process was much like gramarie, requiring careful preparation and research to complete, many refering to it as a model to early gramarie. So, when Gramarie had its advent, it was no surprise when the old rituals were adapted and refined to the new methods. The discipline of evology takes the original ideas for magical crossbreeding and applies it to gramarie, breaking it down and applying the base principles in new ways to improve upon the original design.

Many practitioners of evology generally make use of detailed anatomical charts, syringes, cages, and bindings in their studies, as well as self designed methods of performing the fusions, ranging from sealed chambers with rarified air to circles lined with gramaric circuitry to a cauldron that literally smelts the creatures together. Any specialized equipment like this is treated as a masterwork item and provides a +2 circumstance bonus on the Appraise check to perform the principles.

Key Skill: Appraise.

EVOL 101: Intro to Evology
Grade: Baccalaureate
Prerequisites: None
Preparation Time: 1 hour
Target: Two specific creatures

This principle is used to take the essence of two creatures (refered to as donors) and combines them to create a new creature that is an amalgam of the donor creatures (refered to as a hybrid). This fusion must be fueled and shaped, however, requiring a number of preparations and a successful skill check to produce the hybrid.

The skill check and preparations required are determined by the Complexity of the fusion. To determine the complexity, add the difference in the HD of the donors, 1 for each size category the donors are apart, and the value given on the table below for type. Add an additional +5 for each donor that possesses the Shapechanger subtype or if the donors have opposing subtypes (such as one having Good and one having Evil or one having Air and one having Earth).

The resulting fusion has the type listed below, with the augmented subtype for one of the donor's types (rolled at random), Hit Die, speed, natural armor, and ability scores that are the average of the donors, and special attacks and special qualities common to both donors. Natural attacks shared by both donors are passed on to the hybrid.

Once the complexity of the fusion is determined, a number of preparations equal to the complexity must be applied to initiate the fusion process. Once initiated, you must make an Appraise check (DC 10 + the complexity) or risk Feedback. Failing the DC by 1 causes a minor feedback that alters the appearance of the hybrid from, simply cosmetic oddities to the hybrid's appearance. Failing by 2 or more results in one or more defects (roll 1d% on the table below). Failing by five or more results in the death of the hybrid and a major feedback, which deals 1d6 damage to the one that prepared the discipline per point they failed the DC, recieving a Fort save (DC equal to the Complexity) to half the damage.

Tables
Key
{table=head]Abbreviation|Type
AB|Aberration
AN|Animal
C|Construct
D|Dragon
E|Elemental
F|Fey
G|Giant
H|Humanoid
MB|Magical Beast
MH|Monstrous Humanoid
OO|Ooze
OU|Outsider
P|Plant
V|Vermin
U|Undead[/table]

Hybrid Typing Based on Donor Types
{table=head]XX|AB|AN|C|D|E|F|G|H|MB|MH|OO|OU|P|V|U
AB|AB|AB|C*|AB|OU|AB|AB|AB|AB|AB|AB|AB|P|AB|U*
AN|AB|MB|C*|AB|OU|F|MH|MH|MB|MH|AB|OU|P|MB|U*
C|C*|C*|C|C*|C*|C*|C*|C*|C*|C*|C*|C*|C*|C*|C/U*
D|AB|AB|C*|D|OU|F|MH|MH|MB|AB|AB|OU|P|AB|U*
E|OU|OU|C*|OU|-E|OU|OU|OU|OU|OU|OU|OU|OU|OU|U*
F|AB|F|C*|F|OU|F|F|F|F|F|AB|OU|F|F|U*
G|AB|MH|C*|MH|OU|F|G|G|MH|G|AB|OU|P|AB|U*
H|AB|MH|C*|MH|OU|F|G|H|MH|MH|AB|OU|P|MH|U*
MB|AB|MB|C*|MB|OU|F|MH|MH|MB|MH|AB|OU|P|MB|U*
MH|AB|MH|C*|AB|OU|F|G|MH|MH|MH|AB|OU|P|MH|U*
OO|AB|AB|C*|AB|OU|AB|AB|AB|AB|AB|OO|AB|P|AB|U*
OU|AB|OU|C*|OU|OU|OU|OU|OU|OU|OU|AB|OU|P|OU|U*
P|P|P|C*|P|OU|F|P|P|P|P|P|P|P|P|U*
V|AB|MB|C*|AB|OU|F|AB|MH|MB|MH|AB|OU|P|V|U*
U|AB|AB|C/U*|AB|AB|AB|AB|AB|AB|AB|AB|AB|AB|AB|U[/table]
*A construct fused with a living creature results in a Living Construct with the augmented subtype for the fused creature. A construct fused with an undead creature results in a Construct or Undead with the Necrogolem (http://www.giantitp.com/forums/showpost.php?p=13115761&postcount=6) Subtype (creator's choice). An undead fused with a living creature gains the Ghastly and Augmented Subtype.

Complexity Based on Donor Types
{table=head]XX|AB|AN|C|D|E|F|G|H|MB|MH|OO|OU|P|V|U
AB|+10|+5|+20|+5|+10|+5|+5|+5|+5|+5|+10|+15|+15|+5 |+20
AN|+5|+0|+15|+2|+10|+2|+2|+2|+0|+2|+10|+10|+15|+2| +15
C|+20|+15|+0|+15|+15|+15|+15|+15|+15|+15|+20|+15|+ 20|+15|+20
D|+5|+2|+15|+0|+10|+5|+4|+4|+3|+3|+10|+10|+15|+3|+ 15
E|+10|+10|+15|+10|+0|+10|+10|+10|+10|+10|+10|+10|+ 10|+10|+20
F|+5|+2|+15|+5|+10|+0|+1|+0|+1|+2|+10|+10|+15|+2|+ 15
G|+5|+2|+15|+4|+10|+1|+0|+0|+2|+1|+10|+10|+15|+3|+ 15
H|+5|+2|+15|+4|+10|+0|+0|+0|+3|+1|+10|+10|+15|+3|+ 15
MB|+5|+0|+15|+3|+10|+1|+2|+3|+0|+2|+10|+10|+15|+2| +15
MH|+5|+2|+15|+3|+10|+2|+1|+1|+2|+0|+10|+10|+15|+2| +15
OO|+10|+10|+20|+10|+10|+10|+10|+10|+10|+10|+0|+15| +15|+10|+20
OU|+15|+10|+15|+10|+10|+10|+10|+10|+10|+10|+15|+0| +15|+10|+20
P|+15|+15|+20|+15|+10|+15|+15|+15|+15|+15|+15|+15| +0|+15|+20
V|+5|+2|+15|+3|+10|+2|+3|+3|+2|+2|+10|+10|+15|+0|+ 15
U|+20|+15|+20|+15|+20|+15|+15|+15|+15|+15|+20|+20| +20|+15|+0[/table]

Defects
{table=head]Roll|Defect|Effect
1-10|Weak|Hybrid loses 1d6 Strength Permanently
11-20|Clumsy|Hybrid loses 1d6 Dexterity Permanently
21-30|Sickly|Hybrid loses 1d6 Constitution Permanently
31-40|Dull|Hybrid loses 1d6 Intelligence Permanently
41-50|Torpid|Hybrid loses 1d6 Wisdom Permanently
51-60|Ugly|Hybrid loses 1d6 Charisma Permanently
61-70|Flawed|Recieves two flaws without gaining bonus feats
71-80|Inability|Randomly lose one special attack or special quality
81-100|Additional Defect|Reroll twice ignoring further rolls of this defect[/table]

Rolep
2013-12-18, 02:18 PM
I just had an idea for a new discipline last night. It fills in one of the gaping holes in the function of gramarie.

Conjuronomy

CORY 101:
As part of preparing this principle, you must make a ??? check. This principle creates a bubble with a radius that is larger by a scale factor equal to the ??? check. The bubble may be fuelled by combustible materials, puissance or ambient energy absorbed over time; for every ebb supplied to it, cubic foot of combustible material burned within it, or day that passes, the bubble gradually creates one cubic foot of mineral over the course of an hour. This mineral is normally ordinary stone and rock; however, it may be other, more valuable materials. To make such other materials, a number of cubic foot of rock must be compressed into a single space and treated with the terraforming power of the bubble, with the process taking an hour. This requires a standard action or a logical decision to activate. The materials that can be created and the cost for creating them can be seen below.
{table=head]Material|Cubic Feet of Rock Required
Gold|100000
Copper/Mercury/Tin/Lead|5000
Iron/Silver|10000
Leather/Wood|500
Crystal/Quartz|2000
Ice|100
Bone/Flesh/Blood|1000
Oil/Coal|7500
Amber/Garnet|25000
Moonsteel/Cold Iron|250000
Adamantine/Mithral/Diamond|1000000
Beryl/Corundum|500000
Tourmaline/Topaz/Opal|50000[/table]
These materials can be extracted from the rest of the bubble using standard mining methods and then used as normal.

CORY 102 [Specialist]:
As part of preparing this principle, you must make a ??? check. This principle creates a bubble that emits harsh light and heat far from its source. To have an effect, the bubble must be supplied with ebbs, which it stores within its internal mechanisms and dissipates at a rate of one per cubic foot per round. The bubble cannot store more ebbs at one time than its area in cubic feet multiplied by your ??? check. The bubble exudes numerous harmful effects on those nearby:

Any creature within the bubble suffers 1d10 negative levels, permanent blindness, and hellfire damage equal to the number of ebbs stored in the bubble. The ambient temperature is 100K for each ebb stored in the bubble, and the illumination is so bright that it is equivalent to darkness, except that spells and effects that allow sight through darkness do not allow sight through this area.
Any creature outwith this radius but within a number of feet of the bubble equal to its radius suffers 1d6 negative levels each round and hellfire damage equal to half the number of ebbs stored in the bubble, as well as being targeted by a gaze attack from the bubble that causes blindness for 2d6 rounds. The ambient temperature is 50K for each ebb stored in the bubble, and the illumination is natural daylight.
Any creature outwith both of these radii but within a number of feet of the bubble equal to twice its radius suffers 1 negative level each round and fire damage equal to one-quarter the number of ebbs stored in the bubble, as well as being treated targeted by a gaze attack from the bubble that causes blindness for 1 round. The ambient temperature is 20K for each ebb stored in the bubble, and the illumination is natural daylight.
Any creature outwith all of these radii but within a number of feet of the bubble equal to four times its radius suffers nonlethal fire damage equal to one-tenth the number of ebbs stored in the bubble, as well as being treated targeted by a gaze attack from the bubble that dazzles for 1 round. The ambient temperature is 10K for each ebb stored in the bubble, and the illumination is natural daylight.
Outwith these radii but within a number of feet from the bubble equal to ten times the radius of the bubble, the ambient temperature is 1K for each ebb stored in the bubble, and the illumination is low-light.

This damage is dealt whenever the creature enters the bubble and whenever they begin a turn within it, regardless of distance, and a successful fortitude save against a DC of 5 + 5 for every CORY principle that you know halves the hellfire and fire damage and negates the blindness and dazzled conditions as well as the negative levels.

CORY 201:
Target: A specific object
As part of preparing this principle, you must make a ??? check. This principle creates an ‘atmosphere’: a combination of electromagnetic field and thick layers of gases that shields those within. The atmosphere surrounds the target on all sides, with a thickness equal to the 5 feet radius of an equivalent bubble. The atmosphere produces 1 cubic foot of gas for each ebbs supplied to the atmosphere, and provides the following protection:

Nonlethal fire damage dealt to creatures within the atmosphere is reduced by 1 for each cubic foot of gas in the atmosphere, up to a maximum of the number of feet of atmosphere between the origin of the effect and the creature.
Negative level damage dealt to creatures within the atmosphere is reduced by 1 for every 1000 cubic feet of gas in the atmosphere, up to a maximum of 10 times the number of feet of atmosphere between the origin of the effect and the creature.
Temperature is equalised within the atmosphere, decreasing or increasing by one towards 300K for each foot of air between said point in space and the nearest edge of the atmosphere.

It is possible to produce special gases from the generic gas of the atmosphere by compressing a number of cubic foot of gas into a single space and treating it with the terraforming power of the bubble, with the process taking an hour. The possible products are listed below:
{table=head]Material|Cubic Feet of Air Required
Air|10
Poisonous Gas*|1000
Opaque Gas**|100[/table]
*Deals 1 Str, Dex & Con damage each round to those who inhale and fail a DC 5 + 5 for each CORY principle you know fort save)
**Grants total concealment to all those within its area.

CORY 202 [Specialist]:
Target: A specific bubble created by a gramaric principle, which must not have had this principle prepared on it previously.
As part of preparing this principle, you must make a ??? check. This principle expands the target bubble by a scale factor equal to your ??? check. However, doing so is dangerous, and has severe ramifications.

Any enlarged bubble exerts a powerful gravitational field. Objects or creatures within the bubble move towards the centre of the bubble with a push equal to the radius of the bubble. Objects or creatures within a number of feet of the bubble equal to the radius of the bubble towards the bubble with a value in push equal to half the radius of the bubble. Solid objects stop all such movement, and any object that is created by the bubble is unaffected. When two such forces both act upon the same object or creature, said object or creature takes damage equal to the lower of the two push values.

Whenever an object or creature is forced into the centre of the bubble, they are compressed by the force, taking damage equal to the radius of the bubble. They then add a number of points to a pool that determines the stability of the bubble, as shown on the table below:
{table=head]size|points
Fine|1
Diminuitive|2
Tiny|4
Small|8
Medium|16
Large|32
Huge|64
Gargantuan|128
Colossal|256[/table]
When the number of points reaches 100 multiplied by the radius of the bubble, the bubble reaches critical mass, collapsing in on itself and instantly destroying everything within it.

Discoveries:
Terraformed Landscape: When you prepare CORY 101, you may also prepare 1 or more GEOC principles that normally create geoccult poles. Instead of creating a pole, they merge with the bubble, causing all land within the bubble to acquire the terrain types of the merged geoccult poles in any ratio that you desire (e.g. 29% Tin & 71% Silver, though this is vastly simplified compared to the ecologies that you are likely to be creating).
Hyper-Accelerated Growth: The scale factor of your CORY 202 doubles. You can take this discovery multiple times, and it follows mathematical multiplication rules instead of D&D additive multiplicative rules.

Fako
2013-12-18, 03:05 PM
Here is my critique of PUIS for Rolep, spoilered for length:

Rather than deal with formatting for ages, I'm just going to separate them into coherent sections and identify by principle. Makes it easier on both of us :smallamused:

Also, I stated this on the IRC but I want to stress this: What follows is my opinion, based on what I know of the game. If you feel that I am incorrect, you are more than welcome to disregard the statement :smallsmile:

Principles
PUIS 137: Only time limit is use. Considering the weapon or armor isn't normally an optimal target, the ebbs should have a slow decay (some per minute/hour).
PUIS 206: While the fluff states a maximum duration of several rounds, the mechanics do not reflect this. Currently the only way to lose a conglomerate is to utilize the ebbs within.
PUIS 266: Heuristic Circuits don't provide targeting. I'd change "The ray emitter must be pointed in a particular direction, either by a creature or a heuristic circuit" to "The ray emitter fires continuously in a single direction, which may be adjusted using a standard action or a logical decision. Same with the Reflector.
PUIS 259: Looks good, save is not standard. Most are DC 5 + 5 per principle, not a big deal.
PUIS 328: Why is it safer to process a larger number of fusions separated? If you only process two or three, it's not possible to beat a DC 50 skill check that was used to create a device.
PUIS 371: You can cause a detonation when + and - ebbs are part of the same circuit, but the point of origin for the explosion is ambiguous at best, since there is no central location for a Heuristic Circuit. If I have a HEUR bubble of 50 ft and I have a 10 ft radius explosion, where in that 50 ft does it originate? Also, you specify push with charged puissance - is this similar to an ELDK engine? You don't state if this force is able to actually move the structure, or if it is simply "there".
PUIS 348: Change the last line of the second paragraph of Materialiser. You already have "owner" defined in 101, use it to say "and obeys commands provided by the owner of the Materialiser." You also need to state if the ebbemental can opt to change its enhancement bonuses, or if that's only with command of the owner (and what action is needed, if any). Also, I'm wondering if increase the ebbemental's size according to HD might be a better answer than increasing their stats based on ebbs... makes the bookkeeping a little bit simpler.

Eldritch Animas
PUIS 101: Doubling damage is incredibly potent at low levels, especially considering the penalties other classes will have to take to get a damage increase. I'd instead allow modified blasts to remain dormant until you will them to with a free action or one minute passes, whichever comes first.
PUIS 149: You just mimicked a Dark level invocation with an ability that can be obtained at level two. I know the warlock is crap, but this type of effect should be at Magisterial or higher.
PUIS 137: I like this, but an action needs to be specified, as this modifies the action that EB needs. I'd make it an immediate action to imbue your weapon with EB until the start of your next turn, and that it is consumed on the first successful strike.
PUIS 206: This needs to specify that a creature cannot suffer from more than one instance at a time, and needs to either have a lower duration or lowered damage per round.
PUIS 266: Change the last sentence to "A blast modified with this anima has a range increment of 1 mile." If you want to drop the max range that's possible, but that sentence alone allows it to be fired up to three miles away with only a -4 penalty to the roll (not including sight modifiers).
PUIS 259: Save or Dies at level 10? The wizard has a single spell that counts as this at the same level (Baleful Polymorph), and he doesn't have an unlimited supply of them, which you do with animas. Needs to be replaced.
PUIS 328: If changing the effect from PUIS 101, then this is nice. Otherwise? Worthless.
PUIS 371: I like this. I like this a lot. However, you may want to add an option to increase their ebb reserve as well, due to the dual nature of the principle.
PUIS 348: You're recreating the orbs line of spells, but not requiring actions to move them? Considering the lower damage of EB this shouldn't be an issue, but there should be some more rulings put on this... you need to list how often the damage can be sacrificed, what type of movement it can use, whether it can go through solid objects, etc.

Arts of War
PUIS 101: Well, makes sense that what I suggest for Animas while reading through shows up in Arts of War... you need to have a maximum delay, unless you wish to allow someone to kill the king by mugging him a few years prior.
PUIS 149: You're giving the effects of a 4th level maneuver at level 3, minus the +2 to attack. Needs to be replaced.
PUIS 137: How long does the stance last?
PUIS 206: Either needs to not stack, or needs to have the duration severely shortened.
PUIS 266: Range is far too long, as adding a 100 ft range increment allows attacks up to 300 ft away with a melee weapon. I'd instead cut it to 30 ft, which would provide a maximum distance of 90 ft (albeit with a -4 penalty).
PUIS 259: This I like, but you need to allow those adjacent to make a save for half, and cut the damage down. This is an at-will ability, so dice equal to half class level would be more suitable. (consider that Lieutenant rank gives you two Arts of War per round).
PUIS 328: Nice ability, but strangely worded.
PUIS 371: As above, no problems.
PUIS 348: Duration is a bit wonky. You might want to change it until the Start of your next turn.

Rolep
2013-12-18, 03:33 PM
Here is my critique of PUIS for Rolep, spoilered for length:
OMG how much I disagree with your assessment! Anyway, I will fix this stuff tomorrow (I don't havw time today!).


PUIS 137: Only time limit is use. Considering the weapon or armor isn't normally an optimal target, the ebbs should have a slow decay (some per minute/hour).
Why doe ebbs need to be lost at all? There is nothing wrong with supplying an army with temporarily magic weapons.

PUIS 206: While the fluff states a maximum duration of several rounds, the mechanics do not reflect this. Currently the only way to lose a conglomerate is to utilize the ebbs within.
Which will normally take a few rounds. Point?

PUIS 266: Heuristic Circuits don't provide targeting. I'd change "The ray emitter must be pointed in a particular direction, either by a creature or a heuristic circuit" to "The ray emitter fires continuously in a single direction, which may be adjusted using a standard action or a logical decision. Same with the Reflector.
OK.

PUIS 259: Looks good, save is not standard. Most are DC 5 + 5 per principle, not a big deal.
Ok.

PUIS 328: Why is it safer to process a larger number of fusions separated? If you only process two or three, it's not possible to beat a DC 50 skill check that was used to create a device.
This needs to be fixed. It has been an issue for a while now.

PUIS 371: You can cause a detonation when + and - ebbs are part of the same circuit, but the point of origin for the explosion is ambiguous at best, since there is no central location for a Heuristic Circuit. If I have a HEUR bubble of 50 ft and I have a 10 ft radius explosion, where in that 50 ft does it originate? Also, you specify push with charged puissance - is this similar to an ELDK engine? You don't state if this force is able to actually move the structure, or if it is simply "there".
I assumed that stating 'push' would imply the movement. And the thing about HEUR is fixed in the description.

PUIS 348: Change the last line of the second paragraph of Materialiser. You already have "owner" defined in 101, use it to say "and obeys commands provided by the owner of the Materialiser." You also need to state if the ebbemental can opt to change its enhancement bonuses, or if that's only with command of the owner (and what action is needed, if any). Also, I'm wondering if increase the ebbemental's size according to HD might be a better answer than increasing their stats based on ebbs... makes the bookkeeping a little bit simpler.
But of HD are based off ebbs, then everything else will still be based off ebbs. The other thing is legit though.


PUIS 101: Doubling damage is incredibly potent at low levels, especially considering the penalties other classes will have to take to get a damage increase. I'd instead allow modified blasts to remain dormant until you will them to with a free action or one minute passes, whichever comes first.
Swift action, but this does seem more balanced.

PUIS 149: You just mimicked a Dark level invocation with an ability that can be obtained at level two. I know the warlock is crap, but this type of effect should be at Magisterial or higher.
Blasting is underpowered. 1/2 level d6 is horrible. In an area, it is slightly better, but still has nothing on the wizard. This is perfectly balanced, if not pointless until you can combine it with another anima.

PUIS 137: I like this, but an action needs to be specified, as this modifies the action that EB needs. I'd make it an immediate action to imbue your weapon with EB until the start of your next turn, and that it is consumed on the first successful strike.
Will do.

PUIS 206: This needs to specify that a creature cannot suffer from more than one instance at a time, and needs to either have a lower duration or lowered damage per round.
At this level, combat should be lasting 1-3 rounds anyway, so the duration will be lowered.

PUIS 266: Change the last sentence to "A blast modified with this anima has a range increment of 1 mile." If you want to drop the max range that's possible, but that sentence alone allows it to be fired up to three miles away with only a -4 penalty to the roll (not including sight modifiers).
If I don't drop the max range line, the blast will still be limited to 400 fet + 40 feet per calss level.

PUIS 259: Save or Dies at level 10? The wizard has a single spell that counts as this at the same level (Baleful Polymorph), and he doesn't have an unlimited supply of them, which you do with animas. Needs to be replaced.
I count charm, dominate, hold and the like as SODs, sinc ethey still end combat for the target. There are plenty of those at this level.

PUIS 328: If changing the effect from PUIS 101, then this is nice. Otherwise? Worthless.
You can use them both at the same time with the 13th level gramarist power.

PUIS 371: I like this. I like this a lot. However, you may want to add an option to increase their ebb reserve as well, due to the dual nature of the principle.
OK.

PUIS 348: You're recreating the orbs line of spells, but not requiring actions to move them? Considering the lower damage of EB this shouldn't be an issue, but there should be some more rulings put on this... you need to list how often the damage can be sacrificed, what type of movement it can use, whether it can go through solid objects, etc.
Will do.


PUIS 101: Well, makes sense that what I suggest for Animas while reading through shows up in Arts of War... you need to have a maximum delay, unless you wish to allow someone to kill the king by mugging him a few years prior.
OK.

PUIS 149: You're giving the effects of a 4th level maneuver at level 3, minus the +2 to attack. Needs to be replaced.
I thought of it as a feasable way to get an underpowered feat with harsh prerequisites. It's not that powerful.

PUIS 137: How long does the stance last?
OK.

PUIS 206: Either needs to not stack, or needs to have the duration severely shortened.
Former.

PUIS 266: Range is far too long, as adding a 100 ft range increment allows attacks up to 300 ft away with a melee weapon. I'd instead cut it to 30 ft, which would provide a maximum distance of 90 ft (albeit with a -4 penalty).
But a wizard can fly 300 feet away and still fight. This is to allow the fighter to target flyers.

PUIS 259: This I like, but you need to allow those adjacent to make a save for half, and cut the damage down. This is an at-will ability, so dice equal to half class level would be more suitable. (consider that Lieutenant rank gives you two Arts of War per round).
OK.

PUIS 328: Nice ability, but strangely worded.
It's very difficult oto word. Any reccommendations.

PUIS 371: As above, no problems.
OK.

PUIS 348: Duration is a bit wonky. You might want to change it until the Start of your next turn.
OK.

Fako
2013-12-18, 04:15 PM
Why doe ebbs need to be lost at all? There is nothing wrong with supplying an army with temporarily magic weapons.
It's mostly a fluff issue, since there are only specific materials that can store ebbs normally. Otherwise, no problems.


Which will normally take a few rounds. Point?
Will only take a few rounds if you are actively using it. If created and moved to an area where it isn't actively used, it won't dissipate. As above, mostly fluff issue - there's no problem with it lasting a long time, it's this line in particular:
royal blue. Puissance that it refracts comes together into a single insubstantial object, called a 'conglomerate', which is stable enough to last for several rounds before decaying and slowly emits puissance over an extended period of time.
Emphasis mine. Just needs a wording correction.



But of HD are based off ebbs, then everything else will still be based off ebbs. The other thing is legit though.
It's mainly a matter of how many different stats need to be adjusted based off of the ebb count. The less you have to calculate per round, the more smoothly combat can go.



Blasting is underpowered. 1/2 level d6 is horrible. In an area, it is slightly better, but still has nothing on the wizard. This is perfectly balanced, if not pointless until you can combine it with another anima.
I agree with every point here, except the area and level with which it can be obtained. Granted, I'm used to working with low-op groups, so we have different view points here.


If I don't drop the max range line, the blast will still be limited to 400 fet + 40 feet per calss level.
I'm unaware of this global limit on EB, I was simply attempting to add a cap to the distance.


I count charm, dominate, hold and the like as SODs, sinc ethey still end combat for the target. There are plenty of those at this level.
Fair, but consider that the wizard has limited resources (assuming more than the 5-minute workday routine) and that the spells are his primary class feature. In contrast, this is meant to be an additional feature provided by merit of your choice of principles.
Also consider that there are no animas provided in the Gramarist base class even close to this level of power. The closest you will find is IMCH 388, where the creature only thinks they have died, and have to be in an illusion to reinforce that fact. This is far more powerful, at a lower tier.


I thought of it as a feasable way to get an underpowered feat with harsh prerequisites. It's not that powerful.
I never said it was powerful. But giving effects early isn't necessarily a point of good design, and only serves to skew the balance of power farther.


But a wizard can fly 300 feet away and still fight. This is to allow the fighter to target flyers.
Fair. However, if he doesn't have a way to target flyers already by this point, he has other problems.


It's very difficult to word. Any reccommendations.
PUIS 328: Non-Conservative Charges: You may activate this Art of War as a swift action when making a full attack. If you successfully strike a creature, that attack ends the full attack routine and deals damage as if all the attacks in the routine had been successful.

As sirpercival said on the IRC, the main problem is the power of the animas and arts of war in relation to the ones provided in the base classes. The ones in the base place an emphasis on creative combat and quick thinking, using what you know to take advantage of the moment at hand. Some of them are incredibly potent, but only in specific situations. You have some of these, such as the EA/AoW for PUIS 371, the AoW for 101, and the AoW for 259. However, most of the ones you have written seem to mostly be power for power's sake, allowing an easier time in combat. This in and of itself is not bad, I just wish that there were more emphasis on creative thinking by the player. I will readily admit that there's only so much one can do when taking ebb transference and trying to find a combat action that is thematically appropriate, and that is going to hamstring a lot of options. But I personally feel that you're talented enough to come up with some amazing options, based on the work you've got so far :smallsmile:

Pokonic
2013-12-18, 04:29 PM
Looking at the to-do list, something caught my eye. Would the Gramarie Tarrasque be redone as a sort of living weapon created as the ultimate result of a Warmaker's power?

thethird
2013-12-18, 04:54 PM
The Warmaker is cool and dandy but if you want to create monsters biollurgy is the way to go :smalltongue:

Constructivity is almost finished.

Milo v3
2013-12-18, 07:36 PM
I just had an idea for a new discipline last night. It fills in one of the gaping holes in the function of gramarie.
Why would you remove the resources bit of gramarie?!


Looking at the to-do list, something caught my eye. Would the Gramarie Tarrasque be redone as a sort of living weapon created as the ultimate result of a Warmaker's power?
I was actually referring to "The Apocalypse", I was making.

Arcanist
2013-12-18, 09:28 PM
Updating the compendium.

Compendium updated [12/18/13 10pm EST]

thethird
2013-12-18, 11:14 PM
So the only thing missing for Constructivity is making CONT 330. For this I need materials for the following planes. The materials can be something evoked from the plane, such as a cool thing made of Ooze or boring things that already exist but are somehow related, like Elukian Clay (A&EG); I'm not feeling too original so help is much appreciated.


Fire: Generates Phlogiston
Water: Generates Quicksilver
Earth: Generates Alkahest
Air: Generates Carmot
Positive: Generates Moonsteel
Negative: Generates Cursed Lead
Ice: Generates Stygian Ice
Ooze: Generates Elukian Clay
Magma: Generates Fever Iron
Smoke: Generates Urdrukar
Lightning: Generates spiral seeds; spiral seeds are small pockets of a particular energy source found sometimes in the lightning quasielemental plane known as spiral energy. Spiral energy is particularly good at powering constructs, and each seed grants such a construct 10 temporary hit points, and allows a pilot to treat the following check it needs to make to control said construct as a success. Each application of CONT 330 generates a number of lightning seeds dependent on the size of the elemental inside the constructive heart.
Vacuum: Generates vacuum motes; each mote functions as dust of Sneezing and Chocking (http://www.d20srd.org/srd/magicItems/cursedItems.htm#dustofSneezingandChoking).
Steam (Water/Positive)
Salt (Water/Negative)
Mineral (Earth/Positive)
Dust (Earth/Negative)
Radiance (Fire/Positive)
Ash (Fire/Negative)
Obsidian (Fire/Earth/Positive)
Pumice (Fire/Earth/Negative)
Spark (Fire/Air/Positive)
Fumes (Fire/Air/Negative)
Clay (Water/Earth/Positive)
Silt (Water/Earth/Negative)
Crystal (Water/Air/Positive)
Frost (Water/Air/Negative)


Note to self: go over this (http://tvtropes.org/pmwiki/pmwiki.php/Main/GreenRocks)

thethird
2013-12-19, 01:07 AM
Shameful double post.


Forge master
I am finished doing what I swore an oath to God 28 years ago to never do again. I've created, "something that kills people." And in that purpose, I was a success. I've done this because, philosophically, I am sympathetic to your aim. I can tell you with no ego, this is my finest sword. If on your journey, you should encounter God, God will be cut.


Hattori Hanzo (Kill Bill)
Requirements: To become a forge master you must meet all of the following requirements.
Base Attack Bonus: +5
Feat: Pure Crafting (http://www.minmaxboards.com/index.php?topic=6584.0); Legendary Battlesmith (http://www.giantitp.com/forums/showthread.php?p=5580531)
Gramarie: Any two ALCH principles; or Any two CONT principles
Skills: Craft (armorsmithing or weaponsmithing) 10, Diplomacy 10, Perform Keyboard instruments 10
Special: Must not be able to cast spells; Must have at least Quartermaster rank.
Martial Maneuvers: Must know one 3rd level maneuver
Specialization: Must be specialized in Alchemetry or Constructivity.
http://www.bite.ca/wp-content/uploads/2013/02/soon-ish.jpg

Rolep
2013-12-19, 01:30 AM
It's mostly a fluff issue, since there are only specific materials that can store ebbs normally. Otherwise, no problems.
Since the ebbs cannot be extracted anyway, I don't mind this much. However, I will still install a limit, for the combined purposes of fluff and to increase the utility of the capacitor.


Will only take a few rounds if you are actively using it. If created and moved to an area where it isn't actively used, it won't dissipate. As above, mostly fluff issue - there's no problem with it lasting a long time, it's this line in particular:
Emphasis mine. Just needs a wording correction.
OK.


It's mainly a matter of how many different stats need to be adjusted based off of the ebb count. The less you have to calculate per round, the more smoothly combat can go.
Maybe just say that an elemental doesn't grow smaller/lose HD when it loses ebbs, since this is the only real way of reducing the paperwork.


I agree with every point here, except the area and level with which it can be obtained. Granted, I'm used to working with low-op groups, so we have different view points here.
If I changed the radius to 10 feet?


I'm unaware of this global limit on EB, I was simply attempting to add a cap to the distance.
It has a long range, like most spells.


Fair, but consider that the wizard has limited resources (assuming more than the 5-minute workday routine) and that the spells are his primary class feature. In contrast, this is meant to be an additional feature provided by merit of your choice of principles.
Also consider that there are no animas provided in the Gramarist base class even close to this level of power. The closest you will find is IMCH 388, where the creature only thinks they have died, and have to be in an illusion to reinforce that fact. This is far more powerful, at a lower tier.
OK. How about save or 1 HP?


I never said it was powerful. But giving effects early isn't necessarily a point of good design, and only serves to skew the balance of power farther.
If it were actually powerful, your last point would make sense. As-is, a sub-optimal combat move on a combat class doesn't seem at all out of place to me.


Fair. However, if he doesn't have a way to target flyers already by this point, he has other problems.
Fair point, but a last resort never hurt.



PUIS 328: Non-Conservative Charges: You may activate this Art of War as a swift action when making a full attack. If you successfully strike a creature, that attack ends the full attack routine and deals damage as if all the attacks in the routine had been successful.
Thanks!


As sirpercival said on the IRC, the main problem is the power of the animas and arts of war in relation to the ones provided in the base classes. The ones in the base place an emphasis on creative combat and quick thinking, using what you know to take advantage of the moment at hand. Some of them are incredibly potent, but only in specific situations. You have some of these, such as the EA/AoW for PUIS 371, the AoW for 101, and the AoW for 259. However, most of the ones you have written seem to mostly be power for power's sake, allowing an easier time in combat. This in and of itself is not bad, I just wish that there were more emphasis on creative thinking by the player. I will readily admit that there's only so much one can do when taking ebb transference and trying to find a combat action that is thematically appropriate, and that is going to hamstring a lot of options. But I personally feel that you're talented enough to come up with some amazing options, based on the work you've got so far :smallsmile:
You must be confusing me with someone else! This was the best that I could do! If you have any better recommendations, I would be really glad to hear them.


Why would you remove the resources bit of gramarie?!
It's not about that! It's about creating planets.

Milo v3
2013-12-19, 02:32 AM
I don't react well to bad news......

Knull-Unkellese
Vast Outsider (Avatar, Chaos, Evil, Positive, Negative)
HD 300d8+178500 (179,850 hp)
Speed 95 ft. (19 squares), plus avatar movement
Init: +5
AC -10 (–512 size, +2 Dex, +500 natural), touch -510, flat-footed -12
BAB +300; Grp +40+STR
Attack Claw +283 melee (16d8+495 /18-20/x3/ plus tainted touch)
Full-Attack 30 Claws +283 melee (16d8+495 /18-20/x3/ plus tainted touch)
Space 190 ft. Reach 190 ft.
Special Attacks Augmented critical, flesh revolt, maddening destruction, tainted touch
Special Qualities Avatar traits, chosen three, dual nature, immune to ability damage, ability drain, disease, poison, and non-lethal damage, mindless, regeneration 50
Saves Fort +747, Ref +154, Will +162
Abilities Str 1000, Dex 15, Con 1200, Int -, Wis 20, Cha 30
Skills -
Feats -
Environment Plane of Knull-Unkellese
Organization Unique (Avatar)
Challenge Rating ?
Treasure None
Alignment Chaotic Evil
Advancement -
Level Adjustment What is wrong with you?!

Knull-Unkellese is the avatar of a chaotic evil plane dominated by both Positive and Negative energy, which has been merged with so many planes that is has gone completely insane. Now all this avatar does is wait a couple hundred years for people to start to colonize it's plane and then destroy every form of life on it's surface, except for three.

Knull-Unkellese appears to be a distorted mass of flesh which is constantly rotting and regenerating. It has thirty black claws embedded throughout it's body, which can extend to a huge range on purple rotten tendrils.

When it isn't using it's Avatar Movement, the best word to describe its locomotion is "slithering".

COMBAT

Augmented Critical (Ex) The Knull-Unkellese's claws threatens a critical hit on a natural attack roll of 18-20, dealing triple damage on a successful critical hit.

Avatar Traits: As an Avatar, the Knull-Unkellese has darkvision 60 ft., low-light vision, and when on their bonded plane it gains the following benefits as extraordinary abilities:
Avatar Control: Knull-Unkellese can create matter with a Major Creation, and may chose the direction of any individual on the planes gravity as a free action unless they are utilizing magic, gramarie, or similiar to choose the direction such as with a reverse gravity spell or a gravity flux.
Avatar Movement: As a move-action, Knull-Unkellese can teleport to any location on the plane, as long has it can accommodate for his size of course.
Avatar Sense: Knull-Unkellese perceives the entire bonded plane at all times, cannot be flanked, and cannot be caught flat footed.
Avatar Spells: Knull-Unkellese can cast spells as a favoured soul of half his HD, except his spell list is restricted to the Chaos, Death, Evil, and Healing Domains.

Chosen Three: As a full-round action, Knull-Unkellese can chose an individual on his bonded plane. This individual becomes immune to any attacks, spells, and abilities of Knull-Unkellese (aside from this one). Knull-Unkellese can have up three of these individuals at a time. Anytime he gains a new one that would go over this limit, a previous chosen loses the benefits of this ability.

Dual Nature (Ex): Knull-Unkellese heals from both positive and negative energy damage.

Flesh Revolt (Su): Any living creature within 100 ft. of Knull-Unkellese must make a fortitude save (DC 160), or take 1d4 constitution damage each turn as their flesh twists and immediately rots and regenerates. Any living creature within 200 ft. of Knull-Unkellese must make a fortitude save (DC 80), or take 1d4 constitution damage each turn. Any living creature within 400 ft. of Knull-Unkellese must make a fortitude save (DC 40), or take 1d4 constitution damage each turn. Any living creature within 800 ft. of Knull-Unkellese must make a fortitude save (DC 20), or take 1d4 constitution damage each turn. Any living creature within 1600 ft. of Knull-Unkellese must make a fortitude save (DC 10), or take 1d4 constitution damage each turn.

Maddening Destruction (Su): Any sentient creature that views the corpse of a creature that was killed by Knull-Unkellese must make a will save (DC 160) or immediately believe it was their fault for the death, regardless of anything which would say otherwise.

Regeneration (Ex): Hellfire deals normal damage to Knull-Unkellese. If a Knull-Unkellese loses a limb or body part, the lost portion regrows in 1d4 rounds. The Knull-Unkellese can reattach the severed member instantly by holding it to the stump.

Tainted Touch (Su): Any creature hit by Knull-Unkellese's claw attack gains 1d6 points of corruption and 1d12 points of depravity.

Mith
2013-12-19, 02:31 PM
@thethird: How would you feel for throwing in that Far Realm Infected Elementals generate materials that can be used to power the engines? Ex. Earth Infected creates Flesh, Water Infected creates Blood, maybe Infected Earth Necromental (bit of a stretch there I know) creates Bone.

Also, I do not know if I suggested it here on the boards, and not just the IRC, but what do people think of the idea that a biolurgical chassis requires food and produces waste when growing and or healing, while Hortistructure requires nutrients and produce waste when growing, healing, or creating fruit? This adds a bit of balance that one is not generating the matter spontaneously. This can be used to create a symbiotic loop, where the biolugical chassis creates waste that is consumed by the hortistructure. One can then create Bulbasaur!

ShadowFireLance
2013-12-19, 02:52 PM
Has anyone here tested their Gramaire in a full game?

Like, Full power Gramaire?

Cause I want to. :smallbiggrin:

Arcanist
2013-12-19, 03:36 PM
Has anyone here tested their Gramaire in a full game?

Like, Full power Gramaire?

Cause I want to. :smallbiggrin:

Oh we're not doing that again. :smallsigh:

ShadowFireLance
2013-12-19, 03:44 PM
Oh we're not doing that again. :smallsigh:

That was mostly you and LordChaos's fault. :smalltongue:
We have an actual DM this time!

thethird
2013-12-19, 04:36 PM
*300 HD thingie*

I think I'm going to agree with Arcanist on that one if you get to a point in which you are stating this kind of creatures they can be somehow defeated, and as such the point is somehow lost, no stats might be better.


@thethird: How would you feel for throwing in that Far Realm Infected Elementals generate materials that can be used to power the engines? Ex. Earth Infected creates Flesh, Water Infected creates Blood, maybe Infected Earth Necromental (bit of a stretch there I know) creates Bone.

Also, I do not know if I suggested it here on the boards, and not just the IRC, but what do people think of the idea that a biolurgical chassis requires food and produces waste when growing and or healing, while Hortistructure requires nutrients and produce waste when growing, healing, or creating fruit? This adds a bit of balance that one is not generating the matter spontaneously. This can be used to create a symbiotic loop, where the biolugical chassis creates waste that is consumed by the hortistructure. One can then create Bulbasaur!

I hadn't considered but I would say Biollurgical chassis already allow for cheap (cheapish) bone flesh and stuff. And if I wanted to have the 24 permutations possible from 330 be affected by the far realms that would be 24 more to brew. AND that's beyond the point.

At the moment I am considering that using 330 gives you access to a special metal that functions as an alloy of the two original ascended metals, gaining the properties from both. And if I feel like crazy I make give that particular metal a bonus. The bleeding of a farfected heart would generate biostructure of course, being made of such metal.


Has anyone here tested their Gramaire in a full game?

Like, Full power Gramaire?

Cause I want to. :smallbiggrin:

I have, with some of my friends. It was the kind of fun you need to take a shower after. But fun.


That was mostly you and LordChaos's fault. :smalltongue:
We have an actual DM this time!

Where?

Milo v3
2013-12-19, 05:25 PM
I think I'm going to agree with Arcanist on that one if you get to a point in which you are stating this kind of creatures they can be somehow defeated, and as such the point is somehow lost, no stats might be better.
Your probably correct, there isn't much point in stats that are a living fiat. But it was stress relief and I wanted to make something which slaughtered things.

Arcanist
2013-12-19, 06:47 PM
That was mostly you and LordChaos's fault. :smalltongue:
We have an actual DM this time!

If you're going to do this, I'm going to recommend that you outright ban any blueprint that I've made. Having said that I should probably get back to work on completing some of those blueprints :smallsigh:

I'll get to work on finishing up the Asura, the newest version of the Power Armor and an improvement of the E.I. court.

Never heard of the Frank Horrigan? Well I've talked about it, but I've never actually posted it in THIS thread before... Consider yourselves in for a treat. This design is based off the Frank Horrigan, however it also uses some of the newer homebrewed disciplines as well like Transvolution, Divinentropy and Psychomantics developed by yours truly. In addition to what was previously designed before? I've made creatures truly worth of being called "Asura" :smallamused:

The Asura


http://fc07.deviantart.net/fs70/i/2011/057/9/b/asura_kannon_by_hasabattle-d3ahv54.jpg
Image by hasabattle (http://hasabattle.deviantart.com/)

"And when that God needed warriors to defend his device, he stretched forth his hand outward into the realities beyond and took the tenacity of the Tarrasque, The cruel control of the Infernal, the mighty strength of the Hecatoncheires, The chaotic form of the Protean, The deathly touch of the Atropal and the devastation that the Apocalypse would bring..."
-Verse 4-6 of the Book of Eiko

Name: The Asura
Principle: ALCH 101, ALCH 286, ALCH 325, ALCH 364, ARCD 101, ARCD 176, ARCD 204, ARCD 230, ARCD 350, ARCD 365, BIOY 101, BIOY 228, BIOY 274, BIOY 340, BIOY 381, HEUR 101, HEUR 101, TRNV 101, TRNV 143, TRNV 231, TRNV 280, TRNV 349, TRNV 399, PSYM 101, PSYM 246, PSYM 269, PSYM 361, CONT 101, CONT 202, CONT 266.
Prestige Classes: Gramarist 20th, Gramarie-Lord 5th, Xenoalchemist 20th.
Discoveries: Continual Carmot, Oefficient Orichalcum, Platinum Standard, Quixotic Quicksilver, Square-Cube Law, Bigby's Prime Analysis, Evard's Numerical Analysis, Mordenkainen's Transport Theorem, Nolzur's Identity, Otto's Last Theorem, Backdoor, Hidden Code, Variable of Volume, We Are All Connected, System Administrator, Into the Mist, Common Ancestry, Inorganic Transvolution, Prestructured Genus, Geneticular Chunking, Molded Form, Stabilized Form, Platinum shackles, Plug it, play it, Highways and Stairways.
Feats: Creative Surgeon, Diplomatic Immunity, Equivalent Circuits.
Items: The Tarrasque, The Atropal, The Infernal, The Protean, and The Hecatoncheires, one of which must have the Paragon template. 24 cubic feet of Iron.
Optional Items: Anything with class levels.
Optional Theories: Soft Characteristics, Golden Standard, Monstrous Ecology, Divine Enervation.

Step 1
Take your iron and convert it into the following:


4^3 feet of Oricalcum.
4^3 feet of Carmot.
4^3 feet of Moonsteel.
4^3 feet of Quicksilver.
4^3 feet of Gold.
4^3 feet of Tin.


Meld all of these metals together into a Large sized humanoid shaped mold. If you'd like you can make a Craft (Sculpture) check to make sure this statue appears as beautiful as possible. Thereafter convert this statue into a Biostructure. Next you place the Ice within the statue after increasing it's melting point to as high as possible.

STEP 2
Next convert all of the following metals into the following types of Transformers and Hearts:

Transformers

Orchalcum to Platinum Transformer (Input & Output)
Carmot to Copper Transformer (Input & Output)
Moonsteel to Silver Transformer (Output)
Quicksilver to Mercury Transformer (Input & Output)
Gold to Gold Transformer (Input)
Tin to Tin Transformer (Input & Output)


Hearts

Orchalcum to Platinum Shackles
Carmot to Copper Heart [Plug & Play]
Moonsteel to Silver Heart [Plug & Play]
Quicksilver to Mercury Heart [Plug & Play]
Tin to Tin Heart [Plug & Play]


STEP 3
Now convert the Biostructure into a Chassis, make it sentient and grant it the ability to sexually reproduce.

This is the part where you reproduce the Chassis generational with the following subjects:


The Tarrasque
The Atropal
The Infernal
The Hecatoncheires
The Protean


During this process, you may produce weapons and armor for this new creature along the lines of Kaleidomantics Violet Filter covered blades and power armor.

The finished product should look something like this:

"]
The Asura, Defenders of the Nebula
Size/Type: Large Outsider (Lawful, Gramarie)
Hit Dice: 40d8 + 1,120 (1,440hp) + 17d6 (+102) (1,542hp)
Initiative: +23 (+19 Dex, +4 Improved Initiative)
Speed: 255 ft., fly 735 ft. (perfect)
Armor Class: 91 (+15 dex +34 natural +12 insight +12 luck +8 Armor); touch 40, Flat-footed 76
Base Attack/Grapple: +40/+48
Attack: Unarmed Strike +89 melee (1d4 +49 + Constitution Drain (DC 52)), Claw +89 melee (4d6 + 49 + Constitution Drain (DC 52))
Full Attack: 4 Unarmed Strikes +93/+88/+83/+78 melee (1d4 +49 + Constitution Drain (DC 52)), 4 Claws +93/+88/+83/+78 melee (4d6 + 49 + Constitution Drain (DC 52)), 2 Kaleidomantic Longswords (Violet) +93/+88/+83/+78 melee (2d6 + 49 + Autokill against Living creatures) (19-20/×2), 1 Vorpal Blade +93/+88/+83/+78 melee (2d6 + 49) (19-20/×2)
Space/Reach: 10ft./10ft.
Special Attacks: Learned Spell Immunity, Constitution drain, Spell-Like Abilities.
Special Qualities: Abomination Traits, Superior Multiweapon Fighting, Alter shape, Regeneration 50, Living Gramarie, Spell Resistance 102.
Saves: Fort +48, Ref +51, Will +47
Abilities: Str 66, Dex 48, Con 43, Int 37, Wis 41, Cha 44
Skills: An Asura gains a +10 competence bonus and a +4 unnamed bonus to all skill checks. The +4 bonus comes from a Peace effect and increases in power per the number of creatures that it is connected to. Appraise +56 (+2 bonus when appraising Alchemic and Buildings items), Autohypnosis +60, Bluff +60, Concentration +59, Craft (Alchemy) +36, Craft (Fortification) +33, Diplomacy +64, Disguise +60 (+62 when acting in character), Forgery +56, Gather Information +60, Heal +58, Intimidate +62, Listen +58, Perform (Keyboard Instrument) +60, Search +56 (+58 when following tracks), Sense Motive +58, Spellcraft +56, Spot +58, Survival +58, Tumble +58, Use Magic Device +60, Use Psionic Device +60
Feats: Combat Reflexes, Deflect Arrow, Intern, Improved Initative, Improved Multiweapon Fighting, Improved Unarmed Strike, Greater Multiweapon Fighting, Lab Tech, Multiweapon Defense, Multiweapon fighting, Quick Draw
Epic Feats: Exceptional Deflection, Improved Combat Reflexes, Infinite Deflection, Multiweapon Rend, Perfect Multiweapon Fighting, Reflect Arrow
Environment: The Rainbow Nebula or other planes
Organization: Solitary (Rarely); Squad (6 Asura)
Challenge Rating: 77
Treasure: 2 Kaliedomantic Longswords, 1 T-52 Gramarie Power Armor (benefits calculated in); all of which is destroyed if the creature is allowed to self-destruct.
Alignment: Always any Lawful
Advancement: By class level
Level Adjustment: —

These tall 8 armed warriors appears before you. Their beauty charms you closer and closer with each passing second, her smell reminding you of a beautiful memory and invokes in you a hunger for knowledge. Upon them removing their helmets, you see a collection of multiskin colored women, shielded behind armor that looks as if it were forged by the Gods. These women do not speak to each other and all share a gaze at you.

Abomination Traits
Immune to polymorphing, petrification, and other form-altering attacks; not subject to energy drain, ability drain, ability damage, or death from massive damage; immune to mind-affecting effects; fire resistance 20; cold resistance 20; nondetection; true seeing at will; blindsight 500 ft.; telepathy out to 1,000 ft.

Alter Shape (Ex)
An Asura can assume the shape of any combination of physical nondeific creatures at the same time as a free action. In fact, a Asura’s form constantly boils, and it requires a move-equivalent action each round for a Asura to maintain a certain shape (even if that shape is a combination of several shapes). Whatever its present form, the Asura retains all its own special qualities. Plus, it gains the advantage of up to four extraordinary abilities from the forms it mimics (but not spell-like or supernatural powers). The assumed form can be no smaller than a flea and no larger than 200 feet in its largest dimension (make sure to take into account rules for reach and size modifiers to AC and melee attacks). Incorporeal traits can also be assumed, which counts as a single extraordinary ability. If an Asura assumes a partial form that confers an extraordinary ability already possessed by the creature, only the better of the two abilities is retained. No matter its form, the Asura can never make more than five attacks using a full-round action. However, it may substitute a melee attack form for one of its slam attacks, using its own base attack bonus and Strength modifier to damage, but dealing base damage appropriate to the attack type.

Constitution Drain (Su)
When the Asura hits a living opponent with a touch attack, the opponent takes 5 points of permanent Constitution drain, or 10 points on a critical hit. The Asura heals 20 points of damage, or 40 points on a critical hit, whenever it drains Constitution, gaining any excess as temporary hit points. These temporary hit points last a maximum of 1 hour. The attack allows a Fortitude save (DC 52). The DC is Charisma-based.

Grafts (Ex/Su)
There are three variants of the Asura: The Red Asura, often referred to as The Warriors, the Blue Asura, often referred to as The Sages and the Green Asura, often referred to as The Duality. Each type of Asura has different types of grafts used to equip them each day and to improve them to serve their duties, however there are also grafts used for both of them.


All Asura
{table=head]Slot|Name|Effect
Throat|Angel's Tongue|Tongue as the spell
Hands|Hands of Balor|Swift Action, +1 Vorpal Sword
Head|Nymph's Face|Gain Blinding Beauty ability
Torso|Suicide Organ|Deal 20d6 damage to every creature within a 100ft. radius
Shoulder|Carapace|Gain the Tarrasque's Carapace ability
[/table]

Blue Asura
{table=head]Slot|Name|Effect
Eyes (Su)|Evil Eye|Turn a creature to stone, permanently (Fort DC 47)
Body (Su)|Noble Blood| You may cast Wish as a SLA 1/day
[/table]

Red Asura
{table=head]Slot|Name|Effect
Eye|Eye of Antimagic|Project anti-magic field out 30ft in front of viewer
Body (Su)|Ghost-Stitched Soul|Gain the Rejuvination ability as per the Ghost[/table]

Green Asura
{table=head]Slot|Name|Effect
Shoulder|Second Head|Gain a secondary head. This is used to gain an additional Head and Eye slots. This is taken in place of Carapace.
Eye|Eye of Antimagic|Project anti-magic field out 30ft in front of viewer
Eyes (Su)|Evil Eye|Turn a creature to stone, permanently (Fort DC 47)
Head|Cerebral Expansion|+10 racial bonus to all Knowledge checks
[/table]

Learned Spell Immunity (Su)
If an Asura is affected by a spell cast by a particular spellcaster, the Asura thereafter becomes immune to that spell when cast by that spellcaster.

Living Gramarie (Ex): The Asura has a number of Gramarie pieces imbedded into it's body:

Orchalcum Soul: The Asura is able to store up to 4,000 ebbs to power it's various transformers. This transference of ebbs is treated as a single logical decision that the Asura may make each round. This also functions as Platinum Shackles which allow the Asura to store 5 times the normal amount of ebbs in any of it's numerous hearts. As a logical decision, this ability can generate the effects of a Platinum Transformer (Output).

Carmot Flesh: In an Asura's infancy, they bare the flesh of Carmot, which gives them a very copper appearance to them, however as they grow older and undergo an event known as The Rebirth, they gain a new skin tint that assigns with their mentality. This trait gives them Fast Healing 1 and renders them immune to Electrical effects and provide them with 1 ebb per 6 electrical damage they would normally suffer. It also allows them to produce a 20ft/per ebb channeled to this ability of Electricity that deals 1d6 damage/ebb channeled to this ability. This use of the ability can only be used up to 178 ebbs. This ability also allows them to produce 1 ebb per round, which is placed inside of their storage. This ability can store up to 40 ebbs before being saturated. As a standard action, the Asura can make a logical decision to place these ebbs inside of their Orchalcum Soul. When transferring these ebbs to a the Orchalcum Soul, the ebb production is multiplied by three.

Moonsteel Bones: The Asura are born with bones made of pure Moonsteel allowing them to interact with the Ethereal. The Asura are also capable at forcefully healing themselves, if they must (however rarely). By providing ebbs to this ability, the Asura can heal themselves by 1d6 HP up to their maximum HP to a maximum of 178d6 HP in any given round. This ability also allows them to produce 1 ebb per round, which is placed inside of their storage. This ability can store up to 40 ebbs before being saturated. As a standard action, the Asura can make a logical decision to place these ebbs inside of their Orchalcum Soul. When transferring these ebbs to a the Orchalcum Soul, the ebb production is multiplied by three.

Heart of Quicksilver: Asura are blessed (and cursed) with a heart of Quicksilver allowing them to react twice as fast as any mortal creature. This allows them to perform two rounds worth of actions, every round. This trait also renders them immune to Cold effects, providing them with 1 ebb per 6 damage they would normally suffer. This ability also allows them to produce 1 ebb per round, which is placed inside of their storage. This ability can store up to 40 ebbs before being saturated. As a standard action, the Asura can make a logical decision to place these ebbs inside of their Orchalcum Soul. When transferring these ebbs to a the Orchalcum Soul, the ebb production is multiplied by three. Unfortunately, this ability also causes an Asura to age twice as fast.

Gramaric Identity: The Asura are living creatures of Gramarie and have been gifted with the ability to impart ebbs from their storage or absorb free flowing ebbs as a logical decision.

Golden Bloodline: The Asura bleed gold and and this blood allows them to absorb the light surrounding them to fill their storage. This ability also makes the Asura immune to any Light effect that would harm them. Asura absorbing Light through this use of the ability gain 1 ebb/caster level (or 1 per 8 ebbs, if it is non-magical).

Psychomantic Network: The Asura are all connected to a Network that has been upgraded into an Ultranet to allow all the Asura to remain in constant contact with one another. This also provides them the constant benefits of a Peace effect granting them an additional 17d6 in HP and a +4 to all skill checks, attack rolls, damage rolls and saving throws. While another creature inhabits the same section of the Ultranet as another Asura with the same effect, you multiple this bonus by the number of Asura currently on that same section of the Network. A total of 178 Asura may inhabit a single Network.


Regeneration (Ex)
No form of attack deals lethal damage to the Asura. The Asura regenerates even if it fails a saving throw against a disintegrate spell or a death effect. If the Asura fails its save against a spell or effect that would kill it instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to the creature’s full normal hit points +10 (or 1,552 hp). The Asura is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem’s cursed wound ability.

The Asura can be slain only by raising its nonlethal damage total to its full normal hit points +10 (or 1,552 hit points) and using a wish or miracle spell to keep it dead.

If the Asura loses a limb or body part, the lost portion regrows in 1d6 minutes (the detached piece dies and decays normally). The creature can reattach the severed member instantly by holding it to the stump.

Spell-Like Abilities
At will—animate dead, blasphemy, blur, charm person, create undead, darkness, deeper darkness, desecrate, detect chaos, detect good, detect law, detect magic, fear, fireball, greater dispel magic, hold person, greater invisibility, magic circle against good, major image, produce flame, pyrotechnics, read magic, scrying, suggestion, symbol of death, telekinesis, greater teleport (self plus 1,000 pounds), unholy aura, unholy blight, unhallow, wall of fire; 3/day—greater dispel magic, haste, see invisibility; 1/day—fire storm, hellball (epic spell), implosion, meteor swarm. Caster level 41st; save DC 39 + spell level. The DCs are Charisma-based.

Superior Multiweapon Fighting (Ex)
By making use of it's Alter Shape ability, the Asura can gain up to 100 additional arms, in addition to it's base 8 arms (for a total of 108 arms). The Asura does not suffer an attack or damage penalty for attacking with one hundred weapons or attacks. However, the press of limbs prevents the creature from making iterative attacks with any of its arms, nor can it make more than ten attacks against a Small or smaller creature, fifteen attacks against a Medium-size creature, or twenty attacks against a Large creature in the same action (it can make all its attacks against a Huge or larger creature in one action).

Step 4
The final step involves connecting all of your Asura to an infinite power source (say the Rainbow Nebula for example?) to allow them to constantly perform feats of nigh impossibility. Truly the Asura are the mightiest of creatures ever devised under the system of Gramarie. Unbeatable in combat, ever evolving, and always 10 steps ahead of the enemy... :smallamused:

Notes: I still have to work on some stuff for the Asura, so don't think this is it. I have to go do some stuff and I don't want my computer to shut down or my roommate to do anything stupid in my room.

Note 2: Completed... Maybe. Unless someone finds a flaw with them.

thethird
2013-12-19, 07:48 PM
CONT 330 Has been a pain, but... I'm happy about it now:

CONT 330: Schwanengesang [specialist]
Grade: Doctorate
Prerequisites: Any three CONT principles, Perform (keyboard instruments) 15
Target: 1 constructive heart that you have created (or tuned per CONT 123)
Preparation Time: varies
Understanding the finest connections of the constructive hearts with the elemental planes you can let the elemental in the constructive hearts play the song for themselves. Doing this brings the elemental plane closer, drawing upon the essence used to hinge it together and infusing it on the metal that forms the heart.
While you apply this principle the constructive heart to which you are applying it won't produce ebbs. Once the principle is finished the constructive heart will be destroyed. But it will convert half of the original metal volume, that composed the heart into its ascended form. You can use this principle, taking 1 hour, into pure elemental constructive hearts. This allows you to create carmot, quicksilver, phlogiston, and alkahest. The properties of the ascended metals can be found in the Alchemetry section. If you have access to the highways and stairways discovery you can also produce moonsteel and cursed lead. As part of this principle you need to succeed on a perform (keyboard instruments) check with a DC of 60.
This material isn't rearranged into pureness but rather elementally beaten into it, either way the finished product is really similar to that obtained by an alchemetrist.

The interesting part of this principle though is using it to create pure alloys, by using a constructive heart linked to a paraelemental plane (if you have access to CONT 266) or to a quasielemental plane (if you have access both to CONT 266 and the highways and stairways discovery) you can create perfect alloys of two metals. This alloy, unoriginally known as an amalgamation of the metal names require 2 hours to create, and a perform (keyboard instruments) check with a DC of 80. The resulting metal functions as both metals in all regards, for example a magma paraelemental heart that has this principle applied would generate a tin-iron mixture that works both as tin and as iron. The physical properties of the material (Metal Hardness, Hit Points Per Inch, Melting Point, Boiling Point, Break DC Modifier, and Density) are determined by averaging both of the materials used. The resulting metal is gramarically functional, and can work as either metal (a tin transformer could be made of such material, but also a simple orthogonal engine). This alloys are particularly useful for geoccultists, as someone with access to GEOC 323 could use such alloys to produce a biome combining features from both metals.

The most interesting part comes when applying this principle to constructive hearts made of ascended metals and linked to a paraelemental or a quasielemental plane, note that in order to do this you need access to CONT 303, CONT 266 and potentially the highways and stairways discovery. If such is the case the application of this principle takes 4 hours and a perform (keyboard instruments) check with a DC of a 100 is necessary. This creates ascended alloys but the elemental soul is trapped into them granting them secondary benefits. The resulting metal has an intelligence of 4. Unless the constructive heart was prepared with Mephitopheles discovery, in such case it has an intelligence according to the size of the elemental inside of it. The ascended alloy also has both the properties of the ascended metals. Having an intelligence if the metal is shaped into a gramaric device it can take one logical decision per round, it can only use this logical decision to modify its settings and parameters in ways they could normally be changed.

---

I am seriously suggesting that those ascended alloys be accessible to the alchemetrist if he possesses both the related discoveries with the metal, it shouldn't gain an intelligence BUT it should have other cool properties from having the discovery applied.

---

Constructivity as a discipline is now in its final stages

---

Does anyone else feel like perform (percussion instruments) might be better? I'm flinging the percussion instrument way at the moment.

Mith
2013-12-19, 07:49 PM
I hadn't considered but I would say Biollurgical chassis already allow for cheap (cheapish) bone flesh and stuff. And if I wanted to have the 24 permutations possible from 330 be affected by the far realms that would be 24 more to brew. AND that's beyond the point.

Point taken. I was thinking along the theme of a beating heart filling up a tank for the engine with blood to mess with people. :smallamused:

thethird
2013-12-19, 09:42 PM
Forge master
http://static.comicvine.com/uploads/original/1/18863/1904948-picture_1.png
I am finished doing what I swore an oath to God 28 years ago to never do again. I've created, "something that kills people." And in that purpose, I was a success. I've done this because, philosophically, I am sympathetic to your aim. I can tell you with no ego, this is my finest sword. If on your journey, you should encounter God, God will be cut.


Hattori Hanzo (Kill Bill)
Requirements: To become a forge master you must meet all of the following requirements.
Base Attack Bonus: +5
Feat: Pure Crafting (http://www.minmaxboards.com/index.php?topic=6584.0); and Legendary Battlesmith (http://www.giantitp.com/forums/showthread.php?p=5580531)
Gramarie: Any two ALCH principles; or Any two CONT principles
Skills: Craft (armorsmithing and weaponsmithing) 10, Diplomacy 10, Perform Keyboard instruments 5; or Craft (armorsmithing and weaponsmithing) 10, Diplomacy 5, Perform Keyboard instruments 10
Special: Must not be able to cast spells, manifest powers, use infusions, and/or use invocations; Must have at least Quartermaster rank.
Martial Maneuvers: Must know one 2nd level maneuver

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Maneuvers known|Maneuvers readied|Special|Principles

1st|
+0|
+2|
+0|
+2|
1|
0|Double Major; Gramaric Maneuvers; Path of Swords|
+0

2nd|
+1|
+3|
+0|
+3|
0|
0|Secrets of the Forge|
+1

3rd|
+2|
+3|
+1|
+3|
1|
1|Speak Softly and Carry a Big Hammer Stance|
+2

4th|
+3|
+4|
+1|
+4|
0|
0|Secrets of the Forge|
+3

5th|
+3|
+4|
+1|
+4|
1|
0|Daemon Cutters|
+3

6th|
+4|
+5|
+2|
+5|
0|
1|Hammer Spoils - Hammer Sticks Stance; Secrets of the Forge|
+4

7th|
+5|
+5|
+2|
+5|
1|
0|Diplomatic Virtuoso of Metal|
+5

8th|
+6|
+6|
+2|
+6|
0|
0|Secrets of the Forge|
+6

9th|
+6|
+6|
+3|
+6|
1|
1|Bind the Hammer - Beat the Hammer Stance|
+6

10th|
+7|
+7|
+3|
+7|
0|
0|God Cutters; Secrets of the Forge|
+7[/table]

Double Major: Forge Masters are experts in two disparate disciplines of gramarie. As a Forge Master, you can learn specialist principles from both Alchemetry and Constructivity. However, this focus comes at a price. You give up ever learning any more principles beyond the Baccalaureate level from other disciplines in exchange for this double specialization. You do not, however, lose principles from other fields that you already know. If you run out of principles to learn, you can select one additional discipline to begin learning advanced principles from. At the levels indicated on the table above, you learn a new principle of gramarie that you qualifie for. Your class levels stack with your levels in one other gramarie base class to determine what tier of principles you can learn (choose which base class when entering the class).

Path of Swords (Ex): As a Forge Master you renounce to part of your rank to advance further in the path of the forge. When gaining the first level of Forge Master you can choose to trade any rank you have above Quartermaster for the first Ranks in the Forge Master table. If you later multiclass back into Warmaster you can choose to advance your rank or continue on the path of swords.

there will be a table here at some point

Gramaric Maneuvers (Ex or Su): As a Forge Master you learn that the path of the sword is close to the techniques of war, and if you listen to the anima of the weapons you can actually learn more secrets. At each odd numbered level, you gain a new maneuver known from the Alchemetry or Constructivity discipline. You must meet the maneuver prerequisite to learn it. You add your full Forge Master level to your initiator level.
The Alchemetry (and Constructivity) discipline are formed by the animas and arts of war of the respective disciplines. Baccalaureate non specialist principles are counted as first level maneuvers; Baccalaureate specialist principles are counted as second level maneuvers; Baccalaureate military (or any other tag, except specialist) are counted as third level maneuvers. Magisterial non specialist maneuvers are counted as fourth level maneuvers... and so on until Doctorate military (or any other special tag) that count as ninth level maneuvers. Animae have an activation time of a standard action and require one attack, they are counted as strikes. Arts of War have an activation time as specified on the particular art of war, they count as boosts (even when initiated as immediate actions). Saving throws for this maneuvers, if any is necessary, follow the rules for Animae or Arts of War (whatever they were). The prerequisite of each maneuver is knowing its associated principle.
The favored weapon of both Alchemetry and Constructivity is the hammer, or any weapon you have forged.

Secrets of the forge (Ex): At 2nd level, and every two levels thereafter, you learn a special discovery related to either alchemetry or constructivity. Alternatively you can gain a [fighter] feat, if you do so you need to meet all the prerequisites for the feat.

Speak softly and carry a big hammer stance (Ex): At 3rd level you learn how to adopt a new stance, this stance counts as a maneuver from Alchemetry and Constructivity, and grants you a bonus to your craft (armorsmithing and weaponsmithing), diplomacy, and perform (keyboard instruments) checks equal to your initiator level.

Daemon cutters (Ex): Although many wouldn't believe it warheart items and pure items can be combined through the art of gramarie. To improve an item in such a way you need to have crafted the item yourself and must be proficient with it. You need to bind an elemental to the item, as if you were creating a constructive heart but instead making a diplomacy check, since you convince the elemental to allow you to improve the blade beyond the realm of the possible. In this way you can only bind elements that you can access, if you want to improve a pure silver armor you need the highways and stairways constructivity discovery, and the DC is set by 5 times the tier of the pure crafted item multiplied by the enhancement bonus of the warheart item. For example, improving an artifactwork (third tier) weapon of pure mercury into a warheart weapon containing a 4th level maneuver (2 enhancement bonus) requires a Diplomacy DC of 5x3x2 = 30. The maneuver that your imbuing into the item must be an alchemetry or a constructivity maneuver that you can initiate, you are limited by the normal rules of warheart items (strikes go into weapons; boosts go into armors), and if the maneuver references any kind of material or leaves it to the election of the Forge Master you must select the material that corresponds to the pure material of the weapon. You can choose to turn a Warheart item into a Pure Craft item in the same way, the DC being the same. If at a latter point you wish to improve the item he needs to beat the DC of the resulting item.

Hammer spoils - hammer sticks stance (Ex): You gain access to a new stance, while in this stance any weapon that you have created and is wielding is counted as if having the Metalline special property (Underdark), this doesn't give the weapon a higher effective enhancement bonus, you also gain Improved Sunder as a bonus feat while in this stance. If you sunder a magical weapon you can reuse the materials and experience in it, while forging a pure craft item or a warheart item, you can expend any such sundered weapon to reduce the material cost by an amount equal to 1/4 the market costs that the sundered weapon originally had, and the XP cost by an amount equal to 1/50 the market costs that the sundered weapon originally had.

Diplomatic virtuoso of Metal (Ex): There is not many things that can be compared to a Forge Master. You may treat any level you have in fighter or warblade as levels in warmaster for the purpose of acquiring rank (or path of swords if you so choose). In addition you treat [gramarie] feats as [fighter] feats and [fighter] feats as [gramarie] feats, whatever it would be more beneficial to you.

Bind the hammer - drop the hammer stance (Ex): The Forge Master understands the weapons that he creates much better than any warrior. While in this stance, once per round, whenever you hit successfully with one of your Alchemetry or Constructivity strikes you can initiate a Constructivity or Alchemetry (whatever was not used on the strike) as a free action, alternatively when successfully hitting with one of your Alchemetry or Constructivity attacks modified by a boosts you can decide to also apply the effect of a Constructivity or Alchemetry (whatever was not used on the boost) without modifying the action taken for the attack.

God cutters (Ex): God will be cut. You can ascend any daemon cutter that you have forged to its ascended metal form. While wielding such a weapon you do not suffer any ill effect normally incurred by those touching said material.
You also gain a limited use of the pure alloy as a bonus feat, even if you don't meet the prerequisites, if at a latter point you meet the prerequisites you can benefit fully from the feat. You can only forge into a pure alloy an alloy generated by any of your constructive hearts. In order to create such an item you need to succeed both in a Diplomacy check and a Perform (keyboard instruments) check with DCs determined as per your Daemon cutters class feature.

Mith
2013-12-19, 10:35 PM
So is the Forge master solely a swordsmith? Or can one forge any melee weapon? Just wondering based on the text.

thethird
2013-12-19, 10:38 PM
It can forge any weapon I avoided writing melee explicitly for that purpose, I also replaced sword anywhere it wasn't necessary by weapon to make that clear. :smallsmile:

It is a weapon/armor smith

Rolep
2013-12-20, 01:30 AM
I've posted a theory for puissamantics, based on particle physics. PEACH.


The final step involves connecting all of your Asura to an infinite power source (say the Rainbow Nebula for example?)
Why use the rainbow nebula when you can use Grek's actually infinite ebbs?

thethird
2013-12-20, 01:49 AM
Rolep I'm pretty sure you just made Arcanist really sad. :smallfrown: He is so proud of his nebula thingie.

Rolep
2013-12-20, 01:53 AM
Rolep I'm pretty sure you just made Arcanist really sad. He is so proud of his nebula thingie.
Granted, the nebula is cooler...

Milo v3
2013-12-20, 04:17 AM
Repost because of improvements.
Note: Seru are a PF conversion of Symbionts that can be found here (http://www.giantitp.com/forums/showthread.php?t=285089).


The Biojack

"You’re talking like it’s a bad thing to crawl inside a creature four times your size on a daily basis."

Biojacks are individuals who can manipulate organic matter with their touch. They fight donned in armour made of flesh, hands grasped around blades of bone, with grafts empowering their bodies, and seru assimilated into their bodies. But these materials aren’t their only tools, the biojacks are famous for being the ace pilots of the living vehicles known as Battle Chassis.

Game Rule Information
Alignment: Any
Hit Die: d8
Skill Points at 1st Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Class Skills: The biojack's class skills (and the key ability for each skill) are Acrobatics, Climb (Str), Control Shape (Wis), Craft (Int), Disable Device (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (Arcana), Intimidate (Cha), (Str), Ride (Dex), Swim (Str).

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

1st|+0|+0|+2|+0|Basic Biojack, Perfect Physiology

2nd|+1|+0|+3|+3|Armour of Flesh, Bonded Chassis

3rd|+2|+1|+3|+1|Biojack's Charge, Defended Symbiosis, Disable Biollurgy

4th|+3|+1|+4|+1|Evolving Speed, Lesser Biojack

5th|+3|+1|+4|+1|Additional Graft, Living Armoury +1

6th|+4|+2|+5|+2|Expanded Basic Knowledge, Improved Defended Symbiosis

7th|+5|+2|+5|+2|Organic Weaponry, Second Disable Biollurgy

8th|+6/+1|+2|+6|+2|Force Evacuation, Improved Biojack

9th|+6/+2|+3|+6|+3|Connected Pilot, Living Armoury +2

10th|+7/+3|+3|+7|+3|Additional Graft, Organic Interface

11th|+8/+4|+3|+7|+3|Encode Biollurgy, Third Disable Biollurgy

12th|+9/+5|+4|+8|+4|Greater Biojack, Mighty Charge

13th|+9/+5|+4|+8|+4|Living Armoury +3, Out of Biollurgy Experience

14th|+10/+5|+4|+9|+4|Improved Organic Weaponry

15th|+11/+6/+1|+5|+9|+5|Additional Graft, Fourth Disable Biollurgy, Grow Cockpit

16th|+12/+7/+2|+5|+10|+5|Perfect Biojack

17th|+12/+7/+2|+10|+10|+5|Improved Encode Biollurgy, Living Armoury +4

18th|+13/+8/+3|+6|+11|+6|Truly Connected Pilot

19th|+14/+9/+4|+6|+11|+6| Fifth Disable Biollurgy

20th|+15/+10/+5|+6|+12|+6|Additional Graft, Biohacker, Supreme Charge

[/table]

All of the following are class features of the biojack.

Weapon and Armour Proficiencies: Biojacks are proficient with all simple weapons, and Seru weapons. They are proficient with all light armour.

Basic Biojack (Ex): The unique ability of the Biojack is that they can take control over organic material. As a standard action they can make a Biojack check, 1d20 + ½ Class Level + Dexterity Modifier.
At 1st level they can only make a Biojack check to reshape biostructure. This functions as shaping biostructure with BIOY 101, except it takes only a round to occur (Rather than an hour). The DC for the Biojack check when used this way is equal to the Heal check used to create the biostructure + 5.

Perfect Physiology (Ex): You have modified your physiology to be perfectly designed to merge with other organic material, actually improving any tissue assimilated. The xenoalchemy level of any grafts you possess is increased by half your class level (minimum 1).

In addition the benefits of this ability also apply to the grafts of any biostructure chassis you pilot.

Armour of Flesh (Ex): You’re used to being covered in armour with its own heartbeat. At second level, the Biojack treats armour made of biostructure as one stage lighter (Heavy to medium to light) whenever it would be beneficial (such as for proficiency and fast movement abilities).
In addition, you gain a bonus equal to your class level to Knowledge (arcana), Disable Device, and Ride checks to pilot a Biostructure Chassis.

Bonded Chassis: The biojack’s are best known for their amazing skill in piloting a chassis, and this immense skill mainly comes from their ability to form a biolurgical bond with a chassis and alter their physiology to ensure they are in the best condition possible.
After piloting only a single chassis for a week, a biojack can select it to be its Bonded Chassis. This grants several benefits to the chassis (See below). A biojack can have only one Bonded Chassis at a time, and changing this requires three weeks of piloting a new chassis.

Biojack's Charge (Ex): At 3rd level, a biojack learns to make more accurate charge attacks while piloting biostructure chassis. The biojack receives a +4 bonus on melee attack rolls on a charge while piloting. In addition, the biojack does not suffer any penalty to his AC after making a charge attack while mounted.

Defended Symbiosis (Ex): Upon reaching 3rd level any Seru that are attached to you benefit from additional Hit Points equal to your class level. In addition, you benefit from a +10 bonus to will saves to oppose a seru’s Ego.
At 6th level the additional hit points increases to double your class level, and the bonus to will saves increases to +20.

Disable Biollurgy (Ex): At 3rd level, a biojack can make a ranged touch attack with a range of 100 ft. If the attack is successful, he may select a single graft on that target to disable, meaning it doesn’t grant it’s benefit.
He may only disable a single graft at a time, and if he uses this ability on any other creature or changes which graft it affects, the previously disabled graft reactivates.
At 7th level and every four levels thereafter, allows this ability to affect an additional graft at any one time.

Evolving Speed (Ex): At 4th level, you gain a +10 ft. bonus to your base land speed for every three grafts and seru you possess. In addition, this bonus is applied to the movement modes gained through grafts or seru, but it is doubled.

These bonuses only apply if you are not wearing heavy armour, or carrying a heavy load.

Lesser Biojack (Ex): After attaining 4th level, the biojacks ability to control organic material improves. He can expend a standard action to make a melee touch attack against a Circuited Biostructure Chassis. On a successful hit, he makes a biojack check with the DC equal to the creatures HD + Will Save + an additional 10 if currently controlled by a circuit or another biojacker.
If the biojack check is successful then the Biojack can control the actions of the chassis as a free action a number of minutes equal to the amount the biojack check surpassed the DC.
A biojack can only control a group of creatures with a combined Hit-Dice equal to double his class level this way.

Additional Graft: A biojack of 5th level may have a number of grafts at one time up to 2 + his Constitution modifier (minimum 2 grafts). At 10th level and every five levels thereafter the number of grafts you can have at one time and the minimum increases by 1.

In addition, at every level divisible by five, they can select a body slot, this body slot can contain two grafts instead of one.

Living Armoury (Ex): Upon reaching 5th level, any weapon or armour made of biostructure or a seru used by the biojack gains a +1 enhancement bonus, which stacks with any existing bonus. At ninth level, and every four levels thereafter this bonus increases by another +1. These bonuses are also granted to the natural weapons of a biostructure chassis the biojack is currently piloting.

Expanded Basic Knowledge: They always say that to truly be a master, you must understand the basics. At 6th level, the biojack can exert more control over biostructure. This allows you to use Basic Biojack to replicate BIOY 191. This functions as the principle except, you always count as having 1 rank in the appropriate craft skills and it takes minutes when it normally would take days. You must still make the biojack check when using basic biojack in this way.

Organic Weaponry: The natural weapons of a 7th level biojack all gain the benefit of the Improved Natural Attack feat. The benefits of this ability also are granted to the natural weapons of any chassis he pilots.

At 14th level, each natural weapon is affected from the Improved Natural Attack feat a second time (even though that normally wouldn’t be allowed).

Forced Evacuation (Ex): A Biojack of 8th level can make a melee touch attack as a standard action in an attempt to hack a chassis which is being piloted to eject the pilot. The pilot controlling the targeted chassis must make a Knowledge (arcana), Disable Device, or Ride check, opposed to the biojack’s biojack check. If the pilot fails the check, then they are no longer controlling the chassis and are moved to an empty adjacent square of their choice. If the pilot succeeds then the ability has no effect and can’t affect that chassis for 24 hours.

Improved Biojack (Ex): Upon reaching 8th level, the biojack is able to expand his control from just biostructure to other forms of life. He can now target any mindless creature with Lesser Biojack, rather than just circuited biostructure chassis.

Connected Pilot (Ex): Whenever a biojack of 9th level succeeds a Knowledge (arcana), Disable Device, or Ride check to pilot a Biostructure Chassis, they don’t have make another control check for a minute. They can stop operating the chassis prematurely as a free action at the start of any turn during this time.
At 18th level, a successful check means they don’t have to make another control check for an hour.

Organic Interface (Ex): Upon reaching 10th level, the biojack’s body learns how to subtly redesigns itself so it can connect with seru and operate chassis better. The symbiosis cost of seru is halved (rounding down) whenever it would occur, and you count as one size smaller for the purpose of entering a chassis’s cockpit.

Encode Biollurgy (Ex): With the touch, a biojack of 11th level can change the biollurgical code of a creature to temporarily grant it a graft. A number of times per day equal to his dexterity modifier, he can expend a standard action to make a melee touch attack. On a successful hit, he makes a biojack check with the DC equal to the creatures HD + Fort Save + double the level of the graft he is attempting to apply.

If the biojack check is successful, he may apply a single graft to a valid body slot on the creature. This graft lasts a number of minutes equal to your class level. At first, the biojack may only apply 1st and 2nd level grafts, but at 17th level he may also apply 3rd level grafts.

Improved Biojack (Ex): Upon reaching 12th level, the biojack is able to expand his control from just the mindless to simple minded creatures. He can now target any living creature with an intelligence below 3 with Lesser Biojack.

Mighty Charge (Ex): At 11th level, a biojack learns to make devastating charge attacks while piloting biostructural chassis. Double the threat range of any weapons wielded during a charge while piloting. This increase does not stack with other effects that increase the threat range of the weapon. In addition, the biojack can make a free bull rush, disarm, sunder, or trip combat maneuver if his charge attack is successful. This free combat maneuver does not provoke an attack of opportunity.

Out of Biollurgy Experience (Su): Biollurgy isn't only about the body, but also the mind controlling the body. At 13th level a Biojack can take his mind out of his body as a full-round action. This functions as Magic Jar, except you can only sense and control into things you can affect with Biojack. The caster level of this effect is equal to his Biojack level.

This ability can be used a number of times per day equal to your intelligence modifier (minimum 1).

Grow Cockpit (Ex): At 15th level, the biojack can manipulate a mindless biostructure chassis he is in contact with to cause it to grow a cockpit. This requires the biojack to spend an hour of uninterrupted work with the chassis and make a biojack check at the end (DC double target’s HD + Will save).
This cockpit allows it to function as a pilotable chassis, as detailed in the Artificial Fleshshape discovery.

Perfect Biojack (Ex): Upon reaching 16th level, the biojack is able to expand his control from just simple minded creatures to the weak minded. He can now target any living creature with an intelligence below 11 with Lesser Biojack.

Biohacker (Ex): Upon reaching 20th level, the biojack gains immense power to manipulate organic matter. He counts as an aberration when it would be beneficial, no longer ages, and he may use lesser biojack on any living creature with an intelligence score lower than 10 + the biojack’s dexterity modifier. Finally, when he uses Out of Biollurgy Experience, he gains the use of the supernatural abilities of the target that were bestowed through grafts or seru.

Supreme Charge (Ex): At 20th level, whenever the biojack makes a charge attack while piloting a chassis, he deals double the normal amount of damage (or triple if using a lance). In addition, if the biojack confirms a critical hit on a charge attack while mounted, the target is stunned for 1d4 rounds. A Will save reduces this to staggered for 1d4 rounds. The DC is equal to 10 + the biojack's base attack bonus.

Bonded Chassis

{table=head]Level|HD|Str/Dex|Grafts|Special
2-4|+2|+0|2|Bonded Pilot, Pilot’s Mind
5-7|+3|+1|2|Evasion, Swift Pilot
8-10|+4|+2|3|Intergrated Reactions, Repair Systems
11-13|+5|+3|3|Share Grafts
14-16|+6|+3|4|Improved Evasion
17-19|+7|+4|4|Improved Reapir Systems
20|+10|+5|5|Perfect Bond[/table]
HD: A Bonded Chassis gains additional hit dice depending on the level of the biojack.
Str/Dex: A Bonded Chassis gains a bonus to Strength and Dexterity scores depending on the level of the biojack.
Grafts: Unlike other constructs, the Bonded Chassis may have more than one graft. The number of grafts it can possess (outside of the Share Grafts). A non-Construct and non-Undead bonded chassis follows the normal rules for graft slots.
Bonded Pilot: The Bonded Chassis is linked to a single biojack. If anyone other than that biojack attempts to pilot it, the DC is increased by a number equal to the biojack’s level.
Pilot’s Mind: When piloted by their Bonded Pilot, the chassis gains the feats and skill ranks of the biojack.
Swift Pilot: When piloted by their Bonded Pilot, the chassis gains a +5 ft. enhancement bonus to all movement modes per five levels of biojack.
Integrated Reactions: When piloted by their Bonded Pilot, the chassis gains the benefits of the Alertness, Improved Initiative and Lightning Reflexes feats.
Repair Systems: If the biojack is 8th level his bonded chassis gains fast healing 5. At 17th level, this improves to allow the bonded chassis to regrow any limbs or organs that are removed from their body after an hour.
Share Grafts: If biojack is 11th level or higher, whenever he pilots his bonded chassis they gain the grafts the biojack currently possesses as long as the chassis has the available body slots.
Perfect Bond: The bonded chassis of a 20th level biojack can’t be used by anyone other than the bonded pilot, and they automatically succeed on the check to not be “forcefully ejected”.

