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    Firbolg in the Playground
     
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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    Quote Originally Posted by sirpercival View Post
    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?!
    Spoiler: Old Avatar by Aruius
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    http://i133.photobucket.com/albums/q56/Zeritho/Koboldbard.png

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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    Quote Originally Posted by Rolep View Post
    EDIT: The compendium still links to the outdated PUIS post.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.

    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.
    *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:
    Quote Originally Posted by Milo v3 View Post
    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):
    Spoiler
    Show
    1. Add last bit of the Living Forest biome
    2. Elementals of Gramarie
    3. Fey of the Courts
    4. Tarrasque
    5. Organic Science
    6. Grow a Living Ship PrC
    7. Netrunner
    8. Dragons
    9. Expanded Material Feats
    10. Finish Biollurgical Savant
    11. Evolutions
    12. Races
    13. Grafts
    14. Racial Feats
    15. Some new Symbionts
    16. gramarie vampires (One for each discipline, feeds on those with knowledge of that discipline, has related powers)
    17. persona
    18. shadows
    19. gramarie bees
    20. example chassi
    21. modes
    22. slenderman
    23. ranged mode
    24. tractor beam mode
    25. Tendril mode
    26. fractured horizons
    27. Technological Possession power to biojack
    28. store data in teeth
    29. Adventure section of FH
    30. tinker
    31. gramarie vestiges
    32. Revamped ELDK
    33. gramarie plasmids
    34. convert standard classes into gramarie versions
    35. mythic path for gramarie
    36. PrC based around linking to a network, uses Lucid Dreaming checks to interact with it
    37. Update feat compendium
    38. Sea slugs
    39. Thaumaturgist
    40. Soldier
    41. Atomist
    42. Assassin
    43. Finish Deeds for Gunslinger
    44. FH Ranger
    45. Agent
    46. Chemist
    47. Explorer
    48. Heartbreaker
    49. Aristan
    50. Politican
    51. Worldlock
    52. Discharger
    53. Speedster
    54. Pilot
    55. Genius Loci
    56. Shadowtapper
    57. Shiftblade
    58. Farmer
    59. Breeder
    That a... that's quite a to do list
    Last edited by DMwithoutPC's; 2013-12-17 at 08:34 AM.
    LGBTA+itP
    I'm dyslectic and English is not my first language, so I'll probably make a few spelling errors.
    the Third god of Ghysa, the Rainbow Prince(ss) (RIP), and None, Master of Shadows, and currently Nature's Sculptor, Nathall

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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    Quote Originally Posted by DMwithoutPC's View Post
    *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
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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    Quote Originally Posted by Milo v3 View Post
    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
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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    Quote Originally Posted by sirpercival View Post
    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

    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, I just did the basic "make the page".
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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    Quote Originally Posted by Milo v3 View Post
    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
    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?
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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    Quote Originally Posted by sirpercival
    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).

    Quote Originally Posted by DMwithoutPC's
    *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).

    Quote Originally Posted by DMwithoutPC's
    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.
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    Quote Originally Posted by TheDragonmaster
    Quote Originally Posted by Rolep
    60>80
    This, I feel, deserves a quote on its own.
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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    Quote Originally Posted by Milo v3 View Post
    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 )


    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!
    Well, glad something good came out of that
    Last edited by DMwithoutPC's; 2013-12-17 at 11:11 AM.
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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    Quote Originally Posted by DMwithoutPC's
    /Good point about fluff/
    I will look at that and probably change.
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    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?

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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    Quote Originally Posted by Rolep View Post
    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.
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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    Quote Originally Posted by sirpercival
    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?
    Last edited by Rolep; 2013-12-17 at 12:29 PM.
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    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.
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    Isn't it annoying when the cocky one is actually right?

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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    With dreamason.
    Thanks a lot Gengy for the awesome... just a sec... avatar. :)

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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    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.
    Last edited by Rolep; 2013-12-17 at 01:23 PM.
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    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?

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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    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.

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    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.

    Spoiler
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    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
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    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 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]
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    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

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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    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

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    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.
    Last edited by Rolep; 2013-12-18 at 03:49 PM.
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  16. - Top - End - #46
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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    Here is my critique of PUIS for Rolep, spoilered for length:

    Spoiler
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    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

    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

    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.
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  17. - Top - End - #47
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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    Quote Originally Posted by Fako View Post
    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!).

    Spoiler: Critique of Critique
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    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.
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  18. - Top - End - #48
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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    Spoiler: Critique of Critique of Critique
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    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
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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    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?
    Quote Originally Posted by Tychris1 View Post
    Pokonic look what you have done! You fool, you`ve doomed us all!
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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    The Warmaker is cool and dandy but if you want to create monsters biollurgy is the way to go

    Constructivity is almost finished.
    Last edited by thethird; 2013-12-18 at 05:56 PM.
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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    Quote Originally Posted by Rolep View Post
    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?!

    Quote Originally Posted by Pokonic View Post
    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.
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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    Updating the compendium.

    Compendium updated [12/18/13 10pm EST]
    Last edited by Arcanist; 2013-12-18 at 09:54 PM.
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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    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.
    • 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
    Last edited by thethird; 2013-12-18 at 11:25 PM.
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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    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)
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    Requirements: To become a forge master you must meet all of the following requirements.
    Base Attack Bonus: +5
    Feat: Pure Crafting; Legendary Battlesmith
    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.
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    Thanks a lot Gengy for the awesome... just a sec... avatar. :)

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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

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    Quote Originally Posted by Fako View Post
    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
    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.


    Quote Originally Posted by Milo v3
    Why would you remove the resources bit of gramarie?!
    It's not about that! It's about creating planets.
    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.
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    Quote Originally Posted by Rolep
    Quote Originally Posted by TheDragonmaster
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    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?

  26. - Top - End - #56
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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    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.
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  27. - Top - End - #57
    Ogre in the Playground
     
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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    @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!

  28. - Top - End - #58
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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    Has anyone here tested their Gramaire in a full game?

    Like, Full power Gramaire?

    Cause I want to.
    "All things must end, and you will be among the first."
    I love Ceika <3

    Quote Originally Posted by Kymme View Post
    You've got good reasoning, though the Akastarepti is never the best example.

    Extended Sig

  29. - Top - End - #59
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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    Quote Originally Posted by ShadowFireLance View Post
    Has anyone here tested their Gramaire in a full game?

    Like, Full power Gramaire?

    Cause I want to.
    Oh we're not doing that again.
    Larloch, The Shadow King (w/ Ioun Stones) avatar by Iron Penguin

  30. - Top - End - #60
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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    Quote Originally Posted by Arcanist View Post
    Oh we're not doing that again.
    That was mostly you and LordChaos's fault.
    We have an actual DM this time!
    "All things must end, and you will be among the first."
    I love Ceika <3

    Quote Originally Posted by Kymme View Post
    You've got good reasoning, though the Akastarepti is never the best example.

    Extended Sig

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