New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Page 46 of 46 FirstFirst ... 213637383940414243444546
Results 1,351 to 1,370 of 1370
  1. - Top - End - #1351
    Pixie in the Playground
    Join Date
    Dec 2013

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

    Excuse me. I'm not sure if this has been answered yet, but, looking over the Gramarist class, I can't find the starting gold...I assume as Wizard, but...

  2. - Top - End - #1352
    Ogre in the Playground
     
    Arcanist's Avatar

    Join Date
    Jun 2012

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

    Quote Originally Posted by CKirk View Post
    Excuse me. I'm not sure if this has been answered yet, but, looking over the Gramarist class, I can't find the starting gold...I assume as Wizard, but...
    You're assumption is a well aimed one.
    Larloch, The Shadow King (w/ Ioun Stones) avatar by Iron Penguin

  3. - Top - End - #1353
    Firbolg in the Playground
     
    Milo v3's Avatar

    Join Date
    Aug 2010
    Location
    Australia
    Gender
    Intersex

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

    So.... how is the new thread going to work, and who is going to post it?
    Spoiler: Old Avatar by Aruius
    Show
    http://i133.photobucket.com/albums/q56/Zeritho/Koboldbard.png

  4. - Top - End - #1354
    Ogre in the Playground
     
    Arcanist's Avatar

    Join Date
    Jun 2012

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

    Quote Originally Posted by Milo v3 View Post
    So.... how is the new thread going to work, and who is going to post it?
    I'm too lazy to manage it.
    Larloch, The Shadow King (w/ Ioun Stones) avatar by Iron Penguin

  5. - Top - End - #1355
    Firbolg in the Playground
     
    Milo v3's Avatar

    Join Date
    Aug 2010
    Location
    Australia
    Gender
    Intersex

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

    Quote Originally Posted by Arcanist View Post
    I'm too lazy to manage it.
    Fako said he had it covered in the Chat.
    Last edited by Milo v3; 2013-12-16 at 03:40 AM.
    Spoiler: Old Avatar by Aruius
    Show
    http://i133.photobucket.com/albums/q56/Zeritho/Koboldbard.png

  6. - Top - End - #1356
    Firbolg in the Playground
     
    EdroGrimshell's Avatar

    Join Date
    Oct 2008

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

    Quote Originally Posted by Arcanist View Post
    Very flavorful.
    Thank you, I'm usually quite good with the fluff aspect

    Quote Originally Posted by Arcanist View Post
    New skill, good.
    Yep.

    Quote Originally Posted by Arcanist View Post
    Specific targets , however normally we capitalize the abridged names (ex. Alchemetry would be ALCH). so capitalized it to EVOL.
    Will fix that ASAP.

    Quote Originally Posted by Arcanist View Post
    An introductory principle should be able to stand on it's own, however this one requires that you spend your first principle on ARCD 101 to provide ebbs to your production. Kick it out or recycle it for another principle.
    Okay then, I'll see if I can't fix that.

    Quote Originally Posted by Arcanist View Post
    This is interesting. You could also make it provide bonuses for the base creatures having differing alignments and other features.
    I personally don't like taking alignment into account beyond alignment subtypes. It seems weird that a difference in how they think would make the fusion harder.

    Quote Originally Posted by Arcanist View Post
    ... I'm sorry, what?
    I think an example is in order for that one, but I'll try to make it a little simpler.

    Quote Originally Posted by Arcanist View Post
    I'd recommend that you adjust the whole complexity and make it the Appraise DC required to make to create the creature and have the DC increase by the number of abilities (and vice verse).
    The complexity +10 is the DC of the Appraise check, it was used to determine the Ebb cost, which will be removed and put in the specialist principle.

    Quote Originally Posted by Arcanist View Post
    For reasons stated previously, this is impossible to accomplish at 1st level without spending a feat towards it.
    Yep, being taken care of.

    Quote Originally Posted by Arcanist View Post
    Make a key defining every term. For the love of god, I've no idea what any of this is. It looks like gibberish to me
    Will do.

    Quote Originally Posted by Arcanist View Post
    "Streamlined"? This is far from "Streamlined".
    I used a 3rd party system as a base, so I thought this would be a good start at adapting the basics of the system to this one (and from 3.0 to 3.5).
    Quotes
    Spoiler
    Show
    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

    Spoiler
    Show


    The Hub, for PTA & PTU community building. If you're interested, take a look.

  7. - Top - End - #1357
    Barbarian in the Playground
     
    NecromancerGuy

    Join Date
    May 2013

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

    I've decided to repost Puissamantics as a sort of way to announce that it is pretty much finished (all it needs are theories, and I have ideas of those) and a PrC or two (and I know qazz has at least one idea on that front). It now has fluff and a neat picture, too! Anyway, PEACH away! (@qazz I hope you don't mind me reposting this)

    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.

