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2013-12-17, 08:31 AM (ISO 8601)
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Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]
Spoiler: Old Avatar by Aruiushttp://i133.photobucket.com/albums/q56/Zeritho/Koboldbard.png
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2013-12-17, 08:31 AM (ISO 8601)
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Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]
*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:
That a... that's quite a to do listLast 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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2013-12-17, 08:37 AM (ISO 8601)
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Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]
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.
That a... that's quite a to do listSpoiler: Old Avatar by Aruiushttp://i133.photobucket.com/albums/q56/Zeritho/Koboldbard.png
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2013-12-17, 08:37 AM (ISO 8601)
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- Oct 2011
Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]
(member in good standing of the troll-feeder's guild)
I am the assassin of productivity.
Super boss Muscle Wizard avvie by Ceika.
gitp extended sig
minmaxboards extended sig (more stuff)
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2013-12-17, 08:50 AM (ISO 8601)
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Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]
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".Spoiler: Old Avatar by Aruiushttp://i133.photobucket.com/albums/q56/Zeritho/Koboldbard.png
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2013-12-17, 09:37 AM (ISO 8601)
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Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]
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.(member in good standing of the troll-feeder's guild)
I am the assassin of productivity.
Super boss Muscle Wizard avvie by Ceika.
gitp extended sig
minmaxboards extended sig (more stuff)
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2013-12-17, 11:08 AM (ISO 8601)
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Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]
Originally Posted by sirpercival
Originally Posted by DMwithoutPC's
Originally Posted by DMwithoutPC'sRules for Luck
A (failed) Shadowcaster fix
The Sangolu: mixing D&D's greatest foes
Gestalt theurgy
When referring to Vaarsuvius, I (try to) use they/them/their/theirs/themself. Just my preference.
Spoiler: QuotesOriginally Posted by RolepOriginally Posted by anonymous
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2013-12-17, 11:09 AM (ISO 8601)
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Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]
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.the puissance guided through this refractor becomes visible as whisps, with one whisps per ebb of puissance led into the refrector
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 had completely forgotten I actually posted that!
Well, glad something good came out of thatLast edited by DMwithoutPC's; 2013-12-17 at 11:11 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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2013-12-17, 11:11 AM (ISO 8601)
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- May 2013
Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]
Originally Posted by DMwithoutPC'sRules for Luck
A (failed) Shadowcaster fix
The Sangolu: mixing D&D's greatest foes
Gestalt theurgy
When referring to Vaarsuvius, I (try to) use they/them/their/theirs/themself. Just my preference.
Spoiler: QuotesOriginally Posted by RolepOriginally Posted by anonymous
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2013-12-17, 12:21 PM (ISO 8601)
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- Oct 2011
Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]
(member in good standing of the troll-feeder's guild)
I am the assassin of productivity.
Super boss Muscle Wizard avvie by Ceika.
gitp extended sig
minmaxboards extended sig (more stuff)
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2013-12-17, 12:28 PM (ISO 8601)
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- May 2013
Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]
Originally Posted by sirpercival
EDIT: Once again, I will ask, how do E.I.s gain levels?Last edited by Rolep; 2013-12-17 at 12:29 PM.
Rules for Luck
A (failed) Shadowcaster fix
The Sangolu: mixing D&D's greatest foes
Gestalt theurgy
When referring to Vaarsuvius, I (try to) use they/them/their/theirs/themself. Just my preference.
Spoiler: QuotesOriginally Posted by RolepOriginally Posted by anonymous
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2013-12-17, 12:55 PM (ISO 8601)
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- Jan 2013
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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2013-12-17, 01:04 PM (ISO 8601)
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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.
Rules for Luck
A (failed) Shadowcaster fix
The Sangolu: mixing D&D's greatest foes
Gestalt theurgy
When referring to Vaarsuvius, I (try to) use they/them/their/theirs/themself. Just my preference.
Spoiler: QuotesOriginally Posted by RolepOriginally Posted by anonymous
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2013-12-17, 01:19 PM (ISO 8601)
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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.
SpoilerEvology
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.
SpoilerEVOL 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
SpoilerKey
{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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2013-12-18, 02:18 PM (ISO 8601)
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- May 2013
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
SpoilerCORY 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.
Rules for Luck
A (failed) Shadowcaster fix
The Sangolu: mixing D&D's greatest foes
Gestalt theurgy
When referring to Vaarsuvius, I (try to) use they/them/their/theirs/themself. Just my preference.
Spoiler: QuotesOriginally Posted by RolepOriginally Posted by anonymous
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2013-12-18, 03:05 PM (ISO 8601)
- Join Date
- Dec 2006
Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]
Here is my critique of PUIS for Rolep, spoilered for length:
SpoilerRather 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.Amazing Abjuration Avatar made by Serpentine.
Originally Posted by Gramarie IRC
Indomitable (Melee PrC [5 Lvl])
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2013-12-18, 03:33 PM (ISO 8601)
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Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]
OMG how much I disagree with your assessment! Anyway, I will fix this stuff tomorrow (I don't havw time today!).
Spoiler: Critique of CritiquePUIS 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.
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.
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.Rules for Luck
A (failed) Shadowcaster fix
The Sangolu: mixing D&D's greatest foes
Gestalt theurgy
When referring to Vaarsuvius, I (try to) use they/them/their/theirs/themself. Just my preference.
Spoiler: QuotesOriginally Posted by RolepOriginally Posted by anonymous
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2013-12-18, 04:15 PM (ISO 8601)
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Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]
Spoiler: Critique of Critique of Critique
Why doe ebbs need to be lost at all? There is nothing wrong with supplying an army with temporarily magic weapons.
Which will normally take a few rounds. Point?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.
But of HD are based off ebbs, then everything else will still be based off ebbs. The other thing is legit though.
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.
If I don't drop the max range line, the blast will still be limited to 400 fet + 40 feet per calss level.
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.
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.
But a wizard can fly 300 feet away and still fight. This is to allow the fighter to target flyers.
It's very difficult to word. Any reccommendations.
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 farAmazing Abjuration Avatar made by Serpentine.
Originally Posted by Gramarie IRC
Indomitable (Melee PrC [5 Lvl])
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2013-12-18, 04:29 PM (ISO 8601)
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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?
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2013-12-18, 04:54 PM (ISO 8601)
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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.
Thanks a lot Gengy for the awesome... just a sec... avatar. :)
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2013-12-18, 07:36 PM (ISO 8601)
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Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]
Spoiler: Old Avatar by Aruiushttp://i133.photobucket.com/albums/q56/Zeritho/Koboldbard.png
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2013-12-18, 09:28 PM (ISO 8601)
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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.
Larloch, The Shadow King (w/ Ioun Stones) avatar by Iron Penguin
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2013-12-18, 11:14 PM (ISO 8601)
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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 thisLast edited by thethird; 2013-12-18 at 11:25 PM.
Thanks a lot Gengy for the awesome... just a sec... avatar. :)
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2013-12-19, 01:07 AM (ISO 8601)
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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)SpoilerRequirements: 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.
SpoilerThanks a lot Gengy for the awesome... just a sec... avatar. :)
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2013-12-19, 01:30 AM (ISO 8601)
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Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]
Spoiler: Critique of Critique of Critique of CritiqueSince 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.
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.
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.
I'm unaware of this global limit on EB, I was simply attempting to add a cap to the distance.
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 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.
Fair. However, if he doesn't have a way to target flyers already by this point, he has other problems.
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
Originally Posted by Milo v3Rules for Luck
A (failed) Shadowcaster fix
The Sangolu: mixing D&D's greatest foes
Gestalt theurgy
When referring to Vaarsuvius, I (try to) use they/them/their/theirs/themself. Just my preference.
Spoiler: QuotesOriginally Posted by RolepOriginally Posted by anonymous
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2013-12-19, 02:32 AM (ISO 8601)
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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.Spoiler: Old Avatar by Aruiushttp://i133.photobucket.com/albums/q56/Zeritho/Koboldbard.png
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2013-12-19, 02:31 PM (ISO 8601)
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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!
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2013-12-19, 02:52 PM (ISO 8601)
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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.
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2013-12-19, 03:36 PM (ISO 8601)
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2013-12-19, 03:44 PM (ISO 8601)
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Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]