1. - Top - End - #3
    Bugbear in the Playground
     
    Kellus's Avatar

    Join Date
    Feb 2007
    Location
    The Frozen North
    Gender
    Male

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

    The Gramarist

    "This is my world. It follows my rules."


    Image credit evermind-design of deviantart.com

    In a world as fabulous and frightening as we find ourselves, knowledge is a valuable commodity. Many marvels seem like magic to the uneducated, but the intellectual knows that all phenomena must follow certain rules and laws, even if we don't quite understand them, and even if they might potentially rip our faces off as they spawn tentacled horrors. Science is the great leveller, allowing for equalisation between those people who can arbitrarily shoot laser beams out of their eyes and those who can't. The mechanisation of the magical is collectively known as gramarie, and thus one who learns the skills to use and control it is a gramarist.

    There are several different disciplines of gramarie:

    • Alchemetry is the study of matter. More specifically, it's about quantifying and exploring the empirical principles at work in commonplace alchemy. Alchemetry is all about transforming substances and tweaking their properties.
    • Arcanodynamics is the study of arcane power. Arcanodynamic principles explore the relationships between magical energy (commonly known as puissance) and more common forms of energy, such as heat and light.
    • Biollurgy is the study of life. It explores the distinction between the living and nonliving, and can walk the fine line between the two.
    • Eldrikinetics is the study of magical motion. The powers that propel magic vehicles, defy gravity, and generate momentum are the principal focus here.
    • Geoccultism is the study of the environment and ley lines. It deals with thaumaturgic poles which tweak and modify the world around them, sometimes to extreme lengths.
    • Heuristicism is the study of control systems and circuits. It allows you to link magic together in fascinating new ways.
    • Imachination is the study of the real and the nonreal. It explores the mechanics of generating false sensations and illusionary interactions.
    • Kaleidomantics is the study of the magical prismatism of light. Kaleidomantic filters are refracted curtains of colour which can be used to separate agents based on the nature of light.
    • Yggdratecture is the study of other worlds and dimensions. The malleable nature of a fantasy planar cosmology oftentimes works in your favour when you are learned in yggdratecture.


    Game Rule Information

    Abilities: Intelligence is probably the most important skill for a gramarist, because it boosts their general Knowledge (architecture and engineering) checks, as well as the sheer number of skill points they have to play with. Gramarists who prefer to serve in battle as low-grade artillery will enjoy high Dexterity scores to make their eldritch blasts more accurate. However, it's important to recognize that gramarists are not focused on combat at all, and will not do well if that's their primary goal. In general, a good Charisma will also make many of your abilities more potent, especially your animas.

    Alignment: Any
    Hit Die: d6
    Skill Points at 1st Level: (6 + Int modifier) x 4
    Skill Points at Each Additional Level: 6 + Int modifier

    Class Skills: The gramarist's 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), Handle Animal (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), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis) and Use Magic Device (Cha).

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

    1st|+0|+0|+0|+2|Baccalaureate principles, eldritch anima, eldritch blast +1d6, specialization|
    1

    2nd|+1|+0|+0|+3|Eldritch anima|
    2

    3rd|+1|+1|+1|+3|Eldritch blast +2d6, spectroconstruction|
    3

    4th|+2|+1|+1|+4|Bonus feat, eldritch anima|
    3

    5th|+2|+1|+1|+4|Eldritch blast +3d6, extra construction|
    4

    6th|+3|+2|+2|+5|Eldritch anima|
    5

    7th|+3|+2|+2|+5|Eldritch blast +4d6, magisterial principles|
    6

    8th|+4|+2|+2|+6|Bonus feat, discovery, eldritch anima|
    6

    9th|+4|+3|+3|+6|Eldritch blast +5d6, extra construction|
    7

    10th|+5|+3|+3|+7|Eldritch anima, discovery|
    8

    11th|+5|+3|+3|+7|Eldritch blast +6d6, second degree|
    9

    12th|+6/+1|+4|+4|+8|Bonus feat, discovery, eldritch anima|
    9

    13th|+6/+1|+4|+4|+8|Animus incarnate, eldritch blast +7d6, extra construction|
    10