    Spoiler
    Show

    Credit to Tsabo6 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.

    Spoiler: Puissamantics Animas
    Show
    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.

    Spoiler: Puissamantics Arts of War
    Show
    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.

    Spoiler: Puissamantics Discoveries
    Show
    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.

    Spoiler: Puissamantics Key Skill Feat:
    Show
    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.
    Last edited by Rolep; 2013-12-16 at 03:42 PM.
    Rules for Luck
    A (failed) Shadowcaster fix
    The Sangolu: mixing D&D's greatest foes
    Gestalt theurgy

    When referring to Vaarsuvius, I (try to) use they/them/their/theirs/themself. Just my preference.
    Spoiler: Quotes
    Show
    Quote Originally Posted by Rolep
    Quote Originally Posted by TheDragonmaster
    Quote Originally Posted by Rolep
    60>80
    This, I feel, deserves a quote on its own.
    RAI trumps RAW on this thread.
    Quote Originally Posted by anonymous
    Isn't it annoying when the cocky one is actually right?

  8. - Top - End - #1358
    Bugbear in the Playground
     
    sirpercival's Avatar

    Join Date
    Oct 2011

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

    Haven't finished reading PUIS yet, but I like what I see.

    2 comments:

    206 needs rewording, it's damn confusing as is.

    259 needs its save DC to be brought in line with other disciplines (5 or 10 + 5 for each PUIS principle you know). Save vs Skill Check is a very bad idea.
    (member in good standing of the troll-feeder's guild)

    I am the assassin of productivity.

    Super boss Muscle Wizard avvie by Ceika.

    gitp extended sig
    minmaxboards extended sig (more stuff)

  9. - Top - End - #1359
    Orc in the Playground
     
    Fako's Avatar

    Join Date
    Dec 2006

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

    I've set up an interim discussion thread to allow us to continue posting without worrying about the page 50 monster. Link is below:

    http://www.giantitp.com/forums/showt...6#post16626526
    Last edited by Fako; 2013-12-16 at 02:37 PM.
    Amazing Abjuration Avatar made by Serpentine.
    Quote Originally Posted by Gramarie IRC
    <Fako> Most of my contributions to the system have been in the form of taking a baseball bat to other homebrewer's works.
    <~sirpercival> haha
    <Fako> You laugh because it's true :P
    <~sirpercival> yes. yes i do.
    Skinshred Swarm (CR 9) / Reaper Wolf (CR 5) / Demonecris (CR 18)
    Indomitable (Melee PrC [5 Lvl])

  10. - Top - End - #1360
    Halfling in the Playground
    Join Date
    Aug 2007
    Location
    Seaford, Va.
    Gender
    Male

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

    Quote Originally Posted by Milo v3 View Post
    Ok, good. It's just I went:
    "Ok.. lets think of another race... Ooh a blind aquatic race of monstrous serpent mermaids"
    *Starts writing mechanics*
    "Wait... Kaleidomantics is based on colour..." *Facepalm*
    There is a blind Green Lantern whose people evolved inside a dark nebula..
    A sentient Fungus.
    they explained the concept of a lantern and the color green by comparing it to a bell that make a particular note.
    and so was born "The F-Sharp Bell".
    One of the odder members of the Green Lantern Core...

  11. - Top - End - #1361
    Halfling in the Playground
    Join Date
    Aug 2007
    Location
    Seaford, Va.
    Gender
    Male

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

    Quote Originally Posted by Theseventh View Post
    Quick fairly cheesy (in that its silly, not pun pun) little feat I thought of in regards to what Milo and I were talking about.

    F-sharp Bell [Gramarie]
    In loudest din or hush profound, My ears catch filters slightest sound. Let those who toll out stagnation's knell, Beware my science, the F-Sharp Bell!
    Prerequisite: Must not have ever had functioning eye sight, or any way to see the world through visual means.
    Benefit: You may substitute the Listen skill in place of the Spot skill for all purposes in Kaleidomantics.
    Heh.. Looks like the Seventh beat me to it...

  12. - Top - End - #1362
    Barbarian in the Playground
     
    NecromancerGuy

    Join Date
    May 2013

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

    @atriusnight This thread is approaching the 50-page limit as and such the discussion has moved to another thread (See the link in Fako's most recent post). People are more likely to read what you say over there.
    Rules for Luck
    A (failed) Shadowcaster fix
    The Sangolu: mixing D&D's greatest foes
    Gestalt theurgy

    When referring to Vaarsuvius, I (try to) use they/them/their/theirs/themself. Just my preference.
    Spoiler: Quotes
    Show
    Quote Originally Posted by Rolep
    Quote Originally Posted by TheDragonmaster
    Quote Originally Posted by Rolep
    60>80
    This, I feel, deserves a quote on its own.
    RAI trumps RAW on this thread.
    Quote Originally Posted by anonymous
    Isn't it annoying when the cocky one is actually right?

