Quote Originally Posted by Kellus View Post
I like the concept, but I think in general it's too far behind on everything it's trying to do at almost every point. I mean, 5th level grafts at 20th level kind of sucks, especially for a class that can switch them out. Since you can normally only have 1 5th level graft at a time, that's huge! It would be nice if it could take advantage of it. Similarly, for a specialist in biollurgy you're pretty far behind a regular gramarist at it.
Okay I've spread out the graft levels, so 5th level Grafts become possible at 17th level. Also the spacing out of the Grafts is based on their being only five grafts and the final one being a capstone.

But yeah, a lot of the class features come too late to really be interesting. I mean, the assimilate armor and weaponry abilities are quite cool, but I don't really care about generating mundane armour at 16th level.
Assimilate Weapon has been moved to level 5, Armour to 11th level. Created a minor version of the Biollurgical Travel for level 8.

Pack Leader is quite smart, and the grafting method is neat. I would recommend at least linking back to the original posts though, since this references two separate homebrews. I imagine it would be pretty confusing to most people reading it.
Added links.

Anyway, I'd recommend boosting its power a little, but in general I think it does pretty much everything you were hoping for. This would be a nice introduction to gramarie for someone that wants to try the system but is intimidated by the myriad freeform nature of it or who would rather have a class that can do stuff in combat as well as build things.

Nice work!
I've added in Biollurgical Bombs (Bio Bombs from Prototype 2), and also I've added in a way to make Grim Wight bypass DR. Those, in addition to the lowered abilities, and the easier grafts should make it more powerful.