    14th|+7/+2|+4|+4|+9|Discovery, doctorate principles, eldritch anima|
    11

    15th|+7/+2|+5|+5|+9|Eldritch blast +8d6|
    12

    16th|+8/+3|+5|+5|+10|Bonus feat, discovery, eldritch anima|
    12

    17th|+8/+3|+5|+5|+10|Eldritch blast +9d6, extra construction|
    13

    18th|+9/+4|+6|+6|+11|Discovery, eldritch anima|
    14

    19th|+9/+4|+6|+6|+11|Eldritch blast +10d6|
    15

    20th|+10/+5|+6|+6|+12|Discovery, eldritch anima, grand theory, the architect|
    15

    [/table]

    All of the following are class features of the gramarist.

    Weapon and Armour Proficiencies: As a gramarist you are proficient in all simple weapons and light armour. You are not proficient in shields of any kind. By spending two skill points when you take your first level in this class, you can claim a single martial weapon proficiency as a one-time bonus by spending some time on (shudder) physical education.

    Eldritch Anima (Su): Your knowledge of the secret science of the cosmos infuses your very being; whenever you use your eldritch blast ability (see below) you can activate a special anima for it based on the principles of gramarie (see below) which you have learned. You learn an anima at 1st level, 2nd level, and again every two levels thereafter. To learn an anima, you must have learned the foundational principle behind it. You can apply any anima you like as a free action, but only one with every eldritch blast. Animas which allow a saving throw (as specified) have a save DC of 10 + 1/2 your HD + your Cha modifier. All animas have a caster level equivalent to your Hit Dice.