  13. - Top - End - #1363
    Titan in the Playground
     
    Qwertystop's Avatar

    Join Date
    Mar 2010
    Gender
    Female

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

    Quote Originally Posted by Rolep View Post
    @atriusnight This thread is approaching the 50-page limit as and such the discussion has moved to another thread (See the link in Fako's most recent post). People are more likely to read what you say over there.
    ...moving to a new thread four pages early? Huh.
    Quote Originally Posted by jamieth View Post
    ...though Talla does her best to sound objective and impartial, it doesn't cover stuff like "ask a 9-year-old to tank for the party."
    My Homebrew

  14. - Top - End - #1364
    Firbolg in the Playground
     
    Milo v3's Avatar

    Join Date
    Aug 2010
    Location
    Australia
    Gender
    Intersex

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

    Quote Originally Posted by atriusnight View Post
    There is a blind Green Lantern whose people evolved inside a dark nebula..
    A sentient Fungus.
    they explained the concept of a lantern and the color green by comparing it to a bell that make a particular note.
    and so was born "The F-Sharp Bell".
    One of the odder members of the Green Lantern Core...
    Quote Originally Posted by atriusnight View Post
    Heh.. Looks like the Seventh beat me to it...
    I didn't end up even using it though, gave them a bioluminescence and gave optical sensors in their scales to allow them to detect colour via touch.

    Quote Originally Posted by Qwertystop View Post
    ...moving to a new thread four pages early? Huh.
    Because kellus wasn't here and we didn't want to have this thread locked.
    Spoiler: Old Avatar by Aruius
    Show
    http://i133.photobucket.com/albums/q56/Zeritho/Koboldbard.png

  15. - Top - End - #1365
    Bugbear in the Playground
    Join Date
    May 2012

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

    Quote Originally Posted by Grek View Post
    If you're having trouble translating big skill checks into ebbs (or getting big piles of ebbs in general), I have some blueprints for you:

    Spoiler: Blueprint: Short Circuit Generator
    Show

    Name: Short Circuit Generator
    Principles: HEUR 101, ARCD 101.
    Optional Principles: None.
    Discoveries: None.
    Optional Discoveries: None.
    Prestige Classes: None.
    Optional Prestige Classes: None.
    Feats: Equivalent Circuits.
    Optional Feats: None.
    Items: 6 cubic feet of wood. Paint.
    Optional Items: Nails and a frame.
    Theories: None.
    Optional Theories: None.
    Construction & Operation:
    Obtain six 1' cubes of wood, with two painted red, two painted blue and two painted green. Arrange the cubes into three stacks of two and then arrange these stacks into an equilateral triangle 2' on the side. Prepare the bottom 3 cubes as Wood Inputs and the top three as Wood Outputs.

    Using the Red Input as a spatial reference, create a Short Circuit (as per Equivalent Circuits) with only the Red and Blue Outputs as the targets. Configure this Circuit to send all ebbs received from the Red Output to the Blue Output and vis versa. Using the Blue Input as a spatial reference, create a shaped Standard Circuit (one made without Equivalent Circuits) that connects the Green Output, Green Input and an initial power source of at least 32 ebbs to any device(s) you wish to power using the Short Circuit Generator.

    The Inputs should then be configured as follows:
    -The Red Input's net should overlap with the Short Circuit and nothing else. Its UMD check should be as high as possible.
    -The Blue Input's net should overlap with the Short Circuit, the Standard Circuit and nothing else. Its UMD check should be as high as possible.
    -The Green Input's net should overlap with the Short Circuit and nothing else. Its UMD check should be 17% of the UMD check on the Red and Blue inputs.

    Once all of this is set up, flip the switches in the following order: Red Input, Blue Input, Red Output, Blue Output, Initial Power Source, Green Output. Assuming you've done everything right, the initial power source will transfer 32 ebbs into the Standard Circuit and be interrupted by the Blue Input. The Blue input will transfer 31 ebbs to the Blue Output, which will transfer 30 ebbs to the Short Circuit, which will attempt to transfer 33 ebbs to the Red Output only to be interrupted by the Blue Input again. This cycle repeats until the Blue Input has transformed as many ebbs as it can that round, at which point the Red Input takes over the cycle. This repeats itself until the total number of ebbs being transformed reaches a upper bound based on the transformation limit of the two Inputs.