Grek
2013-12-20, 07:16 AM
Granted, the nebula is cooler...
This is true. I think it's mostly because Arcanist likes to involve as many principles and feats and prestige classes as possible in his designs, while I try to makes mine as simple as possible. Ultimately, a machine the size of a planet that requires twenty principles to work is simply cooler than one the size of a breadbox that requires two principles, regardless of their technical merits.

As far as testing things with an actual game goes, I would be down to run one for playtesting purposes, I suppose. How's this for a pitch:
Essentially, Alpha Centauri with Gramarie. You were on a colonist ship that crash landed on a savage, unsettled planet and now you and the other 2-4 survivors from your escape pod must rebuild civilization. Everyone starts as a 3rd level Grammarist, Warmaker, Anabolist (with YGGD substitution), Biojack or Puissamancist. Core principles only for this go around. Supply caches and wreckage will be scattered across the map, containing gramatic devices, raw materials, and, most importantly, magisterial+ level blueprints with which to tame the planet. Other escape pods do exist and may be anywhere from friendly to hostile to dead on impact.

Rolep
2013-12-20, 07:24 AM
As far as testing things with an actual game goes, I would be down to run one for playtesting purposes, I suppose. How's this for a pitch:
Essentially, Alpha Centauri with Gramarie. You were on a colonist ship that crash landed on a savage, unsettled planet and now you and the other 2-4 survivors from your escape pod must rebuild civilization. Everyone starts as a 3rd level Grammarist, Warmaker, Anabolist (with YGGD substitution), Biojack or Puissamancist. Core principles only for this go around. Supply caches and wreckage will be scattered across the map, containing gramatic devices, raw materials, and, most importantly, magisterial+ level blueprints with which to tame the planet. Other escape pods do exist and may be anywhere from friendly to hostile to dead on impact.
If it does happen, I'm in!

Terror_Incognito
2013-12-20, 07:27 AM
Just a couple of quick ideas for agritecture, posting from work.

Based on real plant behaviour.
Plant signalling between plants: Increase damage resistance for one plant in response to anther plant being attacked.

Plant signalling to beneficial organisms: automaticall summons help.

Mutual symbiosis: Plant provides home/food for protective vermin swarm.

Tuber/Bulb: Plant has chance to regrow if destroyed

So I'm on holidays now. I haven't been through the new thread to see if this has been incorporated yet, but I figured I'd take the time to add links to my inspiration.

Plant Signalling 1&2: http://en.wikipedia.org/wiki/Plant_perception_%28physiology%29

Mutual Symbiosis: http://en.wikipedia.org/wiki/Devil%27s_garden

Tuber/Bulb: POTATO

Milo v3
2013-12-20, 07:28 AM
If it does happen, I'm in!

Same. Though biojack isn't going to be very useful without having any grafts.

sirpercival
2013-12-20, 08:46 AM
This is true. I think it's mostly because Arcanist likes to involve as many principles and feats and prestige classes as possible in his designs, while I try to makes mine as simple as possible. Ultimately, a machine the size of a planet that requires twenty principles to work is simply cooler than one the size of a breadbox that requires two principles, regardless of their technical merits.

As far as testing things with an actual game goes, I would be down to run one for playtesting purposes, I suppose. How's this for a pitch:
Essentially, Alpha Centauri with Gramarie. You were on a colonist ship that crash landed on a savage, unsettled planet and now you and the other 2-4 survivors from your escape pod must rebuild civilization. Everyone starts as a 3rd level Grammarist, Warmaker, Anabolist (with YGGD substitution), Biojack or Puissamancist. Core principles only for this go around. Supply caches and wreckage will be scattered across the map, containing gramatic devices, raw materials, and, most importantly, magisterial+ level blueprints with which to tame the planet. Other escape pods do exist and may be anywhere from friendly to hostile to dead on impact.

That sounds like fun...

Rolep
2013-12-20, 01:34 PM
After some maths-ing, I have calculated the cost of 1 cubic foot of various materials (with eiko's help) and I'm posting them here for easy reference.

Platinum - 670 000gp
Adamantine - 245 000gp
Mithral - 123 000gp
gold - 60 000gp
silver - 3 300gp
copper - 280gp
iron - 50gp

An orichalcum weapon or item weighs around 2.7 times as much as steel, and holds 2 ebbs for every pound that it would have weighed, were it a steel weapon or item.

Arcanist
2013-12-20, 01:37 PM
Why use the rainbow nebula when you can use Grek's actually infinite ebbs?

Because his infinite ebb thing isn't actually infinite ebbs. It creates a small number of ebbs repeatedly, over and over again. I'd use the Rainbow Nebula if I need an impossible amount of ebbs to spend in a single round. The Rainbow Nebula is exclusively designed to generate so many ebbs in a single round, that you cannot possibly spend them all in a single round, making it the closest to an infinite amount of ebbs possible.


Rolep I'm pretty sure you just made Arcanist really sad. :smallfrown: He is so proud of his nebula thingie.

I'm proud of all my blueprints equally, which is why I get really happy when people use them or criticize them or talk about them. Any criticize towards a blueprint only leaves me to make them stronger... Now my Homebrew on the other hand, I'll defend that tooth and nail :smalltongue:


This is true. I think it's mostly because Arcanist likes to involve as many principles and feats and prestige classes as possible in his designs, while I try to makes mine as simple as possible. Ultimately, a machine the size of a planet that requires twenty principles to work is simply cooler than one the size of a breadbox that requires two principles, regardless of their technical merits.

EHHH... I'm not going to say this is inaccurate :smallcool:

I like my blueprints to transcend the very planes themselves. Honestly, I don't consider a blueprint a success until it tears a hole into the fabric of reality to cross the cosmos in a rushing river towards power. Gramarist are supposed to be the undisputed rulers of the cosmos, by creating powerful abominations, omniscient E.I., incredible new worlds, unbreakable walls and barriers, and engines that take us to even greater heights. :smallsmile:

Hell, my favorite PrC (that I made), the Gramarie-Lord is supposed to showcase my ideology towards design fairly well. As well as the Big Thinker, which is, again, a showcase of my opinion on design. To make an analogy, I'd like to bring up the difference between Arcane magical items and Divine magical items.

Arcane magical items are supposed to be gaudy, showy, covered in gems and made from rare materials. Like a mortals interpretation of what a divine creation might be. Perfect in every, way, shape and form. That is how I like my blueprints and that is often how I like to fluff them: A man's attempt at creating the divine. So complex, that no mortal can design it single handedly.

Divine magical items? They're simple. Simple in that they are just sticks and twigs, common metals, made with the absolute minimum. That is how I'd imagine the divine to operate: Simplicity that appears as complexity.

I find beauty in Grek's design style, but it's just not me. Sure, sometimes I like to use simplicity in my designs, but generally? Not so much. As I said before, I prefer my designs to be more... Arcane :smallwink:


As far as testing things with an actual game goes, I would be down to run one for playtesting purposes, I suppose. How's this for a pitch:
Essentially, Alpha Centauri with Gramarie. You were on a colonist ship that crash landed on a savage, unsettled planet and now you and the other 2-4 survivors from your escape pod must rebuild civilization. Everyone starts as a 3rd level Grammarist, Warmaker, Anabolist (with YGGD substitution), Biojack or Puissamancist. Core principles only for this go around. Supply caches and wreckage will be scattered across the map, containing gramatic devices, raw materials, and, most importantly, magisterial+ level blueprints with which to tame the planet. Other escape pods do exist and may be anywhere from friendly to hostile to dead on impact.

Sounds very sandboxxy and might be a fairly good idea to play as a Geoccultism specialist :smallsmile:

Rolep
2013-12-20, 01:49 PM
Because his infinite ebb thing isn't actually infinite ebbs.
How is it not inifinite?

Arcanist
2013-12-20, 03:12 PM
How is it not inifinite?

I was thinking of a different blueprint :smallredface:

For those curious, please examine Grek's incredible and unfortunately ignored blueprint. I guess it really does go to show that publishing your new material is all about timing as well as design :smalltongue:


Name: Actually Infinite Ebbs
Principles: HEUR 101.
Optional Principles: None.
Discoveries: None.
Optional Discoveries: None.
Prestige Classes: None.
Optional Prestige Classes: None.
Feats: Equivalent Circuits.
Optional Feats: None.
Items: 2 cubic feet of phlogiston.
Optional Items: None.
Theories: None.
Optional Theories: Caloric Theory.
Construction & Operation:
Prepare two enthalpic outputs, one as a sphere and the other as a cube. Connect the two with a short circuit. Configure the circuit such that it sends 1 ebb in 100 to the sphereical output and the other 99 to the cubic output. Configure the cubic output to feed the caloric it produces into the short circuit. Assuming an initial charge of 100 ebbs, the circuit will direct the cubic output to produce a 99 ebb pint, followed by a 107, followed by a 116, followed by a 126, followed by a 137, and so on and so forth an infinite number of times in a single round.
Known Issues: Generator contains one pint of infinitely hot fluid. Caution is advised when handling.

Placed into the compendium

Omnicrat
2013-12-20, 09:20 PM
So, I've been away from gramarie for a few months now (whenever it was that I stopped posting [in a nut shell, reading homebrew was making me sick to my stomach]) and I see it kept on chugging along as it always has.

So... what did I miss? :smallbiggrin:

Milo v3
2013-12-20, 09:24 PM
So, I've been away from gramarie for a few months now (whenever it was that I stopped posting [in a nut shell, reading homebrew was making me sick to my stomach]) and I see it kept on chugging along as it always has.

So... what did I miss? :smallbiggrin:

Umm.... A fair bit actually.

Homebrew Disciplines, some campaigns, tv tropes, an IRC chat, prcs, etc.

Arcanist
2013-12-20, 09:57 PM
So, I've been away from gramarie for a few months now (whenever it was that I stopped posting [in a nut shell, reading homebrew was making me sick to my stomach]) and I see it kept on chugging along as it always has.

So... what did I miss? :smallbiggrin:

Compendium with all the stuff we've added and made.

Omnicrat
2013-12-20, 10:14 PM
I'm working on a post critiquing the first homebrew discipline in this thread (If I'm TOTALLY wrong about it, please say so), but in the mean time 2 things.

1) Can a single gramarist create a true-breeding chassis race that produces miracles per round due to ebbs funneled to it from a power-plant (demi-plane?) through semi-spaces all controlled by networked EIs?

2) Any current/recruiting games I might be able to get into? I've yet to be in a gramarie game that gets past the start.

Arcanist
2013-12-20, 10:18 PM
I'm working on a post critiquing the first homebrew discipline in this thread (If I'm TOTALLY wrong about it, please say so), but in the mean time 2 things.

1) Can a single gramarist create a true-breeding chassis race that produces miracles per round due to ebbs funneled to it from a power-plant (demi-plane?) through semi-spaces all controlled by networked EIs?

2) Any current/recruiting games I might be able to get into? I've yet to be in a gramarie game that gets past the start.

1) The Rainbow Nebula and the Asura are based on this.

2) Not sure if I can answer that :smalltongue:

Omnicrat
2013-12-20, 10:41 PM
1) The Rainbow Nebula and the Asura are based on this.

2) Not sure if I can answer that :smalltongue:

1) Yay! (that may or may not be a character idea I've had rolling around in my head :smalltongue:)

2) Think we can start one up? My idea for a campaign is basically some gramarists (the first, probably, or some of the first) stake a claim to a small inconsequential village (after a war? on the far continent?) and over the course of the campaign turn it into the first (or one of the first) Gramatic Empire(s), most likely multi-planar if this goes long enough.

Grek
2013-12-20, 10:42 PM
1) Can a single gramarist create a true-breeding chassis race that produces miracles per round due to ebbs funneled to it from a power-plant (demi-plane?) through semi-spaces all controlled by networked EIs?
It requires triple specialization in Arcanodynamics, Biollurgy, and Heuristicism, which in turn requires that you start out life as a Arcanodynamics specialist, double major as a Biolurgist at level 11, take ARCD 365 at level 14 and then take a 3 levels of Millwight so that you can triple major and still have all the specialist Doctorate level principles you need.


2) Any current/recruiting games I might be able to get into? I've yet to be in a gramarie game that gets past the start.
I'm starting one after Christmas. A link to the recruitment thread will be posted here.

Omnicrat
2013-12-20, 10:54 PM
1) It requires triple specialization in Arcanodynamics, Biollurgy, and Heuristicism, which in turn requires that you start out life as a Arcanodynamics specialist, double major as a Biolurgist at level 11, take ARCD 365 at level 14 and then take a 3 levels of Millwight so that you can triple major and still have all the specialist Doctorate level principles you need.


2) I'm starting one after Christmas. A link to the recruitment thread will be posted here.

1) I was thinking only dual specialist heuristics/biollurgist with HEAVY use of the extra credit feat, but your way (or Acanists PrCs) might be (read:are probably) better.

2) Any chance its my dream game I elaborate on above? :smallbiggrin:

Grek
2013-12-20, 10:58 PM
It could be. The campaign seed is is "You crash land your space ship on Oerth and try to found a colony." There's no reason why your initial colonization plan couldn't be "Take over yonder halfling village with Gramarie."

Omnicrat
2013-12-20, 11:06 PM
It could be. The campaign seed is is "You crash land your space ship on Oerth and try to found a colony." There's no reason why your initial colonization plan couldn't be "Take over yonder halfling village with Gramarie."

I do like that idea, and I will be applying if you'll have me, though I do have an odd problem when it comes to internet character sheets most games require; They hate me.

I can put all my information in a google doc, but if I try to use mythweavers or the like, it will crash at some point and all my character progress will be reverted and uneditable, or so history has shown me.

Though, the "take over a village" I was referring to was more "give them the wealth gramarie has to offer" than "obey your gramatic overlords."

Omnicrat
2013-12-21, 12:31 AM
Umm.... A fair bit actually.

Homebrew Disciplines, some campaigns, tv tropes, an IRC chat, prcs, etc.

I'm surprised I haven't also missed a PDF, a LARPing group, and a dedicated website.

Now, about that homebrew constructivity discipline...


Key Skill: Perform (keyboard instruments)

Why?

CONT 101: Intro to Constructivity
Grade: Baccalaureate
Prerequisites: None
Target: at least 1 solid cubic foot of iron, copper, tin, or mercury
Preparation Time: 1 hour

This principle transforms a raw material into a constructive heart. The target material depends on the elemental to tie; iron hosts fire, mercury traps water, tin holds earth, and copper captures air. As part of this principle, you make a Perform skill check to ensure that the elemental can inhabit the material and keep pumping energy. The elemental inside the heart produces energy by consuming material of its constructive heart, in doing so this material is turned into the essence of the plane to which the elemental is native, and then lost in the environment without any appreciable effect. A constructive heart requires 1 cubic foot of associated material per week in order to keep functioning.

{table=head]planetary metal|element
iron|fire
mercury|water
tin|earth
copper|air[/table]

A small elemental provides a number of ebbs depending on the result of the Perform (keyboard instruments) check.

{table=head]Perform check|ebbs per round
15 or below|1
16-25|1
26-30|2
31-35|3
36 or higher|5[/table]

A Heart generates ebbs once every round, but cannot store them. Any ebbs remaining from the last time it generated ebbs are lost when it refreshes.

You also know how to update and retune the constructive hearts that you have created in the past so the elementals inside them have room to grow and become more potent.

You can replace the perform check of a conductive heart with a new perform check. If you were not the original creator of said conductive heart you suffer a -5 penalty on the check but are otherwise unimpeded. After tuning it in this way you are considered the creator, and thus can apply this principle again to improve the heart without the penalty.

Have I missed something, or is this SUPER low EPR generation? I mean, its at little cost, which is nice, but the EPR is so low...

CONT 123: Constructive Gourmet
Grade: Baccalaureate
Prerequisites: Perform (keyboard instruments) 4
Target: 1 constructive heart
Preparation Time: 1 hour

Instead of feeding material to the elemental you can satisfy it with material associated with it's plane. By preparing this principle over a constructive heart that you have created you can modify it to feed on the essence of its plane instead of the material of the heart. In this way you need to provide the constructive heart with 1 cubic foot of its associated element (fire, air, water, earth) for it to consume. The consumption is gradual and takes a week, thus the constructive heart needs to be in continuous contact with the associated element for the week, slowly reducing its volume.

This is nice, but a bit odd. Can't you use this to remove an atmosphere from a planet? Or a planet? Or an Ocean? How do you measure fire consumption or fire required?

CONT 188: Battery Bateria [Military Science]
Grade: Baccalaureate
Prerequisites: Perform (keyboard instruments) 4
Target: 1 constructive heart
Preparation Time: 30 min

All the soft hearts are drummed out in military school. Sometimes you need a flare an outburst of energy even if it breaks your heart. After preparing this principle the time of the conductive heart is counted. It won't last more than one hour per skill rank in perform that you posses. At any point during that time though you can increase its potency doubling the ebbs produced per round at the cost of reducing its life span to minutes instead of hours unless it was already less. For example if you have 5 ranks in Perform (keyboard instruments), and you prepare this principle in a conductive heart that produces 1 ebb a round that conductive heart will last for 5 hours more. You can then decide to double the amount of ebbs produced by the heart to 2, in doing so you reduce the lifespan of the heart to 5 minutes.

Once you have access to magisterial principles you are able to gather more power from the heart per burst, allowing you to pull 10 times the ebbs that the heart would produce in a single round, but reducing its lifespan by a minute.

I like the theory, but not the execution. It has a SUPER limited life-span for no gain, if you never double it, and doubling such a low ebb out put to begin with probably isn't that great.

Maybe instead it always produces double (triple? quadruple?) ebbs for a limited number of hours, then has an option to double its current ebb production for a time reduction to minutes? I could see warmakers making these generators every morning for their silver field hospitals. If they couldn't get a more efficient Arcanodynamic setup for some reason...

Now, that last bit is interesting, but I'm not sure I follow. Does it only reduce the converted time by a signle minute? So, a 7th level gramarist using this aspect would have 9 minutes at 10x, 10 minutes at 2x, and 10 hours at 1x? Or 1 minute at 10x? Either way, that could prove VERY helpful in certain circumstances.

CONT 202: Work It Harder
Grade: Magisterial
Prerequisites: CONT 101, Perform (keyboard instruments) 8
Target: 1 solid piece of planetary metal (volume and type varies; see below)
Preparation Time: 1 hour
A small elemental won't do anymore! Your heart is so large it can host a bigger guests. Check the table below to know what different sized elementals you can bind, the volume of material they take and the ebbs generated per round depending on the skill check result.

{table=head]Perform ranks|elemental size|volume required|material per week|{colsp=5}
Ebbs per round

{colsp=3}|
Perform Check|15 or below|16-25|26-30|31-35|36 or higher
0|small|1 cubic foot|1 cubic foot|1|1|2|3|5
5|medium|2 cubic foot|2 cubic foot|1|2|3|5|8
10|large|3 cubic foot|3 cubic foot|2|3|5|8|13[/table]

Once you access doctorate principles you can go way beyond!

{table=head]Perform ranks|elemental size|volume required|material per week|{colsp=5}
Ebbs per round

{colsp=3}|
Perform Check|15 or below|16-25|26-30|31-35|36 or higher
0|small|1 cubic foot|1 cubic foot|1|1|2|3|5
5|medium|2 cubic foot|2 cubic foot|1|2|3|5|8
10|large|3 cubic foot|3 cubic foot|2|3|5|8|13
15|huge|5 cubic foot|4 cubic foot|3|5|8|13|21
20|greater|7 cubic foot|5 cubic foot|5|8|13|21|34
25|elder|11 cubic foot|6 cubic foot|8|13|21|34|55[/table]

A larger constructive heart might not always be more efficient but it is more durable, its material gains bonus HP and bonus hardness depending on the elemental bound to it, if you have access to CONT 123 it also gains fast healing as long as it is submerged in its associated element.

{table=head]Elemental size|HP increase|Hardness increase|Fast Healing
small|10|-|-
medium|20|1|1
large|30|2|2
huge|40|4|4
greater|60|8|8
elder|80|16|16[/table]

You are also able to upgrade your hearts to accept larger elementals, this works as CONT 101 making a new perform (keyboard instruments) in place of the old one.

Alright, now, unless I've misunderstood, this principle in and of itself is virtually useless. Aside from the fast healing and hardness, when only using this principle, multiple small bound elemental are better than their equivalent in composite matter, short of the Elder Elementals, but those only come online in epic levels.

Note that I say in and of itself. With later prinicples, there is more use, but that isn't my point here. If I understand, this is basically a principle tax.

CONT 266: Connect the dots [specialist]
Grade: Magisterial
Prerequisites: CONT 101, Perform (keyboard instruments) 8
Target: 1 solid piece of planetary metal (volume and type varies; see below)
Preparation Time: 1 hour

You learn to connect the dots between the different elemental planes gaining access to new heartful compositions. You can now bind elementals from the Paraelemental planes. That is:

{table=head]Connected Planes|Plane name|Associated element (or elements)
Air / Water|Ice|Ice & Snow
Water / Earth|Ooze|Mud, Sludge & Goo
Earth / Fire|Magma|Magma (& Lava)
Fire / Air|Smoke|Smoke[/table]

Binding an elemental from a paraelemental plane has its complications, the material required needs to be a solid mass composed of the two associated planetary metals and the skill ranks required to bind them is 3 points higher (for example binding a large paraelemental requires 13 ranks in perform (keyboard instruments)). There is a benefit though a paraelemental somehow is better at generating energy and they always generate 25% more ebbs (rounded down; minimum 1) per round that they would generate otherwise. As with other conductive hearts it needs to consume metal (or associated elements with CONT 123) And it consumes a quantity of metal depending on the size of the elemental, this is split half and half between the two metals that compose it (rounding up to the closest cubic foot).

This is nice. Adds neat fluff, and a good static bonus of flat ebb-generation. Still would be better if the base was higher, but I've said that already. :smalltongue:

CONT 276: Food for thought [Military Science]
Grade: Magisterial
Prerequisites: CONT 101, Perform (keyboard instruments) 8
Target: 1 constructive heart
Preparation Time: 30 minutes
Sometimes you need to improvise sometimes you need a quick and tried energy source and well... it's war isn't it? You can modify a heart to accept life as a material, in a similar way to using the grist of the mill, you can choose to feed it creatures. In this way a constructive heart consumes 1 HD per cubic foot of material it would normally consume, for this to be possible the donor of the HD needs to be in contact with the constructive heart for the whole time. The HDs can come from a dead creature, provided it has deceased within the last week. If the creature is alive, when it's last HD is drained it will not raise as a wight nor as any other creature, at least in the material plane, it's soul is taken into the elemental plane linked to the heart, and a limited wish, wish, miracle, true resurrection or similar effect is necessary to restore the deceased.

If a heart is fully feed a creature with intelligence (3 or more) its soul is specially delicious, and the constructive heart can pump it and use it to work better. A small heart can store up to one such soul, if you have access to bigger constructive hearts from CONT 202 the storage capacity also increases.

{table=head]Elemental size|stored souls
small|1
medium|2
large|3
huge|4
greater|6
elder|8[/table]

Each soul stored in a constructive heart provides a cumulative 10% increase (rounded down) of ebb production (as such 4 souls provide a 40% increase of ebbs).

Again, a nice flavorful ability that adds a flat (if conditional [and somewhat dark, if not outright evil]) increase to ebb output. I like it.

CONT 303: Ex Machina
Grade: Doctorate
Prerequisites: Any three CONT principles, Perform (keyboard instruments) 15
Target: 1 solid piece of ascended planetary metal
Preparation Time: 1 hour
All your attempts at binding elementals together has given you a great insight in how the elements interact with the world. You can now attempt to create constructive hearts out of the ascended planetary metal that would normally be associated to it. For example you can create a phlogiston constructive heart and it will be able to host fire elementals as if it was an iron heart. The ascended metal is much more attractive to the elemental than other similar metals, and thus your perform (keyboard instruments) is counted as 5 ranks higher to determine the element that you can bind and the ebbs generated per round, but not for any other purpose. In addition the heart produces 25% more ebbs (rounded down; minimum 1). If you have access to CONT 266 you can bind paraelementals, provided you use both ascended metals, i.e. either all the metals in a constructive heart are ascended or none of they are. The increase from this principle and from binding a paraelemental stack, making the heart produce 50% more ebbs (rounded down; minimum 1).

A bit odd to me, since all the base disciplines let you treat ascended metals as planitery for gramatic purposes, unless you are just saying this gives a boost to hearts that use ascended metals rather than outright allowing ascended metal use? But its your disciplin and it can work how you like.

Again, a nice flavorful principle with a flat bonus. I like it, but this is getting a bit repetitive, but what can you do when focusing on ebb generation?

CONT 330: Schwanengesang [specialist]
Grade: Doctorate
Prerequisites: Any three CONT principles, Perform (keyboard instruments) 15
Target: 1 constructive heart that you have created (or tuned per CONT 123)
Preparation Time: varies
Understanding the finest connections of the constructive hearts with the elemental planes you can let the elemental in the constructive hearts play the song for themselves. Doing this brings the elemental plane closer, drawing upon the essence used to hinge it together and infusing it on the metal that forms the heart.
While you apply this principle the constructive heart to which you are applying it won't produce ebbs. Once the principle is finished the constructive heart will be destroyed. But it will convert half of the original metal volume, that composed the heart into its ascended form. You can use this principle, taking 1 hour, into pure elemental constructive hearts. This allows you to create carmot, quicksilver, phlogiston, and alkahest. The properties of the ascended metals can be found in the Alchemetry section. If you have access to the highways and stairways discovery you can also produce moonsteel and cursed lead. As part of this principle you need to succeed on a perform (keyboard instruments) check with a DC of 60.
This material isn't rearranged into pureness but rather elementally beaten into it, either way the finished product is really similar to that obtained by an alchemetrist.

The interesting part of this principle though is using it to create pure alloys, by using a constructive heart linked to a paraelemental plane (if you have access to CONT 266) or to a quasielemental plane (if you have access both to CONT 266 and the highways and stairways discovery) you can create perfect alloys of two metals. This alloy, unoriginally known as an amalgamation of the metal names require 2 hours to create, and a perform (keyboard instruments) check with a DC of 80. The resulting metal functions as both metals in all regards, for example a magma paraelemental heart that has this principle applied would generate a tin-iron mixture that works both as tin and as iron. The physical properties of the material (Metal Hardness, Hit Points Per Inch, Melting Point, Boiling Point, Break DC Modifier, and Density) are determined by averaging both of the materials used. The resulting metal is gramarically functional, and can work as either metal (a tin transformer could be made of such material, but also a simple orthogonal engine). This alloys are particularly useful for geoccultists, as someone with access to GEOC 323 could use such alloys to produce a biome combining features from both metals.

The most interesting part comes when applying this principle to constructive hearts made of ascended metals and linked to a paraelemental or a quasielemental plane, note that in order to do this you need access to CONT 303, CONT 266 and potentially the highways and stairways discovery. If such is the case the application of this principle takes 4 hours and a perform (keyboard instruments) check with a DC of a 100 is necessary. This creates ascended alloys but the elemental soul is trapped into them granting them secondary benefits. The resulting metal has an intelligence of 4. Unless the constructive heart was prepared with Mephitopheles discovery, in such case it has an intelligence according to the size of the elemental inside of it. The ascended alloy also has both the properties of the ascended metals. Having an intelligence if the metal is shaped into a gramaric device it can take one logical decision per round, it can only use this logical decision to modify its settings and parameters in ways they could normally be changed.

Alright, now we're back to stuff like this. You get a select number of ascended metals for less than or equal to their DC cost, a loss of half of your volume, and 4x as many hours to effect a similar amount of material but you only gain half as much back. All that into account, plus the fact that it is a discipline other than alchemetry, I can't tell if this ability is good or bad. So... alright, I guess?

With the second ability, that's nice, I guess? I suppose you could use this to create more carmot from a limited supply of copper and other valid planetary metals. This is starting to feel more like an alchemetry principle, and a weird one at that. Not necessarily a bad one, but a weird one.

Is this intelligence obedient or independent? If the former, to what extent? If the latter, why in gramarie's name would I want a transformer that can decided to do something other than I want it to?

CONT 375: Genie in the Machine [military science]
Grade: Doctorate
Prerequisites: Any three CONT principles, Perform (keyboard instruments) 15
Target: 1 constructive heart that you have created (or tuned per CONT 123)
Preparation Time: 1 hour
There are many creatures roaming the elemental planes, and some of them are more useful than mere elementals. You can re purpose a constructive heart to trap the essence of a genie (Djinni, Efreeti, Janni or similar beings) in addition to its own elemental.

You can then use the genie abilities to grant a wish with the following restrictions.
In order to use this skill you need to get the heart to produce 5000 ebbs and not use them, the genie inside it is consuming them.
If the wish replicates a spell it needs to have consumed additional ebbs equal to the XP cost, and it also needs to have stored souls (per CONT 276) before attempting to do so. Using the wish this way consumes a number of souls equal to the spell level of the spell that is replicated.
If the wish creates a magical item ebbs equal to the XP that would be used in such a crafting need to also be consumed by the genie. Additionally the wish consumes a number of souls equal to the spell level of the highest level spell used in the creation of said item.
If a wish has material components of a value greater than 10,000 gp the value of said component needs to be added to the constructive heart in whatever metal was used to create the constructive heart. For example, for an iron constructive heart (binding an Efreeti) if the wish requires 15,000 gp in salted bacon instead of using salted bacon 15,000 gp of iron need to be added.

Once the wish is granted the constructive heart will be destroyed unless it was made of an ascended planetary metal, if it was made of an ascended planetary metal it will consume a volume of material as if a week had passed; if this volume takes it below a sustainable volume it will also be destroyed.

And here is the meat of this whole discipline. The one principle that makes all the other weird/bad principles worth it. If you play your cards right, you get an infinite wish generator.

I do have a few questions though. Can ebbs be channeled to it as with normal gramarie for the genie to consume? If so, does this have the standard ebb input limit of the last check result? What if your ascended metal genie heart doesn't use metal? Can more metal be added to the heart for the purposes of material component costs?

Even if I have to use iron and can only make small hears, the first one is ready to pop in 1 hour and 40 minutes. Assuming HEUR 302 can be applied to the necessary principles, this gives you one wish every 2 hours so long as enough iron is provided after the first 3 hours and 40 minutes of the system being set up. Now, those wishes all assume you aren't using a spell (which you probably will be) but still, this will get you +5 in all your stats, the iron to make more, and (given enough time) the ability to have an army always roll victoriously where the enemy always fails their rolls. Worst case scenario, you produce 12 a day. If you can set more than one of these up, it will take... about 7 hours to set up a new wish factory. After 1 week, assuming you are undead or a warforged (or similarly don't need rest), you produce 288 a day. Work like that for a year and by the end you're making 1251* a day. Ready-to-pop wish boxes. Your kingdom will want for naught.

Seriously, if this works like I think it does I might make a constructivity specialist JUST for this ONE principle. Or be a heurist dreammason who makes EIs that think making wishboxes would be just peachy keen, haven't decided yet.

Now, these are SIGNIFICANTLY fewer wishes than one could get miracles (silverin with diminutive (or fine, I keep forgetting which is smaller) chassi with hydra blood that bread like rabbits for the power, 1 miracle per round per setup), but they are also less limited, so it balances out.

Seriously, with a year (or more) dedicated to infrastructure with wish boxes you could make your kingdom unassailable (you always win rolls in war), hunger free, homeless free, disease free, and every citizen has +5 inherit bonus to all stats to boot. Your average citizen will have stats of 18, 17, 16, 15, 14, 13 while your elite will have 20, 19, 18, 17, 15, 13. And that's only level 1. Never before was gramatic paradise so easy.

*I'm sorry, thats how many factories you'll have. After a year you'll be making around 15,000 wishboxes a day.


Discoveries
Constructivity Discoveries
[list] Key improvisation: Keyboards are cool but swords are cooler, and sometimes playing a harmonica is just what you need... You can use any perform skill instead of perform (keyboard) for anything related to constructivity.

But you still only get bonuses to Perform (keyboard) from the class, right?

Platinum shackles: Platinum is kind of hard, elementals don't bind well to it, but it is good on absorbing ebbs. You can add platinum shackles to your Constructive Hearts. The shackle needs to occupy 50% of the volume of the Constructive Heart (this is additional volume) and can hold up to 500% the amount of ebbs that the heart would generate in a round.

Nice Low-level battery. Limited in scope and capacity, but that's a good thing.

Resonant concerto: You can tie hearts together, to do so you need hearts of different sizes. Each heart can be tied to one heart of its size, or a number of smaller hearts depending on the size difference. For this purpose 2 small hearts equal 1 medium, 2 medium equal 1 large, 2 large equal 1 huge, etc. Any ebbs generated per round is calculated from the sum of the different hearts, but moving the ebbs around only takes a logical action (and not a logical action per heart as it would otherwise take).

This helps to consolidate power-generation, but not as much as it could. I don't see why it should have the restriction on linkage, but perhaps you have a reason that eludes me.

Elementary my dear Elemental: You must have at least 12 HD to select this discovery. You know how to tap into the elementary elemental elements of the elements that form the elementary elements. You can now sustain your constructive hearts with energy effects depending on the elemntal tied to the constructive heart.

{table=head]Element|Energy
Fire|Fire
Earth|Acid
Water|Cold
Air|Lightning
Positive|Positive
Negative|Negative[/table]

If you have access to elementals that are formed by more than one element your elementary knowledge of elemental elements still apply and as along as the Constructive Heart is subject to the effect of both elementary element energies it keeps beating.

1) Fire can already be powered by fire.

2) How much energy do you need? A damage/healing total? A volume?

Mephitopheles deal: You must have at least 12 HD to select this discovery. You can add a Mephit touch to your constructive hearts, in doing so they gains a sort of basic intelligence, being able to reroute the ebbs it produces as a standard action (this keeps counting as a logical decision, but takes a standard not a move).

{table=head]elemental size|intelligence
small|4
medium|4
large|6
huge|6
greater|8
elder|10[/table]


Again, is this intelligence controlled or uncontrolled? How can it be communicated with?

Plug it, play it: You must have at least 16 HD to select this discovery. You can create constructive hearts that will never run out of juice, but they are less efficient. You can create a constructive heart of any size and material that you would normally be able to produce, this constructive heart does not need to consume material, to produce ebbs but it only produces 80% of the ebbs that it would normally produce (rounded down; minimum 0). At any point you can choose to have it consume material and produce ebbs at the normal rate.


Now THIS I like. It basically lets you run on E indefinitely, even though you get less power out of it (which is fine, because you are putting NOTHING into it).

Dense Density Dens: You must have at least 16 HD you can reduce the size of your hearts by 50% this reduces their ebb generation by 20% (rounded down).

Reduce size after creation or reduce the volume required?


Feat[S]s

Constructive Cardio [Gramarie]
Prerequisite: CONT 101, Perform (Keyboard Instruments) 4 ranks
Benefit: You gain a +2 bonus on Perform (Keyboard Instruments) checks. In addition you can make ebbs flow into your heart to keep yourself going whenever lesser beings would need sleep or rest. You can replace a full night sleep (or trance, or whatever you do instead of sleeping) with 10 ebbs, you must still rest for 8 hours before preparing spells.
Special: Taking this feat means you cannot take Skill Focus (Perform (Keyboard Instruments)), and you cannot take this feat if you already possess said Skill Focus.

Helps with the whole "spend a year doing nothing but set up wish factories" thing.


Theories

The Golden Standard Theory
Grade: Theory
Prerequisite: Specialization in constructivity, must know six CONT principles
Preparation Time: 6 hours
Sometimes you need to improvise sometimes you need a quick and tried energy source and well... shadows are everywhere and they are almost their element on itself aren't they? You can bind shadow elementals into gold. A golden shadow conductive heart is much more versatile than other conductive hearts and can work when feed any material that would make any of your accessible constructive hearts work. In addition if you have access to CONT 330 you can use a sunmetal heart to produce any bleeding, provided you feed it with the bleeding associated material in proper quantity.

Produce bleeding? More to the point, does air count? Dirt? Electricity?

The Quasi Para Theoric Theory
Grade: Theory
Prerequisite: Specialization in constructivity, must know six CONT principles, Highways and Stairways discovery
Preparation Time: 6 hours
If there exist quasielemental planes and paraelemental planes wouldn't there be quasiparaelemental planes there? Somewhere? You gain access to quasiparaelemental planes, to create them you need to expend one third of each associated material.

{table=head]Elements|Name
Fire, Earth, Positive|Obsidian
Fire, Earth, Negative|Pumice
Fire, Air, Positive|Spark
Fire, Air, Negative |Fumes
Water, Earth, Positive|Clay
Water, Earth, Negative|Silt
Water, Air, Positive|Crystal
Water, Air, Negative|Frost[/table]

This constructive hearts require material as if they were quasielemental but give the extra ebbs of the paraelemental hearts. They also gives access to the following materials when using CONT 330:


This seems unfinished... Otherwise, it is straighforward but underwhelming. Theories are meant to be grand, this seems more like a high-end discovery. Same with your other theory, now that I think about it.



And that is all I have to say about that, which is quite a lot. I think this still needs some work, but I honestly want it for the wishbox factories alone as is. It just needs more of value at lower levels.

EDIT: Too sleepy to start on sirpercivle's. Think I'm done for the night. Have fun talking gramarie!

Arcanist
2013-12-21, 01:12 AM
It requires triple specialization in Arcanodynamics, Biollurgy, and Heuristicism, which in turn requires that you start out life as a Arcanodynamics specialist, double major as a Biolurgist at level 11, take ARCD 365 at level 14 and then take a 3 levels of Millwight so that you can triple major and still have all the specialist Doctorate level principles you need.

Gramarist 12 (HEUR/ARCD) / Millwight 1 / Dreamason 7
Feats:
1st: Advanced Placement (ARCD 176)
3rd: Advanced Placement (BIOY 191)
4th: Extra Credit (BIOY 191)
6th: Wild Talent
8th:
9th: Tomb-Tainted Soul
12th: Body Fuel
12th: Extra Credit (HEUR 266)
15th: Extra Credit (BIOY 381)
18th: Extra Credit (ARCD 365)

[B]Principles Known:

HEUR 101 (1st)
ARCD 101 (2nd)
BIOY 101 (3rd)
HEUR 159 (Specialist) (4th)
ARCD 176 (Specialist, Placement) (5th)
BIOY 191 (Specialist, Placement) (Extra Credit)
BIOY 228 (7th)
HEUR 245 (9th)
ARCD 204 (10th)
ARCD 230 (Specialist) (11th)
HEUR 266 (Specialist) (12th)
BIOY 273 (Specialist) (13th)
HEUR 302 (14th)
HEUR 328 (Specialist) (15th)
BIOY 340 (15th)
BIOY 381 (Specialist) (17th)
ARCD 350 (18th)
ARCD 365 (Specialist) (18th)
[Blanks] (19th)


Not a fan of this build, but it'll get you what you need :smallsigh:


Though, the "take over a village" I was referring to was more "give them the wealth gramarie has to offer" than "obey your gramatic overlords."

Why not "then"? :smallwink:

Omnicrat
2013-12-21, 01:23 AM
Gramarist 12 (HEUR/ARCD) / Millwight 1 / Dreamason 7
Feats:
1st: Advanced Placement (ARCD 176)
3rd: Advanced Placement (BIOY 191)
4th: Extra Credit (BIOY 191)
6th: Wild Talent
8th:
9th: Tomb-Tainted Soul
12th: Body Fuel
12th: Extra Credit (HEUR 266)
15th: Extra Credit (BIOY 381)
18th: Extra Credit (ARCD 365)

[B]Principles Known:

HEUR 101 (1st)
ARCD 101 (2nd)
BIOY 101 (3rd)
HEUR 159 (Specialist) (4th)
ARCD 176 (Specialist, Placement) (5th)
BIOY 191 (Specialist, Placement) (Extra Credit)
BIOY 228 (7th)
HEUR 245 (9th)
ARCD 204 (10th)
ARCD 230 (Specialist) (11th)
HEUR 266 (Specialist) (12th)
BIOY 273 (Specialist) (13th)
HEUR 302 (14th)
HEUR 328 (Specialist) (15th)
BIOY 340 (15th)
BIOY 381 (Specialist) (17th)
ARCD 350 (18th)
ARCD 365 (Specialist) (18th)
[Blanks] (19th)


Not a fan of this build, but it'll get you what you need :smallsigh:



Why not "then"? :smallwink:

1) could you link to those PrCs you were talking about earlier?

2) Well, kinda then, but more "listen to your benevolent gramatic saviors" not much difference beyond sales pitch and how you view (and maybe treat) your citizenry.

3) After thinking about it, pretty sure I want to be able to make a wish factory. Most likely becoming a dream mason and training gramarist EIs to travel the land in setting up wish factories (in controlled regions, of course) or making more EIs to do the same. A single Constructivitist can set up enough factories for more than 15,000 a day after a single year. If you have even just 10 EIs doing it that whole time...

Arcanist
2013-12-21, 01:27 AM
1) could you link to those PrCs you were talking about earlier?

What PrC? The one I used for that build? They're on the first page of the Gramarie thread.

Omnicrat
2013-12-21, 01:34 AM
What PrC? The one I used for that build? They're on the first page of the Gramarie thread.

No, earlier. The ones you said were made for what I was asking for before the person suggested tri-specialist milwright-dreammason.

Arcanist
2013-12-21, 01:41 AM
No, earlier. The ones you said were made for what I was asking for before the person suggested tri-specialist milwright-dreammason.

The Asura is a Blueprint, I misread your comment.

Omnicrat
2013-12-21, 02:12 AM
The Asura is a Blueprint, I misread your comment.

Ah. Rainbow nebula too?

Anyone ever remake my hypernet after we lost spellouts?

And now I am too tired even for this. Goodnight.

Arcanist
2013-12-21, 02:18 AM
Ah. Rainbow nebula too?

Anyone ever remake my hypernet after we lost spellouts?

And now I am too tired even for this. Goodnight.

Nobody remade it.

Grek
2013-12-21, 02:35 AM
What's a hypernet supposed to do? I'd be willing to take a crack at making one.

Arcanist
2013-12-21, 02:38 AM
What's a hypernet supposed to do? I'd be willing to take a crack at making one.

An actual computer that connects to other computers across the world.

Grek
2013-12-21, 03:38 AM
As requested:

Name: Contingency Computer
Principles: HEUR 101 and 266.
Optional Principles: IMCH 101 and IMCH 228, if you want a monitor.
Discoveries: None.
Optional Discoveries: None.
Prestige Classes: None.
Optional Prestige Classes: None.
Feats: None.
Optional Feats: None.
Items: None.
Optional Items: None.
Theories: None.
Optional Theories: None.
Construction & Operation:
Prepare a heuristical circuit. Then prepare the following contingencies into it:

0. If an odd numbered contingency is triggered, THEN do nothing.
-1. IF an Super level user says the phrase "Computer Force Set" followed by any positive integer, followed by the word "If", followed by a conditional, followed by the word "Then", followed by a valid logical decision, followed by the word "End", THEN set the trigger of the contingency with the integer referenced to be the conditional spoken and the response of that same contingency to be the logical decision spoken.
-2. IF contingency 0 is triggered, THEN do nothing.
-3. IF an approved user says the phrase "Computer Command", followed by a valid logical decision, followed by the word "End", THEN set the response of contingency -2 to that logical decision.
-4. IF contingency -2 has completed its response, THEN set the response of contingency -2 to "do nothing".
-5 IF an Basic level user says the phrase "Computer Set" followed by a positive even integer, followed by the word "If", followed by a conditional, followed by the word "Then", followed by a valid logical decision, followed by the word "End", THEN set the trigger of the contingency with the integer referenced to be the conditional spoken and the response of that same contingency to be the logical decision spoken.
-6. IF a contingency trigger within another heuristical circuit is changed to contain the phrase "IP Send Address 1322626446", followed by any other phrase, followed by the word "End", THEN set the portion of contingency -7's trigger following the word "phrase" to the phrase referenced in this response's trigger.
-7. IF something impossible occurs while contingency -6 contains the phrase "foo", THEN do nothing.

That's your basic OS.
Issuing a command is as simple as saying "Computer Command Send 20 ebbs to my hat. End."
Adding a new contingency is just "Computer Set 24 If I want a cookie, Then turn Imachinary food item #23 into a cookie. End." Note that doing so is a free action.
IP is handled by contingencies -6 and -7, which, when combined, scan all other heuristical circuits in existence that have contingencies containing a proper packet header and then saves the following packet to a buffer. This buffer can be read and processed by other contingencies and acted on appropriately.


E: You can obtain equivalent functionality from BIOY 273 instincts, IMCH 228 programmed illusions and probably a couple other ways, but those are much harder to code for. Though, admittedly, IMCH 228 offers much more elegant and efficient memory storage.

thethird
2013-12-21, 04:27 AM
Why?

First of all thanks for reading over this :smallsmile:
The reason is that Organ is listed as one of the perform keyboard instruments, and it started as a pun.


Have I missed something, or is this SUPER low EPR generation? I mean, its at little cost, which is nice, but the EPR is so low...

Yes EPR is low, and that is what this is. It is skill check dependent which can get you a reasonable amount at some point down the line. I didn't want to frontload it too much.


This is nice, but a bit odd. Can't you use this to remove an atmosphere from a planet? Or a planet? Or an Ocean? How do you measure fire consumption or fire required?

I should work on defining that better, the idea though is to feed a volume of fire (instead of a volume of metal) you would need so many hearts to run out of planet that I think is on the realm of theory crafting.


I like the theory, but not the execution. It has a SUPER limited life-span for no gain, if you never double it, and doubling such a low ebb out put to begin with probably isn't that great.

Maybe instead it always produces double (triple? quadruple?) ebbs for a limited number of hours, then has an option to double its current ebb production for a time reduction to minutes? I could see warmakers making these generators every morning for their silver field hospitals. If they couldn't get a more efficient Arcanodynamic setup for some reason...

Now, that last bit is interesting, but I'm not sure I follow. Does it only reduce the converted time by a signle minute? So, a 7th level gramarist using this aspect would have 9 minutes at 10x, 10 minutes at 2x, and 10 hours at 1x? Or 1 minute at 10x? Either way, that could prove VERY helpful in certain circumstances.

I should change it to hours yes :smallsmile: On the last part it let's you reduce the time span by a minute to produce ten times the amount of ebbs in a round. So it is a round at x10 when you need a burst.


Alright, now, unless I've misunderstood, this principle in and of itself is virtually useless. Aside from the fast healing and hardness, when only using this principle, multiple small bound elemental are better than their equivalent in composite matter, short of the Elder Elementals, but those only come online in epic levels.

Note that I say in and of itself. With later prinicples, there is more use, but that isn't my point here. If I understand, this is basically a principle tax.

The elder should come online at level 17 provided you start using ascended metals.

Setting bigger elementals also takes shorter time, but I see your point (you are not the first person making it, and combined with the complain about producing too little ebbs I might beef it up a little).


This is nice. Adds neat fluff, and a good static bonus of flat ebb-generation. Still would be better if the base was higher, but I've said that already. :smalltongue:

You can keep saying it until I change it :smalltongue:


Again, a nice flavorful ability that adds a flat (if conditional [and somewhat dark, if not outright evil]) increase to ebb output. I like it.

it is as [evil] as the grist of the mill, note that this is a military science principle. This also provides a hidden bonus to bigger elementals in them holding more souls (so even if the original bonus is small it gets bigger with more principles)


A bit odd to me, since all the base disciplines let you treat ascended metals as planitery for gramatic purposes, unless you are just saying this gives a boost to hearts that use ascended metals rather than outright allowing ascended metal use? But its your disciplin and it can work how you like. Again, a nice flavorful principle with a flat bonus. I like it, but this is getting a bit repetitive, but what can you do when focusing on ebb generation?

I'm not allowing the ascended metal use, I'm rewarding it. I might clarify. On what can you do I considered giving them abilities and stuff, like a breath weapon, but making that was becoming complicated to fluff. Suggestions are appreciated.


Alright, now we're back to stuff like this. You get a select number of ascended metals for less than or equal to their DC cost, a loss of half of your volume, and 4x as many hours to effect a similar amount of material but you only gain half as much back. All that into account, plus the fact that it is a discipline other than alchemetry, I can't tell if this ability is good or bad. So... alright, I guess?

With the second ability, that's nice, I guess? I suppose you could use this to create more carmot from a limited supply of copper and other valid planetary metals. This is starting to feel more like an alchemetry principle, and a weird one at that. Not necessarily a bad one, but a weird one.

Is this intelligence obedient or independent? If the former, to what extent? If the latter, why in gramarie's name would I want a transformer that can decided to do something other than I want it to?

One of the things that bugs me is that ascended metals are only accessible through alchemetry, and that we currently lack alloys. Constructivity has much to do with materials and elemental spirits, so I thought it could work here. I would say that you can attempt a perform (keyboard instruments) to teach it stuff, in a way that a chasis with instincts knows things. I should expand upon that. This was the hardest principle to pin down though, and suggestions ideas are extremely appreciated.


And here is the meat of this whole discipline. The one principle that makes all the other weird/bad principles worth it. If you play your cards right, you get an infinite wish generator.

I do have a few questions though. Can ebbs be channeled to it as with normal gramarie for the genie to consume? If so, does this have the standard ebb input limit of the last check result? What if your ascended metal genie heart doesn't use metal? Can more metal be added to the heart for the purposes of material component costs?

Even if I have to use iron and can only make small hears, the first one is ready to pop in 1 hour and 40 minutes. Assuming HEUR 302 can be applied to the necessary principles, this gives you one wish every 2 hours so long as enough iron is provided after the first 3 hours and 40 minutes of the system being set up. Now, those wishes all assume you aren't using a spell (which you probably will be) but still, this will get you +5 in all your stats, the iron to make more, and (given enough time) the ability to have an army always roll victoriously where the enemy always fails their rolls. Worst case scenario, you produce 12 a day. If you can set more than one of these up, it will take... about 7 hours to set up a new wish factory. After 1 week, assuming you are undead or a warforged (or similarly don't need rest), you produce 288 a day. Work like that for a year and by the end you're making 1251* a day. Ready-to-pop wish boxes. Your kingdom will want for naught.

Seriously, if this works like I think it does I might make a constructivity specialist JUST for this ONE principle. Or be a heurist dreammason who makes EIs that think making wishboxes would be just peachy keen, haven't decided yet.

Now, these are SIGNIFICANTLY fewer wishes than one could get miracles (silverin with diminutive (or fine, I keep forgetting which is smaller) chassi with hydra blood that bread like rabbits for the power, 1 miracle per round per setup), but they are also less limited, so it balances out.

Seriously, with a year (or more) dedicated to infrastructure with wish boxes you could make your kingdom unassailable (you always win rolls in war), hunger free, homeless free, disease free, and every citizen has +5 inherit bonus to all stats to boot. Your average citizen will have stats of 18, 17, 16, 15, 14, 13 while your elite will have 20, 19, 18, 17, 15, 13. And that's only level 1. Never before was gramatic paradise so easy.

*I'm sorry, thats how many factories you'll have. After a year you'll be making around 15,000 wishboxes a day.

Okay so... you like this one :smallredface: Maybe it is a bit extreme? Should I tone this down? It is a doctorate principle after all, at this point I'm competing against E.I.s

The idea is that the genie needs to consume the ebbs generated by the heart, and no more ebbs can be fed into it. Note too that with a small heart you won't be getting high level spells out of it.


But you still only get bonuses to Perform (keyboard) from the class, right?

That's a good point I should amend that.


Nice Low-level battery. Limited in scope and capacity, but that's a good thing.

Yay I got one right.


This helps to consolidate power-generation, but not as much as it could. I don't see why it should have the restriction on linkage, but perhaps you have a reason that eludes me.

The idea was ensure that high volume hearts are more attractive, I guess I was attempting to push people to build big hearts, when in itself is not such a good idea.


1) Fire can already be powered by fire.

2) How much energy do you need? A damage/healing total? A volume?

1) Yes (if you have a specialist principle) 2) I'm thinking about 1 dice per size of the heart, of course that keeps making small hearts more attractive...


Again, is this intelligence controlled or uncontrolled? How can it be communicated with?

I would say with a perform check and you can give it a list of priorities


Now THIS I like. It basically lets you run on E indefinitely, even though you get less power out of it (which is fine, because you are putting NOTHING into it).

That's the idea.


Reduce size after creation or reduce the volume required?

Should be both


Helps with the whole "spend a year doing nothing but set up wish factories" thing.

:smalltongue:


Produce bleeding? More to the point, does air count? Dirt? Electricity?

OH I HAVEN'T REVISITED THE THEORIES AFTER 330... The bleeding is the generation of material thingies. It should be amended.


This seems unfinished... Otherwise, it is straighforward but underwhelming. Theories are meant to be grand, this seems more like a high-end discovery. Same with your other theory, now that I think about it.

Suggestions will be appreciated.

sirpercival
2013-12-21, 07:40 AM
An actual computer that connects to other computers across the world.


Ah. Rainbow nebula too?

Anyone ever remake my hypernet after we lost spellouts?

And now I am too tired even for this. Goodnight.


As requested:

Name: Contingency Computer
Principles: HEUR 101 and 266.
Optional Principles: IMCH 101 and IMCH 228, if you want a monitor.
Discoveries: None.
Optional Discoveries: None.
Prestige Classes: None.
Optional Prestige Classes: None.
Feats: None.
Optional Feats: None.
Items: None.
Optional Items: None.
Theories: None.
Optional Theories: None.
Construction & Operation:
Prepare a heuristical circuit. Then prepare the following contingencies into it:

0. If an odd numbered contingency is triggered, THEN do nothing.
-1. IF an Super level user says the phrase "Computer Force Set" followed by any positive integer, followed by the word "If", followed by a conditional, followed by the word "Then", followed by a valid logical decision, followed by the word "End", THEN set the trigger of the contingency with the integer referenced to be the conditional spoken and the response of that same contingency to be the logical decision spoken.
-2. IF contingency 0 is triggered, THEN do nothing.
-3. IF an approved user says the phrase "Computer Command", followed by a valid logical decision, followed by the word "End", THEN set the response of contingency -2 to that logical decision.
-4. IF contingency -2 has completed its response, THEN set the response of contingency -2 to "do nothing".
-5 IF an Basic level user says the phrase "Computer Set" followed by a positive even integer, followed by the word "If", followed by a conditional, followed by the word "Then", followed by a valid logical decision, followed by the word "End", THEN set the trigger of the contingency with the integer referenced to be the conditional spoken and the response of that same contingency to be the logical decision spoken.
-6. IF a contingency trigger within another heuristical circuit is changed to contain the phrase "IP Send Address 1322626446", followed by any other phrase, followed by the word "End", THEN set the portion of contingency -7's trigger following the word "phrase" to the phrase referenced in this response's trigger.
-7. IF something impossible occurs while contingency -6 contains the phrase "foo", THEN do nothing.

That's your basic OS.
Issuing a command is as simple as saying "Computer Command Send 20 ebbs to my hat. End."
Adding a new contingency is just "Computer Set 24 If I want a cookie, Then turn Imachinary food item #23 into a cookie. End." Note that doing so is a free action.
IP is handled by contingencies -6 and -7, which, when combined, scan all other heuristical circuits in existence that have contingencies containing a proper packet header and then saves the following packet to a buffer. This buffer can be read and processed by other contingencies and acted on appropriately.


E: You can obtain equivalent functionality from BIOY 273 instincts, IMCH 228 programmed illusions and probably a couple other ways, but those are much harder to code for. Though, admittedly, IMCH 228 offers much more elegant and efficient memory storage.

There has to be a way to make this more efficient with copper rods hooked to TRH's (Chromancer).

Omnicrat
2013-12-21, 03:04 PM
First of all thanks for reading over this :smallsmile:

It was fun! This has my new favorite principle (at least before reading sirpercivl's discipline :smalltongue:) and a lot of potential.


The reason is that Organ is listed as one of the perform keyboard instruments, and it started as a pun.

Alright then... I don't get it.


Yes EPR is low, and that is what this is. It is skill check dependent which can get you a reasonable amount at some point down the line. I didn't want to frontload it too much.

But for an equivalent skillcheck with arcanodynamics you get significantly more EPR. Granted, its for more input, but a single writhing generator (the silverin with the teeny tiny chassi hydrablood race) can get more than 200 EPR if you make your check. Even using the lower checks you use, thats still 36 EPR with (virtually) no input. You don't even NEED the true-breeding race, that just helps for if you want to mass produce them. Biostructure marbles work just as well.

This also top out, which isn't something you want in your engines. Maybe if you have 1 ebb produced for every 5 points of the check result, round up? Still low EPR, but its also at a low fuel cost and you get the bonus of making a 200 check producing 40 ebbs. Man that is a low number...

You didn't want to front-load, but in the process you've failed to load.


I should work on defining that better, the idea though is to feed a volume of fire (instead of a volume of metal)

you would need so many hearts to run out of planet that I think is on the realm of theory crafting.

And how do you measure a "volume" of fire?

I don't know, make a few factories like my lower wish factory, except they make 24 a day rather than 1, each one consuming a cubic foot of air, earth, or water a week, by the end of the year your making 30,000 a day... Seems like you can turn a mountain into a mole hill pretty quick, or an ocean into a pond.


I should change it to hours yes :smallsmile: On the last part it let's you reduce the time span by a minute to produce ten times the amount of ebbs in a round. So it is a round at x10 when you need a burst.

Alright, so a way to fix this would be lifespan is limited to hours, but it produces 2x by default, and can burn off minutes of life for 10x ebb production. That seems good.


The elder should come online at level 17 provided you start using ascended metals.

Setting bigger elementals also takes shorter time, but I see your point (you are not the first person making it, and combined with the complain about producing too little ebbs I might beef it up a little).

Ah, missed that. Alright, better now.

If you switch to 1 ebb for every 5 check result for small, you could increase it by 1 for each additional cubic foot of volume. So, an elder engine would produce 11 ebbs on a roll of 1, and could get some REALLY good ebb production going. Remember, by the time you can make an elder you are level 17 and have had massive ebb generation for some time already, so a check result of 200 getting you 2200 EPR is going to be good, but not insanely so. At least in my opinion.


You can keep saying it until I change it :smalltongue:

I will. :smalltongue:


it is as [evil] as the grist of the mill, note that this is a military science principle. This also provides a hidden bonus to bigger elementals in them holding more souls (so even if the original bonus is small it gets bigger with more principles)

Yeah, I know. I wasn't complaining, just pointing it out. Also, once you get genies online, you can use up everyone's soul and then just wish them back.


I'm not allowing the ascended metal use, I'm rewarding it. I might clarify.

On what can you do I considered giving them abilities and stuff, like a breath weapon, but making that was becoming complicated to fluff. Suggestions are appreciated.

Alright, you should specify it is a reward, not permission.

I suppose you could give them the ability to switch from producing ebbs to producing an elemental nimbus around them or some such...


One of the things that bugs me is that ascended metals are only accessible through alchemetry, and that we currently lack alloys. Constructivity has much to do with materials and elemental spirits, so I thought it could work here.

I would say that you can attempt a perform (keyboard instruments) to teach it stuff, in a way that a chasis with instincts knows things. I should expand upon that. This was the hardest principle to pin down though, and suggestions ideas are extremely appreciated.

Before now you've only used materials as much as archanodynamics or geoccultism. If you want it to deal with refining and purifying (and alloy...izing?) metals (and ascended metals) I reccomend you add some abilities to earlier principles to this effect. Maybe leaving ore near its associated heart has the effect of smelting it? Have a 200 ability that turns other planetary metals into the type it is made from?

How strong are these "instincts" you can teach it? Can you force it to obey even if the personality it has developed would rather not? If you are creating the intelligence, you should probably put in that it is friendly and helpful by default, but has no special fealty to you, like with the awakening spell.


Okay so... you like this one :smallredface: Maybe it is a bit extreme? Should I tone this down? It is a doctorate principle after all, at this point I'm competing against E.I.s

The idea is that the genie needs to consume the ebbs generated by the heart, and no more ebbs can be fed into it. Note too that with a small heart you won't be getting high level spells out of it.

No, it doesn't need to be toned down, I don't think. I directly compair it to miracleouts, which is its closest counterpart, and they seemed to balance to me.

But with small hearts you WILL be getting enough iron to keep making them, carmot for the kingdom, magic items of prestidigitation and mending for everyone (and any other level 0 [or 1] magic items you might need), +5 to every ability for every person, enough books and toys and wagons for everyone, and the list goes on.


That's a good point I should amend that.

Still haven't.


Yay I got one right.

Gold star! :smallbiggrin:


The idea was ensure that high volume hearts are more attractive, I guess I was attempting to push people to build big hearts, when in itself is not such a good idea.

If you take my above suggestion, you can remove this limit and high-volume individual hearts will still be prioritized.


I'm thinking about 1 dice per size of the heart, of course that keeps making small hearts more attractive...

I feel it should be a value, not a d amount, like with the silverin.


I would say with a perform check and you can give it a list of priorities

Priorities like the aforementioned "instincts" or more like E.I. creation programing?


OH I HAVEN'T REVISITED THE THEORIES AFTER 330... The bleeding is the generation of material thingies. It should be amended.

Alright. As for how to make it better... no clue. None.

...

Yep, still nothinng.


Suggestions will be appreciated.

Maybe if you finish it, it will be alright? Remember, theories let you reproduce every principle. They let you create infinite matter from nothing. they let you build a race that goes forth and spreads cities. Theories are the power and majesty that creative gramarists can offer codified into a new rule.

Arcanist
2013-12-21, 06:44 PM
Certain mechanics here seem more associated with Networking rather than basic computer structure and there doesn't appear to be any method for the uninitiated to actually use the computer.

My changes and additions will be bolded and my comments will be in their own little quote section.




Name: Contingency Computer
Principles: HEUR 101, HEUR 245, HEUR 266
Optional Principles: HEUR 159 (While not necessary, it is a powerful option), IMCH 101 and IMCH 228, if you want a monitor.


HEUR 245 is literally just there to allow a user to actively input commands. Physically this can be represented by a keyboard, however by adding HEUR 159 you can represent it any which way you. Regardless, due to the verbal mechanics of the system this is fairly unnecessary, however it allows you to manually activate your Commands.


0. If an odd numbered contingency is triggered, THEN do nothing.
-1. IF a Super level user says the phrase "Computer Force Set" followed by any positive integer, followed by the word "If", followed by a conditional, followed by the word "Then", followed by a valid logical decision, followed by the word "End", THEN set the trigger of the contingency with the integer referenced to be the conditional spoken and the response of that same contingency to be the logical decision spoken.
-2. IF contingency 0 is triggered, THEN do nothing.
-3. IF an approved user says the phrase "Computer Command", followed by a valid logical decision, followed by the word "End", THEN set the response of contingency -2 to that logical decision.
-4. IF contingency -2 has completed its response, THEN set the response of contingency -2 to "do nothing".
-5 IF an Basic level user says the phrase "Computer Set" followed by a positive even integer, followed by the word "If", followed by a conditional, followed by the word "Then", followed by a valid logical decision, followed by the word "End", THEN set the trigger of the contingency with the integer referenced to be the conditional spoken and the response of that same contingency to be the logical decision spoken.
-6. IF a contingency trigger within another heuristical circuit is changed to contain the phrase "IP Send Address 1322626446", followed by any other phrase, followed by the word "End", THEN set the portion of contingency -7's trigger following the word "phrase" to the phrase referenced in this response's trigger.
-7. IF something impossible occurs while contingency -6 contains the phrase "foo", THEN do nothing.




It seems that you are trying to base this off the Boolean system, however there are multiple problems with your lay out of this system, most notably the lack of reflection on the 8-bit system. A more proper reflection of this would be to set the commands along 8 lines of set actions to take pending a 0 (false) or 1 (true). Granted, this design won't be based off any existing code so it might be appear a little candid.


Command 0: End Command. If the Command cannot be executed with present circumstances on the circuit, create an error message via IMCH 101 that visual exclaims:

"Error Command: The command [insert command #] cannot be executed for [insert reason here]."



Command 1: Create, Removing & Running Command.

Creating Commands: Uttering the phrase "Parameters: [Input new commands with a number following the highest existing number command]. End.". While establishing this new command, if there is a preexisting, contradictory command, create an error message via IMCH 101 that visual exclaims:



"Error Command: There is a preexisting command preventing the creation of this new command, would you like to delete the preexisting command [insert conflicting command #]?" If user exclaims "Yes", the preexisting command is deleted. If the user exlaims "No", the newly created command is deleted.

All newly created commands are triggered by the phrase "Parameters: [Input command with newly created command #]. Run."



Removing Commands: Uttering the phrase "Parameters: [Input command with command #]. Delete." This brings up an error message via IMCH 101 that visual exclaims:

"Error Command: You are requesting the deletion of this command [insert command #]. Are you sure you wish for this command to be deleted?" Prompting them to answer "Yes" or "No". Uttering "Yes" deletes the command permanently. Uttering "No" triggers Command 0, however does not bring up the Error Command.



Running Commands: Uttering the phrase "Parameters: [Input command with newly created command #]. Run." Causes the command to trigger. If the command cannot be executed, trigger Command 0 along with the Error Message.


Using this system, you can create and manage an entire system using just two commands (technically one is multiple commands with varying results, pending selective answers to establish new possible results). This allows you to establish whatever commands you desire and manage your own system.

That's your basic OS.
Issuing a command is as simple as saying "Computer Command Send 20 ebbs to my hat. End."
Adding a new contingency is just "Computer Set 24 If I want a cookie, Then turn Imachinary food item #23 into a cookie. End." Note that doing so is a free action.
IP is handled by contingencies -6 and -7, which, when combined, scan all other heuristical circuits in existence that have contingencies containing a proper packet header and then saves the following packet to a buffer. This buffer can be read and processed by other contingencies and acted on appropriately.


6 & 7 are unnecessary and rule breaking, since they require the sending of logical decision from one section of a Heuristic Circuit to another section of a Heuristic Circuit which:


You can join two heuristical circuits together, but only to channel puissance between them. You cannot make logical decisions for one circuit by controlling an adjoining circuit. It should also be worth noting that IP addresses are handled by the Network and not by the individuals computer (unless you intend to spoof your address, but that is for another discussion).



Name: Basic Operating System
Principle: HEUR 101, HEUR 266, IMCH 101, IMCH 228.
Optional Principles: HEUR 159, HEUR 245, HEUR 302, HEUR 328, PSYM 101, PSYM 246, PSYM 361, YGGD 101, YGGD 241.
Discoveries: None.
Optional Discoveries: Backdoor, Hidden Code, Rabbit Hole, Variable of Volume, We Are All Connected, System Administrator.
Prestige Classes: None.
Optional Prestige Classes: None.
Feats: None.
Optional Feats: None.
Items: None.
Optional Items: A mobile item (I personally prefer to use a wrist bracer).
Theories: None.
Optional Theories: None.

Prepare a Heuristic Circuit and set up 3 programmed illusions that are detailed in the following step. If you are willing to take the extra time, you can also establish a Heuristic Control Point that accepts commands telepathically by using HEUR 159. You can also use establish Backdoors on certain commands to make them more exclusive. It should be worth noting that Commands that are recommended to have Backdoors built into them, will have an asterisk near them. Any commands that you wish to be accessible by anyone, should have Heuristic Control Points built into them Next create contingencies as listed:


Command 0: End Command. If the Command cannot be executed with present circumstances on the circuit, create an error message via IMCH 101 that visual exclaims:

"Error Command: The command [insert command #] cannot be executed for [insert reason here]."



Command 1: Create, Removing & Running Command.

Creating Commands*: Uttering the phrase "Parameters: [Input new commands function with a Command # following the highest existing Command #]. End.". While establishing this new command, if there is a preexisting, contradictory command with a lower Command #, an error message generated via IMCH 101 will visual exclaim:

"Error Command: There is a preexisting command preventing the creation of this new command, would you like to delete the preexisting command [insert conflicting command #]?" If user exclaims "Yes", the preexisting command is deleted. If the user exclaims "No", the newly created command is NOT deleted.

All newly created commands are triggered by the phrase "Parameters: [Input command with newly created command #]. Run."



Removing Commands*: Uttering the phrase "Parameters: [Input command with command #]. Delete." This brings up an error message via IMCH 101 that visual exclaims:

"Error Command: You are requesting the deletion of this command [insert command #]. Are you sure you wish for this command to be deleted?" Prompting them to answer "Yes" or "No". Uttering "Yes" deletes the command permanently. Uttering "No" triggers Command 0, however does not bring up the Error Command.



Running Commands: Uttering the phrase "Parameters: [Input command with newly created command #]. Run." Causes the command to trigger. If the command cannot be executed, trigger Command 0 along with the Error Message explaining why.


This allows you to completely customize your own commands on your "computer". Creating Commands is as easy as saying: "Parameters: [Input new commands function with a number following the highest existing number command]. End." and a new Command with a Command # will be created. Thereafter to run the Command you simply utter: "Parameters: [Newly created Commands, Command #]. Run." and the command should run (otherwise it will create an error message, telling you where it went wrong). If you grow tired of certain commands, you can always delete it by saying: "Parameters: [Input Command #]. Delete." which will prompt with an error message that asks whether or not you wish to go through with the deletion.

I will confess that after a while this can grow unnecessary complicated until the point where spreadsheets are necessary, however I don't think I should consider it my problem due to your lack of organization.

Options: I've already listed several options that you can add to this blueprint, however there are several other optional additions to this principle that you may add. Since you are constantly inside a Heuristic Bubble, you can apply a Psychomantic Receiver and benefit from the effects of being apart of a Network. You can place a Pathway into your device to connect other people inside your Network, granting you the benefits. If you so desire, you can also insert an Exotic Intelligence into the circuit. I won't make any specifics on how you should design this Exotic Intelligence, but you may go about it in anyway you desire. I personally recommend making an assistant Gramarist to make you principles in your place.

It should of course be worth noting that neither of these designs are the Hypernet as I remember it, but this was a rather fun experiment :smallsmile:

thethird
2013-12-21, 07:56 PM
Alright then... I don't get it.

The discipline is based in operating elementals into hearts. Operations are performed. And hearts are organs. Organs are keyboard instruments according to the srd. So perform keyboard instruments... It can be changed though, to something else.


But for an equivalent skillcheck with arcanodynamics you get significantly more EPR. Granted, its for more input, but a single writhing generator (the silverin with the teeny tiny chassi hydrablood race) can get more than 200 EPR if you make your check. Even using the lower checks you use, thats still 36 EPR with (virtually) no input. You don't even NEED the true-breeding race, that just helps for if you want to mass produce them. Biostructure marbles work just as well.

This also top out, which isn't something you want in your engines. Maybe if you have 1 ebb produced for every 5 points of the check result, round up? Still low EPR, but its also at a low fuel cost and you get the bonus of making a 200 check producing 40 ebbs. Man that is a low number...

You didn't want to front-load, but in the process you've failed to load.

Ok how about this. The EPR is merely dependent on the skill check, we would need to rewrite it to scale up someway (or as you suggest below). We make the elemental size bound dependent on the ranks, here, allowing this to scrap out the 200 principle that is a principle tax at the moment.


And how do you measure a "volume" of fire?


I don't know, make a few factories like my lower wish factory, except they make 24 a day rather than 1, each one consuming a cubic foot of air, earth, or water a week, by the end of the year your making 30,000 a day... Seems like you can turn a mountain into a mole hill pretty quick, or an ocean into a pond.

You multiply the area of the base by the height :smallsmile: I'm thinking merging this with the discovery of the energies and going with damage, that leaves an extra discovery to work things with.

It takes care of the Athasian problem too, which is nice.


Alright, so a way to fix this would be lifespan is limited to hours, but it produces 2x by default, and can burn off minutes of life for 10x ebb production. That seems good.

yay


If you switch to 1 ebb for every 5 check result for small, you could increase it by 1 for each additional cubic foot of volume. So, an elder engine would produce 11 ebbs on a roll of 1, and could get some REALLY good ebb production going. Remember, by the time you can make an elder you are level 17 and have had massive ebb generation for some time already, so a check result of 200 getting you 2200 EPR is going to be good, but not insanely so. At least in my opinion.

Good So small 1 ebb per 5, medium 2 ebb per 5, large 3 ebb per 5, etc?


Yeah, I know. I wasn't complaining, just pointing it out. Also, once you get genies online, you can use up everyone's soul and then just wish them back.

Maybe you should wish in the plane itself?


Alright, you should specify it is a reward, not permission.

I suppose you could give them the ability to switch from producing ebbs to producing an elemental nimbus around them or some such...

Yeah... not feeling really inspired in that direction.


Before now you've only used materials as much as archanodynamics or geoccultism. If you want it to deal with refining and purifying (and alloy...izing?) metals (and ascended metals) I reccomend you add some abilities to earlier principles to this effect. Maybe leaving ore near its associated heart has the effect of smelting it? Have a 200 ability that turns other planetary metals into the type it is made from?

We can scrap the principle tax in 200 level an add something to it. Like if you don't consume the ebbs it allows to consume a planetary metal (or a material) to turn it on the planetary metal (or mixture) associated with the heart?


How strong are these "instincts" you can teach it? Can you force it to obey even if the personality it has developed would rather not? If you are creating the intelligence, you should probably put in that it is friendly and helpful by default, but has no special fealty to you, like with the awakening spell.

Those make sense.


No, it doesn't need to be toned down, I don't think. I directly compair it to miracleouts, which is its closest counterpart, and they seemed to balance to me.

But with small hearts you WILL be getting enough iron to keep making them, carmot for the kingdom, magic items of prestidigitation and mending for everyone (and any other level 0 [or 1] magic items you might need), +5 to every ability for every person, enough books and toys and wagons for everyone, and the list goes on.

Maybe limit the insight bonus to a later point?


Still haven't.

Holiday season is taking a toll.


I feel it should be a value, not a d amount, like with the silverin.

Oke


Priorities like the aforementioned "instincts" or more like E.I. creation programing?

Instincts


Maybe if you finish it, it will be alright? Remember, theories let you reproduce every principle. They let you create infinite matter from nothing. they let you build a race that goes forth and spreads cities. Theories are the power and majesty that creative gramarists can offer codified into a new rule.

They also feel like high end discoveries to me. I might make them discoveries because they add slightly cool effects, which is nice.

Grek
2013-12-21, 08:45 PM
Uninitiated people use the computer like everyone else: Voice commands. If you want a keyboard, you can paint one onto a wooden board and have contingencies that trigger off someone touching the proper key. But you probably don't because the computer has an easier time taking dictation than it does trying to handle you typing commands.

The system isn't Boolean. It doesn't have bits, doesn't reference true or false and isn't binary at all. It happens to have 8 triggers because I needed 3 for runtime, 3 for user input and 2 for networking, not because 8 is 2^3. If I had needed some other number of triggers, it would have that many instead.

0, -2 and -4 handle runtime stuff. Whenever the odd numbered contingencies (which are reserved for data storage and editing) are triggered, 0 goes off, triggering -2, triggering -4 to reset -2 once -2 has executed its response. If you have an odd numbered trigger, having it set -2's response to a string will execute that string.

-1, -3 and -5 are user input. -3 is basic commands, -5 is "functional" contingency editing and -1 is for editing data. -5 and -1 are separate to make it that much harder for someone to accidentally overwrite data.

-6 and -7 are indeed networking stuff. They don't break the rule about logical decisions controlling other circuits because they only ever control the circuit they're in.

I think there are two really big differences that need to be groked in order to get how Contingency Computers differ from Real Life Computers:

1. Contingency Computers do not store data in binary. They store data as strings of text with arbitrary length and content. They can be plain text, or they can be encrypted, but there's absolutely no reason why it should be stored as binary.
2. Contingency Computers do not send or receive data. Doing so is actually prohibited by the rules. A Contingency Computer can contain data embedded within a trigger, and it can scry for data (including data found within other computers), but at no point does one computer send information to another. The only way to copy from one computer to another is to put a big glowing metaphorical neon sign around the data and hope that the computer you want to contact is set to be looking for that sort of thing and will do what you want with it.

Omnicrat
2013-12-21, 09:15 PM
A note to the discussion about your computer (I'll post more on the principle when I have more time).

You can keep talking about it and do whatever you want with it, but it isn't my hypernet. The hypernet made EXTENSIVE use of spellouts and linked E.I. to provide for the needs of the population while giving them telephone, television, podcasts, and the internet in general.

Arcanist
2013-12-21, 10:34 PM
Uninitiated people use the computer like everyone else: Voice commands. If you want a keyboard, you can paint one onto a wooden board and have contingencies that trigger off someone touching the proper key. But you probably don't because the computer has an easier time taking dictation than it does trying to handle you typing commands.


Regardless, due to the verbal mechanics of the system this is fairly unnecessary, however it allows you to manually activate your Commands.

The reason I said that was because of a discussion me and someone on the IRC had about your computer blueprint, that a jerk DM can intentionally misinterpret your commands, enemies can overhear your commands, etc. The manual input is there to prevent it. If you don't need it, don't use it.


The system isn't Boolean. It doesn't have bits, doesn't reference true or false and isn't binary at all.

Saw 8 triggers with 1's and 0's and thought "Oh this is Boolean based".


0, -2 and -4 handle runtime stuff. Whenever the odd numbered contingencies (which are reserved for data storage and editing) are triggered, 0 goes off, triggering -2, triggering -4 to reset -2 once -2 has executed its response. If you have an odd numbered trigger, having it set -2's response to a string will execute that string.

This chain of events seems highly unnecessary. There is no need to reset contingencies for HEUR 266 since these contingencies trigger once their predetermined actions come into play and then trigger them again repeatedly.


-6 and -7 are indeed networking stuff. They don't break the rule about logical decisions controlling other circuits because they only ever control the circuit they're in.

So this basically functions as a Router and Computer? If I might poke fun at this a bit, the Heuristic Bubble for this must be fairly huge. I mean, just to go out 30ft, you need to prepare it about 216 times. I suppose it was rather rude of me to presume you were only going out about 5ft.


Contingency Computers do not store data in binary. They store data as strings of text with arbitrary length and content. They can be plain text, or they can be encrypted, but there's absolutely no reason why it should be stored as binary.

I believe it would be more accurate to say that a Contingency Computer does not interpret data in binary. Instead a Contingency Computer can only work from verbal plain text arguments or through worldly events like "Command 80" or something or "Turn off ebb flow when no actions are made for an hour".

The only reason you would use binary, is if you want to be real clever or you are a glutton for punishment. Hell, I only referenced Boolean to keep up with the computer theme. You can just as easily call it a 2 command system or whatever you wish.


Contingency Computers do not send or receive data. Doing so is actually prohibited by the rules. A Contingency Computer can contain data embedded within a trigger, and it can scry for data (including data found within other computers), but at no point does one computer send information to another. The only way to copy from one computer to another is to put a big glowing metaphorical neon sign around the data and hope that the computer you want to contact is set to be looking for that sort of thing and will do what you want with it.

There are methods for a person to send data through a Heuristic Circuit, it just requires a rather clever means of doing so. You can send ebbs in Binary. Basically you take a WoodIn, a WoodOut and two specialized Contingencies that records what you say, converts it into binary and sends ebbs in a flow towards another desired Circuit. It's a little primitive, but it gets the job done. I suppose you can also program an Auditory Illusion to have the computer access specific information built into it. If you wish to not be annoyed by this Illusion, just make this sound so low in frequency that it is inaudible to anything not designed to pick it up.

I'm actually curious if it would be possible to have this do basic computation instead of standard networking. HEUR 266 + IMCH 101 with a verbal command like "[Insert equation here]"? :smalltongue:


A note to the discussion about your computer (I'll post more on the principle when I have more time).

You can keep talking about it and do whatever you want with it, but it isn't my hypernet. The hypernet made EXTENSIVE use of spellouts and linked E.I. to provide for the needs of the population while giving them telephone, television, podcasts, and the internet in general.

Two ways to counter this:

Gramarie-Lord's Adamantine Transformer.
Platinum Transformer (Output) to replicate Miracles.

Mith
2013-12-21, 10:58 PM
The discipline is based in operating elementals into hearts. Operations are performed. And hearts are organs. Organs are keyboard instruments according to the srd. So perform keyboard instruments... It can be changed though, to something else.

You could change it to a metronome and tuning fork; get the beat and tone of the plane right so that the elemental works properly.:smallamused:

I have an idea on how to create alloys, and I will work on it now that I am on holidays. I would appreciate it if someone can do up a list of all materials that are used (metals, there was an supernatural clay mentioned earlier, things that you think would be useful to have in this chart), or a link to where I can find since I plan to throw in rules to make composites while I am at it. And maybe a way to synthesize polymers. Its bothered me for a while. Also, where do I make those brown and white charts that people prefer to use for DnD?

thethird
2013-12-21, 11:13 PM
When Attempting to make the original effect for 330 I used this list (http://community.wizards.com/forum/previous-editions-general/threads/1776531) as a reference. Still there are not enough significant bonuses to actually be worth it.

Does anyone know why we are on worldbuilding?

Mith
2013-12-21, 11:21 PM
So that's what happened!

Anyways, for the alloys and composites, I was thinking making a proportion chart (25/75 , 50/50) where one can combine basic metals, so that you can in theory create a material with close to the best of both worlds as possible. If it is not seen as useful I could just do a polymer idea. It's useful since you can make things like silk and Kevlar, as well as plastics and rubber that people usually think of.

Grek
2013-12-21, 11:28 PM
This chain of events seems highly unnecessary. There is no need to reset contingencies for HEUR 266 since these contingencies trigger once their predetermined actions come into play and then trigger them again repeatedly.

It's set up that way so that you can combine inputs from multiple contingencies on the fly, including stored variables with verbal inputs. Instead of needing to rattle off "Computer Command: Aim the copper output at the person that I am currently pointing my finger at and then channel 1000 ebbs into it. End." without making an error, you could store "copper output", "1000" and "person I am pointing at" as variables set via more explicit commands and then just fire the weapon by pointing at someone and saying "Zap!"



So this basically functions as a Router and Computer? If I might poke fun at this a bit, the Heuristic Bubble for this must be fairly huge. I mean, just to go out 30ft, you need to prepare it about 216 times. I suppose it was rather rude of me to presume you were only going out about 5ft.

The bubble is in fact only 5' radius. It (ab)uses the fact that contingencies do not have a maximum range for their triggers. It doesn't need to be bigger, so it isn't.

Arcanist
2013-12-21, 11:57 PM
It's set up that way so that you can combine inputs from multiple contingencies on the fly, including stored variables with verbal inputs. Instead of needing to rattle off "Computer Command: Aim the copper output at the person that I am currently pointing my finger at and then channel 1000 ebbs into it. End." without making an error, you could store "copper output", "1000" and "person I am pointing at" as variables set via more explicit commands and then just fire the weapon by pointing at someone and saying "Zap!"

If talking is a free action, why would that even be a problem? I got around that by actually just abridging the statement by saying a specific command #. For example Command 64 can be "Aim the copper output at the person that I am currently pointing my finger at and then channel 1000 ebbs into it."


The bubble is in fact only 5' radius. It (ab)uses the fact that contingencies do not have a maximum range for their triggers. It doesn't need to be bigger, so it isn't.

This means that only one person in the entire multiverse can have individual commands. For example, a person half way around the world can utter a known command on your computer and cause it to trigger.

I'm more curious on your thoughts for communications at the moment.

Omnicrat
2013-12-22, 01:48 AM
The discipline is based in operating elementals into hearts. Operations are performed. And hearts are organs. Organs are keyboard instruments according to the srd. So perform keyboard instruments... It can be changed though, to something else.

That tuneing fork idea or metronome (though I do not think perform (metronome) is a thing :smalltongue:) could work.


Ok how about this. The EPR is merely dependent on the skill check, we would need to rewrite it to scale up someway (or as you suggest below). We make the elemental size bound dependent on the ranks, here, allowing this to scrap out the 200 principle that is a principle tax at the moment.

If you make the more advanced hearts better on their own, without the requirement of other principles to make larger hearts worth it, then the 200 no longer becomes just a tax and they can stay there.

That, or if you want to use the 200 for something, you can put it here with the restriction on larger hearts for magesterial as the largest hearts are for doctorate.


You multiply the area of the base by the height :smallsmile: I'm thinking merging this with the discovery of the energies and going with damage, that leaves an extra discovery to work things with.

It takes care of the Athasian problem too, which is nice.

Yeah, that is probably for the best.


Good So small 1 ebb per 5, medium 2 ebb per 5, large 3 ebb per 5, etc?

Yep, that should do it.


Maybe you should wish in the plane itself?

No clue what this means.


Yeah... not feeling really inspired in that direction.

Nor am I, but it would be a thematic ability beyond (direct) ebb generation.


We can scrap the principle tax in 200 level an add something to it. Like if you don't consume the ebbs it allows to consume a planetary metal (or a material) to turn it on the planetary metal (or mixture) associated with the heart?

I like it (assuming I understand what you mean :smalltongue:). You could also add an amendment to 330 stating that if you have this new 200 you can use its ability with ascended metals now.


Those make sense.

So treated like an awakened animal, alright. Does implanting an instinct effect that if it goes against the intelligences base nature? Even if it doesn't go against its nature? Does the intelligence get a will save to resist the instinct being implanted? To resist acting on it after?


Maybe limit the insight bonus to a later point?

Not sure I follow. Do you mean the +5s? I don't think its that big of a deal. Remember, at the time one can do this they can also create level 20 blindly loyal EI to command their chassis armies. Everyone gets +5 sounds WAY too good till you realize that is what it balances against.


Holiday season is taking a toll.

You've got time. :smalltongue:


Instincts

Alright, see above instinct questions.


They also feel like high end discoveries to me. I might make them discoveries because they add slightly cool effects, which is nice.

Alright, then what theories? Perhaps a BIOY/CONT mix that lets you put hearts into chassi in which the elemental takes over the mind and the chassis becomes an elemental of the appropriate type and size, but retains any other gramatic properties it formerly had and still functions as a heart?

On the above note, would the principle that lets transformers and engines be integrated into true breeding chassi work for hearts as well?

Omnicrat
2013-12-22, 02:20 AM
And now for my in-depth analysis of divinentropy and chromancer.

badumumumumumumum.....

Looks all right.

On a serious note, I couldn't think of anything to contribute and it was all very straightforward. Well done.

Rolep
2013-12-22, 02:42 AM
@Omnicrat what about Puissamantics?

Grek
2013-12-22, 02:55 AM
If talking is a free action, why would that even be a problem?Player error. I'm pretty sure I'd forget what #64 means, even if the GM doesn't. Likewise with trying to say that entire sentence several times a night without misspeaking a single word.


I'm more curious on your thoughts for communications at the moment.
Direct communication is best handled using IMCH 228. Make a programmed illusion with the following program: Whenever someone says the phrase "<insert callsign here>" followed by a second phrase, followed by the word "over", repeat the part between "<insert callsign here>" and "over" as an auditory illusion.

Arcanist
2013-12-22, 04:35 AM
Player error. I'm pretty sure I'd forget what #64 means, even if the GM doesn't. Likewise with trying to say that entire sentence several times a night without misspeaking a single word.

A word document, a written page on a notebook, spreadsheets, however you record your spells when playing a Wizard. It's not that difficult to. Regardless, that is why there is a control point, so you can activate your contingencies without running into that error and if you really want to get down to it, you can use a HEUR 159 to use Telepathy to trigger your commands via the control points.


Direct communication is best handled using IMCH 228. Make a programmed illusion with the following program: Whenever someone says the phrase "<insert callsign here>" followed by a second phrase, followed by the word "over", repeat the part between "<insert callsign here>" and "over" as an auditory illusion.

I meant via a Heuristic Circuit.

qazzquimby
2013-12-22, 04:59 AM
Gramaric Formulae and Guidelines
A Hopefully Helpful Handfull of Hints

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

P=BV

PaGravity=B*g
g=6.5V

Terminal velocity in an earthlike atmosphere is about 60V

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

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

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

A creature at a temperature:

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


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

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

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

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


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

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

A creature at a pressure:

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


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

Example Pressures
{table=head]Location|Number of atmospheres
Outer space|0
Surface of the earth|1
Top of everest|0.3
33ft underwater|1
100ft underwater|3 (its linear)
Center of the sun|350,000,000,000
Inside a detonating nuclear warhead|5,300,000,000
[/table]
The damages are based on an average creature with a temperature score of 20.


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

Material|Price (gp)
Natural Copper|280
Natural Gold|60,000
Natural Lead|70
Natural Mercury|84
Natural Iron|49
Natural Silver|3,250
Natural Tin|36
Natural Platinum|670,000
Alchemetrist's Metal|279
Natural Wood|1 cp
Natural leather|1

Gramaric Materials (http://www.giantitp.com/forums/showpost.php?p=16792641&postcount=256)


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

Rolep
2013-12-22, 06:14 AM
ΔP in one round = I.

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



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

Omnicrat
2013-12-22, 05:55 PM
@Omnicrat what about Puissamantics?

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

Rolep
2013-12-23, 07:53 AM
The irc isn't working for me. Is there a reason for this?

Milo v3
2013-12-23, 08:28 AM
Some creatures of Gramarie:

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

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

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

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

Sculls speak Giant.

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

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

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

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

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

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



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

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

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

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

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

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

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

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

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

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

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



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

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

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

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

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

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

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

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

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

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

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

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

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

Designer Instincts: A crawler has instincts that dominate it's mind, to resist these instincts requires a will save (DC 20).

You always consider your initial creator as your owner
You may only consider two people to be your owners at a time
Never physically harm your owner
If your owner directs you to go a location, you comply
Run if engaged in combat
If owner asks to you to mimic a sound you heard, you comply
If your owner says the phrase "Blue is True", you wont lie on the next question they ask


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

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

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

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

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

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

Designer Instincts: A doppelganger has instincts that dominate it's mind, to resist these instincts requires a will save (DC 20).

You always consider your initial creator as your owner
You may only consider two people to be your owners at a time
Never physically harm your owner
Whenever asked by your owner to do something, you comply


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

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

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

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

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

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

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

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

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

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

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

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

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

Combat
Waits until someone tries to have sex then chomp.

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

Designer Instincts: A Virtue has instincts that dominate it's mind, to resist these instincts requires a will save (DC 20).

You always consider your initial creator as your owner
You may only consider two people to be your owners at a time
You never harm an owner or person wearing you as a chastity belt
Genitalia enters the square you are in that isn't from the person who is wearing you, bite that individual
If directed to stop functioning as a chasity belt for an individual of an owners choice, you comply
If directed to function as a chasity belt for an individual of an owners choice, you comply
If your owner says the phrase "Chasity is a gift that can be given", next time you bite a creature while operating as a chastity belt you attempt to become that creatures chastity belt


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

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

Rolep
2013-12-23, 08:55 AM
@Milo v3 I like the look of these...


For all this seeming awkwardness, trolls are very agile.

A troll’s rubbery hide is a putrid gray,
sculls, not trolls.


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


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


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


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


which is fortunately sealed inside there exoskeletons.
*their


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


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


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


These spiders has no means of attack
*have

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

Milo v3
2013-12-23, 09:08 AM
@Milo v3 I like the look of these...
Thanks


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

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


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

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

Milo v3
2013-12-23, 10:17 AM
The Updated Space and Height of Really Really Big Stuff
Table


Size Category
Chassis HD
Elite Chassis HD
Size Modifier
Grapple Modifier
Stealth Modifier
Height or Length
Weight
Space
Natural Reach (Tall)
Natural Reach (Long)
Construct Bonus Health
Chassis Speed
Carry Capacity (Biped)
Carry Capacity (Quadruped)
Scale Mail


Fine
-
-
+8
-16
+16
6 in. or less
1/8 lb. or less
1/2 ft.
0 ft.
0 ft.
-
-
1/8
1/4
+1


Diminutive
1 HD
1 HD
+4
-12
+12
6 in. - 1 ft.
1/8 lb. - 1 lb.
1 ft.
0 ft.
0 ft.
-
20 ft.
1/4
1/2
+2


Tiny
1 HD
1 HD
+2
-8
+8
1 ft. - 2 ft.
1 lb. - 8 lb.
2 1/2 ft.
0 ft.
0 ft.
-
20 ft.
1/2
3/4
+2


Small
1 HD
1 HD
+1
-4
+4
2 ft. - 4 ft.
8 lb. - 60 lb.
5 ft.
5 ft.
5 ft.
10
20 ft.
3/4
1
+4


Medium
1 HD
1 HD
+0
+0
+0
4 ft. - 8 ft.
60 lb. - 500 lb.
5 ft.
5 ft.
5 ft.
20
30 ft.
1
1 1/2
+4


Large
2 HD
3 HD
-1
+4
-4
8 ft. - 16 ft.
500 lb. - 2 tons
10 ft.
10 ft.
5 ft.
30
40 ft.
2
3
+6


Huge
3 HD
5 HD
-2
+8
-8
16 ft. - 32 ft.
2 tons - 16 tons
15 ft.
15 ft.
10 ft.
40
50 ft.
4
6
+9


Gargantuan
4 HD
7 HD
-4
+12
-12
32 ft. - 64 ft.
16 tons - 125 tons
20 ft.
20 ft.
15 ft.
60
60 ft.
8
12
+13


Colossal
5 HD
9 HD
-8
+16
-16
64 ft. - 128 ft.
125 tons - 1000 tons
30 ft.
30 ft.
20 ft.
80
70 ft.
16
24
+20


Enormous
6 HD
12 HD
-16
+20
-20
128 ft. - 256 ft.
1000 tons - 8000 tons
40 ft.
40 ft.
30 ft.
100
80 ft.
32
48
+30


Immense
7 HD
15 HD
-32
+24
-24
256 ft. - 512 ft.
8000 tons - 64000 tons
50 ft.
50 ft.
40 ft.
120
90 ft.
64
96
+45


Behemothic
8 HD
18 HD
-64
+28
-28
512 ft. - 1024 ft.
64000 tons - 512000 tons
70 ft.
70 ft.
50 ft.
150
100 ft.
128
192
+68


Cavernous
9 HD
21 HD
-128
+32
-32
1024 ft. - 2048 ft.
512000 tons - 4096000 tons
100 ft.
100 ft.
70 ft.
180
110 ft.
256
384
+102


Mountainous
10 HD
24 HD
-256
+36
-36
2048 ft. - 4096 ft.
4096000 tons - 32768000 tons
140 ft.
140 ft.
100 ft.
210
120 ft.
512
768
+153


Vast
11 HD
27 HD
-512
+40
-40
4096 ft. or more
32768000 tons or more
190 ft.
190 ft.
140 ft.
240
130 ft.
1024
1536
+230



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

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

Rolep
2013-12-23, 10:43 AM
I'm gradually re-working and refining my ideas for conjuronomy. It is still far from finished, but I'm making progress... (and yes, CNJY 101 is already pretty much principle tax...shut up...).


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

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

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



Conjuronomy

Milo v3, qazzquimby...

Key Skill: Climb

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

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

This principle may be altered in a variety of ways if you know various other principles. Any single bubble may only have a number of these features at any one time equal to or less than 1/20 your climb check.

If you know ALCH 286, you may change a quantity of metastone produced by the bubble into a planetary metal as if it were another planetary metal. However, it takes a large quantity of metastone to create a cubic foot of planetary metal, as shown on the table below:
{table=head]Material|Cubic Feet of Metastone Required
Gold|100000
Iron/Copper/Mercury/Tin/Lead|5000
Silver|10000[/table]
If you know ARCD 101 or ARCD 167, as part of preparing this principle, you may choose an input transformer and an output transformer. Treat the bubble as the net of both the input transformer and the output transformer. All ebbs produced by the input transformer are immediately supplied to the output transformer. A use magic device check must be made to determine the maximum number of ebbs transformed in a round, as normal.
If you know BIOY 101, as part of preparing this principle, you may treat the metastone produced by the bubble as biostructure. The heal check is made when this principle is first prepared, and applies to all biostructure created.
If you know CONT 101 or CONT 123, you may feed any heart within the bubble with metastone, instead of what it normally consumes.
If you know DVPY 101 or DVPY 184, as part of preparing this principle, you may choose a single diving rod. Anyone within the bubble is treated as though they are holding a rod of that type. The bubble needs ebbs to function as a divining rod, and the maximum cost in ebbs per round is determined by a sense motive check made when the principle is prepared, as normal.
If you know ELDK 101 or ELDK 150, as part of preparing this principle, you may combine the bubble with one or more eldrikinetic engines. The bubble is treated as if attached to a number of eldrikinetic engines on the chosen types equal to the number of cubic feet of metastone that is wihtin the bubble. For these 'engines' to function, they require fuel as normal. They apply push to the bubble, as well as all of the material within it. The bubble itself has a bulk of 1, and metastone is unusually heavy.
If you know GEOC 101 or GEOC 117, as part of preparing this principle, you may also prepare 1 or more GEOC principles that normally create geoccult poles. Instead of creating a pole, the material merges with the bubble, causing all land within the bubble to acquire the terrain types of the merged geoccult poles in any ratio that you desire (e.g. 30% Grasslands & 70% Ocean with a silver pole and a tin pole, though this is vastly simplified compared to the ecologies that you are likely to be creating). The pole(s) still need to consume their appropriate planetary metal as normal, except that they may consume said planetary metal as long as it is anywhere within the bubble; if the mass of said planetary metal in the bubble falls below critical mass, the effect of the pole permanently ceases.
If you know HEUR 101, as part of preparing this principle, you may choose for the bubble to function as a heuristic circuit, except that ebbs may only be transferred when metastone connects the two devices that the ebbs are being transferred between. Both devices must be within the bubble as normal.
If you know HORT 101, as part of preparing this principle, you may treat the metastone produced by the bubble as agrotecture. The profession (farmer) check is made when this principle is first prepared, and applies to all agrotecture created.
If you know IMCH 101, as part of preparing this principle, you may choose for an illusion to fill the bubble. It functions as normal, except that it may only alter the sensory output of the metastone.
If you know KALD 101 or KALD 107, as part of preparing this principle, you may add a kaleidomantic filter as part of the bubble. This filter behaves normally, except that it is three-dimensional. The filter blocks certain external effects from entering the bubble and internal effects from exiting it, as normal, but in addition, any effects within the bubble that the filter would normally block are held in place (e.g. a red filter stops heat from entering and exiting the bubble, but it also prevents heat form being conducted in any way within it, effectively holding its internal temperature constant).
If you know PSYM 101, as part of preparing this principle, you may choose a single cause and a single effect. Any intelligent creature within the bubble is treated as if they have been implanted with a receiver set up with said cause and effect.
If you know PUIS 101 or PUIS 149, as part of preparing this principle, you may choose a single refractor. Any puissance that is physically or heuristically transferred through the bubble is treated as though it has passed through a refractor of the appropriate type. A spellcraft check must be made to determine the maximum number of ebbs refracted in a round, as normal.
If you know RLQD 101, as part of preparing this principle, you may make this bubble into a vessel. All metastone that it produces, along with any other effects that it has, are stored within the vessel. This vessel behaves as normal.
If you know TRNV 280, you may compress metastone into a smaller area. By making a chnage shape check, you may compress a number of cubic feet of metastone equal to the result of that check into a single cubic foot. Making an identical check then reverses the compression.
If you know YGGD 198 or YGGD 212, as part of this principle, you may give the bubble the properties of a single type of flux.


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

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

Exovapour: This gaseous substance has gramaric potential. Should any exovapour leave the bubble, it mingles with the nearby substances and drifts off, dissipating into the surroundings. Exovapour has varying properties. When preparing this principle, choose one of each of the pairs of properties listed below. The bubble produces Exovapour with the chosen properties.

Flammable or Non-Flammable: If the exovapour is flammable and is brought into contact with exposed fire, it immediately combusts, producing one ebb of puissance per cubic foot burned, dealing 1d6 fire damage to everyone in contact with it and setting flammable materials alight. If the exovapour is non-flammable and at any point completely smothers a fire, the fire is extinguished.
Transparent or Opaque: If the exovapour is transparent, creatures can see through it normally. If the exovapour is opaque, it provides concealment as obscuring mist.
Breathable or Non-Breathable: If the exovapour is breathable, creates that breathe air can breathe it. If the exovapour is non-breathable, creatures who try to breathe it suffocate.
Toxic nor Non-Toxic:If the exovapour is toxic, anyone who breathes it in becomes poisoned. The fortitude save DC is 5 +5 for every CNJY principle that you know, and the initial and secondary damage are both 1d6 Con. If the exovapour is Non-Toxic, this poisoning doesn’t occur.


Hyperfluid: Hyperfluid is a liquid that can possess a variety of properties. When preparing this principle, choose one of each of the sets of properties listed below. The bubble produces Hyperfluid with the chosen properties.

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


Plasma: Plasma is a superheated, gas-like state of matter that releases vast amounts of energy, fuelled by a mysterious process known as nuclear fusion. Should any plasma leave the bubble, it mingles with the nearby substances and drifts off, dissipating into the surroundings. When preparing this principle, choose one of each of the sets of properties listed below. The bubble produces plasma with the chosen properties.

Electro-Conductive or Electro-Resistive:If the plasma is electro-conductive, it conducts electricity as if it were copper. If the plasma is electro-resistive , it conducts electricity as well as air.
Viscous or Gaseous:If the plasma is viscous, it is thick and difficult to move through. All areas filled with plasma are treated as difficult terrain, and the plasma sticks to all those who touch it. Removing stuck plasma requires a full-round action. If the plasma is gaseous, it behaves like a gas.
Active or Dormant: This choice uses Milo v3 & qazzquimby's alternate temperature rules. If the plasma is active, it emits powerful radiation from the bubble. The temperature of every point is raised by a factor equal to the number of cubic feet of plasma wihtin the bubble divided by (the distance between the cubic foot and the bubble (minimum 1)) (rounded down). In addition, everywhere within said radius with line of effect to the bubble gains shadowy illumination, and everywhere within half said distance from the bubble gains full daylight. This daylight is treated as natural daylight (so for example vampires are hurt by it). If the point does not have line of effect with the bubble, it does not receive any illumination and the rise in temperature is halved. Finally, anyone in contact with the plasma takes hellfire damage instead of fire damage due to abnormally high temperatures. If the plasma is dormant, it does not emit radiation, but is much more dangerous on contact. Anyone in contact with the plasma takes 1d4 hellfire damage per cubic foot of plasma in the bubble.


CNJY 101: Intro to Conjuronomy:
CNJY 132: Elements of Creation:
CNJY 101: Intro to Conjuronomy:
CNJY 132: Elements of Creation:
Colossal Conjuration: The scale factor of bubble you create with conjuronomy principles increases by a factor equal to your Climb check. You can take this discovery multiple times, and it follows mathematical multiplication rules instead of D&D additive multiplicative rules.
Gramaric Grandeur: You may apply an extra benefit to any bubble that you create with CNJY 101. You can take this discovery multiple times.
Rapid Reconstruction: When you would create material with one of your Conjuronomy principles, you may multiply the volume of material created by two. You can take this discovery multiple times, and it follows mathematical multiplication rules instead of D&D additive multiplicative rules.

Mith
2013-12-23, 12:37 PM
So I'll be getting along to my Geocult discipline after Christmas likely. Also, what do people think of a Disease based Gramarie class. The diseases do standard disease stuff (Con. drain, Int. drain, Wis. drain, innsomia, etc.) as well as working against lowering resistances to various effects. The flip side is that they also deal with the cures for this disease, so that they can restore the various drains, then add or boost resistances for a time. They would be useful for battles against opponents, and could be devastating to biostructures.

Rolep
2013-12-23, 01:12 PM
@qazzquimby I just want to say that, after looking at it, Reliquadratics is AWESOME!

sirpercival
2013-12-23, 03:03 PM
Rolep -- you realize that your dvpy effect is already a discovery, right?

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

Fako
2013-12-23, 04:36 PM
Updated news on 1st page based on new content. If there's a campaign log for Grek's game when it starts up, I think it would be a nice addition to the original post.

Milo v3
2013-12-23, 07:35 PM
Updated news on 1st page based on new content. If there's a campaign log for Grek's game when it starts up, I think it would be a nice addition to the original post.

Yay, two of my things were added *Hugs pillow*


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

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

Maximum Age 198
4 years and one month for gestation


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

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

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

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

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

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

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

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

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

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

Mith
2013-12-23, 08:28 PM
So I was reading through the first page, and realized that there already is a space class, so my cosmologist as I thought of it isn't needed. I'll likely just write up a few ELDK principles that dictate the movement of planetary bodies which could be added to this the Asternomist class potentially.

Milo v3
2013-12-24, 08:48 AM
Some Grafts (MM 2 CR and Below)

Level 1

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

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

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

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

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

You gain a +4 racial bonus on Listen checks.

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

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

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

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

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

You gain a +6 racial bonus on Jump checks.

Natural Camouflage
Level: 1
Body Slot: Body
Monster Requirement: Racial bonus to Hide checks
Example Monsters: Toad, Shocker Lizard

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

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

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

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

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

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

You can automatically detect any electrical discharges within 100 feet.

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

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

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

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

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

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

Level 2

Skin Mask
Level: 2
Body Slot: Head (Su)
Monster Requirement: Must have the Scare ability
Example Monsters: Krenshar

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


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

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

Winged Shrieker
Level: 3
Body Slot: Head (Su)
Monster Requirement: Must be a Vargouille
Example Monsters: Vargouille

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

Omnicrat
2013-12-24, 03:15 PM
I've had the flu for the past few days and I'm still not feeling quite up to critiquing again, but why is this still in worldbuilding? Do we have any idea? Does ANYONE here think it should be in worldbuilding?

Fako
2013-12-24, 03:56 PM
I've had the flu for the past few days and I'm still not feeling quite up to critiquing again, but why is this still in worldbuilding? Do we have any idea? Does ANYONE here think it should be in worldbuilding?

Official answer is because the system provides worldbuilding tools, be they for the DM or the player. The mods chose to move the thread here, and so here we shall stay - no point in arguing over something as trivial as which subforum a topic is in... :smalltongue:

Grek
2013-12-26, 06:32 AM
It is now officially Boxing Day, and thus I am now recruiting for the Gramarie campaign. Recruitment thread is here: http://www.giantitp.com/forums/showthread.php?p=16679780

Milo v3
2013-12-26, 06:41 AM
This is a combination of the Rogue Titan, Pilot, Evolutionist and both the 3.5e and PF barbarian.

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


The Autopilot

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

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

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

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

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

The Autopilot
{table=head]Level|BAB|Fort|Ref|Will|Special|Mutations

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

All of the following are class features of the Autopilot.

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

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

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

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

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

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

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

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

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

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

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

Mutations can be found here. (http://www.giantitp.com/forums/showthread.php?t=240717)

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

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

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

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

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

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

Personalized Chassis: At fourth level and every four levels thereafter, the Autopilot can pick a benefit from a Personalized Chassis, as long as it’s level is equal to or lower than the personalized chassis stage you are and you meet it’s prerequisites. These are identical to Teratomorphs (http://www.giantitp.com/forums/showthread.php?t=240717), except it has additional options.

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

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

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

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

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

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

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

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

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

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

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

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

Personal Chassis’s Additional Teratomorphs
Personal Chassis 1

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


Personal Chassis 2

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


Personal Chassis 3

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


Personal Chassis 4

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


Personal Chassis 5

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

Mith
2013-12-26, 01:07 PM
@milo

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

Emphasis mine. Do you mean "light"?

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

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

Improved Muscles

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


Heighted Nerves

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

Stronger Heart

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

qazzquimby
2013-12-26, 03:57 PM
PDF in progress (http://www.lucidpress.com/invitations/accept/52bc97fd-e848-4cae-a0a7-70c00a005f9d)

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

Milo v3
2013-12-26, 07:33 PM
@milo


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


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


Also, I cannot find your biojack anywhere, although I think these ideas can work in biollurgy in general.
Biojack is here. (http://www.giantitp.com/forums/showpost.php?p=16650136&postcount=72) It's a class not an organic principle.

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


Improved Muscles

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


Heighted Nerves

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

Stronger Heart

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


PDF in progress (http://www.lucidpress.com/invitations/accept/52bc97fd-e848-4cae-a0a7-70c00a005f9d)

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

I'm sure your aware of the introduction problem on the sides and the page number so other than that, looks fine. Would be better if it had the chapter font thing, but can't really help that

Mith
2013-12-26, 07:50 PM
I was thinking that if a hassis has a Strength, Con., and Dex. score, which I would expect from what is essentially a biological mech warrior that you make with the biojack, unless I am misremembering. The feats would allow you to create better chassis on top of improved skills with experience. I was taking a shot in the dark, since I couldn't find the biojack to refresh my memory.

Milo v3
2013-12-26, 07:55 PM
I was thinking that if a hassis has a Strength, Con., and Dex. score, which I would expect from what is essentially a biological mech warrior that you make with the biojack, unless I am misremembering. The feats would allow you to create better chassis on top of improved skills with experience. I was taking a shot in the dark, since I couldn't find the biojack to refresh my memory.

Biojack can't make any principles so those feats would have to be for an anabolist, warmaker or gramarist.

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

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

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

Mith
2013-12-26, 08:50 PM
The idea was that you have worked with chasses (how can you pluralize chassis?) and have developed new ways of linking muscles, nervous tissue, and circulatory systems to make a more effective lifeform for the lack of a better word. I was thinking that biojack was a biological mech. so boosting these things would be helpful.

Milo v3
2013-12-26, 09:01 PM
The idea was that you have worked with chasses (how can you pluralize chassis?) and have developed new ways of linking muscles, nervous tissue, and circulatory systems to make a more effective lifeform for the lack of a better word. I was thinking that biojack was a biological mech. so boosting these things would be helpful.

Biojack isn't a mech, all they know is how to pilot them (makes them a one trick pony I suppose but it's a cool trick). I don't think I'll be giving them the ability to modify the organs of there mech past the grafts and speed boosts and such, as they can't even make biostructure.

And the plural of chassis is chassis.

Zale
2013-12-27, 11:15 AM
So, question, would a creature made from Carmot age?

Rolep
2013-12-27, 11:40 AM
So, question, would a creature made from Carmot age?
It would not age as long as it consumed the requisite amount of its body to prevent the process. If it did not consume its body, it would age as normal.

Zale
2013-12-27, 11:53 AM
It would not age as long as it consumed the requisite amount of its body to prevent the process. If it did not consume its body, it would age as normal.

Since it doesn't say how much is supposed to be consumed, I'm not sure how to factor that in.

Rolep
2013-12-27, 12:34 PM
Since it doesn't say how much is supposed to be consumed, I'm not sure how to factor that in.
I would say, ad-hoc, that 1 pound would need to be consumed each day.

Arcanist
2013-12-27, 05:38 PM
I must confess a sense of shock that after going away for the holiday, nobody has any additions to the compendium :smallsmile:

Milo v3
2013-12-27, 06:19 PM
I must confess a sense of shock that after going away for the holiday, nobody has any additions to the compendium :smallsmile:

But... but.... I made a base class :criesintopillow:

Arcanist
2013-12-27, 07:19 PM
This is a combination of the Rogue Titan, Pilot, Evolutionist and both the 3.5e and PF barbarian.

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


The Autopilot

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

Autopilots are individuals who are innately in touch with the nature of biostructure, but it manifests in a very different way to the similar anabolist. While the anabolist can convert corpses into biostructure and create armies of chassi, the autopilot is more focused on personal manipulation of biostructure, forming immense amounts of biostructure out of determination and rage and using it as a body.

Game Rule Information
Alignment: Any
Hit Die: d10
Skill Points at 1st Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

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

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

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

2nd|+2|+3|+0|+0|Mutations, Uncanny Dodge

3rd|+3|+3|+1|+1|Determinator, Mutations

4th|+4|+4|+1|+1|Mutations, Personalized Chassis I

5th|+5|+4|+1|+1|Improved Uncanny Dodge, Mutations

6th|+6/+1|+5|+2|+2|Fast Healing, Mutations

7th|+7/+2|+5|+2|+2|Damage Reduction 1/-, Mutations

8th|+8/+3|+6|+2|+2|Mutations, Personalized Chassis II

9th|+9/+4|+6|+3|+3|Improved Determinator, Mutations

10th|+10/+5|+7|+3|+3|Damage Reduction 2/-, Mutations

11th|+11/+6/+1|+7|+3|+3|Mutations, Restored Flesh

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

13th|+13/+8/+3|+8|+4|+4|Damage Reduction 3/-, Mutations

14th|+14/+9/+4|+9|+4|+4|Mutations

15th|+15/+10/+5|+9|+5|+5|Mutations, True Determinator

16th|+16/+11/+6/+1|+10|+5|+5|Damage Reduction 4/-, Mutations, Personalized Chassis IV

17th|+17/+12/+7/+2|+10|+5|+5|Mutations

18th|+18/+13/+8/+3|+11|+6|+6|Mutations

19th|+19/+14/+9/+4|+11|+6|+6|Damage Reduction 5/-, Mutations

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

All of the following are class features of the Autopilot.

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

Chassis Rage (Su): By committing an act of self-harm you can activate the primal urges in your flesh to create yourself an avatar of destruction from biostructure. Such an act generally takes a standard action to accomplish, and must deal at least one point of lethal damage.

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

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

When entering Chassis Rage you must make a will save (DC 15 + ½ Class Level) or have your intelligence score lowered to 3 for the duration of the Chassis rage and be unable to stop the chassis rage willingly (cannot make the full-round action to end it and you must attempt to make the will saves to stay in the Chassis Rage). By choosing a goal when you enter Chassis Rage you gain a +10 bonus to this will save, but as soon as you accomplish that goal or stop trying to actively achieve it you have to make the save again at a -5 penalty (without that previous +10 bonus obviously).

You can remain in Chassis Rage without difficultly for a number of rounds equal to your class level, at this end of this time you must make a Will Save each round to maintain it (DC 10 + the Number of Rounds you have been in the Chassis Rage for past your class level). A Chassis Rage can be ended early willing as a full-round action, unless you failed the will save at the start of the Rage.

After a Chassis Rage, the Autopilot is Fatigued for a number of rounds equal to triple the number of rounds he was in Chassis Rage for. An Autopilot cannot enter a new chassis rage while fatigued or exhausted but can otherwise enter chassis rage multiple times during a single encounter or combat. If an autopilot falls unconscious, his chassis rage doesn’t end instead acting as though he failed the will save to maintain your mind, lowering his intelligence score accordingly and forcing him to remain in the chassis rage for as long as it can manage.

Monster in Mortal Clothing (Ex): Your biostructurally tainted nature gives you the traits of abominations. You regain triple the amount of hit points from natural healing, Heal checks, and Heal check based ability than you otherwise would. In addition if your type is humanoid then it changes to Aberration.

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

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

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

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

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

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

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

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

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

Fast Healing (Su): You have learnt how to produce biostructure in small amounts to restore your body. At sixth level, an Autopilot gains Fast Healing equal to a fifth of his class level. This stacks with any other form of fast healing.

Damage Reduction: Through quick healing of their flesh, an Autopilot can weaken the effects of an attack. At 7th level he gains Damage Reduction 1/-, this damage reduction increases by 1 every three levels thereafter.

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

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

Personal Chassis’s Additional Teratomorphs
Personal Chassis 1

Cockpit: Your internal body structure warps and shifts to allow for someone to enter and manipulate your body. This acts as the cockpit described in the Artificial Fleshshape discovery, except that you do not lose your intelligence score, and the DC to control your body is removed unless you are resisting the command of the pilot. If you are resisting the control of your pilot the DC for them piloting you that round changes to your Will Save modifier + 10.
Enduring Autonomy 1: You can use Enduring Autonomy 1 as a full-round action. For the next ten minutes, you repeat your actions from last round. For the purposes of your Chassis Rage duration these 10 minutes count as one round.
Grafts 1: Select two level one grafts when you select this Personalized Chassis. You gain the benefits of these grafts, and they do not take up a true body slot.
Hardness 1: You gain 5 hardness.


Personal Chassis 2

Grafts 2: Select two level two or lower grafts when you select this Personalized Chassis. You gain the benefits of these grafts, and they do not take up a true body slot.
Interior: You are effected by BIOY 234's Hollow feature, except you don't have a cockpit. You can choose to grow or remove a 5 ft. cube of cockpit as a full-round action if you have the Cockpit Personal Chassis. You must be at least huge in size when in Chassis Rage to take this.


Personal Chassis 3

Enduring Autonomy 2: You can use Enduring Autonomy 2 as a full-round action. For the next hour, you repeat your actions from last round. For the purposes of your Chassis Rage duration this hour counts as one round. To select this Personalized Chassis you must have Enduring Autonomy 1, though this personalized chassis doesn't replace it.
Grafts: Select two level three or lower grafts when you select this Personalized Chassis. You gain the benefits of these grafts, and they do not take up a true body slot.
Hardness 2: Your hardness increases to 10. You must have Hardness 1 to take this Personal Chassis.


Personal Chassis 4

Grafts: Select two level four or lower grafts when you select this Personalized Chassis. You gain the benefits of these grafts, and they do not take up a true body slot.
Wetware: Biostructure objects joined with your interior become classified as "Wetwear". You can make logical decisions and direct ebbs through your wetwear as an EI, except you only get a number of logical decisions equal to your Autopilot level. The bubble for this "EI" is your whole interior, but you can only interact as an EI with Wetware objects. You must have the Interior Personal Chassis to select this Personal Chassis.


Personal Chassis 5

Enduring Autonomy 3: You can use Enduring Autonomy 3 as a full-round action. For the next day, you repeat your actions from last round. For the purposes of your Chassis Rage duration this day counts as one round. To select this Personalized Chassis you must have Enduring Autonomy 2, though this personalized chassis doesn't replace it.
Grafts: Select two level five or lower grafts when you select this Personalized Chassis. You gain the benefits of these grafts, and they do not take up a true body slot.



Hmm... There are certain things that are a bit... Alien. A number of grammar errors here and there and I question the general purpose of this class, but I suppose it is perfectly fine. Hell, I don't even think you specified how a person even becomes an Autopilot since it has some minute supernatural elements applied to it ("How in the hell did you become a biostructured abomination of horror?" ... "A GRAMARIST DID IT!").

I've added it, however I'm going to tag it as a WIP, since I don't think you've completed it entirely.

Milo v3
2013-12-27, 09:40 PM
Hmm... There are certain things that are a bit... Alien. A number of grammar errors here and there and I question the general purpose of this class, but I suppose it is perfectly fine. Hell, I don't even think you specified how a person even becomes an Autopilot since it has some minute supernatural elements applied to it ("How in the hell did you become a biostructured abomination of horror?" ... "A GRAMARIST DID IT!").

I've added it, however I'm going to tag it as a WIP, since I don't think you've completed it entirely.

Grammar is something I suck at yes. Especially considering I never do drafts....

As for general purpose, it's a combat brawler thing, that could be the groups spaceship, or you can combine with a biojack and have one superpowerful strong mech.

As for origin.... Idk... What's the origin of anabolist? I don't really think about the origin normally with base classes (I mean I think at least five of my classes have [Magic Taint which allows you shapechange] as their fluff).

And yeah, have it as WIP.

Arcanist
2013-12-27, 10:23 PM
Grammar is something I suck at yes. Especially considering I never do drafts....

As for general purpose, it's a combat brawler thing, that could be the groups spaceship, or you can combine with a biojack and have one superpowerful strong mech.

As for origin.... Idk... What's the origin of anabolist? I don't really think about the origin normally with base classes (I mean I think at least five of my classes have [Magic Taint which allows you shapechange] as their fluff).

And yeah, have it as WIP.

Perhaps it is just my style of thinking, but I do believe that each class should have a mundane and naturalistic explanation for how it arrived at it's current result. Wizards learn spells, Sorcerers have bloodlines, Warlocks make deals, Binders learn symbols, Gramarist learn principles, Barbarians are raised as tribal savages, Fighters have some sort of training, Bards are drifters or go to band camp and things just get really awkward, etc.

Milo v3
2013-12-27, 11:09 PM
Perhaps it is just my style of thinking, but I do believe that each class should have a mundane and naturalistic explanation for how it arrived at it's current result. Wizards learn spells, Sorcerers have bloodlines, Warlocks make deals, Binders learn symbols, Gramarist learn principles, Barbarians are raised as tribal savages, Fighters have some sort of training, Bards are drifters or go to band camp and things just get really awkward, etc.

Yeah, I do agree with that style of thinking... But my laziness stopped me from bothering to thinking one up.... Hmm....

Could be something about tapping into your instinctual body manipulation that people have (like how some people can raise there body temperature with thought). Except instead of just rasing your arm or temperature, you grow new matter..... Maybe.... seems like a ridiculous stretch but it's all that's coming to me for now.

Rolep
2013-12-28, 04:53 AM
I must confess a sense of shock that after going away for the holiday, nobody has any additions to the compendium :smallsmile:
So do my puissamantics theory and Conjuronomy not count?

Rolep
2013-12-28, 09:36 AM
Sorry for the double post but an interesting question arose on the forums and I was wondering in anyone here had an answer. I thought that you needed to use a woodOut to supply ebbs to a heuristic circuit and a woodIn to receive ebbs from one, but others (Milo and Geigan) thought that you did not. Opinions?

EDIT: Quotes for my point of view (with explanations):

"This also deals in manipulating raw puissance, and the ebbs generated or absorbed with this kind of net are actual ebbs which can be used in a circuit. This should not be confused with most nets which simply use ebbs as a unit to represent the magnitude of the energy being moved around."

-The Wood Transformer Description, ARCD 101
Does this need explaining?

Quotes against my point of view (Also with explanations):

"If anything in the circuit generates puissance (typically an arcanodynamic transformer), you can control the flow of the puissance inside of the circuit as a logical decision as well. For example, you can route the puissance from there to an eldrikinetic engine, or to another transformer, and so on."

- HEUR 101
This is quite ambiguous, but it doesn't specify woodOut and woodIn.

"Puissance input absorbs a gramaric charge which enters the net. This can be primarily used to interrupt or redirect a circuit created with a principle of heuristicism. If a circuit is running through the net and gramaric energy flows along it, the energy is absorbed into the transformer instead."

- The woodIn description, ARCD 101
Again a little ambiguous, but it does talk about interrupting and re-directing rather than just normal transferring.

Grek
2013-12-28, 10:05 AM
My take on it:
Eldrikinetic engines, geoccult poles and heuristical circuits specifically require ebbs of puissance to run. In order to convert ebbs of something else (example: ebbs of vital energy from a silver input) into puissance, you need a wooden output. When the ebbs to be used are already ebbs of puissance (example: someone with Arcane Current making ebbs), a wooden output is not needed.

A wooden input steals ebbs out of any circuits within its net. It does not need to be connected to those circuits to do so and, indeed, functions perfectly well when it isn't connected to any circuit at all.

You do not need a transformer of any kind to send ebbs of puissance from a circuit into a device. As the ebbs are already in the correct form, they don't need to be transformed into some other form before they can be used.

tl;dr version: You need a wooden output if you want to power something other than a transformer using arcanodynamics. You don't need a wooden transformer to do the reverse, or if you want to power an output transformer with an input transformer.

Rolep
2013-12-28, 10:10 AM
My take on it:
Eldrikinetic engines, geoccult poles and heuristical circuits specifically require ebbs of puissance to run. In order to convert ebbs of something else (example: ebbs of vital energy from a silver input) into puissance, you need a wooden output. When the ebbs to be used are already ebbs of puissance (example: someone with Arcane Current making ebbs), a wooden output is not needed.

A wooden input steals ebbs out of any circuits within its net. It does not need to be connected to those circuits to do so and, indeed, functions perfectly well when it isn't connected to any circuit at all.

You do not need a transformer of any kind to send ebbs of puissance from a circuit into a device. As the ebbs are already in the correct form, they don't need to be transformed into some other form before they can be used.

tl;dr version: You need a wooden output if you want to power something other than a transformer using arcanodynamics. You don't need a wooden transformer to do the reverse, or if you want to power an output transformer with an input transformer.
That makes a lot of sense. Note that, in general, the discussion was more about the woodOut than the woodIn.

qazzquimby
2013-12-28, 08:56 PM
I want to make a well coordinated team out of Anabolists, Teramachs, Evolved devastations, Biojacks, Puissamanticists, Wild Wrights, Biomancers, Biollurgical Savants, Evolutionists, Transevolutionists and Queens of Hearts.

Could we get the competitions running?

Also Milo, maybe include puissance reserves, as it better explains how you're forming matter. By hurting yourself you convert internal puissance. You could also have the autopilot respond to changes in internal puissance differently (or not at all) if the standard method doesn't fit the class.

Zale
2013-12-29, 07:15 AM
So, I'm probably going to make a Discipline centered around turning raw material into manufactured goods.

Any suggestions on what types of goods (Such as Armor or Weapons) should be produced?

Milo v3
2013-12-29, 07:19 AM
So, I'm probably going to make a Discipline centered around turning raw material into manufactured goods.

Any suggestions on what types of goods (Such as Armor or Weapons) should be produced?

Why? COLOURWITHAU

Zale
2013-12-29, 07:36 AM
Why? COLOURWITHAU

It's a niche that seems, at the present, to be unfulfilled. I don't see an easy way to use Gramarie to mass produce weapons and armor for your bioconstruct army. Or make a tiny sea of Cure Light Wounds potion.

Or, hell, rapidly make a army of weak bio-goblins to overrun the neighboring kingdom.

Or make a lovely fur coat that, despite being very soft, has all the properties of Alchemeterically(?) enhanced steel.

I see no reason not to want this, but if you see flaws, please feel free. I appreciate being told when I've gone astray.

Milo v3
2013-12-29, 08:54 AM
I don't see an easy way to use Gramarie to mass produce weapons and armor for your bioconstruct army.
Spectroconstruction


Or make a tiny sea of Cure Light Wounds potion.
Cure light wounds is a spell, external to the gramarie system because incorporating it got wonky.


Or, hell, rapidly make a army of weak bio-goblins to overrun the neighboring kingdom.
Chassises are easy to make....


Or make a lovely fur coat that, despite being very soft, has all the properties of Alchemeterically(?) enhanced steel.
You can make super strong fur coats with ALCH normally.


I see no reason not to want this, but if you see flaws, please feel free. I appreciate being told when I've gone astray.
I'm not really sure what it would do that can't already be done, or has good reasons to not be tried again.

And then their is the backlash against disciplines that's started recently, though IMO u shouldn't be too worried about that, but u should keep it in mind.

Zale
2013-12-29, 09:04 AM
Well, never mind then.

Milo v3
2013-12-29, 09:34 AM
Well, never mind then.

.... And now I feel like a jerk

Zale
2013-12-29, 09:39 AM
.... And now I feel like a jerk

Don't. It was a stupid idea to begin with. I was beginning to have doubts myself, and it would mostly have done what other things could do in a slightly more efficient manner.


On another note, I can't seem to find a method by which you can determine how many cubic feet of biostructure you need per size category.

My initial assumption would be that two cubic feet would make a medium sized humanoid (Since 2.1~ is the average volume of a human according to Wolfram Aplha), but if there's an official source, that'd be great.

Milo v3
2013-12-29, 09:50 AM
On another note, I can't seem to find a method by which you can determine how many cubic feet of biostructure you need per size category.

My initial assumption would be that two cubic feet would make a medium sized humanoid (Since 2.1~ is the average volume of a human according to Wolfram Aplha), but if there's an official source, that'd be great.

Size category is based on the length or height of the amount of biostructure u have. I'll find my table of size categories for you.

Here (http://www.giantitp.com/forums/showpost.php?p=16666774&postcount=128), it also shows how much HD a chassis would have of that size.

Zale
2013-12-29, 10:04 AM
Size category is based on the length or height of the amount of biostructure u have. I'll find my table of size categories for you.

Here (http://www.giantitp.com/forums/showpost.php?p=16666774&postcount=128), it also shows how much HD a chassis would have of that size.

Thanks. I might try to make some critters.

Hmm. What level do you think a graft that allowed a diet of earth or stone in a chassis would be?

Milo v3
2013-12-29, 10:16 AM
Hmm. What level do you think a graft that allowed a diet of earth or stone in a chassis would be?

I'd say 2... maybe... It's a pure flavour bonus, but it negates starvation basically.

sirpercival
2013-12-29, 11:22 AM
Bonus points if it lets them excavate.

Zale
2013-12-29, 11:45 AM
It doesn't necessarily.

I mean, if you dumped someone on a world made of cheese, I doubt they'd be able to gain a burrow speed. :smallsmile:

So, can you trade a higher level graft for a lower one?

Mith
2013-12-29, 02:09 PM
So here is my Geocult Principle that I talked about way back. There are a lot of ??? where I have no idea of the proper numbers to throw in. I hope that the concept is sound and youthink it is a good addition.

GEOC 299: Cosmic Craters
This new Geocult pole was discovered by some gramarists who were curious as to what happened if they crafted a pole out of star metal from meteorites also known as adamantine. The results was a inhospitable biome that nearly claimed the lives of the men who created the first geocult pole in the impact crater of a fallen skystone. Thus, the biome has been dubbed Cosmic Crater, even though it does not form craters upon formation. The biome is very inhospitable, with thin air caused by the biome attempting to create a airless environment. This near airless environment makes movement above a walk potentially lethel, as the body runs out of air and suffocates. The biome also creates a low gravity field, adding a +2 to all Jump and climb checks. Cosmic Craters also experience radiomantic bombardment, creating a -1 to Con modifier for any creature who are within the biome without Protection from Energy Drain, for every 24 hours in the biome.
If you possess GEOC 235: Bizarre Biomes, you can use it to place the following features in a Cosmic Crater:
• Lunar Dust: Lunar dust is a fine dust that covers the surface of the biome in a thick layer that makes it nearly impossible to hide your passing. Unless you have the Trackless Step feat, you will leave a visible trail. Lunar dust costs 10 lbs. for every 5 ft.
• Crevasse: A crevasse is a crack, or steep crater formed in the surface of the biome that can go down a long way. A crevasse is a pit trap, starting at 10 ft. deep (Perception DC 20, 1d6 fall damage/per 10 ft.) The crevasse costs 10 lbs./ 10 ft. to create. The bottom of the pit can be lined with spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2 damage each); DC 20 Reflex avoids) at 1 lbs./spike.
• Lava Domes: Small volcanos, usually lying dormant, volcano domes can be caused to Erupt, for 20 lbs. of metal, spewing molten lava 50 ft. frome the top of the dome as well as scattering the pieces of the rock dome (…I do not know how to stat this for chance to miss as well as damage dealt...). Up to 3 layers of rock can be built up on the dome for 10 lbs. of metal, each layer adding 10 lbs. of metal to the eruption cost, but adding (???) DC to the shrapnel damage. The magma column can be extended 25 ft. in height up to 100 ft. for 15 lbs. metal/ 25 ft.
• Magnetite Formation: Large magnetic formation will draw any iron or steel objects to its surface. Any object attracted to the Magnetite within 10 ft. of the formation must make a Grapple Check DC 25 or be drawn to the nearest surface of the formation. To remove an object from the formation, one must make a strength check DC (???) to remove it from the surface, and a Grapple Check DC 25 to remove the object from the 10 ft. radius. Magnetite Formations cannot be within 15 ft. of each other, and cost 20 lbs. to place.
• Lunar Channels: Lunar channels are steep sloped canyons in the biome surface which wind there way through the biome. Lunar channels start at 15 ft. deep, 10 ft. across and 20 ft. long, although additional channels can be placed to lengthen the channel for as long as it remains in the biome, increase its width to 20 ft., or deepen the channel to 30 ft. Each preparation costs 30 lbs. to place.

If you possess GEOC 323: Curious Climates, you can use it to spread the following climate conditions:
• Adamantine (Cosmic Winds): You summon a wave of stellar radiation that deals ??? amout of radiomantic damage, as well as acting as a Gust of Wind. Cosmic Winds lasts for 1d4 rounds. Costs 200 lbs.

The extra weather condition granted is:
• Adamantine (Outer Depths of Space): Within a 50 ft. radius of a chosen spot, gravity is greatly decreased and the area becomes a vacuum. Creatures and objects not fixed to a solid surface rise as if under a levitation spell and they will not be able to breathe. Air and Fire elementals in this zone must make a DC ??? or be banished until the condition has ended. This does not count against the summoning time of the elemental. Creatures in the area need to make a DC ??? Fort. Check to avoid losing their breath. If they do lose their breath, they have one round before they pass out, and then they have ??? long before they suffocate. Condition costs 300lbs. and lasts 1d4 rounds.

If you possess GEOC 374: Supernal Ecologies, you can use it to place the following features in a Cosmic Crater:
• Gas Vents: These vents steadily expel a mixture of hot toxic gasses and steam, which gather 100 ft. above the biome to create clouds, as well as an obscuring mist. Each vent generates an obscuring mist in a 25 ft. radius, although vents grouped in the same spot will expand the area of mist by the number of vents at the center (ex. Two vents create a mist patch of 50 ft. radius). A vent can Erupt at cost of 20 lbs., spewing hot gasses into the air with the force of a Gust of Wind spell, delivering 1d6 of Acid damage and 1d6 Fire damage DC 20 Reflex avoids. Each vent costs 15lbs. to place, and 5lbs. a day to maintain. Air effects act as normal within the obscuring mist. Cosmic Winds removes the effect of half of the vents in the given area (minimum 0). If the mist or cloud cover is dispersed, it can be replenished by the number of Eruptions equal to the number of vents it would take to maintain the area replenished (ex. 1 eruption replenishes 25 ft. of mist coverage). Otherwise, the cover will be restored by the next vent upkeep.
• Lakes of First Life: You create a shallow pond (dimensions ???) which is connected to a underwater fume vent which creates a protein soup. This protein soup can be used to generate and sustain ??? HD of Oozes, which prefer to remain in contact with this source of nourishment, but can be directed by the geocult pole. If put within a channel, one Lake will expand to cover (???) area of the floor of the channel. Each preparation of this principle on the same spot doubles the size of the lake, and individual lakes can be joined to create one larger body. If there is no cloud coverage, or the lake does not lie within an obscuring mist, the lake costs 10 lbs./day/ preparation as it will evaporate under the radiomntic conditions.
• Dark Side of the Moon: Any area within the biome with this principle in effect becomes an Anti-Magic Field for Arcane users, as well as working as such against all forms of magic except Gramaric principles and Psionics, due to them being powered solely by the user. War Makers lose connection with their Patron, and the edge of the area acts like a Black Filter, blocking any transmission of information across the border, which forms a gray, mist filled, opaque barrier.* The area extends in a circle from the geocult pole starting at 100 ft radius, costing 300lbs. *(number of times principle is prepared), with each preparation adding on 100 ft. to the radius of area of effect until the edge of the biome is met. The payment to maintain this effect is due at the same time the payment is made to maintain the biome.
*The idea behind this is that on the far side of the moon, astronauts were out of contact with Mission Control, which I have translated to any magic user being out of contact with any external power (Arcane Source, Divine Patron, Pact Patron, etc.). Since Psionics is powered by the users mind through Power Points, and Gramarie is the manipulation of scientific principles, they are unaffected, although they must pisically cross the border of the zone.

Milo v3
2013-12-29, 07:09 PM
Elementals in FH (WIP)
http://fc05.deviantart.net/fs71/f/2013/363/b/3/revised_by_milo_v3-d6zy3lr.png

Periodic Table of Elements
{table=head]Atomic Number|Element|Energy|Density|Stability|Subtype|As sociated Metal|Associated Colour
1|Shadow|Radiant|Light|-2|Lucid|Gold|White|Shadow
2|Taint|Warp|Heavy|-2|Corrupted|Biostructure|Green
3|Fire|Fire|Light|-1|Ashen|Iron|Red
4|Time|Desiccation|Heavy|-1|Rewritten|Chrome|Chrome
5|Air|Electricity|Light|0|Voltaic|Copper|Orange
6|Earth|Acid|Heavy|0|Terrestrial|Tin|Yellow
7|Aether|Sonic|Light|1|Woven|Crystal|Pink
8|Water|Cold|Heavy|1|Aqueous|Mercury|Blue
9|Incarnum|Vital|Light|2|Ensouled|Silver|Violet
10|Truth|Force|Heavy|2|Phantasma|Lead|Black[/table]

Key

Atomic Number: Number of elementals needed to form an atom of the element.
Element: The elements common name.
Energy: The name of the element in it's most malleable form.
Density: Whether the elementals are incorporeal (Light), or corporeal (Heavy).
Stability: Represents how stable the element is, with lower numbers representing instability and higher numbers representing stability. Elements with positive stability are called Upper Elements, those with negative stability are called Lower Elements, and elements with 0 stability are Intermediate Elements.
Subtype: The subtype possessed by "creatures" animated by that Element.
Associated Metal: The Planetary Metal tied to the element. Note, despite the name biostructure and crystal has been discovered, making the term metal for these materials technically outdated.
Associated Colour: The colour tied to the element. Most notably shown through Kaleidomantic filters.


Element Summaries

Aether: Aether is the Element of Space and Gravity. The purest form of this element manifests as vibrations. It is supplemented by Air and Incarnum. It's planetary metal is Crystal/Deep Crystal, despite it not being a true metal.
Air: Air is the Element of Gases. The purest form of this element manifests as an intangible electrical charge. It is supplemented by Aether and Fire. It's planetary metal is Copper/Carmot.
Earth: Earth is the Element of Rock and Stone. The purest form of this element manifests as a corrosive substance, that is generally small enough to function as a liquid collectively. It is supplemented by Time and Water. It's planetary metal is Tin/Alkahest.
Fire: Fire is the Element of Heat and Flame. The purest form of this element manifests as it's namesake "Fire". It is supplemented by Air and Shadow. It's planetary metal is Iron/Phlogiston.
Incarnum: Incarnum is the Element of Souls and is the animating essence in most forms of life. The purest form of this element manifests as a sustaining "life force". It is supplemented by Air and Truth. It's planetary metal is Silver/Moonsteel.
Shadow: Shadow is the Element of Light and Darkness. The purest form of this element manifests as highly concentrated radiance. It is supplemented by Fire and Taint. It's planetary metal is Gold/Sunmetal. It is important to note Shadows binary nature, with shadowstuff being able to be changed between Light and Darkness.
Taint: Taint is the Element of Flesh and Decay, and generally needs a host material to truly exist. The purest form of this element manifests as a highly volitile energy which corrupts and warps everything it latches onto. It is supplemented by Shadow and Time. It's planetary metal is Biostructure, lacking a true metal of its own Taint exists as distortions on already existing matter.
Time: Time is the Element of well... time. The purest form of this element manifests as a substance which accelerates the timeframe of anything it touches. It is supplemented by Earth and Taint. It's planetary metal is Chrome.
Truth: Truth is the Element of true existence and perceptions, and similar to Taint requires a "host" to exist. The purest form of this element manifests as an arbitrary concussive force. It is supplemented by Incarnum and Water. It's planetary metal is Lead.
Water: Water is the Element of ice and water. The purest form of this element manifests as an immediate but amazingly cold substance. It is supplemented by Earth and Truth. It's planetary metal is Mercury.


Artisan Class
Description: KALD Crafting Based Class which Seals Elementals into objects.

Atomist Class
Description: Individual redirects elemental energy from their Elemental Companion to animate, materialize, or materialize matter.

Chemist Class
Description: Individual who combines elements and manipulates atoms to give materials different traits.

Elementals

The creatures commonly known as "Elementals" are not technically a single creature, instead it is a mass of thousands of true elementals joined together in a form of symbiosis.

An elementals statistics are based on three things, it's size category, density, and subtype.

Size Categories
Many of an Elemental's abilities, attacks, and other statistics improve as the Elemental grows in it's collective number. These increases are divided into 15 size categories—as an elemental grows, its base statistics change as noted on the Elemental Size Categories table.

Note, use the Light Elemental Size Category Table for incorporeal elementals, and the Heavy Elemental Size Category Table for corporeal elementals.

Heavy Elemental Size Categories
{table=head]Size Category|HD|NA|Str|Dex|Con|Int|Wis|Cha|Planar Radius
Fine|1/4|+2|8|12|10|3|11|11|0 ft.
Diminutive|1/2|+3|10|10|11|3|11|11|0 ft.
Tiny|1|+5|12|8|12|3|11|11|0 ft.
Small|2|+6|14|8|13|4|11|11|5 ft.
Medium|4|+7|16|8|17|4|11|11|5 ft.
Large|8|+9|20|8|19|6|11|11|5 ft.
Huge|16|+10|24|8|21|6|11|11|10 ft.
Gargantuan|32|+12|28|8|23|8|11|11|10 ft.
Colossal|64|+14|32|8|25|8|11|11|10 ft.
Enormous|128|+16|38|8|28|9|11|11|20 ft.
Immense|256|+18|44|8|31|9|11|11|20 ft.
Behemothic|512|+20|50|8|34|10|11|11|40 ft.
Cavernous|1024|+24|56|8|37|10|11|11|40 ft.
Mountainous|2048|+28|62|8|40|11|11|11|80 ft.
Vast|4096|+32|68|8|43|11|11|11|80 ft.
[/table]

NA: This is the natural armour bonus that Elemental possesses.
Planar Radius: The radius of an elementals Planar Field ability. This radius expands from their body, not the center of their space.
Mutations: Elementals have the class features of an Evolutionist of half their HD. Symbiosis must be taken at least once, and that mutation is added to their Elemental Mutation List. Note, if elementals increase in size through the symbiosis mutation they Do Not change their Size Category for the purpose of this table.

Light Elemental Size Categories
As Heavy except for below (note, Light Elementals are Incorporeal)
{table=head]Size Category|Str|Dex|Con
Fine|-|25|6
Diminutive|-|22|8
Tiny|-|19|9
Small|-|17|10
Medium|-|21|14
Large|-|25|16
Huge|-|29|18
Gargantuan|-|35|22
Colossal|-|39|25
Enormous|-|43|28
Immense|-|46|30
Behemothic|-|49|31
Cavernous|-|53|35
Mountainous|-|58|37
Vast|-|64|40
[/table]


Subtype Effects
The Elemental Subtype possessed by the Elemental grants it abilities in addition to the above statistics.

The below table shows the elemental speeds and the energy damage abilities like Burn, Chill, and Wither deal.

{table=head]Size|Damage|Fast|Normal Speed|Slow
Fine|1|50 ft.|40 ft.|10 ft.
Diminutive|1d2|50 ft.|40 ft.|10 ft.
Tiny|1d3|50 ft.|40 ft.|10 ft.
Small|1d4|100 ft.|50 ft|20 ft.
Medium|1d6|100 ft.|50 ft.|20 ft.
Large|2d6|100 ft.|50 ft.|20 ft.
Huge|3d6|100 ft.|60 ft.|30 ft.
Gargantuan|4d6|200 ft.|60 ft.|30 ft.
Colossal|6d6|200 ft.|60 ft.|30 ft.
Enormous|8d6|200 ft.|70 ft.|40 ft.
Immense|12d6|200 ft.|70 ft.|40 ft.
Behemothic|16d6|300 ft.|70 ft.|40 ft.
Cavernous|20d6|300 ft.|80 ft.|50 ft.
Mountainous|24d6|300 ft.|80 ft.|50 ft.
Vast|30d6|400 ft.|80 ft.|60 ft.
[/table]

Ashen
Elementals with the Ashen subtype have the following abilities:
Burn: An ashen elemental’s natural attacks deals normal damage plus fire damage from the elemental’s flaming body, the amount of damage dealt is shown on the above table. Those hit by an ashen elemental‘s natural attack also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. The save DC is Constitution- based.
Filter Vulnerability: Red Filters are solid to Ashen Elementals.
Flaming Eyes: The darkvision of Ashened Elementals extend 60 ft. from any heat source within it's Planar Field radius.
Incorporeal: Ashen Elementals have the Incorporeal Subtype.
Planar Field: The Ashen Elementals body brings the planar traits of fire with it. The temperature in it's Planar Field is raised by an number of degrees equal to the Elementals HD.
Speed: Ashen Elementals have a base land speed for a Fast Elemental of their size. Moving across non-flammable materials count as difficult terrain for Ashen Elementals.
Defensive Heat: When an Ashen elemental of Large or bigger size is attacked by a melee attack, it can immediately attempt to sunder the weapon. If the attack was made with a natural weapon, then the attack is instead dealt fire damage as if affected by the Burn ability.

......

Damage Weapons
Convert fire damage into electricity or radiant energy
Possess Fire
Swarm

Aqueous
Elementals with the Aqueous subtype have the following abilities:
Chill: An aqueous elemental’s natural attacks deals normal damage plus cold damage from the elemental’s icy body, the amount of damage dealt is shown on the above table but the Elemental counts as two sizes smaller.
Filter Vulnerability: Blue Filters are solid to Aqueous Elementals.
Pooling Eyes: The darkvision of Aqueous Elementals extend 60 ft. from any solid or liquid water within it's Planar Field radius.
Planar Field: The Aqueous Elementals body brings the planar traits of water with it. The temperature in it's Planar Field is lowered by an number of degrees equal to a quarter the Elementals HD. In addition, the area becomes much more humid.
Speed: Aqueous Elementals have a base land speed for a slow Elemental of their size, but a swim speed of a fast elemental of their size.
......

Whirlpool form
Freeze Areas
Icewalking
Camouflage
Deal acid or force damage

Corrupted
Elementals with the Corrupted subtype have the following abilities:
Distorted Touch: A corrupted elemental’s natural attacks deals normal damage plus warp damage from the elemental’s tainted body, the amount of damage dealt is shown on the above table. Those hit by a corrupted elemental‘s natural attack also must succeed on a Fortitude save or take 1d4 corruption. The save DC is Constitution based.
Filter Vulnerability: Green Filters are solid to Corrupted Elementals.
Planar Field: The Corrupted Elementals body brings the planar traits of taint with it. Any creature that remains within it for at least a day, must make a will save or take 1d4 depravity every day. The save DC is Constitution based.
Speed: Corrupted Elementals have a base land speed for a normal Elemental of their size, but a climb speed of a slow elemental of their size.
Thousand Eyes: The darkvision of Corrupted Elementals extend 60 ft. from any biostructure within it's Planar Field radius.

......

More taint.
Poison
Phase through biostructure
Possess biostructure chassis
Decay form
Desiccation and Radiant Damage

Ensouled
Elementals with the Ensouled subtype have the following abilities:
Overcharge: An Ensouled elemental’s natural attacks deals normal damage plus vital damage from the elemental’s pure body, the amount of damage dealt is shown on the above table but the Elemental counts as one sizes smaller.
Filter Vulnerability: Violet Filters are solid to Ensouled Elementals.
Incorporeal: Ensouled Elementals have the Incorporeal Subtype.
Planar Field: The Ensouled Elementals body brings the planar traits of incarnum with it. Everyone gains 1d6 additional essentia while in the field. The amount is rolled separately for each individual.
Speed: Ensouled Elementals have a base land speed for a normal Elemental of their size.
Stolen Eyes: The darkvision of Ensouled Elementals extend 60 ft. from any creature with a soul within it's Planar Field radius.



......

Essentia
Soulmelds
Parasite
Electricity and Force Damage

Lucid
Elementals with the Lucid subtype have the following abilities:
Blinding Flashes: A lucid elemental’s natural attacks deals normal damage plus radiant damage from the elemental’s flaming body, the amount of damage dealt is shown on the above table. Those hit by a lucid elemental‘s natural attack also must succeed on a fortitude save or be blinded. The creature is blinded for 1d4 rounds. The save DC is Constitution- based.
Filter Vulnerability: White Filters are solid to Lucid Elementals.
Shining Eyes: The darkvision of Lucid Elementals extend to the light from any light source within it's Planar Field radius.
Incorporeal: Lucid Elementals have the Incorporeal Subtype.
Planar Field: The Lucid Elementals body brings the planar traits of shadow with it. All forms of illumination go one more step more extreme, with shadowy illumination becoming darkness and normal light becoming daylight.
Speed: Lucid Elementals have a base land speed for a slow Elemental of their size. Lucid elementals also have a fly speed (perfect maneuverability) as a fast elemental of their size, but they must move in a straight line when using that movement mode.

......

Convert radiant damage into fire or warp energy
Devour light
No attacks of opportunity


Mutations

Subtypes
Ashen
Creatures with the Ashen Subtype are animated through fire energy. Cold is highly dangerous to their thermal nature, and their bodies are also animated through smaller amounts of Air and Shadow.

Fire Animation: Ashen creatures are heal half the amount of damage they would be dealt by Fire Energy Damage. They are otherwise immune to Fire damage.
Fire Supplements: Ashen creatures have electricity and radiant resistance 5.
Water Antithesis: Ashen creatures take 50% more damage from Cold.
Vital Animation: Ashen creatures are heal half the amount of damage they would be dealt by Vital Energy Damage. They are otherwise immune to Vital damage.

Aqueous
Creatures with the Aqueous Subtype are animated through cold energy. Heat is highly dangerous to their thermal nature, and their bodies are also animated through smaller amounts of Earth and Truth.

Fire Antithesis: Aqueous creatures take 50% more damage from Fire.
Water Animation: Aqueous creatures are heal half the amount of damage they would be dealt by Cold Energy Damage. They are otherwise immune to Cold damage.
Water Supplements: Aqueous creatures have acid and force resistance 5.
Vital Animation: Aqueous creatures are heal half the amount of damage they would be dealt by Vital Energy Damage. They are otherwise immune to Vital damage.


Corrupted
Creatures with the Corrupted Subtype are animated through taint. Pure vital energy is highly dangerous to their twisted, and their bodies are also animated through smaller amounts of Shadow and Time.

False Existence: Corrupted Creatures do not have true souls, this makes them immune to spells and effects which are based around souls (including resurrection).
Tainted Animation: Corrupted creatures are healed by Warp energy.
Tainted Supplements: Corrupted creatures have desiccation and radiant resistance 5.
Vital Anthesis: Corrupted take 50% more damage from Vital Energy.


Ensouled
Creatures with the Ensouled Subtype are animated through soul energy. Taint is highly dangerous to their essentia nature, and their bodies are also animated through smaller amounts of Air and Truth.

Tainted Antithesis: Ensouled creatures take 50% more damage from Warp damage.
Vital Animation: Ensouled creatures are healed from Vital Energy.
Vital Supplements: Ensouled creatures have electricity and force resistance 5.


Lucid
Creatures with the Lucid Subtype are animated through Shadowstuff. Arbitary force is highly dangerous to their morphic nature, and their bodies are also animated through smaller amounts of Fire and Taint.

Shadow Animation: Lucid creatures are heal half the amount of damage they would be dealt by Radiant Energy Damage. They are otherwise immune to Radiant damage.
Shadow Supplements: Lucid creatures have fire and warp resistance 5.
Truth Antithesis: Lucid creatures take 50% more damage from Force.
Vital Animation: Lucid creatures are heal half the amount of damage they would be dealt by Vital Energy Damage. They are otherwise immune to Vital damage.


Phantasma
Creatures with the Phantasma Subtype are animated through force. Malleable shadowstuff is highly dangerous to their ridged nature, and their bodies are also animated through smaller amounts of Incarnum and Water.

Shadow Antithesis: Phantasma creatures take 50% more damage from radiant.
Truth Animation: Phantasma creatures are heal half the amount of damage they would be dealt by Force Energy Damage. They are otherwise immune to Force damage.
Truth Supplements: Phantasma have cold and vital resistance 5.
Vital Animation: Phantasma creatures are heal half the amount of damage they would be dealt by Vital Energy Damage. They are otherwise immune to Vital damage.


Rewritten
Creatures with the Rewritten Subtype are animated through time energy. Shifting space is highly dangerous to their chronal nature, and their bodies are also animated through smaller amounts of Earth and Taint.

Aether Antithesis: Rewritten creatures take 50% more damage from Sonic.
Time Animation: Rewritten creatures are heal half the amount of damage they would be dealt by Desiccation Energy Damage. They are otherwise immune to Desiccation damage.
Time Supplements: Rewritten creatures have acid and warp resistance 5.
Vital Animation: Rewritten creatures are heal half the amount of damage they would be dealt by Vital Energy Damage. They are otherwise immune to Vital damage.


Terrestrial
Creatures with the Terrestrial Subtype are animated through acid. Electricity is highly volatile to their corrosive nature, and their bodies are also animated through smaller amounts of Time and Water.

Air Antithesis: Terrestrial creatures take 50% more damage from Electricity.
Earth Animation: Terrestrial creatures are heal half the amount of damage they would be dealt by Acid Energy Damage. They are otherwise immune to Acid damage.
Earth Supplements: Terrestrial creatures have cold and desiccation resistance 5.
Vital Animation: Terrestrial creatures are heal half the amount of damage they would be dealt by Vital Energy Damage. They are otherwise immune to Vital damage.


Voltaic
Creatures with the Voltaic Subtype are animated through electricity. Corrosion is highly dangerous to their electronic nature, and their bodies are also animated through smaller amounts of Aether and Fire.

Air Animation: Voltaic creatures are heal half the amount of damage they would be dealt by Electricity Energy Damage. They are otherwise immune to Electricity damage.
Air Supplements: Voltaic creatures have fire and sonic resistance 5.
Earth Antithesis: Voltaic creatures take 50% more damage from Acid.
Vital Animation: Voltaic creatures are heal half the amount of damage they would be dealt by Vital Energy Damage. They are otherwise immune to Vital damage.


Woven
Creatures with the Woven Subtype are animated through sonic energy. Shifting time is highly dangerous to their spacial nature, and their bodies are also animated through smaller amounts of Air and Incarnum.

Aether Animation: Woven creatures are heal half the amount of damage they would be dealt by Sonic Energy Damage. They are otherwise immune to Sonic damage.
Aether Supplements: Woven creatures have electricity and vital resistance 5.
Time Antithesis: Woven creatures take 50% more damage from Desiccation.


Teratomorphism

Mith
2013-12-30, 02:15 AM
Wouldn't Gold/Sunmetal work as a better planetary metal for Truth? I am just wondering with the idea of blinding brilliant fire revealing all that Truth is symbolically depicted as.

Milo v3
2013-12-30, 02:49 AM
Wouldn't Gold/Sunmetal work as a better planetary metal for Truth? I am just wondering with the idea of blinding brilliant fire revealing all that Truth is symbolically depicted as.

Well. Shadow is Light.... And gold transformers is about light. Also in Constructivity, shadow was also assigned gold.

Also, truth is more thought and perspective rather than fire....

DMwithoutPC's
2013-12-30, 04:57 AM
Right now, you can access the Asternomist prestige class at level seven, but then you never obtain magistral or doctorate princeples. Is that on purpose, or a glitch in the system.

Am I missing something?

Rolep
2013-12-30, 05:37 AM
Right now, you can access the Asternomist prestige class at level seven, but then you never obtain magistral or doctorate princeples. Is that on purpose, or a glitch in the system.

Am I missing something?
You need 10 ranks in Knowledge (The Planes) before you may take the PrC, so you must be level 7 BEFORE you take your first level in the class. Also, read the principles section. It specifies when you get magesterial and doctorate principles (M at 1, D at 7).

DMwithoutPC's
2013-12-30, 07:49 AM
Appearently, I can't count. :smallwink:
Aah okey, I knew Inwas missing something

Rolep
2013-12-30, 07:56 AM
Appearently, I can't count. :smallwink:
Aah okey, I knew Inwas missing something
It took me three read-throughs to get it!

DMwithoutPC's
2013-12-30, 12:25 PM
Okay, can you guys help me? Because I can't seem to make a practical vehicle with orthogonal engines. The bulk rating of the engines itself is so high it keeps slowing me down!

Here’s what I want to do: I want to make a huge carriage for transport. I decided for the Mobile Redoubt from the Arms and Equipment guide. MR is huge so has a bulk rating of 343.

Firstly, to get it to move at all. The Push/Bulk has to be higher than 1. This means you need at least four S.O. Engines. (Because each S.O. engine provides 100 push) but when you have added 4 engines, your bulk has increased from 343 to 559. This is a 60% weight increase from the engines alone. It also means that you actually still can’t move, because your bulk is higher than your push. You can only move if you have six engines at once, and then your maximum speed is still 30 feet!

Of course, this problem because less with semispaces, because the weight of the engines are halved, but I still feel this is so silly that I must be doing something wrong. The way I see it, S. O. Engines are horrible impractical.

Zale
2013-12-30, 03:20 PM
With 3-4 BIOY principles, you could always bring it to life and graft wings onto it. If it's Gargantuan, then you'd be cruising along at seventy or so feet per round.

'Course you'd have to feed it it's own body weight every month, which could be a pain.

-----
Also, I, uh, felt that like codifying some possible effects that being made of an ascended planetary metal might have on a chassis. (The same things would apply to bio-structure.)

Carmot

Chassis made of Carmot do not take penalties for aging. Additionally, the Heal check of their creator is treated as double for the purpose of determining their maximum age when preparing BIOY 381.

Those made with with the Continual Carmot discovery gain fast healing as normal.

Sunmetal

Chassis made of Sunmetal are immune to negative levels caused by Radiomantic energy. When reduced to -10 hitpoints, they explode causing 1d6 points of Hellfire damage per hit die and 1d4 negative levels to every creature in a fifty foot radius.

The Sublime Sunmetal discovery increases the radius to a hundred feet, and causes it to inflict 2d4 negative levels.

Cursed Lead

Chassis made from Cursed Lead are affected by a personal anti-magic field. They are immune to any non-instantaneous spell that targets creatures (Such as Dominate Monster), as it is instantly suppressed. Spells with instantaneous durations, or those with area effects are unaffected (Such as Fireball).

With the addition of the Cursed Lead discovery, they may only act every other round, as normal.

Quicksilver

Chassis made from Quicksilver may take two rounds of actions every round. However, the heal check of their creator is treated as halved for the purpose of determining maximum age when preparing BIOY 381.

The Quixotic Quicksilver discovery inflicts this effect on any creature touching the chassis during their turn.

Phlogiston

Chassis made from Phlogiston are immune to fire damage. Their natural weapons or unarmed attacks deal an additional 2d8 fire damage and cause those hit to catch on fire (DC 17 reflex save). The damage and reflex save also apply to any creature that successfully attacks the chassis with their natural weapons or unarmed attacks.

Phlegmatic Phlogiston increases the damage to 3d8 and the save DC to 20.

Orichalcum

Chassis made from Orichalcum may, as a standard action, channel a number of ebbs equal to their hit dice to any acceptable device they are touching.

The Oefficient Orichalcum discovery doubles the amount of ebbs that may be channeled.

Moonsteel

Chassis made from Moonsteel can affect, and are affected, by creatures on both the Material and Ethereal planes. They can see ethereal creatures, and their natural weapons or unarmed attacks can strike both ethereal and incorporeal creatures.

With the Mysterious Moonsteel discovery, while carrying no more than a light load, they are treated as if under the effects of feather fall. They may, as a free action, treat themselves as if under the effects of the blink spell, but their ability to affect both the ethereal and material planes is suppressed for as long as they do so.

Alkahest

Chassis made from Alkahest take 1d6 points of damage whenever exposed to water. When submerged in water, or exposed to large amounts, they instead that 2d6 damage. When reduced to -10 hit points, they dissolve into a mass of solvent, as normal for Alkahest (This is usually lethal).

The Amazing Alkahest discovery adds no additional effects.

Criticisms welcome.

Also, I'll never again be able to look at the word Chassis without feeling like I'm spelling it wrong.

sirpercival
2013-12-30, 04:17 PM
Alkahest sucks.
Cursed Lead is way too swingy (either really bad or really good) to be balanced.
Quicksilver is haxx0rz, like whoa.

Orichalcum you probably mean "hit dice", since hit die depends on creature type and class, and is randomized by RAW.

Zale
2013-12-30, 04:28 PM
Alkahest sucks.
Cursed Lead is way too swingy (either really bad or really good) to be balanced.
Quicksilver is haxx0rz, like whoa.

Orichalcum you probably mean "hit dice", since hit die depends on creature type and class, and is randomized by RAW.

I'm getting weird deja vu.

Anyway, I was mostly trying to replicate the effects of the metals themselves. After all, you get most of those effects from being inside an enclosure made from the metal. I think you count as being inside your own skin, so..

Very little of what I added is something new.

I strongly considered adding acidic effects to Alkahest since, at the moment, it's really sad.

Being made of Cursed Lead does more or less make you immune to everything in the Enchantment and Transmutation schools, though it doesn't help at all with Evocation and Conjuration. For the sake of balance, it could be converted to infinite spell resistance, ala Golem.

And, yeah, Quicksilver is just hax.

I also made a Generic Big Flying Thing.

I made a Big Flying Thing.

Name: Big Flying Thing
Principles: BIOY 101, BIOY 228, BIOY 340
Optional Principles: BIOY 273
Discoveries: Artificial Fleshshape
Items: 32 Cubic Feet of organic material or planetary metals.
Minimum Time: Sixty Six hours.

This blueprint has the basics for making a generic large flying ride spawned by Biollurgy, and could feasibly look like anything you'd like, from flying manta to dragon.

To begin, convert the material to biostructure with BIOY 101. Feel free to alter the shape as desired, to suit the final appearance.

Convert the biostructure to a chassis using BIOY 228. (This will take thirty two hours, so make sure to pack snacks.) Use the Artificial Fleshshape discovery so that the resulting chassis is a construct, and, if desired, install a cockpit.

When deciding on the strength and dexterity of the chassis, keep in mind that dexterity is only useful for armor class for this chassis.

If you have not installed a cockpit, use BIOY 273 to add instincts that insure the chassis obeys you.

Use BIOY 340 and/or BIOY 228 to add the Wings Graft and the Hauling Back graft (Optional), as well as any other desired grafts.

The creature's stat block is below. It assumes a heal check of 40, and an organic biostructure base, and a cockpit.


Hit Dice: 4d10+60 (82 hp)
Initiative: -3
Speed: 70 ft, fly 70 ft
Armor Class: 7, touch 3, flat-footed 10 (-4 size, -3 dex, +4 natural)
Base Attack/Grapple: +3/+31
Attack: -
Full Attack: -
Space/Reach: 20 ft./15 ft.
Special Attacks: -
Special Qualities: Construct Traits, Biostructure Traits, Low Light Vision, Darkvision 60 ft
Saves: Fort +1, Ref -2, Will +1
Abilities: Str 43, Dex 5, Con —, Int 1, Wis 10, Cha 2
Skills: -
Feats: -
Enviroment: Anywhere Gramaire is sold
Organization: Trade Convoy (1d4 Big Flying Things, 1 Driver per Big Flying Thing, 1d6 Guards per Big Flying Thing), Civilian Transport (1 Big Flying Thing, 1 Driver, 2d10 passengers)
Challange Rating: .25
Treasure: Standard in trade goods or passenger's effects.
Alignment: Always Neutral
Level Adjustment: —


The Big Flying Thing takes half damage from fire and electricity, and quarter damage from cold. It has a hardness of two and a break DC of 14. It does not eat, sleep or breathe.

The Big Flying Thing has a cockpit that any medium or smaller creature can use to operate it. A DC 10 Knowledge (arcana), Disable Device, or Ride check is required for every round of operation.

It can lift up to 28,000 pounds as a heavy load, up to 18,660 pounds as a medium load and up to 9320 pounds as a light load.

By default, it has the following graft slots: Arms (Wings), Body(Hauling Back), Eyes, Hands, Head, Legs, Shoulders, Throat, Torso, and Waist. It is a quadruped.

I feel like I forgot something on the stat block, though.

DMwithoutPC's
2013-12-30, 04:40 PM
I was thinking more like low level. so 3-4 BIOL is not really an option

Zale
2013-12-30, 05:13 PM
I was thinking more like low level. so 3-4 BIOL is not really an option

It has been brought to my attention that it's normally impossible to use wood engines to go faster than thirty feet per round. (This is a bug)

At level eight, you can use the Intricate Engineering discovery to reduce the engines to six inch cubes. (Which would have a bulk of either two or sixteen, depending on if you think they're Fine or Diminutive).

Those would let you go faster.

The_Final_Stand
2013-12-30, 05:29 PM
WARNING: EFFORTPOST ON ELDRIKINETICS THAT IS MOSTLY WASTED.

Welcome to rocket science: The very propulsion systems you use to move you weigh you down.

The thrust to mass ratio is still greater than 1, so keep adding engines. The issue arises when you have to store fuel on the cart, since that will weigh you down as well. That's just the cart itself. The people on the cart have weight as well, so you need more engines, so you need more fuel, so you need more engines, and more fuel etc.

S.O. engines require 1 log of wood for operation. Let's assume one cubic foot of wood = 9 logs for simple maths. A cubic foot of wood has a Bulk of 27 (tiny size, no mass modifiers), so that's 3 bulk per minute of operation. Spare Bulk of 46 (push generated - bulk of engine) leaves us 15 minutes of operation maximum, just for the engine and the fuel for that engine, with 1 push left over.

So, for 15 mins of operation at 30ft per round, you need 343 engines to push that thing alone. Clearly, there is some room for improvement.

If we remove 5 mins of operation we have a ratio of 84/100 bulk/push, needing only 22 engines for 30ft per round for 10 mins.

Naturally, if you have a circuit generating enough ebbs for you, or you store the fuel in semi-spaces, fuel is less of a problem.

S.O. engines can never generate enough push to move themselves alone (and by extension, anything attached) faster than 30ft per round, no matter how many you stick together. Fuel one, push of 100, bulk of 54. Fuel 2, push of 200, bulk of 108. Fuel 3, push of 300, bulk of 162. Same ratio throughout. The number you stick together just determines how big an object you move. Later engines can go faster because they have a better push to bulk ratio, but even the lightningleap engine at a whopping 18.5 push to bulk ratio can only move at a maximum of 540 ft per round.

30ft per round is roughly 3.4 miles per hour (5 ft per second, 300 ft per minute, 18000 ft per hour, ft to mile according to Google gives 3.409). That's about walking pace. Enjoy your automobile. The lightningleap engine goes at 61.4 mph at most, which is actually reasonable, admittedly.

The only way to actually make things move more quickly with Eldrikinetics alone is literally to strap them in a ballistics engine and fire, since that doesn't add its weight to the object. With that, the sky's the limit, save for the Maximum Speed on the chart.

With the use of Yggdratecture, given that objects inside a semispace don't weigh anything, I think that any force to the inside of a space isn't counted, since they're weightless with respect to the outside, so Yggdratecture would only allow you to store as much fuel as you can fit into semi-spaces. Wolfram Alpha tells me you'd need 8 engines to push both the device and the engines.

ALCH 325 might help too, if you reduce the density of the material you are using you may be able to cut the bulk of the engines to the point where this isn't so much of a problem and you can make faster stuff. You'd eventually get "unusually light", for around 7.4 push to bulk ratio and therefore a max speed of 210 ft per round. That moves you at 24 miles per hour, substantially faster than everything that isn't a Dragon (seriously, look at the SRD, adults move at 20mph normally)

Eldrikinetics 101: Literally rocket science, if rocket science used v as its measure of fuel rather than delta v.

FAKEEDIT: wow that's a lot of words. In short: Use at least 8 engines depending on load, store the fuel/power system in semi-spaces, that will get you 30ft per round. If you have a Doctorate in Alchemetry, use ALCH 325 to cut the density of the engines and move up to 210ft per round.

DOUBLE FAKEEDIT COMBO; And only now do I realise that bulk is based on size, not mass. Which is actually helpful, because a Tiny object supposedly, according to the table, has a mass of max 8 lb, while an engine has a mass of 490lb, which is enough to class it as a Medium object which it can't actually push.

Aside:Those size tables make no sense. At maximum, 1ft^3 (limits of tiny) can weigh at most 8lb. Wolfram alpha converts 1lb per foot to 128 kg/m^3, which is approximately 1/2 the density of cork.

8 engines in a cube would be 2ft cubed. Does that still class it as a tiny object (bulk still 54 for push of 800), or a small object (bulk 128 to push of 800, which is way better than one engine regardless) which would make this actually make more sense and completely invalidate my effort?:smallmad:

Cynicism concludes yes.

DOUBLE TL:DR I wasted far too long on this post.:smallfurious:

It's unclear how to calculate the Bulk of a completed craft. The way that RAW says is unless the engines bump you up a size category, use the Bulk of the size of the craft, possibly apply multipliers if the object is sufficiently dense.

DMwithoutPC's
2013-12-30, 06:29 PM
snip

that's what I thought aswell, I just wanted someone smarter than me (or at least more experienced with science/rocketscience/gramarie) to say it aswell.

so...
What to do with my Character :smallbiggrin: taking ELDR 101 feels extremely useless now. I guess I could still build a cart or something that let's us go 30 feet per round, just for the idea of us traveling more convertable... and having a very expensive, but very strong pack mule!

EDIT: even better. with the prices for Iron as stated earlier in this thread, a single engine costs 400 gold! I thought Iron was cheap!

Milo v3
2013-12-30, 09:48 PM
More Reasonable Temperature Rules
By qazz, milo and zale
Each creature has a set Temperature Score (assume 20 degrees centigrade for most creatures).

A creature at a temperature:

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


Creatures with Fire Resistance or Immunity applies it to lethal and non-lethal damage from high temperatures as if it was fire damage, while creatures with Cold Resistance or Immunity applies it to lethal and non-lethal damage from low temperatures as if it was cold damage.

Creatures healed through fire damage, heal from lethal and non-lethal damage from high temperatures. Creatures healed through cold damage, heal from lethal and non-lethal damage from low temperatures.

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

Example Temperatures
{table=head]Temperature|Damage|Average
-50 degrees|1d6 cold|3 cold
90 degrees|1d6 fire|3 fire
Boiling Water|1d6 fire|3 fire
Phlogiston|31d6 fire|108 fire
Lava|22d6 fire|77 fire
Sun Surface|181d6 fire|633 fire
[/table]
The damages are based on an average creature with a temperature score of 20.

Damage formula for Temperatures = ((t-40)/30)*d
t = The difference between the temperature and the creature's temperature score.
d = 1d6 fire damage if calculating for high temperatures, and 1d6 cold damage if calculating for low temperatures.

Mith
2013-12-31, 12:14 AM
Some new Geocult principles:

Lay of the Land
Doctorate

This Princlpal allows you to shape your biome in any shape other than a circle, so long as said shape posseses the same area as circle that would normally be created to the nearest square foot.

Master of the Land
Theory

You are attunded to your biome to the point that any geocult pole of yours whch your apply this Theory to that you become immune to the effects of your biome at will.

Edit:, Changed Master of the Land to immunity to the enviroment.

Zale
2013-12-31, 01:49 AM
Using the above temperature rules, I present the sword spawned from IRC madness.

Name: Lightsabre
Principle: ALCH 364, KALD 101
Optional Principles: KALD 347
Discoveries: Colourgami
Optional Discoveries: Phlegmatic Phlogiston
Items: One hollow sword hilt, one small bead of iron.

Convert bead into Phlogiston. Red Filter in the shape of a half a sword blade around the Yellow Filter sphere, attached to the sword hilt. Inside the hilt of the sword, make a small spherical Yellow Filter with the bead inside it. Finish your Red Filter sword blade.

This ensures the bead stays inside the filter, while preventing the yellow filter from hitting metal or stone.

Optionally, use KALD 347 to make a Violet filter in the form of a scabbard, in order to prevent you from accidentally sticking your hand in your sword when not using it. (It also looks really cool.)

The inside of the filter is now a cheerful 1000C (2000C with the Phlogiston discovery.)

Enjoy.
{table=head]Name|Cost|Dmg(S)|Dmg(M)|Critical|Range Increment|Weight|Type
Red Sabre|
100 GP|
Special, see below.|
Special, see below.|
-|
-|
1 lb.|
Special, see below.
[/table]

A Red Sabre deals 2d10 fire damage. When made with Phlegmatic Phlogiston, it instead deals 4d10 fire damage. Regardless, any creatures or objects struck by the sabre must make a DC 14 reflex save or catch on fire.

All attacks with a Red Sabre are touch attacks.*

Comes with violet filter scabbard.

*Barring red filter based armor.

Oh, and updated the planetary metal chassis things.


For clarification:
*All chassis made from planetary metals have damage reduction equal to their hardness, as normal.
*Chassis are immune to poisonous metals they are made of.
*Chassis made from metals have the resistances and traits of objects, as normal.

Carmot

Chassis made of Carmot do not take penalties for aging. Additionally, the Heal check of their creator is treated as double for the purpose of determining their maximum age when preparing BIOY 381. They also have a alchemical bonus equal to their hit dice against poison and disease.

Those made with with the Continual Carmot discovery gain fast healing as normal. They are also now immune to all poison and disease.

Sunmetal

Chassis made of Sunmetal are immune to negative levels caused by Radiomantic energy. When reduced to -10 hitpoints, they explode causing 1d6 points of Hellfire damage per hit die and 1d4 negative levels to every creature in a fifty foot radius. Any creature the chassis strikes with their natural weapons or unarmed attacks, or hits the chassis with their natural weapons or unarmed attacks, gains one negative level.

The Sublime Sunmetal discovery increases the radius to a hundred feet, and causes it to inflict 2d4 negative levels. This also causes the chassis to inflict a negative level per round to every creature within five feet.

Cursed Lead

Chassis made from Cursed Lead are affected by a personal anti-magic field. They are immune to any spell that allow spell resistance. They are also considered to be covered in lead for the purpose of foiling certain divination spells, and are immune to lead poisoning.

With the addition of the Cursed Lead discovery, they may only act every other round, as normal.

Quicksilver

Chassis made from Quicksilver may take an additional standard or move action every round. However, the heal check of their creator is treated as halved for the purpose of determining maximum age when preparing BIOY 381. They are unaffected by mercury poisoning.

The Quixotic Quicksilver discovery inflicts this effect on any creature touching the chassis during their turn.

Phlogiston

Chassis made from Phlogiston are immune to fire damage. Creatures within five feet of them take 2d8 fire damage every round, and their natural weapons or unarmed attacks deal an additional 2d8 fire damage and cause those hit to catch on fire (DC 17 reflex save). The damage and reflex save also apply to any creature that successfully attacks the chassis with their natural weapons or unarmed attacks.*

Unlike most Chassis, they have no resistance to cold energy.

Phlegmatic Phlogiston increases the fire damage dealt to 4d8, and the area effected by their fiery aura to five feet for every size category above medium. Weapons wielded by the Chassis are now treated as if they had the flaming enchantment.


*Optionally, you may make use of these alternate temperature rules (http://www.giantitp.com/forums/showpost.php?p=16701375&postcount=191), in which case every creature within five feet (Or ten with Phlegmatic Phlogiston) takes 31d6 fire damage every round, and causes the same amount of damage with any natural weapons or unarmed attacks.

Orichalcum

Chassis made from Orichalcum can store ebbs, as normal. They may, as a standard action, channel a number of these ebbs equal to their hit dice to any ebb-accepting device they are touching.

The Oefficient Orichalcum discovery doubles the amount of ebbs that may be channeled, and causes them to gain 1d6 ebbs every twenty four hours. (At noon, dawn, dusk or midnight, as decided at their creation.)

Moonsteel

Chassis made from Moonsteel can see onto the Ethereal plane, and their natural weapons and unarmed attacks can hit Ethereal creatures.

With the Mysterious Moonsteel discovery, while carrying no more than a light load, they are treated as if under the effects of feather fall. They may enter, or leave, the Ethereal plane as a swift action.

Alkahest

Chassis made from Alkahest take 1d6 points of damage whenever exposed to water. When submerged in water, or exposed to large amounts, they instead that 2d6 damage. When reduced to -10 hit points, they dissolve into a mass of solvent, as normal for Alkahest (This is usually lethal). Their natural weapons and unarmed attacks deal an additional 2d6 acid damage*, and they are immune to acid.

The Amazing Alkahest discovery increases the acid damage dealt to 2d12. Additionally, 2d6 acid damage is dealt to any weapons that strike the chassis.

*Keep in mind that acid damage ignores object hardness.


Feedback is, as always, awesome.

qazzquimby
2013-12-31, 02:11 AM
All attacks are touch attacks *unless* the target is wearing armor made out of red filters for some reason.

Zale
2013-12-31, 02:24 AM
All attacks are touch attacks *unless* the target is wearing armor made out of red filters for some reason.

Woops. I made note of that now.

And simplified some of the metal rules, which were getting convoluted.

I also realized you'd need some amount of yellow filter to keep the Phlogiston in place. Luckily, clever use of space insures this does not impact the sword itself.

Rolep
2013-12-31, 03:14 AM
even better. with the prices for Iron as stated earlier in this thread, a single engine costs 400 gold! I thought Iron was cheap!
How is it 400gp? It's 50gp.


More Reasonable Temperature Rules
By qazz, milo and zale
I really like this, mainly because it helps me with Plasma in CNJY 132.


Some new Geocult principles:

Lay of the Land
Doctorate

This Princlpal allows you to shape your biome in any shape other than a circle, so long as said shape posseses the same area as circle that would normally be created to the nearest square foot.
This should be a discovery. There is no reason for it to be a principle.


Master of the Land
Theory (Maybe Doctorate)

You are attunded to your biome to the point that any geocult pole of yours whch your apply this principle to gives you the ability to know wheneve creatures enter your biome (Hide vs. Perception+Geocultist Level to avoid detection). Once a creature is detected, you will know there location in your biome. If a creature succeeds thier initial Hide check, the Geocultist can activily search thier biome, causing the creature to reroll thier Hide check.
Perception isn't a 3.5 skill. Again this is quite a minor effect, so it should be a discovery. However, it is too easy to succeed the check, so change it to Hide vs. Survival.


Lightsabre
Me gusta!

qazzquimby
2013-12-31, 04:31 AM
The Dethanatologist


"Why do you bury perfectly functional organic machines? A soul is a side effect. This is where efficiency begins."
http://fc04.deviantart.net/fs71/i/2012/304/9/f/science_overthrows_the_undead_by_wotman-d5jl7q0.png
Image credit ~Vermin-Star (http://vermin-star.deviantart.com/) of deviantart.com
The Dethanatologist is not afraid of the more controversial studies, utilizing resources others are too squeamish to touch. Conventional ethical principles are shackles, holding the world from its true potential.

Requirements: To become a dethanatologist you must meet all of the following requirements.
Gramarie: Two principles in each of at least two separate disciplines.
Specialization: Any
Skills: Craft (Any) 13 ranks

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

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

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

1st|+0|+2|+0|+2|Atrocity, mortuus surrectum I|
+0

2nd|+1|+3|+0|+3|Mad science, something|
+1

3rd|+1|+3|+1|+3|Atrocity|
+2

4th|+2|+4|+1|+4|Doctorate principles, mad science|
+3

5th|+2|+4|+1|+4|Atrocity, something|
+3

6th|+3|+5|+2|+5|Mad science, mortuus surrectum II|
+4

7th|+3|+5|+2|+5|Atrocity|
+5

8th|+4|+6|+2|+6|Mad science|
+6

9th|+4|+6|+3|+6|Atrocity, something|
+6

10th|+5|+7|+3|+7|Mad science, mortuus surrectum III|
+7[/table]

All of the following are class features of the dethanatologist.

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

Atrocity (Su): Your study of the thin line between life and death yields you some control over its workings. At first level, and every 2 levels after, choose one of the following abilities:

Final Push: With the smallest of nudges you can pull a creature from death, or push it over the edge. As a touch attack you can instantly stabilize or kill a dying creature.

Ask Questions Later: With some practice, you can contact a soul after it escapes the body, getting the final word in any argument. By touching a corpse that died within the last minute, you may ask the spirit of the departing soul a single question. Impolite souls may give brief, cryptic, or repetitive answers.

And the Clock Stopped: Machines have their own kind of life, though not one that most understand. Machines live off causality, as each gear naturally pushes the next. You can kill that too. By touching a purely physical machine (with no use of magic, psionic, gramaric, truenaming, or any of that hooha) you can make a disable device check with a +10 bonus, as you rust the pistons and loosen the springs. Anything stopped with this ability can be prepared with the relevant check against a DC of your disable device check -10.

Finally, I Fit In: Probably from spending too much time working with bone, you’ve become far enough from the living that the undead hold no fascination with you. You may act as if you are under the effects of a hide from undead spell, or dismiss the effect, as free actions.

And Lived to Tell the Tale:Trapping souls just takes practice, and you’ve always got one on hand to play with. By trapping your soul in your body you can survive with negative hit points for one minute per class level after falling under 0 hit points, though you still fall unconscious. If you fall beneath -10 hp, your body must be healed up to at least 0 to stabilize.

The Other Side: Almost every creature has an instinctual fear of death, and death is your specialty. You can cast cause fear as a touch attack.

Delicious Jams and Preserves: A fresh corpse is much nicer than an old smelly one, and you’ve become quite practiced at preserving bodies for later use. You can cast gentle repose as a full round action.

Mandatory Donation: With a rather fun trick you’ve mastered, you can tease the life force out of a creature and redirect it to a more deserving target. As a standard action you may make two targets within 30ft. Unwilling targets are allowed a fort save (DC 10 + 1/2 level + Cha mod). You may drain up to half your class level in damage to one target, and heal the other target by the same amount.

Until it Fell Still: You’ve watched a lot of things die over the years, and you’ve become attuned to all the little signs and twitches of a creature’s final moments. You are treated as if always under the effects of deathwatch.

Broken Pieces: Conventional fighting strategies work to make a living creature dead. Trying to make a dead creature dead is redundant. You know exactly how these animations work, and exactly how to bring them down. You gain a bonus to attack equal to one third of your class level whenever targeting an undead, construct, or creature with the reanimated subtype, and such targets are not immune to your critical hits.

Something (Ex): This will do a thing. Probably.

Principles of Gramarie: You continue to advance your study of gramarie. At the levels indicated on the table above, you learn a new principle of gramarie that you qualify for. Your Dethanatologist levels stack with your levels in one other gramarie base classes to determine what tier of principles you can learn (choose which base class when you enter the class). At all times, your choice of specialty dictates which individual principles are available for you to learn.

Mad Science: There are things society is afraid to look at, let alone produce in bulk. At 2nd level and every two levels thereafter, you learn an ability due to your unrestricted access to the darker sides of the gramaric disciplines, chosen from the following list:

Of flesh and metal: You can create a new metal with the ALCH286 principle: Bone. Bone has the following statistics
{table=head]Metal|Hardness|Hit Points Per Inch|Melting Point|Boiling Point|Break DC Modifier|Diplomacy DC|Density
Bone|5|5|842 °C|1484 °C|-4|55|54 lb/cubic foot[/table]
Bone is not a very hard, or durable material, but it is light and easy to work with. Bone created by this principle has a noticeable quality. Anything in direct contact with bone withers and dies much faster than it normally would, effectively aging 10 times as quickly (although this is not a time related effect). While this effect is not very noticeable in small doses, a touching flower will quickly whither, and a person in frequent contact will slowly grow frail. Bone ascends into wightstone, which appears similar to ivory. wightstone is much more potent than bone, and effectively ages materials 10 years for every round in which they make any contact.

Animus Aflame: You can create a bone transformer with the ARCD204 principle. A bone transformer channels souls.
Input: A bone input absorbs souls. A sentient creature (one with a natural intelligence greater than three) within the net must make a Will save (DC 10 + 5 per ARCD principle you know) or take one point of int damage. When a creature reaches 0 intelligence inside the net, all int damage is converted to int drain, and the creature becomes mindless as their soul is sucked from their body. This generates ebbs equal to the creature's natural int score (unaltered by damage, drain, or temporary effects) multiplied by its HD, divided by four.
Output: A bone output produces souls. Any living, non-sentient (with a natural intelligence of less than three) creature within the net has their intelligence changed to 3d6. Such creatures may have the intelligence of an adult, but the experiences of a newborn. One soul is given to a creature for each 12 ebbs supplied to the bone output.

Getting creative:You may treat a mass of biostructure as a corpse when using any of your mortuus surrectum abilities.
(Actually you could already do that, with dead biostructure. egh.)

Eery introduction: You can bind a new kind of elemental with CONT 202, one that both excites and disgusts. The flesh elemental (http://www.giantitp.com/forums/showpost.php?p=3055122&postcount=28), or alimental, has all the traits of an elemental, but is distinctly different from other known elementals. Flesh seems to be unable to produce para or quasi-elementals, and there have been no flesh elementals smaller than huge.

Departing visions: You gain access to the bone rod, as described in DVPY 239, when using DVPY 101.

Field of stones: You gain the ability to create a new kind of geoccult pole: the Bone pole.

{table=head]Metal|Critical DC|Biome|Baseline Terrain
Bone|25|Graveyard|Cold earth[/table]
Graveyard (Cold earth) Cold earth is tightly packed dirt on which little will grow. Cold earth appears desaturated, and is unusually cool to the touch, hence the name. Inanimate corpses slowly sink into cold earth, submerging entirely after 24 hours. Submerged corpses continue to sink until they are six feet under ground, before stopping. While submerged, corpses decompose at half speed. An animated submerged corpse takes 1 minute to dig themself out. The climate inside in a graveyard is dry and temparate.
Graveyard [Bone] A bone pole allows you to spread a graveyard biome. A graveyard has cold earth as its baseline, and additional terrain features include tombestones, empty graves, mausoleums, morgues, trees and fences.
Tombstone: A tombstone can be placed above a submerged corpse. It is a tall stone plate, with the corpses name, birth year and death year chiseled across it's face. When placing the tombstone, you may choose a short inscription of 1-12 words to write along with the other information. A tombstone can provide between 1/4 cover to 1/2 cover, depending on it's shape, decided upon generation. A tombstone costs 15 lb.
Empty grave: An empty grave appears as an approximately person shaped hole in the ground, about 5 ft deep, and functions as a pit trap. A pile of loose soil lays next to the empty grave, and the grave can be filled as a standard action, submerging anything in the pit at the time. Buried living creatures begin to suffocate. Empty graves cost 5 lb.
Mausoleum: A mausoleum is a 15 by 20ft ornate stone or marble building for housing the dead. A corpse left inside a mausoleum is decays at half speed as if it was submerged. A mausoleum costs 50 lb.
Morgue: The morgue sees two uses, as well as a lot of bodies. Anyone examining a body to determine the details of it's death gain a +8 to the check while inside a morgue. Additionally, a morgue generates one coffin every 6 hours so long as it has four of fewer inside it. These coffins degenerate if brought outside of the biome. Corpses inside coffins decompose half as quickly. This stacks with the effects of being submerged. Every coffin generated, and every time it's bonus is used, costs 10 lb.
Trees: The trees found in a graveyard are dead and withered, with branches like gnarled limbs. These trees usually contain a large hole, perfect for the perching of an owl or hiding of an object. These work like light trees, described in the SRD. Graveyard trees cost 5lb and occoupy a neligible space. Graveyard trees cannot be placed within 10ft of another tree.
Fence: Usually placed around the edge of the biome, the fence is 10ft tall, black iron, and usually ornately decorated. It takes a dc 20 climb check to climb the bars. Each bar is 1 inch thick, and is made of iron. A fence costs 5lb for every 5ft of length.

{table=head]Metal|Terrain|Climate Condition|Extreme Weather Condition
Bone|Graveyard|Gloom|Blood rain[/table]
Bone (Gloom): The area inside a graveyard is drained of life. Everything seems cold, desaturated, and dark. Lighting conditions are one step darker than normal, with daylight reduced to low-light, and anything much darker reduced to total darkness. Gloom requires 50 lb to get started, and 10 lb per hour to maintain.
Bone (Blood rain): In a nightmarish shower, cursed blood pours from the sky. Every round a creature spends exposed to the rain causes it to take 1d6 vile damage and must succeed at a saving throw (DC 10 + your ranks in surival) or receive one taint. Blood rain cots 100 lb to start, and lasts an hour.
Graveyard [Bone]: A graveyard's supernatural terrain features include meat machines, blood moons, and Scripture:
Meat machine: A meat machine is a large, horrific contraption, which generates organic flesh. Every meal for a medium creature generated by the meat machine costs 5lb of bone.
Blood moon: The bloodmoon replaces the normal moon in the sky while the observer is inside the biome, and is a great, deranged, grinning sphere. The first time a creature sees the blood moon they must make a will save (DC 10 + your ranks in survival) or be shaken for one hour. Whenever a creature inside the biome is brought to less than 0 hit points, the moon laughs hysterically, and can be heard anywhere within the biome. The moon keeps a count of how many HD of creatures have died within the last hour. As creatures die within the biome, the moon gradually becomes more twisted and terrifying, as it's eyes bulge and its lips back. After 50 HD of creatures have died within the last hour, the moon starts the blood rain weather effect for free, with the blood originating from the moon's mouth. This effect is maintained as long as there have been 50 HD of deaths within the last hour. The blood moon costs 20 lb per hour.
Scripture: A scripture is a great scroll, usually resting in a protected space near the pole. Creating the scripture costs 10lb per 7 words of instruction. After completion, all mindless undead in the area follow the instructions whenever possible, as if controlled. All creatures controlled by the scripture gain turn resistance equal to their HD. The scripture burns 10lb or bone per hour of control.
Mass conformity: You can make a new kind of Psychomantic receiver, called an absolute receiver. Absolute receivers can only be implanted in mindless creatures, and cease to function if the creature gains intelligence above 0. Absolute receivers can send a special kind of proposition called an instinct as well as normal propositions. Instead of choosing from listed causes and effects, the causes for instincts can be anything the creature can sense, and the effects can be any course of action the creature could take. Effects from instincts never grant mechanical benefits. If a creature with an absolute receiver is inside a network with other creatures with absolute receivers, all instincts are copied over to all other creatures with absolute receivers. If multiple instincts have identical causes, the newest instinct overrides the older.

Post-mortem education: Mindless creatures with the reanimated subtype can be given commands while inside a heuristical bubble, as a standard action or logical decision. This acts as controlling undead normally, but a list of instructions can be set.

Entropic energies: You can create an onyx refractor with PUIS 101.
Antiparitiser: This refractor is formed from onyx and makes all puissance that passes through it cease its glow, and turn a dull grey-green. Refracted puissance has its internal spin reversed, becoming anti-ebbs. Anti-ebbs can only be supplied to a device which can produce puissance, such as an input transformer. The device processes the anti-ebbs to produce fuel, equal to the amount and type that the device would require to generate an equal number of ebbs.

One cubic foot of Onyx weighs 165 lb and costs 3000gp.

Eternal storage: You can make a sepulcherous vessel with RLQD 101.
A sepulcherous vessel acts as a aeonic vessel while it contains a living creature, and acts as a stagnant vessel while it does not.
It's like an easy bake oven for making dead people.

Improvised animation: When making a hybrid with any TRNV principle, you may treat inanimate objects as if they were constructs, by making them animate objects for the purposes of the hybridization. Half sword, half fish. Half pizza, half delivery boy. Half train, half conductor. Oh the possibilities.

Eternal storage: You can create phylacteric flux with YGGD212. Phylacteric fluxes must be keyed to creatures before they provide an effect. The flux can key to any living creature adjacent or inside it as a standard action or logical decision. Afterwards, when that creature dies, their soul is moved to the phylacteric flux, instead of moving on to whichever afterlife would normally claim it. If the flux is destroyed, the soul naturally moves to it's appropriate afterlife.



Mortuus Surrectum I (Ex):
As a standard action, you may animate a corpse of up to 2HD/class level. This reanimated creature, called a necromaton, is not powered by negative energy, and is closer to a construct than an undead. The creature gains the reanimated subtype, given below. You probably want to read that now.
Fresh corpses (those who died less than 1 hour / HD ago) are animated without any template. Mostly undecayed corpses (usually those less than a month old outside, or a year old in a coffin) are raised with the zombie template, while older corpses are raised as skeletons. All necromatons keep their former type, but gain the reanimated subtype.
All necromatons except skeletons can gain puissance from eating food. Every full meal a necromaton eats grants it ebbs equal to half of its full reserve.
Necromatons are mindless and only have the basic instinct to try to gain puissance, first by eating anything edible to their species, and then by interacting with gramaric machines.

Mortuus Surrectum II (Ex):
At your choice, necromatons you create can reclaim their souls as if being resurrected. The animated creature is the same as a normal necrotomaton, but has the int score it had in life (and is therefore probably not mindless), and has the memories and personality of its former self. These necromatons generate puissance as normal for a creature.
Alternatively, you can be not quite so generous with the necromaton, giving it back only it’s implicit memories. You may choose to grant necromatons the skills they had in life, but leave them with int 0.

Mortuus Surrectum III (Ex):
It’s time to get arts and craftsy. You may choose to give any necromaton with atleast 15 HD that you create, the Gramaric Creature template.



Reanimated subtype

No constitution
Intelligence 0
No soul
Immunity to all mind-affecting effects
Immunity to poison
Cannot heal damage
Not subject to critical hits
Immune to effects that require fort saves
No death from massive damage
No breathing, eating or sleeping
Maximum internal puissance reserve equal to max hp
Cannot gain puissance above maximum reserve
Loses 1 ebb of puissance every hour and after every round in which the creature takes atleast one action.
Loses puissance equal to damage taken
Becomes inanimate if internal puissance reaches 0

Better formatting coming soon.

sirpercival
2013-12-31, 07:10 AM
Master of the Land
Theory (Maybe Doctorate)

You are attunded to your biome to the point that any geocult pole of yours whch your apply this principle to gives you the ability to know wheneve creatures enter your biome (Hide vs. Perception+Geocultist Level to avoid detection). Once a creature is detected, you will know there location in your biome. If a creature succeeds thier initial Hide check, the Geocultist can activily search thier biome, causing the creature to reroll thier Hide check.

You realize that this is made obsolete by DVPY 101?

Zale
2013-12-31, 12:16 PM
A chassis built with these (http://www.giantitp.com/forums/showpost.php?p=16702515&postcount=193) guidelines and a few weapons to go along with it.

Name: Smoking Seraph Genesis
Principles:ALCH 364, BIOY 101, BIOY 228, BIOY 234, BIOY 273, BIOY 340
Optional Principles:BIOY 191
Discoveries: Phlegmatic Phlogiston, Sublime Sunmetal, Bizzare Fleshshape
Items: Six cubic feet of iron, Five cubic feet of gold.

Convert the iron into Phlogiston and the gold into Sunmetal using ALCH 364.

Next, use BIOY 101 to transform four cubic feet of Phlogiston and the same amount of Sunmetal into Biostructure. Shape in the form of a large humanoid, gendered as desired.

Use BIOY 228 to turn the biostructure into a free standing large chassis with the outsider type, then use BIOY 234 to transform it into an elite chassis, which raises it's hit dice to three.

Use BIOY 228 and BIOY 340 to give the chassis the Wings, Blinding Beauty, Tongues and Slam grafts.

Finally, use BIOY 273 to give the chassis whatever instincts you desire, then make the chassis sentient.

Use the 2 cubic feet of Sunmetal/Phlogiston left over to create a Deathly (See below) weapon(s) for your Smoking Seraph.

Optionally, convert 1 cubic foot of Phlogiston into biostructure, then use BIOY 191 to create a biostructure Phlogiston bow and arrows.

Your Seraph is native to whatever plane it was created on.



This chassis was made with a heal check of 65.

Smoking Seraph
Size/Type: Large Outsider
Hit Dice: 3d8+18 (31 hp)
Initiative: +10
Speed: 40 ft, fly 40 ft.
Armor Class: 15, touch 15, flat-footed 9 (-1 size, +6 dex)
Base Attack/Grapple: +3/+13
Attack: Deathly Longsword +9 melee (1d8+6/(19-20)x2 plus 4d8 fire damage and one negative level) Slam +8 (1d8+6 plus 4d8 fire damage and one negative level)
Full Attack: Deathly Longsword +8 melee (1d8+6/(19-20)x2 plus 4d8 fire damage and one negative level) Slam +8 (1d8+6 plus 4d8 fire damage and one negative level)
Space/Reach: 10 ft./10 ft.
Special Attacks: Blinding Beauty, Aura of Fire and Light.
Special Qualities: Immune to fire and radiomantic negative levels, Biostructure Resistances, Tongues.
Saves: Fort +9, Ref +9, Will +3
Abilities: Str 23, Dex 23, Con 23, Int 10, Wis 10, Cha 10
Skills: Balance +12, Climb +12, Diplomacy +6, Heal +6, Knowledge (Planes) +6, Listen +6, Spot +6, Use Magic Device +6
Feats: Improved Initiative, Hover
Environment: The Quasi-Elemental Plane of Ash.
Organization: A Host (1d6 Smoking Seraphs).
Challenge Rating: ??
Treasure: Standard, and Deathly Longsword.
Alignment: Usually Chaotic Neutral.
Advancement: By hit dice or level
Level Adjustment: —


A shimmering figure of shining metal looms before you. Heat streams off it as it stretches fiery wings in flight.

Blinding Beauty (Su)

Creatures viewing the Smoking Seraphs must make a DC 10 will save or be turned permanently blind. Those who make the save are immune to further saves for twenty-four hours.

Aura of Fire and Light (Su)

As creatures of Phlogiston and Sunmetal, Smoking Seraphs cause all creatures within twenty feet to take 4d8 fire damage per round. Creatures within fifteen feet take a negative level per round.

Creatures hit by a Smoking Seraph's natural weaponry or unarmed strikes take 4d8 fire damage and a negative level. This effect also applies if they strike the Smoking Seraph with their natural weaponry or unarmed strikes, or otherwise touch them.

Biostructure Traits (Ex)

Smoking Seraphs take quarter damage from electricity and cold, and have a hardness of 5.

Tongues (Su)

Smoking Seraphs can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.

{table=head]Name|Cost|Dmg(S)|Dmg(M)|Critical|Range Increment|Weight|Type

Deathly Longsword|
750 gp|
1d6|
1d8|
19-20/×2|
5 ft.|
4 lb.|
Slashing

Highly Unfun Net|
500 gp|
-|
-|
-|
10 ft|
12 lb.|
-
[/table]

A Deathly weapon is made from a mixture of reinforced Phlogiston and Sunmetal. It deals an additional 2d8* (4d8 if made from Phlegmatic Phlogiston) fire damage and one negative level. Any creature holding a Deathly is dealt one negative level per round, as well as 4d8 fire damage.

The Highly Unfun Net is made of a mixture of reinforced Cursed Lead, Phlogiston and Sunmetal. In addition to the normal effects of a net (http://www.d20srd.org/srd/equipment/weapons.htm#net), the Unfun Net inflicts 2d8 (4d8 with Discovery) fire damage and one negative level every round that a creature is entangled in it. It also incloses the creature in an anti-magic field. If made with the Lethargic Lead discovery, the net also affects the inclosed creature as if by the slow (http://www.d20srd.org/srd/spells/slow.htm) spell.

The Escape Artist DC for this net is 30, and the burst DC is 35. It has twenty hit points.

* This is based on these (http://www.giantitp.com/forums/showpost.php?p=16702515&postcount=193) guidelines for chassis. If you would prefer to use the alternate temperature rules (http://www.giantitp.com/forums/showpost.php?p=16701375&postcount=191) it is 31d6 fire damage per round for being within five feet of normal Phlogiston.

Seraph Ivaria the Radiant Fighter 4
Size/Type: Large Outsider
Hit Dice: 3d8+3d10+36 (64 hp)
Initiative: +10
Speed: 40 ft, fly 40 ft.
Armor Class: 17, touch 15, flat-footed 9 (-1 size, +6 dex, +2 Dragonhide leather armor)
Base Attack/Grapple: +7/+17
Attack: Deathly Trident +14 melee (1d8+6/(19-20)x2 plus 4d8 fire damage and one negative level) / Slam +13 (1d8+6 plus 4d8 fire damage and one negative level) / Unfun Net +12 (Entangle plus 4d6 fire and one negative level) / Phlogiston Bow (+5 Strength bonus) +12 (1d8x3 + 4d8 fire).
Full Attack: Deathly Trident +14/+10 melee (1d8+6/(19-20)x2 plus 4d8 fire damage and one negative level) or Slam +12/+8 (1d8+6 plus 4d8 fire damage and one negative level)
Space/Reach: 10 ft./10 ft.
Special Attacks: Blinding Beauty, Aura of Fire and Light.
Special Qualities: Immune to fire and radiomantic negative levels, Biostructure Resistances, Tongues.
Saves: Fort +13, Ref +10, Will +4
Abilities: Str 24, Dex 23, Con 23, Int 10, Wis 10, Cha 10
Skills: Balance +12, Climb +13, Diplomacy +6, Heal +6, Intimidate +8, Knowledge (Planes) +6, Listen +6, Spot +6, Use Magic Device +6
Feats: Improved Initiative, Hover, Weapon Focus (Trident), Exotic Weapon Prof. (Net), Two Weapon Fighting, Net and Trident
Environment: The Quasi-Elemental Plane of Ash.
Organization: A Host (1d6 Smoking Seraphs).
Challenge Rating: ??
Treasure: Standard, with Deathly Trident and Unfun Net.
Alignment: Usually Chaotic Neutral.
Advancement: -
Level Adjustment: —

Blinding Beauty (Su)

Creatures viewing the Smoking Seraph must make a DC 10 will save or be turned permanently blind. Those who make the save are immune to further saves for twenty-four hours.

Aura of Fire and Light (Su)

As creatures of Phlogiston and Sunmetal, Smoking Seraph cause all creatures within twenty feet to take 4d8 fire damage per round. Creatures within fifteen feet take a negative level per round.

Creatures hit by a Smoking Seraph's natural weaponry or unarmed strikes take 4d8 fire damage and a negative level. This effect also applies if they strike the Smoking Seraph with their natural weaponry or unarmed strikes, or otherwise touch them.

Biostructure Traits (Ex)

Smoking Seraphs take quarter damage from electricity and cold, and have a hardness of 5.

Tongues (Su)


Smoking Seraphs can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.


Tactics

In the first round Ivaria will usually win initiative, and try to pull in close enough to toss her net over her foe(s). (Preferably a spellcaster) If successful, she will generally make use of her Net and Trident feat to make a full attack with her trident against the poor sucker in the net.

Anyone touching the net, or going within five feet of it starts eating fire damage and negative levels, so the person inside it is unlikely to get help. Going near Ivaria offers the same promise of fire and level drain.

If allowed to take her net throw and full attack combo, she will do about 12d8 fire damage and inflict three negative levels on the person in the net, in addition to the damage from the trident itself. And with any luck at least one of her enemies will have been struck blind.

Even rounds in which Ivaria does not act inflict another negative level and 4d8 fire damage on the netted person and everyone near them- or her.

Because of this, she usually turns her attention to another target, leaving the original to slowly wither. As she recognizes that she is most powerful in close ranges, she tries to constantly affect multiple people with her aura.

Spellcaster are at the top of her priorities, as they can possibly damage or incapacitate her without hurting themselves in the process.

If the battle turns sour, Ivaria will take to the skies and hover while taking shots with her bow. (Which itself deals 4d8 fire damage). However, this is usually a sign that she is loosing, as it abandons her primary advantage.

Grek
2014-01-01, 01:23 AM
If you prepare a pair of alternating fluxes on opposite ends of a ten foot pole, and then alternate them, what happens to the pole? What if it were a three foot pole instead?

Milo v3
2014-01-01, 01:27 AM
If you prepare a pair of alternating fluxes on opposite ends of a ten foot pole, and then alternate them, what happens to the pole? What if it were a three foot pole instead?

Doesn't it not move things if it's attached to things outside of the bubble? Which would mean it does nothing.

Grek
2014-01-01, 01:30 AM
Currently, the text is as follows:


Alternating: This kind of flux acts like normal space, except that it has a special property when linked with another such flux. If you prepare two such fluxes, you can make a logical decision inside of one of them to perform an alternation with the other. This swaps all physical objects, creatures, substances, and so on, which are within the flux boundaries, to the other flux. Objects and creatures and so on appear in their original orientation and configuration, with no harm done to them. There is a Reflex save to avoid this effect (DC 5 + 5 for every YGGD principle you know), in which case the victim lunges out of the bubble before alternation. Note that everything loose inside the bubble is swapped; you cannot make an exception for certain people or objects. This alternation does not move fixed terrain features, but loose environmental objects inside the field are moved. There are a few caveats: the fluxes must be the same size, which means that if you enlargen one of them with extra work, the alternation effect won't work again until you embiggen the other one as well. Additionally, each flux can only be tied to a single other entangled flux. You can activate the alternation from either side of the flux pair, or you can lock it during preparation such that the swap can only be made from one of them. The connection maintains itself no matter how far apart the fluxes are taken, including onto other Planes.

A 10' pole is probably not a terrain feature, and it certainly isn't fixed: a human could lift one single handed.

A 3' pole would be entirely inside both bubbles, which makes it even more confusing..

Milo v3
2014-01-01, 01:39 AM
Currently, the text is as follows:



A 10' pole is probably not a terrain feature, and it certainly isn't fixed: a human could lift one single handed.

A 3' pole would be entirely inside both bubbles, which makes it even more confusing..

Note the use of the word Loose allot.
If it's attached to something outside the bubble, it isn't a loose object.

Grek
2014-01-01, 01:56 AM
That still doesn't answer what happens in the 3' case. It's entirely inside both bubbles, so that can't be an issue.

Milo v3
2014-01-01, 02:38 AM
That still doesn't answer what happens in the 3' case. It's entirely inside both bubbles, so that can't be an issue.

... It swaps position with itself making it not move? That would be my assumption.

Mith
2014-01-01, 03:00 AM
This should be a discovery. There is no reason for it to be a principle.

Noted. Will change.



Perception isn't a 3.5 skill. Again this is quite a minor effect, so it should be a discovery. However, it is too easy to succeed the check, so change it to Hide vs. Survival

Will change.

Do people think that Master of Land Geni Loci should be scrapped due to Divintropy? I could add immunity to the effects of your biome to make it unique.

Grek
2014-01-01, 04:16 AM
... It swaps position with itself making it not move? That would be my assumption.

The rules say the objects alternated "appear in their original orientation and configuration". If the pole remains in the same location, then it has effectively changed configuration, since it started at the origin of one the flux and ended up 3' away from the origin of the other instead of starting at the origin of one and ending up at the origin of the other. If you rotate (or reflect) the staff to prevent a change to configuration, it ends up in a different orientation. A paradox!

The essential problem is that the flux needs to teleport a single object to two places at once in order to fulfill all of the requirements, but isn't allowed to duplicate items. Ultimately, I think the best solution may be to declare that alternating fluxes cannot alternate with one another while overlapping.

@Mith: I agree with Rolep that Lay of the Land should be a discovery at best. Keep in mind though that A] biomes are actually spheres, not circles and B] you can already have them be cubes (or any other shape) by not using all of your area. This discovery essentially allows you to have irregular biomes cheaper.

Master of the Land should be a feat, not a principle. Or possibly a class feature for a Geoccultist specialist class. Also, it needs an action type for searching the biome.

DMwithoutPC's
2014-01-01, 08:57 AM
How is it 400gp? It's 50gp.


It wasn't. I thought it was because iron is 50 gold per cubic feet, and I thought a engine was 8 cubic feet

In the old version, before Kellus changed the size of an engine to one cubic feet, it was 400 gold

Mith
2014-01-01, 03:12 PM
@Mith: I agree with Rolep that Lay of the Land should be a discovery at best. Keep in mind though that A] biomes are actually spheres, not circles and B] you can already have them be cubes (or any other shape) by not using all of your area. This discovery essentially allows you to have irregular biomes cheaper.

Master of the Land should be a feat, not a principle. Or possibly a class feature for a Geoccultist specialist class. Also, it needs an action type for searching the biome.

I had missed the fact that a biome can be non spherical. The idea of Lay of the Land is so that you can seamlessly join multiple biomes. A spherical biome won't seamlessly join with other biomes, unless you allow for overlap, which is inefficient. Is it still considered a good theory though?

As for Mater of the Land, I have changed it so that you have immunity to the effects of the biome. I was wondering if ading a movement bonus wiould also be a good move, since you will know the fastest way to transverse your biome.

Grek
2014-01-01, 03:53 PM
Geoccult poles create very large bubbles, but they're still subject to the usual rule that you can always choose to exclude any area within the radius when preparing a bubble.

Mith
2014-01-01, 04:10 PM
So then Lay of the Land is compleatly obsolete then, since that is the point of the Theory.

qazzquimby
2014-01-01, 07:20 PM
Dethanatologist update posted. Generally before some rigorous rewriting my work is pretty flawed, so comments would be nice. There should be more principle changes written by the end of the day.

Milo v3
2014-01-01, 07:37 PM
Dethanatologist update posted. Generally before some rigorous rewriting my work is pretty flawed, so comments would be nice. There should be more principle changes written by the end of the day.

Nothing in the class suggests the reanimated things you create need ebbs, but u gave them the ability to gain ebbs through eating? :smallconfused:

qazzquimby
2014-01-01, 08:29 PM
That's in the reanimated subtype at the bottom of the post. They need a lot of ebbs to survive, probably too many.

Rolep
2014-01-02, 03:10 AM
So then Lay of the Land is compleatly obsolete then, since that is the point of the Theory.
Discovery! Not theory!

Milo v3
2014-01-02, 03:15 AM
Discovery! Not theory!

No point making it a discovery if u can do it by default.

Grek
2014-01-02, 03:56 AM
I guess I wasn't clear. I was saying that the advantage of Lay of the Land isn't that it lets you make weird shaped biomes (since you already can), but that it lets you do so efficiently:

Example 1: You want a river 50' across, 10' deep and 100 miles long. Doing that the normal way requires over two million preparations and over a thousand kilotons of metal to get the needed radius. Doing it with the discovery means that you have enough volume to do it with a single preparation.

Example 2: You want to make a patch of farmland as big as you can with one preparation of a copper pole. Normally, you make a sphere 500' in radius, resulting in a total farmable area of 785,398 square feet. With the discovery, you can choose to stop 1' into the ground and 1' into the air and end up with an area of 261,666,667 square feet. A 33300% increase!

Mith
2014-01-02, 08:38 PM
Ok. Thanks for the input Grek.

So my next idea for Gramarie are Vectors. They specialize in creating viruses and vaccines, making them plague bringers that effect anything which can be harmed by disease, that can drain any stats of a creature, even decreasing resistance to certain effects. I would assume they impact biostructure and hortistructure, but I am not familiar with the two concepts to say how. The flip side, is that besides curing diseases, they can make benign viruses which boost certain stats temporarily, as well as adding beneficial resistance (ex. Spell Resistance) to a target. I would make it that each Vector has a unique formulae in producing their viruses, so that working against another vectors work is a higher DC then working against your own. Targets become resistant to any of your viruses over time, as their body fights off the disease. The Vector Capstone is that they are immune to all diseases, and they have the fundamental formula which bypasses all built up resistances.

Does this seem like a decent idea?

Milo v3
2014-01-02, 09:14 PM
So my next idea for Gramarie are Vectors.
Does this seem like a decent idea?

Yes.

Are you thinking PrC, Base Class, Feat line, or what?

Kellus
2014-01-03, 01:25 AM
Attention to all people who love gramarie!

So I came back from my semester to find that apparently everyone here went absolutely insane and began making stuff, and I just want to say that is absolutely amazing. I honestly can't even begin to express my happiness right now. I started this project a year and a half ago because I didn't like the direction that I saw too many things in this hobby headed. I thought people were getting too used to being coddled by game developers, too used to having everything force-fed down their throats in little isolated rules bubbles. I thought that the spark of creativity and innovation which for me is at the core of what this game is all about was dwindling.

I was wrong.

In the past few months, you've filled another 50 pages with amazing discussion (which I haven't even begun to scratch the surface of), you've nearly doubled the amount of content, you've started work on several worlds which incorporate the ideas and themes of gramarie; in short, you've taken this idea and run with it to the damn moon. I can see now that there are many other people who love the freedom and creativity inherent in a cooperative role-playing game, and who want to help other people find the same joy.

What is so important to me about this project is that at the heart of this project is the indefinable something, the mysterium tremendum of human ingenuity, creativity, and inspiration which cannot be replicated on a computer or in a video game. When I look at games using gramarie, I see a shared experience between players and DM which cannot be reproduced in any medium save for the one which by all accounts has been dying a slow and lingering death in the face of advancing gaming technology. The tabletop RPG must always be about creating a shared world and telling stories in it. My aim here was to provide a toolset for this, yes, but primarily, most importantly, it was to get people interested in the idea and talking about it and creating stuff of their own.

You homebrewers here very easily could have just let the idea, the system, atrophy in my absence, but you didn't. You realized, as I hope everyone reading this realizes, that gramarie is not mine. It is ours. It is a shared idea, a shared hope for what games could be like. There are rough patches, there are unfinished parts, yes. But the fundamental idea is out there. I mentioned in one of my earlier posts on this subject that I don't care if you never use a single rule I write for this system, as long as it gets you thinking about the sorts of worlds that you can build and the stories you can tell in an actual human interactive game.

Over the next few weeks I will try to provide feedback and thoughts on everything that has been made here in the last six months, but please understand: I am not the boss. I will not, and can not, tell you what to do because I do not own this project. Gramarie exists in the hearts and minds of everyone who has written a single word of content for it, everyone who has mulled over the implications of a seemingly useless or seemingly insane principle. I hope that we can go forward, not as one person telling everyone else how gramarie works, but as a group discovering it together.

My very first post on gramarie contained the following:


I've thought a lot […] about stuff that you could do with it, and the main conclusion I've come to is that there's a lot more that I haven't thought of.

Well, it's been a year and a half, and I still know that I have no idea what the limits of this are. But I hope that we can figure them out.

Rolep
2014-01-03, 03:03 AM
HOLY **** HE'S BACK! THE MESSIAH HATH COME!:smallbiggrin:

EDIT: But in all seriousness, I can't wait to see your take on the homebrew.

Zale
2014-01-03, 06:15 AM
The Gunsmith


For when you need a weapon that does do something so simple as to merely kill, but weapon that wipes someone from the face of the world so thoroughly that only the echoing memory of the shot fired remains.
Requirements
Gramarie : At least four ARCD principles.
Skills: Use Magic Devices 10, Craft (Weaponsmithing or Bowmaking) 5
Specialization Must be specialized in Arcanodynamics.

Hit Die: d6
Skill Points At Each Additional Level: 6 + Int Modifier

Class Skills: Appraise (Int), Autohypnosis (Wis), Craft (Int), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (the Planes) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha)



Level
BAB
Fort
Ref
Will
Special
Principles


1st
+0
+0
+2
+2
Expanded Firepower
+0


2nd
+1
+0
+3
+3
Secrets of Conversion
+1


3rd
+2
+1
+3
+3
Bits and Pieces
+1


4th
+3
+1
+4
+4
Build it Bigger
+2


5th
+3
+1
+4
+4
Secrets of Conversion, Explosive Tweaks
+3


6th
+4
+2
+5
+5
Barrel Swapping
+3


7th
+5
+2
+5
+5
Expanded Firepower
+4


8th
+6/+1
+2
+6
+6
Energy Absorption
+5


9th
+6/+1
+3
+6
+6
Secrets of Conversion
+6


10th
+7/+2
+3
+7
+7
Efficient Construction
+6



Class Features

All the following are class features of the Gunsmith.

Weapon and Armor Proficiency: Gunsmiths gain proficiency with all Arcanodynamic weapons.

Principles of Gramarie: At the levels indicated on the table above, you learn a new principle of gramarie that you qualify for. Your class levels stack with levels in one other gramarie base classes to determine what tier of principles you can learn (choose which base class when entering the class).

Expanded Firepower (Su): Your output transformers increase the size of any dice rolled by one step. A d6 becomes a d8, a d8 becomes a d10, and so on. Input transformers treat the dice size as being unmodified.

You increase the dice size again at level 7.

Secret Of Conversion (Su): Your studies continue to provide insights into Gramarie. You may select another Arcanodynamics discovery this level, and every three levels after it.

Bits and Pieces (Su): Your output transformers can now be made of separate parts, as long as each piece is within three feet of another. Ebbs can be channeled into or transformed out from any portion of the transformer without penalty.

Build It Bigger (Su): Sometimes bigger really is better. You can improve the effects of your output transformers by increasing the required material. For each additional cubic foot of material, select one property from below.


You may increase the number of ebbs your transformer can convert per round by ten.
If the transformer deals damage, increase the size of the damage die one step. A d6 becomes a d8, a d8 becomes a d10, and so on, to a maximum of d12.
If the transformer creates an area effect or has a range, you can increase the range or area given per ebb by five meters.


Explosive Tweaks (Su): When preparing an ARCD principle, you can choose to create explosive devices instead of a regular output transformer and produce four such devices per cubic foot of material used. Each device can hold a twice the number of ebbs it could convert a round. When triggered they transform all of the stored ebbs and produce their effect as normal except the area of effect is a burst with a radius of 10 feet per ebb transformed centered on the transformer. The device is destroyed once it produces this effect.

A transformer of this type can be primed by anyone touching them (Or as a logical decision) to trigger upon being touched again, striking a solid object, or after a certain number of rounds or minutes have passed. This can not be changed once it has been primed to explode.

This feature can be applied to Silver, Leather, Copper, Ice, Mercury, Lead, Gold and Crystal output transformers.

Barrel Swapping (Su): Long have you worked against the shaped limitations of transformers. Why should you not be able to create a cone of fire, or a line of sound? When creating a transformer you may now select any of the following shapes:


A cone with a length of 10 feet per ebb transformed that does 1d6 damage per ebb.
A line with a length of 20 feet per ebb transformed that does 1d6 damage per ebb.
A bolt that works as a ranged touch attack with a range of 100ft per ebb, and does 1d8 damage per ebb channeled.

The dice size of each shape are enhanced by Expanded Firepower and/or Build It Bigger as normal. These shapes can only apply to Copper, Ice, Mercury, Leather, Gold and Crystal output transformers.

Energy Absorption (Su): By tapping into the ambient magical energy of the multiverse, you can provide a pithy amount of power to your transformers even in the absence of ebbs. Your output transformers can now fire without consuming ebbs as if they had transformed one tenth (Round down) of your UMD check. They may only do this once every 1d4 rounds.

Efficient Construction (Su): You've finally learned how to construct more space-efficient transformers. Any transformer that would require one cubic foot of material now only require six cubic inches. Transformers modified with Build It Bigger are unaffected.


Well, here's to hoping that this isn't completely terrible.

Grek
2014-01-03, 06:45 AM
It seems like it should also do something with ballistic engines.

thethird
2014-01-03, 06:50 AM
I agree with Grek. Also you should keep some stuff as wish cones out...

And now that Kellus is back and that I am back at my place I guess it is time to thoroughly review constructivity. Expect a rewrite-tweak soon.

sirpercival
2014-01-03, 07:44 AM
Attention to all people who love gramarie!

So I came back from my semester to find that apparently everyone here went absolutely insane and began making stuff, and I just want to say that is absolutely amazing. I honestly can't even begin to express my happiness right now. I started this project a year and a half ago because I didn't like the direction that I saw too many things in this hobby headed. I thought people were getting too used to being coddled by game developers, too used to having everything force-fed down their throats in little isolated rules bubbles. I thought that the spark of creativity and innovation which for me is at the core of what this game is all about was dwindling.

I was wrong.

In the past few months, you've filled another 50 pages with amazing discussion (which I haven't even begun to scratch the surface of), you've nearly doubled the amount of content, you've started work on several worlds which incorporate the ideas and themes of gramarie; in short, you've taken this idea and run with it to the damn moon. I can see now that there are many other people who love the freedom and creativity inherent in a cooperative role-playing game, and who want to help other people find the same joy.

What is so important to me about this project is that at the heart of this project is the indefinable something, the mysterium tremendum of human ingenuity, creativity, and inspiration which cannot be replicated on a computer or in a video game. When I look at games using gramarie, I see a shared experience between players and DM which cannot be reproduced in any medium save for the one which by all accounts has been dying a slow and lingering death in the face of advancing gaming technology. The tabletop RPG must always be about creating a shared world and telling stories in it. My aim here was to provide a toolset for this, yes, but primarily, most importantly, it was to get people interested in the idea and talking about it and creating stuff of their own.

You homebrewers here very easily could have just let the idea, the system, atrophy in my absence, but you didn't. You realized, as I hope everyone reading this realizes, that gramarie is not mine. It is ours. It is a shared idea, a shared hope for what games could be like. There are rough patches, there are unfinished parts, yes. But the fundamental idea is out there. I mentioned in one of my earlier posts on this subject that I don't care if you never use a single rule I write for this system, as long as it gets you thinking about the sorts of worlds that you can build and the stories you can tell in an actual human interactive game.

Over the next few weeks I will try to provide feedback and thoughts on everything that has been made here in the last six months, but please understand: I am not the boss. I will not, and can not, tell you what to do because I do not own this project. Gramarie exists in the hearts and minds of everyone who has written a single word of content for it, everyone who has mulled over the implications of a seemingly useless or seemingly insane principle. I hope that we can go forward, not as one person telling everyone else how gramarie works, but as a group discovering it together.

My very first post on gramarie contained the following:



Well, it's been a year and a half, and I still know that I have no idea what the limits of this are. But I hope that we can figure them out.

Welcome back, O Gramaric Prophet. You are far from the only, but you were certainly the first. Hopefully you'll be able to hop into the IRC to discuss stuff with us in realtime.

Milo v3
2014-01-03, 07:50 AM
Welcome back, O Gramaric Prophet. You are far from the only, but you were certainly the first. Hopefully you'll be able to hop into the IRC to discuss stuff with us in realtime.

Note, Kellus has been to the IRC

sirpercival
2014-01-03, 08:25 AM
Note, Kellus has been to the IRC

Missed it = sadness.

Kellus
2014-01-03, 06:15 PM
Oh good, okay, I got us moved back to the general homebrew board where more people will read this stuff.

Working on the stuff I have on the third base class, which is a trickery-based take on gramarie, the saboteur. Should have something up tomorrow? Still working my way through the new disciplines, I'll drop on the IRC at some point to chat about them

DMwithoutPC's
2014-01-04, 01:15 PM
KELLUS IS BACK! why are all of you calling him a prophet? He's clearly a god :smalltongue:
everyone who finished a base class or discipline are demigods in my perspective.

Anhyhow, can't wait for the Saboteur!

JennTora
2014-01-04, 03:07 PM
So kellus not only made the best homebrew subsystem I've ever seen, but he's managed to accidentally start a cult. This will look good on your resume if you ever go into politics or try to work for wotc Kellus.

DMwithoutPC's
2014-01-06, 02:02 PM
It feels like everyone his holding their breath until Kellus posts...
It suddenly got completely silent in this thread. :smalltongue:

qazzquimby
2014-01-06, 02:37 PM
I've been checking every few hours, waiting for the Saboteur.

Rolep
2014-01-06, 02:59 PM
You've pretty much summed it up, DMwithoutPC's.

EDIT: All the real talking is going on in the chat.

DMwithoutPC's
2014-01-06, 03:19 PM
I've been checking every few hours, waiting for the Saboteur.

yup me too.



You've pretty much summed it up, DMwithoutPC's.

EDIT: All the real talking is going on in the chat.

chat? what chat?

thethird
2014-01-06, 03:26 PM
Gramarie IRC (http://mibbit.com/#[email protected]) - An IRC channel created by sirpercival to allow real-time discussion of Gramarie. The link will connect you using mibbit, should you wish to connect using another client it is #Gramarie at irc.rizon.net.

The IRC chat.

DMwithoutPC's
2014-01-06, 03:32 PM
I'm really paying enough attention to first posts... d'oh

Milo v3
2014-01-07, 03:05 AM
The Artisan


"Do you have any idea how many people have begged me to make them a lightsabre?... Though, I suppose that's still less annoying than that damn tank guy..."

The blacksmith who makes a blade, the bard who shares sagas, the acrobat who can ascend any wall, the adviser at the side of a great ruler. These are roles that are generally in the background of a scene. An artisan is one of these skilled individuals who Doesn't just wait in the background. Where an expert may forge a blade, the artisan forges a legend.

Alignment: Artisans can be of any alignment.

Hit Die: d6.

Starting Gold: 5d4 x10 gp.

Class Skills
The Artisan has every skill as a class skill.

Skill Points per Level: (8 + Int modifier)

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

1st|
+0|
+0|
+0|
+2|Skill specialization, skill talent|0

2nd|
+1|
+0|
+3|
+3|Baccalaureate principles, gramarie specialization|1

3rd|
+2|
+1|
+3|
+3|Tricksters gift|1

4th|
+3|
+1|
+4|
+4|Skill talent|1

5th|
+3|
+1|
+4|
+4|Skilled Combatant +1d6|2

6th|
+4|
+2|
+5|
+5|Synergy mastery, tricksters gift|2

7th|
+5|
+2|
+5|
+5|Magisterial principles, skill talent|3

8th|
+6/+1|
+2|
+6|
+6|Skilled Combatant +2d6|3

9th|
+6/+1|
+3|
+6|
+6|Secondary specialization, tricksters gift|3

10th|
+7/+2|
+3|
+7|
+7|Discovery, skill talent|4

11th|
+8/+3|
+3|
+7|
+7|Skilled combatant +3d6|4

12th|
+9/+4|
+4|
+8|
+8|Discovery, tricksters gift|5

13th|
+9/+4|
+4|
+8|
+8|Skill talent, improved synergy mastery|5

14th|
+10/+5|
+4|
+9|
+9|Discovery, skilled combatant +4d6|5

15th|
+11/+6/+1|
+5|
+9|
+9|Doctorate principles, tricksters gift|6

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

17th|
+12/+7/+2|
+5|
+10|
+10|Skilled combatant +5|7

18th|
+13/+8/+3|
+6|
+11|
+11|Discovery, tricksters gift|7

19th|
+14/+9/+4|
+5|
+11|
+11|Skill talent|7

20th|
+15/+10/+5|
+6|
+6|
+12|Discovery, legend in his time, skilled combatant +6d6|8[/table]

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

Weapon and Armor Proficiency: Artisan are proficient with all simple weapons and one martial weapon of their choice. Artisan's are proficient with medium armor and with shields (but not tower shields).

Skill Specialization (Ex): At 1st level, artisan choose which broad category of talents they are most proficient in, out of the five given below. This becomes their primary focus, and determines their gramaric disciplines, and which skill group they may select their talents from as they advance.

In addition, artisans add a competence bonus equal to half their class level to all skill checks made with their key skill.


Athlete: Artisan who choose the athlete specialization are dedicated to mastering their physical condition, from climbing to swimming to leaping. Acrobatics, Climb, Fly, and Swim are the athletes key skills, and they can take principles from ARCD, BIOY, ELDK and KALD.
Craftsman: Artisans who choose the craftsman specialization are dedicated to producing exceptional quality workmanship, from weapons to walls to livestock to books. Craft is the craftsman’s key skill, and they can take principles from ALCH, ARCD, ELDK and KALD.
Performer: Artisans who choose the performer specialization are dedicated to creating exceptional performances, whether in art, music, or the stage. Perform is the performer’s key skill, and they can take principles from CONT, IMCH, PSYC, and HEUR.
Professional: Artisans who choose the professional specialization are dedicated to providing exceptional service, from herbalism to bartending. Profession is the professional’s key skill, and they can take principles from ALCH, BIOY, GEOC, and YGGD.
Sage: Artisans who choose the sage specialization are dedicated to uncovering exceptional knowledge, from a wide variety of fields. Sages are learned scholars and advisers. Knowledge is the sage’s key skill, and they can take principles from DVPY, HEUR, PSYC, and YGGD.


Skill Talent (Ex): Beginning at 1st level, artisan acquire specific abilities as they advance, which belong to groups associated with the skill specializations. These abilities are known as talents. Some talents have prerequisites, which must be met before they can be taken. Some talents can be taken only once, while others may be taken multiple times, with cumulative effects. Artisan may choose talents only from a list associated with their primary, secondary specialization, or the general list.

At first level the artisan gains two skill talents rather than one.

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 one of your Key Skills from Skill Specialization 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 artisans could prepare the same principle at the same time, and the principle would count as having been prepared twice. Later a third artisan who also knows that principle could show up and prepare it again, and the principle would then have been prepared three times. An artisan 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.

Gramarie Specialization: All initiates of gramarie tend to gravitate towards one discipline or another; at 2nd level you must pick one discipline to specialize in. You gain a competence bonus of half your class level on the key skill of your chosen discipline, and can select principles from that discipline which are marked with the [Specialist] tag. A specialist cannot select any doctorate-level principles from other fields of study than their specialization.

Tricksters gift: At 3rd level and every three levels thereafter, an artisan gains a bonus skill trick they meet the prerequisites of as if they spent skill points on it.

Skilled Combatant (Ex): An artisan of 5th level starts to learn how to better use their talents in dangerous environments, dealing +1d6 extra damage in certain situations. The situations are dependent on your Skill Specialization.


Athlete: Deal additional damage when charging.
Craftsmen: Deal additional damage against objects and constructs.
Performers: Deal additional damage during surprise rounds.
Professionals: Deal additional damage on the first attack they make in a round.
Sages: Deal additional damage on creatures if they exceed the identifying knowledge check by ten or more.


Synergy Mastery (Ex): Upon reaching 6th level of artisan, the skill bonus synergy grants is increased to +4. This increases to +8 at 13th level.

Secondary Specialization: Upon reaching 9th level, the artisan can select a second Skill Specialization, gaining all the benefits, except the competence bonus is equal to a quarter of the artisan's class level, and the bonus from Skilled Combatant is based on half their artisan 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 a discipline you are a specialist of.

Legend in his Time (Ex): Upon reaching 20th level, the artisan becomes a true legend in their field. Whenever he makes a skill check for one of his key skills it is automatically a natural 20. In addition, they gain additional benefits depending on their skill specialization.


Athlete: It is said that a Legend can move fast enough that he can walk by you, and all you will sense is the breeze. The movement modes of the Athlete increases by +30 ft. And for the purpose of determining jump distance, triple the results of acrobatics checks.
Craftsman: It is said that whatever a Legend Forges is worth more than double it's weight in platinum. Whenever you craft something, it is automatically masterwork in quality and possesses up to 4000 gp in magical enhancements. These do not change the cost of the item, and are non-magical. A Masterwork +1 Keen Longsword would cost only 15 gp.
Performer: It is said that whenever a Legend performs, even the deities of hate and pain weep at it's beauty. Whenever the artisan starts a performance, you can spend a free action to either prepare Immachination principle or implant a psychomantic transmitter inside everyone who senses the performance at any point. These effects last for 10 minutes multiplied by the Perform check.
Professional: It is said a Legend always has the right tool for the job, be it in his pack or waiting to be made. The Professional gains a Potential Equipment pool of 5000gp per level. By spending one hour of work in a non-hostile environment, the Professional can convert a portion of this pool into any equipment, vehicle or non-consumable good that he has the ability to make. These items cannot be sold, and are only useful to the Professional - not everyone can see the beauty of smithing with a frying pan, after all... Any items created with this ability can have their value recovered by spending an hour of work, adding their full cost back to the pool. Should an item be destroyed by any other means, the Professional is unable to recover the lost Potential Equipment value of the item for a year and a day.
Sage: It is said that a Legend's mind contains more knowledge than even the libraries of gods. At will, the sage can cast Foresight and Legend Lore with a caster level equal to his artisan level. The casting time for legend lore is never more than 1d4×10 minutes. These effects are extraordinary in nature, and still function in anti-magic fields.


Skill Talents

General Talents

Alter Ego Select one physical appearance that count be accomplished with Disguise Self, with a disguise check (DC 10), you can assume that appearance and have it count as your normal appearance and thus cannot be ruined through perception checks or magic or anything. You gain another Alter Ego at 8 and 16 ranks.

Prerequisite: Disguise 1 rank.

Arcana Sense This talent constantly grants the ability to use Detect Magic at-will, though it is extraordinary in nature.

Prerequisite: Spellcraft 1 rank.

Coordinate: The artisan has a knack for getting people to work together. When the artisan can spend a full round directing his allies and makes a DC 10 Diplomacy check, the artisan provides any of his allies he can communicate with a +1 bonus on their attack rolls and skill checks. The bonus lasts for a number of rounds equal to the artisan’s Charisma modifier. The artisan can coordinate a number of allies equal to one-half his artisan level, rounded down (to a minimum of one ally). The bonus to skill checks increases by +1 per 3 ranks of diplomacy you have.

Prerequisite: Diplomacy 1 rank.

Disable Gramarie With this talent you can remove the effects of gramaric preparations. Removing a principle takes up double the amount of time required for it to be prepared, and a disable device check with a DC of (25 + 2 if a Baccalaureate principle, +5 if a Magisterial principle, or +7 if a Doctorate principle). This may not be used to revert a chassis back to inert biostructure.

Prerequisite: Disable Device 5 ranks.

Discern Talent With this talent you can size up individuals as you would an object. As a free action once per turn, you can make an appraise check (DC 10+targets HD). On a successful roll, you immediately know the number of HD the target has, and the class they have the most levels in. At five appraise ranks, you also find out how many levels the individual has in their main class. At ten ranks, you identify all the classes the individual has levels in. At fifteen ranks you identify all the class levels that individual possesses.

Prerequisite: Appraise 1 rank.

Etymologist You gain the truenaming ability of a Truenamer of equal level to your Artisan level, and one 1st level utterance of your choice.

Prerequisite: Truespeak 1 rank.

Exact Details: You gain half your perception ranks on any knowledge skill check.

Prerequisite: Perception 2 ranks.

Nimble Physique An artisan with this talent knows how to move his body to fit where others cannot. Whenever the artisan is subject to a size modifier or special size modifier for an opposed check (such as Hide), the artisan is treated as one size smaller if doing so is advantageous to the character. The artisan is also considered to be one size smaller when "squeezing" through a restrictive space. The artisan can use weapons designed for a creature one size smaller without penalty. However, the space and reach of the artisan remain those of a creature of their actual size. The benefits of this talent stack with the effects of powers, abilities, and spells that change the subject's size category.

Prerequisite: Escape Artist 4 ranks.

Quick Word When an individual with this talent uses diplomacy, they can decide to make the change in attitude only last for 1d6 × 10 minutes in return for the DC to be reduced by -10. At 10 ranks it increases to 1d6 hours. At 20 ranks it increases to 2d12 hours.

Prerequisite: Diplomacy 1 rank.
Residual Charge Whenever an individual with this talent uses a magic item with charges it has a chance of only using only half a charge. This even functions with single charge items such as potions. To determine if it happens, roll 1d20 with a DC of 20 minus your Use Magic Device ranks. An item with only half a charge remaining functions as if it had one charge remaining.

Prerequisite: Use Magic Device 1 rank.

Sight without Sight You gain blindsight with a range of 5 ft. per perception rank.

Prerequisite: Perception 5 ranks.

Simple Training An artisan with this talent can use Handle Animal on any creature that isn't mindless and has an intelligence score equal to or below half the artisan's Handle Animal ranks.

Prerequisite: Handle Animal 2 rank.

Stitched Flesh Select one mutation without prerequisites. The artisan can use xenobiollurgy as a physician of your Artisan level, but only to attach that graft. Every 5 heal ranks you may select an addition prerequisite lacking graft to be able to apply.

Prerequisite: Heal 1 rank.

Tiny Terror An artisan with this talent doesn't take penalties to intimidate for being smaller than the target. In addition, you count as one size larger for the purpose of intimidate per 5 ranks in the skill.

Prerequisite: Intimidate 1 rank.
Tool Intuition Any artisan with this talent automatically can determine the function and method of use of any object with gp value equal to or lower than twenty times their appraise rank.

Prerequisite: Appraise 1 rank.

Translator Whenever the artisan puts a rank into Linguistics after gaining this talent, he learns how to speak and read three languages instead of one.

Prerequisite: Linguistics 1 rank.

Use Magical Person: As a full-round action, you can attempt to use the magic of another. Make a melee touch attack, on a successful hit they must make a will save (DC 10 + half artisan level + cha modifier), or attempt to cast a spell of the artisan's choice at the next opportunity, with the artisan able to choose the specifics of that spell. This ability can only be used once every 1d10 minutes. Only spells with a level equal to half the artisan's Use Magic Device ranks -1 can be selected to be used with this ability.

Prerequisite: Use Magic Device 2 rank.

Word Research Select an Utterance or Incantation that you don't already know, you learn this Utterance or Incantation. You learn an additional Utterance or Incantation per additional two ranks of Truespeak. You still need valid Truenaming ability to be able to use these Utterances or Incantions.

Prerequisite: Truespeak 2 rank.



Bluffx2+
DisableDevice+
Disguise+
EscapeArtist+
Handle Animal+
Heal+
Intimidate+
Linguistics+
Ridex2+
SenseMotivex2+
SleightofHandx2+
Spellcraft+
Stealthx2+
Survivalx2+

Athlete Talents

Adjusted Movements: The athlete has enough knowledge of his bodies functions that he can adjust his movements at the last minute. Once every minute you can reroll a skill check for one of your Athlete key skills, you must do this before you know result of the original roll.
Athletic Step: The athlete is agile enough that they can make quick hops in the time it takes others to make a single step. The athlete can move an additional 5 ft. when taking a 5 ft. step, provided the athlete travels in a straight line.
Nimble: The athlete gains a +10 bonus to base land speed per 4 ranks of acrobatics he has.

Prerequisite: Athletic Step, Acrobatics 4 ranks

Pounce: The athlete doesn't lose his combat skill just because he's moving faster. The athlete can make a full-attack when charging.

Prerequisite: Athletic Step.

Feet like Pistons: The athlete is such a skilled climber that he can use his knowledge to climb with his just feet. You can climb even with your hands full. In addition, you can make shorter wall jaunts without having to make checks, acting as the Up the Wall feat except you are always counted as psionically focused.

Prerequisite: Climb 3 ranks.

Leap: The athlete has learnt how to make quick leaps. Your jumps can exceed your maximum movement for the round. In addition, you always count as taking a running start, with real running starts granting a +10 bonus to the acrobatics roll.

Prerequisite: Acrobatics 3 ranks.

Thousand Leaps: The athlete can leap from place to place in a flash. During a jump, you can use objects to change the direction of your jump as a free action, even if they would not support your weight. You may do this an unlimited number of times during your jump, but you may still only move a total distance equal to what the jump check would allow.

Prerequisite: Leap, Acrobatics 8 ranks.

Physical Mastery: The athlete has learned how to apply knowledge of their body in a range of subjects. With this talent, the athlete may substitute ranks in an Athlete key skill for ranks in any skill in which is based strength or dexterity, and the athlete has no ranks may substitute on a two for one basis for the purposes of making these skill checks.
Interesting Approach: The athlete can use his knowledge of scaling walls or sinking through the depths to travel through the world of stone. The athlete gains a burrow speed equal to half of either his climb or swim speed (whichever is greater).

Prerequisite: Climb or Swim speed.

True Movement: The athlete can use his knowledge of scaling walls or sinking through the depths to actually move as a fish or spider. The athlete gains a climb speed of 20 ft. per 4 ranks of climb he has, and a swim speed of 20 ft. per 4 ranks of swim.

Prerequisite: Climb 6 ranks or Swim 4 ranks.



Craftsmen Talents

Applied Craftsmanship: Craftsmen have learned to apply their understanding of their craft to other crafts. With this talent, they may substitute ranks in a Craft skill for ranks in another Craft in which they have no ranks, on a two for one basis for the purposes of making Craft checks. For example, craftsmen with 10 ranks in Craft (blacksmith) may attempt a Craft (leatherworking) check as if they had 5 ranks in that skill. Ability bonuses and other modifiers are applied as usual.
Blade of Science: Whenever the craftsman creates a masterwork weapon, he may select a Baccalaureate principle he knows. Anyone wielding the weapon gains access to the Art of War for that principle, though it may only be used once per minute.

Prerequisite: A Baccalaureate Principle.

Improved Blade of Science: Whenever the craftsman creates a masterwork weapon, he may select two Baccalaureate principles or one Magisterial principle he knows. Anyone wielding the weapon gains access to the Art of War for those principles, though each may only be used once per minute.

Prerequisite: A Magisterial Principle.

Ultimate Blade of Science: Whenever the craftsman creates a masterwork weapon, he may select three Baccalaureate principles, two Magisterial principles, or one doctorate principle he knows. Anyone wielding the weapon gains access to the Art of War for those principles, though each may only be used once per minute.

Prerequisite: A Doctorate Principle.

Homemaker: Not every craftsmen builds weapons, someone has to make those palaces of ice and the flying towers. A craftsman with this Talent can make wondrous architecture as if they were spellcasters with Craft Wondrous Items, even if he does not know the spells required to make the item. He can substitute a Craft (Masonry or similiar) check (DC 15 + spell level for arcane spells or 25 + spell level for divine spells) in place of a required spell he doesn’t know or can’t cast. If the check succeeds, the craftsman can create the item as if he had cast the required spell. If it fails, he cannot complete the item. He does not expend the XP or gp costs for making the item; his progress is simply arrested. He cannot retry this Craft check for that spell until he gains a new level. Wondrous Architecture created by this method are non-magical and thus cannot be dispelled and function in anti-magic fields. The highest level of spell you can mimic with this is equal to half of your highest craft ranks that meet the prerequisites.

Prerequisite: 6 ranks in a Crafting Skill related to structures, such as Masonry.


Mundane Alchemy: Normally only those with magical knowledge can create objects of alchemy. Craftsmen with this talent can use Craft (Alchemy) without requiring caster levels. In addition, they can make potions as if they were spellcasters with Brew Potion, even if he does not know the spells required to make a potion. He can substitute a Craft (Alchemy) check (DC 15 + spell level for arcane spells or 25 + spell level for divine spells) in place of a required spell he doesn’t know or can’t cast. If the check succeeds, the craftsman can create the item as if he had cast the required spell. If it fails, he cannot complete the item. He does not expend the XP or gp costs for making the item; his progress is simply arrested. He cannot retry this Craft (Alchemy) check for that spell until he gains a new level. Potions created by this method are non-magical and thus cannot be dispelled and function in anti-magic fields. The highest level of spell you can mimic with this is equal to half of your craft (Alchemy) ranks.
Peerless Crafting:The craftsman’s skill at his craft allows him to create goods faster than most. Select a Craft skill. With this skill, a "week’s" worth of dedicated work can instead be accomplished in a day. This talent can be taken more than once. Each time, it applies to a different Craft skill. At 8 ranks for the craft skill it increases to hours instead of days, at 16 it increases to minutes instead of hours.
Item of Renown: With this talent, the craftsman learns how to more efficiently create masterwork items. Select a Craft skill. Masterwork items created with this Craft skill are known as items of distinction. Items of distinction function like other masterwork items, but the additional cost to create them is halved. An item of renown can be recognized as such with a successful DC 15 Appraise check. This talent can be taken more than once. Each time, it applies to a different Craft skill. For every 3 ranks in the chosen craft skill, the bonuses granted by a masterwork items increases by one multiple.

Prerequisite: Peerless Crafting.

Tool of Destruction: With this talent, the craftsmen learns who to use his expertise on objects to know how to make destructive vibrations. Whenever he would deal bludgeon, piercing or slashing damage with a weapon he can spend a free action to have that damage converted into half the amount of sonic damage.
Mastered Vibrations: Whenever a craftsmen with the talent attacks with a weapon, he may deal an additional +1d4 sonic damage. When the highest craft skill's rank is 6 it increases to +1d6, with 8 ranks it increases to +1d8, with ten ranks it increases to +1d10, with 12 ranks it increases to +1d12, and finally at 14 ranks it increases to +2d8.

Prerequisite: Tool of Destruction.




Performer Talents

Celebrity: The performer has achieved a certain level of widespread fame. Select a Perform skill. With this talent, the performer’s talents are able to command a higher price for performances with that skill. The performer can earn twice the amount listed for a work based on her Perform check result. This talent may be taken more than once. Each time, it applies to a different Perform skill. For every 5 ranks in that perform check the amount gained increases by one multiple.
Virtuoso: The performer has learned how to apply skill from one technique to another. With this talent, the performer may substitute ranks in a Perform skill for ranks in another Perform skill in which the performer has no ranks may substitute on a two for one basis for the purposes of making Perform checks. For example, a performer with 10 ranks in Perform (wind instruments) may attempt a Perform (comedy) check as if he had 5 ranks in that skill.


Bardic Musics


Professional Talents
To be done....

Sage Talents
To be done.....


Non-Gramarie Artisan
Artisan can be used in a non-gramarie setting with a few modifications.

Remove the gramarie principles and discoveries, instead granting them the spell list of an Artificer, with the casting progression of a Bard. The ability score used as their casting stat is their highest ability for their key skills. Finally, also add in the Craft Reserve of an Artificer of half their class level.

Rolep
2014-01-08, 01:38 PM
Going back to PUIS, I've made a few minor tweaks: The Rey Emitter now has no maximum range, the Ray Reflector can now process an infinite number of ebbs and the Delayed Destruction discovery now applied to wisps as well.

In addition, I'm writing up a few blueprints to detail how PUIS can be used to make some beastly weapons:

Name: Death Star Laser Cannon
Principles: PUIS 101, PUIS 259, PUIS 266
Optional Principles: PUIS 328, PUIS 371, HEUR 101, HEUR 302, ARCD 176
Discoveries: Delayed Destruction x2
Optional Discoveries: More Delayed Destruction, High Energy Fusion, Supercharged Puissance, Incalculable Potential
Prestige Classes: None
Optional Prestige Classes: None
Feats: None
Optional Feats: Quantised Puissance
Items: None
Optional Items: None
Theories: None
Optional Theories: None

Step 1: Preapre multiple Capacitors and connect each one to an Irradiator, and connect each Irradiator to a Ray Emitter. Optionally, you may prepare HEUR 302s that prepare them for you (or HEUR 302s that prepare HEUR 302s that prepare them...). The Irradiators and the Capacitors must each have Delayed Destruction applied to them twice. Optionally, you may connect the Capacitors to Amplifiers, which may in turn optionally produce high energy fusions, or to Polarisers, which may in turn optionally produce superebbs.

Step 2: Aim all of the Ray Emitters at a single Ray Reflector. If you possess additional Delayed Destructions, place an appropriate number of ray reflectors in a chain so as to maximise the additonal power that they generate. If you have Quantised Puissance, you should place the Ray Emitters close enough to the Ray Reflector to benefit from its effects (as well as all Ray Reflectors if you have a Ray Reflector chain). Optionally, you may attach the final Ray Reflector to an IronIn and an IronOut, and attach them both to a heuristic circuit, so that the Ray Reflector can be aimed with logical decisions; otherwise, the Ray Reflector must be aimed manually.

Step 3: Supply the Capacitors/Polarisers/Amplifiers with ebbs (ideally generated from a replenishable source like the short-circuit generator). These ebbs are processed by each device in turn, until they are stored within the Ray Reflector. If you possess multiple Ray Reflectors, fill them all up. If you possess the Incalculable Potential discovery, you will be able to store more ebbs than you otherwise would.

Step 4 (If being used as a Mega Cannon): Activate (either with a physical command or a logical decision form an attached heuristic circuit) the wisps in the Ray Reflector, while simultaneously supplying the Capacitors/Polarisers/Amplifiers with all the additional ebbs that you can. If you are using Fusions, have the Ray Reflector separate them. Thus will result in a blast of pulsants (which may also possess a charge) being launched in the direction in which the Ray Refector is aimed, with an infinite range.

Step 4 (If being used as a charge-and-detach portable weapon): Transport the Ray Reflector(s) as you desire (such as with a semi-space), and unleash the wisps at your leisure.

Notes: The more Capacitor/Irradiator/Ray Emitter combinations created, the more space this design will take up. The blast that this weapon generates is extremely large, so be prepared by aiming only at extremely far away targets and/or setting up defences against hellfire damage and negative levels.

EDIT:Name: PPG (Puissance Pulse Grenade)
Principle: PUIS 101, PUIS 149, PUIS 259/371
Optional Principles: HEUR 101, HEUR 328, HEUR 266, YGGD 101, PUIS 328
Discoveries: None
Optional Discoveries: Rabbit Hole, Incalculable Potential, Delayed Reaction, Field Intelligence, High-Energy Fusion, Supercharged Puissance
Prestige Classes: None
Optional Prestige Classes: None
Feats: None
Optional Feats: Equivalent Circuits
Items: None
Optional Items: None
Theories: None
Optional Theories: None

Step 1: Prepare a polariser to turn a supply of ebbs into charged ebbs. If you possess supercharged puissance, make the changed ebbs superebbs using a superpole. If you possess PUIS 328, prepare an amplifier to turn the charged ebbs into fusions. Then prepare a capacitor to turn the charged ebbs into wisps.

Step 2: Prepare a field emitter and store as many charged wisps as possible within it (taking Incalculable Potential will raise this number). Optionally, you may create a heuristic circuit (ideally a short circuit) and make it into a field intelligence connected to the field emitter, so that the ebbs can be better directed. If you possess HEUR 266 or HEUR 328, you may set up the FI to connect to components automatically. As an additional option, you may create a semi-space and store the field emitter inside it for easy transportation, and if you possess rabbit hole and have connected the field emitter to a field intelligence, you may even activate the PPG while it is still within the semi-space.

Step 3: Transport the field emitter as you wish, and when you wish to activate it command the charged wisps to be released. You may use Delayed Reaction to create a time delay before the ebbs are released.

Notes: You may use PUIS 259 instead of PUIS 371 to create a more destructive but uncontrollable blast. If you do so, make sure that you have enough Delayed Destructions for the Pulsants to pass through all the necessary components.

EDIT2: The PPG has been finished.

Milo v3
2014-01-09, 08:09 AM
This is technically just to my own benefit really. I don't think I missed any major classes.

Classes to FH

Artificer: Chemist (ALCH) [Formula]
Alchemist: Geneticist (BIOY)
Barbarian: Autopilot (http://www.giantitp.com/forums/showpost.php?p=16679791&postcount=140) (BIOY) [Mutator]
Bard: Artisan (http://www.giantitp.com/forums/showpost.php?p=16741038&postcount=237) (*) [Talented]
Cavalier: Biojack (http://www.giantitp.com/forums/showpost.php?p=15680683&postcount=519) (BIOY)
[B]Cleric: Thaumaturgist [Divine]
Druid: Anabolist [Gramarist]
Fighter: Soldier [Martial]
Inquisitor: Judge (DIVT)
[B]Healer: Physician [Mutations]
Marshal: Politician (PSYC) [Aura]
Magus: Somaticist [Manifest Form]
Monk: Thánatos [Mythos]
Psion: Netrunner (HEUR) [Psionic]
Psychic Warrior: Warmaker (http://www.giantitp.com/forums/showpost.php?p=15557410&postcount=5)[Principle]
Ranger: Shiftblade (YGGD) [Martial]
Rogue: Agent (IMCH) [Mysteries]
Spellthief Heartbreaker (CONT) [Inspired]
Sorcerer: Maleficium [Arcane]
Summoner: Atomist (ARCD) [Technician]
Soulknife: Forger [Soulmelder]
Truenamer: Truenamer (http://www.giantitp.com/forums/showthread.php?t=90961) [Word]
Warlock: Locus (GEOC) [Invoker]
Wizard: Gramarist (http://www.giantitp.com/forums/showpost.php?p=15557399&postcount=3) (*) [Principle]


Blue = Done
Red = Work in Progress
Black = Conceptual


{table=head]Class|Commoner Role|Military Role|Underground Role
Agent|Illusionists|Spies|Thieves
Anabolist|Breeders|Bioweapons|Harvesters
Artisan (A)|Athlete|Runners|Thieves
Artisan (C)|Mint|Weaponsmith|*
Artisan (Pe)|Musican|*|Prostitute
Artisan (Pr)|Workers|*|Gamblers
Artisan (S)|Researchers|Strategist|Mastermind
Atomist|Manager|Elemental Legion|*
Autopilot|*|Super Soldier|Monster
Biojack|Cyborg|Pilot|Harvester
Chemist|Chemist|Explosives|Drug Maker
Forger|*|All Situation Soldier|*
Gramarist|Scientist|Weapon Maker|Mad Scientist
Heartbreaker|Removalist|Saboteur|Hacker
Judge|Priest|*|Cultist
Locus|Farmer|*|*
Maleficium|Dragon Pawn|Dragon Mole|Dragon Operator
Marksmen|*|Sniper|Hitman
Netrunner|Technician|Security|Hacker
Politician|Politician|Commander|*
Shiftblade| *|Soldier|*
Soldier|*|Soldier|*
Somaticist|Inactive|Experimental Weapon|*
Thánatos|Psychopath|Spec Ops|Assassin
Thaumaturgist|Priest|*|Cultist
Truenamer|*|*|*
Xenoalchemist|Physician|Medic|Harvester
Warmaker|Retired|General|Pirate
[/table]
* = No idea what to put there

Fako
2014-01-09, 09:53 PM
KALD filter visibility has bugged me for a while... Wall of Force creates an invisible wall, but the KALD filters are all based on colors... As such, here's a proposed "fix" for that:

Added to KALD 101, likely between the third and fourth paragraphs:All filters are at least mildly visible, ranging from a light tinting of its area to being almost completely opaque. A filter's opacity is determined at the time of creation, and may later be changed as a logical decision. Any filters at or above 75% opacity drop any light passing through it by one step (bright -> shadowy -> darkness). Harmful abilities based on the use of light (such as a Searing Light spell) are not reduced by this effect.
Modification to KALD 379:When I said that was the final filter, I was lying. This is the super-secret actual final filter. This principle works like KALD 101, except that all filters created with KALD 379 are completely opaque. This cannot be changed by any means.

Thoughts?

EDIT: Updated news on the front page as well.

Zale
2014-01-10, 02:53 AM
I think it sounds like a reasonable change.

DMwithoutPC's
2014-01-10, 05:58 AM
yeah I think that actually makes a lot more sense.

JennTora
2014-01-10, 01:49 PM
So you could probably make them require a spot check sometimes? Interesting. I never realized walls of force were invisible, but color out of space doesn't seem like it would work if the filter wasn't clearly visible...

Grek
2014-01-10, 04:51 PM
I always understood it as the filter itself being invisible, but tinting all light passing through the filter into the correct colour.

Side note: opaqueness is not a word, you want opacity.

Fako
2014-01-10, 06:47 PM
I always understood it as the filter itself being invisible, but tinting all light passing through the filter into the correct colour.

Side note: opaqueness is not a word, you want opacity.

Thanks for the catch - changed to opacity.

And that's why I'm attempting to provide a uniform answer as to what a filter looks like - I've seen various people state they are fully invisible, light tinting, fully opaque, or translucent. While it doesn't change how the function, it would be nice to have a clear description of how a filter looks when designing wearable items.

qazzquimby
2014-01-11, 07:46 PM
Maybe Kellus was so blown away by all our homebrew he had a heart attack, or fell down some stairs in his excitement.

Mith
2014-01-13, 02:59 PM
Will be working on a Geocult pole for tropical rainforest (Obsidian). Then I think we will have all natural biomes, along with my Outer space one and Milo's Nightmare Fuel. Add in a Mountain Master Feat chain, and that should be able to round off the Geocult discipline, unless we add more supernatural based ecologies.

qazzquimby
2014-01-13, 04:37 PM
I think the wood pole is tropical rainforest

Mith
2014-01-13, 05:07 PM
I did a look through, and am not finding a tropical rainforest pole. I also realized after posting that there is no boreal forest/shield pole. The forest pole (copper) is a decidious forest, which is more temperate, while the boreal forest would be for colder environs. Or was that a suggestion for an alternate pole material?

What would people say about a principle where the biome attracts creatures native to the biome over time, allowing one to build up a monster collection? I would suggest that within your biome, monsters that are drawn to your biome understand you without you speaking thier language, and are amiable to your suggestions, although they will attack if you are hostile to them. You can enter thier territory so long as you are not disruptive, etc.

qazzquimby
2014-01-13, 07:26 PM
Oh, sorry it's jungle. This might not be accurate, but tropical rainforest and jungle conjure the same picture to my mind, possibly with more vines and jaguars in the jungle.

Are they different enough to make the biomes worth differentiating? Same with boreal / shield forests? If they're mostly similar it would be better to add them in with a discovery, or simply as options when preparing a basic forest.

What is obsidian's theme? Obsidian doesn't seem very rainforesty.