    Spoiler
    Show
    • ALCH 101: Intro to Alchemetry: The anima reduces the target's hardness or DR by 1 for every 5 damage (Fort negates). This effect stacks over consecutive applications, and lasts for 5 rounds.
    • ALCH 112: Spooky Solvents: The anima replicates the contact effect of a single pint of the fluids which this principle can organize spirits into.
    • ALCH 202: Irregular Properties: The anima reduces or increases the target's energy resistance to a single type (acid, cold, electricity, fire, or sonic) by 1 for every 5 damage (Fort negates). This effect stacks over consecutive applications, and lasts for 5 rounds. If this would make their energy resistance negative, they become vulnerable to the energy type instead (which indicates they take 1.5 times as much damage from it as long as the effect continues).
    • ALCH 286: Mysterious Metallurgy: The anima causes the target to become magnetically active; for 5 rounds they are treated as if they were made of ferrous metal.
    • ALCH 325: Preternatural Fluids: The anima transforms the target into either a liquid or gas phase, at your option (Fort negates). If liquified, the target becomes amorphous, gains a +12 racial bonus on Escape Artist checks, and gains immunity to precion-based damage and critical hits. If vapourized, the target receives a gaseous form effect instead. This effect lasts for 5 rounds.
    • ALCH 364: Unexpected Materials: The anima projects radiomantic energy. The target takes 1 temporary negative level for every point of your Cha modifier, but they have a chance to remove them after 5 rounds instead of 24 hours (Fort save to remove). If your eldritch blast deals at least 100 points of damage, the target is also radiomantically charged while these negative levels persist, and can be detonated with an influx of puissance as if they were made of radiomantic material.
    • ARCD 101: Intro to Arcanodynamics: The anima drains the life force of the target. You gain 1/4 of the damage the eldritch blast deals as temporary hit points.
    • ARCD 176: Disturbing Kinematics: The anima distorts the kinetic energy of the creature, causing a slow effect or haste effect for 5 rounds (Fort negates) in addition to dealing damage.
    • ARCD 204: Nonlinear Waves: The anima behaves as both a particle and a wave, and can thus somehow travel through solide objects. It penetrates any cover and can go through walls and corners, although miss chances from concealment still apply. It is stopped by magical darkness of any kind.
    • ARCD 230: Interpretive Charges: The anima pulls electrons from the target's body, rendering them more acidic. They take acid damage from the blast, and every square the blast travels through is ionized with the loose electrons pulled out, which deals an equal amount of electricity damage to the first creature to enter any of those squares before your next turn (Ref half).
    • ARCD 350: Unlikely Thermodynamics: The anima creates a transfer of work and heat between two targets within range. You must succeed on a ranged touch attack against each of them; the first takes the blast as either fire damage or cold damage, at your option. If you select fire damage, the second target is stunned for one round (Fort negates). If you select cold damage, the second target is bull rushed in a direction of your choice, with the damage dealt to the first target used as your effective base attack bonus on the attempt. You do not provoke an attack of opportunity for this bull rush.
    • ARCD 365: Unsubstantiated Light: The anima interrupts the divine; any divine spellcaster it hits must make a Will save or lose one spell level out of their prepared spells for every die of damage (their choice).
    • BIOY 101: Intro to Biollurgy: The anima revitalizes the target's flesh, healing them for an equivalent amount to the normal damage. This is explicitly not positive energy. A single target can only be revitalized like this once per hour.
    • BIOY 191: Blacksmithing for Biologists: The anima causes the target's flesh to rebel against them; they must make a Fort save or take a penalty on further Fortitude saves for the next 5 rounds equal to your Charisma modifier. Their fast healing and regeneration is similarly reduced, although their regeneration cannot be reduced below 1 in this way. Multiple applications of this anima do not stack.
    • BIOY 228: Animate Construction: The anima causes the target to grow and mutate in strange ways. They either take a penalty or gain a racial bonus to a physical ability score of your choice for 5 rounds (Fort negates) equal to your Cha modifier. Multiple applications of this anima do not stack.
    • BIOY 273: Artificial Reckoning: The anima siphons the thought processes of the target; they must make a Will save or take a penalty to further Will saving throws for 5 rounds equal to your Cha modifier. Simultaneously, you can grant any other target (including yourself) within range a moment of prescience effect, except that it must be used within the same 5 rounds. A single target can only be drained or boosted like this once per hour.
    • BIOY 340: Erratic Mutations: The anima causes a living target to make a Fort save or receive a random mutation. Treat this as a random graft of level 1 to 4 which manifests on them in a free body slot. Roll 1d20 to determine the exact graft mutation received. The mutation lasts for 1d4 minutes (rolled randomly); the target can only have a single mutation like this at a time.
    • BIOY 381: Eccentric Genetics: The anima causes a living target to lose all racial special abilities, racial special qualities, and racial skill bonuses for the next 5 rounds (Fort negates). They keep their basic shape, physical ability scores, and natural weapons.
    • ELDK 101: Intro to Eldrikinetics: The anima causes the base land speed of the target to increase or decrease by 5ft. for every die of damage for the next 5 rounds (Ref negates), to a minimum of 5ft. This effect does not stack with itself.
    • ELDK 150: Kinetic Conversions: The anima allows you to store your blast in a willing target; they take no damage, but they gain one use of the eldritch blast themselves, which must be used within the next 5 rounds. They can use a single anima you know with this, at your option.
    • ELDK 219: Atypical Ballistics: The anima allows you to transform your blast into an arcane projectile of some sort, allowing you to deal any of piercing, slashing, or bludgeoning damage, at your option.
    • ELDK 276: Unnatural Propulsion: The anima deals additional damage based on the distance it travels before striking the target. Use the Pythagorean theorem to work out the actual distance; for every single ft. by which the actual distance exceeds your listed maximum range on your eldritch blast, the blast deals 1d6 more damage.
    • ELDK 355: Strange Locomotion: The anima causes your blast to launch live bees at your target. The target is struck by giant bee poison (use the DC for this anima instead of the normal poison DC), and the beest form a 5ft. radius cloud around the target until your next turn. Anyone who begins the turn in or enters into the cloud is affected by your blast anew (same damage as originally).
    • ELDK 399: Immaterial Travel: The anima allows your blast to reach through Planes of existence. It can strike ethereal and incorporeal targets, and if it does it leaves behind a gash in the ether. This gash is large enough to act as a portal between the current Plane and the Ethereal Plane for 5 rounds (a portal the size of a normal doorway).
    • GEOC 101: Intro to Geoccultism: The anima causes the ground to come alive underneath the target's feet, entangling them for 5 rounds (Ref negates) as vines, debris, stone, ice, or some other terrain of your choice grabs at them.
    • GEOC 117: Rocks for Jocks: The anima launches a barrage of stones at your target, dealing exactly the same amount of damage as normal, except as bludgeoning damage. What did you expect, taking a class like that? You're more athletic than the average gramarist though, and you gain a +2 bonus to your Strength score just for taking this anima. Oh, and you can apply the effects of a successful eldritch blast whenever you successfully resolve a thrown weapon attack. I knew that learning to throw the discus would come in handy some day.
    • GEOC 235: Bizarre Biomes: This multipurpose anima channels one of the four natural elements of the land; it can either deliver the effect of a gust of wind (target only, Fort negates), a quench effect (Will negates), a pyrotechnics (Will or Fort negates), or a soften earth and stone effect. Once you have used one of the effects, you have aligned your geoccult sign with that element for the rest of the day, and can only use that variation of the anima until you've had 8 hours of cleansing sleep. This restriction is lifted at 10 Hit Dice. These effects replace the normal damage of your eldritch blast.
    • GEOC 291: Unknown Oceans: The anima produces a massive stream of water which works like a decanter of endless water, except that as a fourth option you can select 'torrent', dealing your normal blast damage as bludgeoning damage.
    • GEOC 323: Curious Climates: The anima produces a parching heat wave which evaporates liquid as if with dust of dryness. If at least 100 gallons is consumed, the pellet appears in your free hand after the blast.
    • GEOC 374: Supernal Ecologies: The anima can only be applied inside of a biome, and causes the blast to veer unerringly towards the geoccult pole. It carries a disintegrate effect (objects only).
    • HEUR 101: Intro to Heuristicism: The anima spreads out in a cone, and makes heuristical circuits inside of the area appear translucently coloured.
    • HEUR 159: Experimental Thoughts: The anima creates a mental static; the target must make a Will save or lose access to any telepathy or mindsight for 5 rounds.
    • HEUR 245: Nonstatic Instruction: The anima disrupts magical command, causing an unbinding effect. If the blast strikes a mindless undead, a summoned creature, a familiar, or other controlled creature, the creature is free of its master's orders for 5 rounds (the spellcaster or other controller gets a Will save to stop the unbinding effect).
    • HEUR 266: Unorthodox Triggers: The anima carries a strange emotional trigger, which can cause either a calm emotions effect (target only) or a rage effect; either way, it lasts for 5 rounds.
    • HEUR 302: Abnormal Behaviour: The anima allows you to program your blast with a logical decision for a circuit you created. If the blast passes through the circuit's bubble, it delivers your logical decision with it.
    • HEUR 328: Exotic Intelligence: The anima delivers immediate energy to an exotic intelligence for a pinch situation. If the blast enters into the bubble of a circuit with an exotic intelligence, the EI drain the blast for 1 ebb per caster level, which must immediately be applied to some element of the circuit.
    • IMCH 101: Intro to Imachination: The anima dulls the senses and leaves the subject easy pickings for a clever illusion. They only take nonlethal damage, they take a penalty on Spot, Listen, and Survival checks equal to your Cha modifier, and if they don't succeed on a Will save, they don't even realize they were hit. The penalty to sense checks lasts for 5 rounds, and does not stack.
    • IMCH 167: Unbound Expectations: The anima causes the victim to suffer a temporary hallucination, which makes them believe they just perceived a sensory mismatch of information of your choice, but that they were not able to pierce the illusion it belongs to (Will negates).
    • IMCH 228: Imperfect Images: The anima collapses any imperfect images the target is maintaining around themselves; if they are a shapeshifter, they are forced back into their natural form. If they are under the effects of an illusion spell, the illusion collapses (Will negates).
    • IMCH 295: Perturbed Mentalities: The anima causes the target to make a Will save or become fatigued. If the target is already fatigued, they must similarly make a Will save or fall asleep. This anima is ineffective if the target does not sleep. In any case, the effect ends after 5 rounds unless they are kept asleep in a dream state illusion.
    • IMCH 334: Nonsensical Senses: The anima causes one of the target's weird senses to simply shut down. Select a single sense the target possesses other than the traditional five; they lose access to it for the next 5 rounds. This sense must be in the target's stat block; it can't be some wiseass thing like "sense of proprioception".
    • IMCH 388: Glamourous Gramarie: The anima makes the target believe they have died (Will negates). They must already be inside of an illusion which can reinforce the belief in order for this to be effective.
    • KALD 101: Intro to Kaleidomantics: The anima causes the blast to carry a color spray effect (Will negates). You can only use this anima once per minute until you reach 5 HD, at which point you can use it as often as you like.
    • KALD 107: Unearthly Colours: The anima carries the effects of a heavy burden; it applies a load of 100 lb per caster level to whatever it hits. This is enough to knock a target prone at a distance, provoking a Strength check to remain standing against your Charisma check. This blast is also solid to every kind of kaleidomantic filter. If the additional load would exceed the strength of the filter, the filter is pushed backwards up to 5ft. for every 100 lb by which you exceed its rated load. This load vanishes after the blast is resolved.
    • KALD 238: Extrareal Hues: The anima requires that you have the residue from a poison that was eliminated by a green filter. Your blast delivers the effects of the poison along with its regular damage (which becomes acid damage).
    • KALD 282: Cthonic Dyes: The anima warps the target's mind with the brain-shattering twistedness that is pink. They must avert their eyes from the blast or become confused, as if they were looking at a pink-infused filter (Will negates). The confusion from this effect lasts for 5 rounds.
    • KALD 347: Superlunar Pigments: The anima subtly alters the target's body with a violet hue; they are treated as an undead for the next 5 rounds, as if they had the Tomb-Tainted Soul feat (Fort negates). This does also allow them to regain health from negative energy.
    • KALD 379: Imperceptible Shades: The anima creates a quantum possibility which is impossible to resolve because of assymetrical information. Both you and the target become perfectly imperceptible to each other for 5 rounds (Will negates).
    • YGGD 101: Intro to Yggdratecture: The anima causes a minor apportation; the target is teleported five feet in any direction, although not into a solid object (Will negates).
    • YGGD 198: Unsettling Geometry I: The anima allows your blast to wrap around obstacles; at any point in the shot the blast can disappear into a rift, and come out again from any point that you can see, oriented in a new direction. In 'real' space it can only cover its listed distance.
    • YGGD 212: Unsettling Geometry II: The anima allows your blast to distort gravity; creatures and objects struck become weightless for 5 rounds (Fort negates) as if they were in freefall.
    • YGGD 241: Incongruous Pathways: The anima causes all extradimensional spaces the target might be carrying, such as a bags of holding or a semi-space they might be tethered to, to suddenly turn inside out, dumping all of their contents around them in an area appropriate to the internal size of the spaces.
    • YGGD 353: Uncanny Cosmology: The anima carries a dismissal effect (special Will save negates) against creatures native to a different Plane.
    • YGGD 371: Abstruse Causality: The anima causes a strange causality to settle over the target, reseting the counter for any current anima effects they're experiencing which typically end after 5 rounds (Fort negates).


    Eldritch Blast (Sp): As a student of arcane science, you can learn to project your own personal power in the same way as those whose magic is in their blood. This is a ranged touch attack that must be made within 60ft. as a standard action. Your eldritch blast deals 1d6 damage at 1st level, with an additional 1d6 damage every two levels thereafter as shown on your class table. This blast is interchangeable with that gained from other classes, and additional eldritch blast damage from other sources adds to this eldritch blast. Your eldritch blast has an equivalent spell level of half your Hit Dice, and the caster level of the effect is equal to your Hit Dice.

    Your caster level for your eldritch blast is equal to your class level, and qualifies you to take feats, prestige classes, and other such venues which require a generic caster level. It does not count as arcane, divine, or anything else more specific than a vanilla caster level.

    Specialization: All initiates of gramarie tend to gravitate towards one discipline or another; at 1st 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.

    You can choose "general studies" as your specialization, in which case you have chosen to major in "the universe". These gramarists are known as universalists, and while their guidance counselors might say they lack direction, they actually know exactly what they're doing. A universalist can select specialist principles from any discipline, but only when they gain access to the next grade of principles. They can never select doctorate-level specialist principles. They can, however, learn any non-specialist doctorate-level principle once they gain access to that grade. If you are a universalist, you also never qualify for prestige classes or other venues that require specialization.

    A universalist adds this competence bonus to Knowledge (architecture and engineering) checks.

    Principles of Gramarie: As a student of gramarie, you have many avenues of learning available to you. At 1st 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 14th 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 Knowledge (architecture and engineering) 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 gramarists know the same principle, they can work simultaneously on the same project. For example, two gramarists could prepare the same principle at the same time, and the principle would count as having been prepared twice. Later a third gramarist who also knows that principle could show up and prepare it again, and the principle would then have been prepared three times. A gramarist 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.

    Spectroconstruction (Su): Building super awesome architecture would take a while if you had to do it all yourself. Luckily you have at your beck and call an army of spectral labourers willing to take one for the team. Starting at 3rd level, you can cause an effect equivalent to a lyre of building (building effect) for 30 minutes. You can use this ability a number of times per day equal to your Charisma modifier. At 5th level, and every four levels thereafter, you gain an additional daily use of this ability.

    No Perform check is required to initiate this effect, but instead you must make a DC 18 Knowledge (architecture and engineering) check every time you activate it (+3 to the DC for every additional time per day you activate it). Failure indicates the daily use is wasted. You cannot split up individual uses of this ability; if you do not use all 7,200 man-hours during the activation period, they're lost.

    Spoiler
    Show
    It's not always entirely clear how useful a man-hour is, because it's not always clear how to quantify labour. The lyre of building is an ambiguous wondrous item at best, so while it's the only reference that exists in this case, it's not exactly helpful in the strictest sense. So for your convenience here is a small list of commonly manufactured items and an estimate of the number of man-hours required to build them in the real world. This should provide a decent starting point for you to determine how many man-hours you'll need for a given project.

    {table=head]Man-hours|Project
    20|A well-made cart
    50|One 5ft. cube of a tunnel
    300|A gypsy's carriage
    5,000|A nice house
    7,200|Maximum labour from one spectroconstruction
    44,000|A small boat
    200,000|A large building
    300,000|Industrial factory
    600,000|A viking ship
    1,000,000|The Colossus at Rhodes
    2,000,000|A fortified castle
    7,000,000|The Empire State Building
    15,000,000|The Titanic
    650,000,000|The Great Pyramid of Giza[/table]

    It should also be prominently mentioned that the work from this effect is akin to unskilled labour. You can use it to build, essentially, anything that doesn't require a Craft check of any kind.


    Bonus Feat: As a student, you inevitably pick up a few lessons along the way which aren't necessarily taught in a classroom. At 4th level, as well as every four levels thereafter, you gain a bonus feat with the [Gramarie] tag you qualify for. A universalist can instead choose a principle which they qualify for in place of a feat.

    Discovery: At 8th 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 your specialization. If you are a universalist, you can learn discoveries, but only a single discovery from any discipline (that is, if you already know a discovery from a discipline, you cannot select another discovery from that discipline with this class feature).

    Second Degree: Having completed your original studies, you've expanded to obtain a broader understanding of the world of gramarie around us! At 11th level, you may choose a second field of study for specialization. Universalists do not get to do this, but instead they can choose a single field of off-limit principles, such as [Military Science] principles, which they can now learn like any other principle.

    Animus Incarnate (Sp): At 13th level you've attained an amazing degree of understanding over your own anitu, allowing you to better channel your mystic theory into your innate arcane energies. An eldritch blast is now an attack action for you, which means you can use it more than once per round if you take a full attack. You can also use up to two animas on a single eldritch blast; the animas you would like to use are decided when you roll the attack.

    Grand Theory: You have reached the pinnacle of your scientific career, so you're probably about 14 or so. At 20th level you discover a new law of gramarie, which must be chosen from the list of Theories. The theory you discover depends on your specialization; universalists can discover the Theory of Everything. You can never discover more than one gramaric Theory.

    The Architect (Ex): An amateur could do something right; a professional never does it wrong. At 20th level, you're far beyond being a master of magical engineering. Every Knowledge (architecture and engineering) check you make is maximised (treated as a natural 20), as well as the rolls for your specialization's key skill.

    The true revelation at this level, however, is the perfect understanding you have achieved of the connection between magic rules and the convential laws of physics. Knowing how these principles of weird science interact allows you to transcend the normal preconceptions of what is and what is not 'possible'. All of your principles are now extraordinary in nature, and for all intents and purposes any machine or structure you build out of them is considered nonmagical in every way.
    Last edited by Kellus; 2013-07-12 at 01:16 PM.