    Once this upper bound is reached, you may safely draw a number of ebbs equal to 2 less than 21% of the UMD check on the Red/Blue Inputs without disrupting the functionality of the generator. To do so, flip the switch on the Green Input. The power generated will be transferred to the standard circuit and be available for other uses.

    Spoiler: Blueprint: 100 Ebb Acid Battery
    Show

    Name: 100 Ebb Acid Battery
    Principles: ARCD 230.
    Optional Principles: None.
    Discoveries: None.
    Optional Discoveries: None.
    Prestige Classes: None.
    Optional Prestige Classes: None.
    Feats: None.
    Optional Feats: None.
    Items: 720lbs of tin. An acid-proof container containing 100 pints of water.
    Optional Items: None.
    Theories: None.
    Optional Theories: None.
    Construction & Operation:
    Create a Tin Input and a Tin Output. Place both next to the container of water. In order to charge the battery, feed ebbs into the Tin Output, converting the water into acid. To drain the battery, deactivate the Tin Output and activate the Tin Input. This will convert the acid back into water, generating ebbs.

    Special: To create a battery of a different size, use a larger or smaller container of water.
    Can you explain why the short circuit generator works? It starts with 32 ebbs and is able to produce more than it had originally, correct? I'm not saying that you are wrong. I would like to know why this works so I can grasp the thought process behind it.

  16. - Top - End - #1366
    Pixie in the Playground
     
    DrowGuy

    Join Date
    Nov 2015
    Gender
    Male

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

    Quote Originally Posted by AvalonŽ View Post
    I thought it was something having to do with binding vestiges on a biollurgical chassis.

    Would have made some interesting stuff with it. Like creating the spawn of Cthulhu.
    No, but with Radiance House's Occultist class and the Create Pact Poltergeist binder secret you could make a soulless chassis into a rather nasty creation. Just be careful as they are under the control and influence if the Spirit(vestige) you put into it.

  17. - Top - End - #1367
    Barbarian in the Playground
     
    Chimera

    Join Date
    Oct 2014

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

    Verdant Venom: Whenever you construct a green filter, instead of eliminating toxins you can refine them. Fluid poisons that pass through your filter are not made inert, but instead they become more concentrated; as long as there is fluid for the venomous agent to reside in, someone can use your filter to purify such a poison. Refining a fluid poison works by moving part of the fluid through the filter, and thus concentrating the poison in the rest of the fluid. At least half of the fluid must be passed through the filter, and if additional volume of fluid is added to the poison later, the refinement is lost. Refining a poison increases the save DC by 4, and it deals an additional damage die of ability damage.
    Not sure if this is thread necro or not. If not, what's stopping someone from just passing the poison back and forth really quickly through the filter, or a bunch of filters in a row?
    The best way to get information isn't to ask a question, it is to post the wrong information and wait for someone to correct you (often angrily).

    Spoiler: Internets
    Show

  18. - Top - End - #1368
    Firbolg in the Playground
     
    Milo v3's Avatar

    Join Date
    Aug 2010
    Location
    Australia
    Gender
    Intersex

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

    Quote Originally Posted by Defiantnight View Post
    Not sure if this is thread necro or not. If not, what's stopping someone from just passing the poison back and forth really quickly through the filter, or a bunch of filters in a row?
    RAW you could do it again I suppose, but logically you cannot purify something that's already completely purified. It'd have no effect.
    Spoiler: Old Avatar by Aruius
    Show
    http://i133.photobucket.com/albums/q56/Zeritho/Koboldbard.png

  19. - Top - End - #1369
    Barbarian in the Playground
     
    Chimera

    Join Date
    Oct 2014

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

    Quote Originally Posted by Milo v3 View Post
    RAW you could do it again I suppose, but logically you cannot purify something that's already completely purified. It'd have no effect.
    It's concentrated/refined, not purified, so I'm not sure if that applies the same.
    Last edited by Defiantnight; 2016-09-12 at 02:28 AM. Reason: Clarified
    The best way to get information isn't to ask a question, it is to post the wrong information and wait for someone to correct you (often angrily).

    Spoiler: Internets
    Show

  20. - Top - End - #1370
    Barbarian in the Playground
     
    Chimera

    Join Date
    Oct 2014

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

    Sorry for the double post, but are some kaleidomantic filters really difficult or impossible to remove without a spellcaster, or did I miss something saying you can disable them on your own? If I made a yellow filter, would my only option to remove it be to overload the weight capacity if I couldn't get someone who could cast disintegrate?
    The best way to get information isn't to ask a question, it is to post the wrong information and wait for someone to correct you (often angrily).

    Spoiler: Internets
    Show

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •