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  1. - Top - End - #31
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    Default Re: Gramarie shenanigans [Magitech]

    Quote Originally Posted by gawwy View Post
    Im still interested and floating around. Im happy to attempt to help you out. I know thethird, creator of Nevermorph, is still fairly active on the forums. Might pay to send them a DM see if they want to be involved in some way. MiloV3 is fairly inactive nowadays.
    Hey, I'll gladly take the help if you're offering - and that's a great idea, I'll shoot thethird a message.

    Quote Originally Posted by Corwin Icewolf View Post
    I've been checking back every once in a while. I'm in.
    Awesome.

    Quote Originally Posted by Stevesciguy View Post
    Still here

    I'm sure whatever you come up with will be fun
    Aw, thanks.
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    Default Re: Gramarie shenanigans [Magitech]

    Do you have an idea of what level we'll start at? Need to start brainstorming stuff to make

    Most of which revolve around the biollurgical mech I've wanted to build since I discovered Gramarie
    Last edited by Stevesciguy; 2019-07-31 at 09:54 PM.
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  3. - Top - End - #33
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    Default Re: Gramarie shenanigans [Magitech]

    Quote Originally Posted by Stevesciguy View Post
    Do you have an idea of what level we'll start at? Need to start brainstorming stuff to make

    Most of which revolve around the biollurgical mech I've wanted to build since I discovered Gramarie
    Nevermorph definitely seems like a low-gramarie kind of place... But mechs require roughly least level 8 I think. Hmn. Maybe scavenged tech from one of the faulty Arks.
    I'm not sure, but there'll for sure be Gestalt. You don't all have to be gramarists to get access to gramarie stuff.
    Last edited by Defiantnight; 2019-07-31 at 10:23 PM.
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    Default Re: Gramarie shenanigans [Magitech]

    Quote Originally Posted by Defiantnight View Post
    Nevermorph definitely seems like a low-gramarie kind of place... But mechs require roughly least level 8 I think. Hmn. Maybe scavenged tech from one of the faulty Arks.
    I'm not sure, but there'll for sure be Gestalt. You don't all have to be gramarists to get access to gramarie stuff.
    Aw darn, was hoping for some high level shenanigans.

    Yeah, a bit annoying that such a popular archetype isn't doable until at least 8th

    In the game I played before, the DM got around this by also allowing a single discovery to be applied to a blueprint, so that could be an option if you don't want to go up to 8th.

    Planning on playing a Universalist, so I can grab all those principles I need. But I also want to try Transcholar out, so I'm kinda torn

    I'll need to read up on Nevermorph, so I have some clue of what's going on
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    Default Re: Gramarie shenanigans [Magitech]

    Quote Originally Posted by Stevesciguy View Post
    Aw darn, was hoping for some high level shenanigans.

    Yeah, a bit annoying that such a popular archetype isn't doable until at least 8th

    In the game I played before, the DM got around this by also allowing a single discovery to be applied to a blueprint, so that could be an option if you don't want to go up to 8th.

    Planning on playing a Universalist, so I can grab all those principles I need. But I also want to try Transcholar out, so I'm kinda torn

    I'll need to read up on Nevermorph, so I have some clue of what's going on
    It's basically Fractured Horizons' version of Ravenloft.
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    Default Re: Gramarie shenanigans [Magitech]

    Quote Originally Posted by Defiantnight View Post
    It's basically Fractured Horizons' version of Ravenloft.
    I also need to read up on Fractured Horizons

    Quick question: I'm not sure this will be relevant, since this may be a lower level game, but how does second degree function for a Universalist? Since no principles that are normally unavailable to gramarists were ever created, it does nothing for them
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    Default Re: Gramarie shenanigans [Magitech]

    A second degree would allow a Universalist to take specialist Doctorate principles, and earlier access to magisterial specialist principles.
    Gramarists also can't use Military Science principles, I'm pretty sure, but that's only relevant if I get into the non-Kellus stuff, since Kellus never made any.
    Last edited by Defiantnight; 2019-07-31 at 11:21 PM.
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    Default Re: Gramarie shenanigans [Magitech]

    Quote Originally Posted by Defiantnight View Post
    A second degree would allow a Universalist to take specialist Doctorate principles, and earlier access to magisterial specialist principles.
    Gramarists also can't use Military Science principles, I'm pretty sure, but that's only relevant if I get into the non-Kellus stuff, since Kellus never made any.
    So Second Degree now allows a Universalist to specialize on top of their universal-ness? Awesome.

    Yeah, no Military Science principles for gramarists, unless you are a Universalist and pick them as the ones you can access with second degree. I should read those, they might be cool.

    Do you intend on using only Kellus' stuff, or are we looking at some of the homebrewed homebrew, too?
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    Default Re: Gramarie shenanigans [Magitech]

    Quote Originally Posted by Stevesciguy View Post
    So Second Degree now allows a Universalist to specialize on top of their universal-ness? Awesome.

    Yeah, no Military Science principles for gramarists, unless you are a Universalist and pick them as the ones you can access with second degree. I should read those, they might be cool.

    Do you intend on using only Kellus' stuff, or are we looking at some of the homebrewed homebrew, too?
    That's what I get for speaking off memory without checking the source.

    A second degree doesn't do anything for universalists, because universalists can't have a second degree.

    Second Degree: Having completed your original studies, you've expanded to obtain a broader understanding of the world of gramarie around us! At 11th level, you may choose a second field of study for specialization. Universalists do not get to do this, but instead they can choose a single field of off-limit principles, such as [Military Science] principles, which they can now learn like any other principle.
    Edit: To clarify, yes, that means Second Degree is a dead class feature on universalists unless we go non-Kellus.

    I'm not sure whether I want to do that yet.
    Last edited by Defiantnight; 2019-07-31 at 11:38 PM.
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    Default Re: Gramarie shenanigans [Magitech]

    Quote Originally Posted by Defiantnight View Post
    That's what I get for speaking off memory without checking the source.

    A second degree doesn't do anything for universalists, because universalists can't have a second degree.
    Oh yeah, I was asking about this part:

    Second Degree: Having completed your original studies, you've expanded to obtain a broader understanding of the world of gramarie around us! At 11th level, you may choose a second field of study for specialization. Universalists do not get to do this, but instead they can choose a single field of off-limit principles, such as [Military Science] principles, which they can now learn like any other principle.
    Since those don't exist in the 'official' material, I was asking if they got something else, or if they just didn't get anything that level.

    If we go outside of the official material, Grek has made military sciences and Milo made some organic sciences, so I could just pick from those


    Edit: oh, you answered that while I was typing this. Oops
    Last edited by Stevesciguy; 2019-07-31 at 11:44 PM.
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    Default Re: Gramarie shenanigans [Magitech]

    My bad, I was editting it immediately after I posted, yeah.

    I'll go take a look through those, I'm not too familiar with gramarie, but the idea is to interact with the world in unique magitechy ways, not break it, so let's try to avoid doomsday weapons yeah? At least to start
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    Default Re: Gramarie shenanigans [Magitech]

    Quote Originally Posted by Defiantnight View Post
    My bad, I was editting it immediately after I posted, yeah.

    I'll go take a look through those, I'm not too familiar with gramarie, but the idea is to interact with the world in unique magitechy ways, not break it, so let's try to avoid doomsday weapons yeah? At least to start
    I don't know gramarie well enough to break the game, so you have nothing to worry about from me!

    I don't think a Universalist would really be hurting too bad if they missed out on second degree - I have plenty of principles I'll need to pick up as-is.
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    Default Re: Gramarie shenanigans [Magitech]

    For sure. Do remember that to make the really cool stuff it's pretty much required for gramarists to cooperate with each other, so don't worry too much about grabbing all the stuff necessary to make a mech.

    In the nature vs civilization world of Nevermorph, I'm sure everyone most people would be happy to have a big fighting mech on their side.
    Last edited by Defiantnight; 2019-07-31 at 11:57 PM.
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    Default Re: Gramarie shenanigans [Magitech]

    Quote Originally Posted by Defiantnight View Post
    For sure. Do remember that to make the really cool stuff it's pretty much required for gramarists to cooperate with each other, so don't worry too much about grabbing all the stuff necessary to make a mech.
    Yeah, I know, I just have this thing where I'm really paranoid my character will get caught out by himself, and if he isn't 100% self-sufficient, he's screwed.

    Totally unrealistic, I know, but paranoia is paranoia
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    Quote Originally Posted by Stevesciguy View Post
    Yeah, I know, I just have this thing where I'm really paranoid my character will get caught out by himself, and if he isn't 100% self-sufficient, he's screwed.

    Totally unrealistic, I know, but paranoia is paranoia
    Well, paranoia is a perfectly justified theme in a place where the land and all the creatutes in it want to kill you and corrupt your soul.

    Last edited by Defiantnight; 2019-08-01 at 12:12 AM.
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    Default Re: Gramarie shenanigans [Magitech]

    Just found this thread, I'd be very interested in joining a gramarie fame if possible. Haven't had a chance to use this in years.

    I will probably specialise in heuristics and eventually become a Transcholar.
    Also, heuristics is great, it lets me help everyone else to be better at working together.
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    Default Re: Gramarie shenanigans [Magitech]

    Quote Originally Posted by Defiantnight View Post
    Hey, I'll gladly take the help if you're offering - and that's a great idea, I'll shoot thethird a message.
    Happy to help. (Honored actually that you guys are considering using my setting)

    Quote Originally Posted by Stevesciguy View Post
    Do you have an idea of what level we'll start at? Need to start brainstorming stuff to make

    Most of which revolve around the biollurgical mech I've wanted to build since I discovered Gramarie
    Quote Originally Posted by Defiantnight View Post
    Nevermorph definitely seems like a low-gramarie kind of place... But mechs require roughly least level 8 I think. Hmn. Maybe scavenged tech from one of the faulty Arks.
    I'm not sure, but there'll for sure be Gestalt. You don't all have to be gramarists to get access to gramarie stuff.
    Quote Originally Posted by Stevesciguy View Post
    Aw darn, was hoping for some high level shenanigans.

    Yeah, a bit annoying that such a popular archetype isn't doable until at least 8th

    In the game I played before, the DM got around this by also allowing a single discovery to be applied to a blueprint, so that could be an option if you don't want to go up to 8th.

    Planning on playing a Universalist, so I can grab all those principles I need. But I also want to try Transcholar out, so I'm kinda torn

    I'll need to read up on Nevermorph, so I have some clue of what's going on
    Nevermorph, be careful, let it rest in it's sleep without dreams (don't necro it). Happy to reopen the thread with stuff that comes up during game. If there is some stuff that you would like expanded/explored further I can go over my notes (in paper, and in Spanish :P) and get it posted. Alternatively I'll be happy to collaboratively write something together.

    It was intended as low level, but having access to high level stuff (on the hands of the DM who can then include it or not). If what you want is a mech I can see several fluff options.

    - There should be "beasts" around that can be used as mechs, biollurgical chasis can eventually reproduce some of the wild beasts around were probably a mech at some point.
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    - Find one. The archs are unexplored what's to say there isn't technology there? I am sure you can find a mech that fits your needs. Believe in the me that believes in you.

    - Steal/Barter/Ask/Inherit/... one. Nouldeth (which I certainly didn't explore much on the original thread, my bad) should have functioning mechs. They are the most technological of the Seldar races. All the organizations probably have different flavors of mech available even if they don't look similar.

    - Be one. Nudrackar rarely if ever venture into the wilds of the planet below. When they do they use mechanical bodies (effectively similar to warforged - replicants) being piloted remotely from the arks.

    ----

    To everyone, when I built the setting one of the things I kept in mind was that I wanted to use the color wheel alignment. I don't know how familiar you guys are with MTG but if you are this might help.

    The races all represent enemy color pairs.
    - Nudrackar are white - red. They are tied by tradition, they are the oldest of their race but they are also explorers. They are gentlemen who won't mingle with the savages but when they do it brings back memories of being alive.
    - Nalan are white - black. They represent the us vs them mentality. While Nudrackar will claim that they are also not civilized truth is that they are the only ones who have built cities. And they protect those cities from whomever is outside, other cities included.
    - Caliban are green - black. They live outside the cities, they try to integrate themselves on the cycle of nature. But nature is a relentless monster that wants to eat them. So they eventually need to chose, and most chose survival at all costs.
    - Ilirin are blue - red. They aren't real, are they? They live in a coterminious plane and rarely can manifests at nevermorph unless under powerful emotions or eventually powerful thoughts. Do androids dream of robotic sheep?
    - Nouldeth are blue - green. If the Caliban attempt to subdue nature, to own Nature, the Nouldeth attempt to change it. They are the ones more tied to the Arks and they are trying to use them to improve Nevermorph, to make something new.

    The organizations (which are also important) represent allied color pairs.
    - White - Blue Speakers of the Above are religious they feel there are gods, or at least a sympathetic fate, on the stars arranging the Arks and speaking to the faithful through them.
    - White - Green True Seldar revere Nevermorph want to be one with it. Nevermorph is God.
    - Green - Red Reclaimers don't care about God, gods, or anything that doesn't have to do with their crusade. Nevermorph is to be their land and they will claim it. They look into expanding.
    - Black - Red What procurators care about is the hunt, the sport, like reclaimers they will move forward, but they will do so to hunt the biggest beast in the land.
    - Black - Blue All others organizations look beyond or outside, only the providers look inside. What do I want? How do I get it? Wouldn't it be better if everyone thought about bettering themselves?

    Most encampments have mixed races and mixed organizations. There is conflict between organizations and races too, based on the absence of colors (The Caliban rarely care about the gods of the Speakers of the Above or the Nalan are too focused holding what they have to expand with the Reclaimers)
    Thanks a lot Gengy for the awesome... just a sec... avatar. :)

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    Default Re: Gramarie shenanigans [Magitech]

    Hey, man, thanks for posting!
    Did I miss the organizations somewhere? I can't see them anywhere.
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    Default Re: Gramarie shenanigans [Magitech]

    Quote Originally Posted by Defiantnight View Post
    Hey, man, thanks for posting!
    Did I miss the organizations somewhere? I can't see them anywhere.
    They're under the races, at the bottom of post #3.

    However, they only have a quote which is representative of their views, and a color alignment

    And indeed, now that I've read through it, setting does look pretty cool
    Last edited by Stevesciguy; 2019-08-01 at 01:51 PM.
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    Default Re: Gramarie shenanigans [Magitech]

    Quote Originally Posted by Defiantnight View Post
    Hey, man, thanks for posting!
    Did I miss the organizations somewhere? I can't see them anywhere.
    Thanks for insufflating new live on an old project of mine :) It's going to be fun going over my old notes from 6 years ago.

    Quote Originally Posted by Stevesciguy View Post
    They're under the races, at the bottom of post #3.

    However, they only have a quote which is representative of their views, and a color alignment

    And indeed, now that I've read through it, setting does look pretty cool
    Real glad you find what's in there pretty cool :) the whole grammarie thing was a very creative moment that grouped very interesting people together and the synergies were amazing.
    Thanks a lot Gengy for the awesome... just a sec... avatar. :)

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    Default Re: Gramarie shenanigans [Magitech]

    Alright. Got my concept down.

    Character wants to achieve physical and mental perfection. At first he achieves a crude approximation with stuff like mechs. Eventually he will use his SCIENCE!!! to create a body and transfer his mind into it. How I will achieve this, I am not sure yet. But given how loony Gramarie is, I think I'll find a way.

    Stuff like the Transvolution homebrew discipline would make this easier, but possibly also way more broken. I'm not sure.

    Edit: Oh, a bit preemptive, but whatever: I'm all for allowing the completed homebrew disciplines. They look super cool. Particularly interested in Transvolution and Constructivity. Of course, if you'd rather not give us more ways to horribly break the game, I understand

    I'll also note that several things in the homebrew compendium marked as WIP do actually seem to be complete, so we might have to go through them to see what's done or not done
    Last edited by Stevesciguy; 2019-08-03 at 12:24 AM.
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    Default Re: Gramarie shenanigans [Magitech]

    Quote Originally Posted by thethird View Post
    Happy to help. (Honored actually that you guys are considering using my setting)
    I really enjoyed reading through your Nevermorph settings thread, so thanks for that :) It does seem more suited as an "other-homebrew" setting than a gramarie, specifically ozodorin/evolutionist/xenoalchemy. Luckily for us all there is so so much cross support from those back to grammarie, its really nice. The mad science style of gramarie real does lend itself to not quite understood science that can (and will) be twisted around as a play thing for the dm dark forces.

    Oh you guys have managed a (horrifying but tolerable) equilibrium? Lets see how you mess yourselves up with this.

    *Releases new school of gramarie from a desolated arc*

    I also like how the setting makes it look like moving toward a points of light style thing is the way to go, whilst simultaneously pointing out that its really not with everyone on the arcs having died presumably horrifying deaths.

    Is the plane actually the inside of an ultra ozodorins stomach?

    Ahhh...

    Anyway. I was thinking of working up a Reclamist as a [paladin(tyranny)//gramarist/contractor] fluffing the binding as tapping various ancestral dreams. Which would probably be an Illrin. I am interested in seeing more info about the Nouldeth though :)

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    Default Re: Gramarie shenanigans [Magitech]

    That all looks quite interesting. Are there any rules for playing Nouldeth, or a race that would fit them most?
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    Default Re: Gramarie shenanigans [Magitech]

    Quote Originally Posted by gawwy View Post
    I really enjoyed reading through your Nevermorph settings thread, so thanks for that :) It does seem more suited as an "other-homebrew" setting than a gramarie, specifically ozodorin/evolutionist/xenoalchemy. Luckily for us all there is so so much cross support from those back to grammarie, its really nice. The mad science style of gramarie real does lend itself to not quite understood science that can (and will) be twisted around as a play thing for the dm dark forces.

    Oh you guys have managed a (horrifying but tolerable) equilibrium? Lets see how you mess yourselves up with this.

    *Releases new school of gramarie from a desolated arc*
    To be honest it was built with the premise that most of my players don't want to deal with homebrew, except as an idea that exists. Everything was made more palatable when it was integrated into the setting from scratch. So there are influences of several homebrew systems, and strong efforts to get them to play along together. Ultimately though what I wanted was create tools, on the mecha example above, my players might want to deal with having a mecha but they didn't really want to learn a new subsystem so you could get a mecha, but didn't need to build one.

    Quote Originally Posted by gawwy View Post
    I also like how the setting makes it look like moving toward a points of light style thing is the way to go, whilst simultaneously pointing out that its really not with everyone on the arcs having died presumably horrifying deaths.
    Points of Light, Numenera, Tippyverse, Fallout's vaults all have some influence there, it is a pretty common trope. Not everyone has suffered horrifying deaths in the arcs, some are still functioning (keeping the Nudrackar above or Nouldeth trapped deep below), some while not functional provide a good safeguard against the elements, others are simply death traps waiting to happen. Adventure.

    Quote Originally Posted by gawwy View Post
    Is the plane actually the inside of an ultra ozodorins stomach?
    Feel free to have that theory, it fits Caliban psyche.

    Quote Originally Posted by gawwy View Post
    Anyway. I was thinking of working up a Reclamist as a [paladin(tyranny)//gramarist/contractor] fluffing the binding as tapping various ancestral dreams. Which would probably be an Illrin. I am interested in seeing more info about the Nouldeth though :)
    Quote Originally Posted by Orderic View Post
    That all looks quite interesting. Are there any rules for playing Nouldeth, or a race that would fit them most?
    Real quick Nouldeth crunch, meet the living batteries.

    Nouldeth
    Racial traits:
    Nouldeth look the more elfine of all the Seldar, they are also the shortest rarely going over 5-1/2 feet in height. As a race they tend on the paler side, being used to live in the Arcs, with softer rachis that almost appear to be what one would call hair. Their eyes are marked by big pupils and invariably gray irises.

    +2 Dexterity,2 Constitution, +2 Charisma: While frail they have quick bodies and quicker minds.
    Type: Humanoid (Seldar, Psionic).
    Medium: As Medium creatures, Nouldeth have no special bonuses or penalties due to their size.
    Nouldeth base land speed is 30 feet.
    Dreamless: Nouldeth sleep but they do not dream. As such, they have immunity to the dream and nightmare spells, as well as any other effect that relies on the target's ability to dream.
    Slight Build: The physical stature of a nouldeth lets them function in many ways as if they were one size category smaller. Whenever a nouldeth is subject to a size modifier or special size modifier for an opposed check (such as Hide), the nouldeth is treated as one size smaller if doing so is advantageous to the character. A nouldeth is also considered to be one size smaller when "squeezing" through a restrictive space. A nouldeth can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a nouldeth remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
    Naturally Psionic: Nouldeth gain 1 extra power point per character level, regardless of whether they choose a psionic class.
    Natural bateries: Nouldeth can expend 1 power point in place of 1 ebb.
    Last edited by thethird; 2019-08-02 at 08:27 AM.

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    Default Re: Gramarie shenanigans [Magitech]

    Curious. Is there any synergy there with the thing that lets you charge eldrikinetics with power points, or is that like an upgraded version since it applies to all gramarie?
    It makes me worry that the still-functioning arcs probably have quite powerful psions or similar on-board holding everything up, probably with some arcanodynamic power as primary or secondary juice.

    I'm kind of worried about this again. I don't know any of the influences except the fallout vaults. I've never even heard of points of light before.

    I do like the idea of opening certain arks 'unleashing' the 'homebrew' gramarie disciplines for sure though.

    For steve: There's a transcholar prestige class that transcends mortality with SCIENCE! but it's more similar to the Illrin than a giant mech, because your body on the material plane is partially an illusion with a mind telling it what to do.

    Also, Nouldeth would make it much easier to find a mech that can actually be inside settlements and arks, since it would enable you to squeeze into a Large mech rather than a Huge one - not that Huge ones are off the table, I just haven't actually statted a gramarie mech up before so I'm not sure how powerdul the size difference is.

    The setting is really cool though, overall, I'm just a little intimidated by it. I'm sure this pleases the dark powers.
    Last edited by Defiantnight; 2019-08-03 at 10:56 AM.
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  26. - Top - End - #56
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    Default Re: Gramarie shenanigans [Magitech]

    Quote Originally Posted by Defiantnight View Post
    Curious. Is there any synergy there with the thing that lets you charge eldrikinetics with power points, or is that like an upgraded version since it applies to all gramarie?
    It makes me worry that the still-functioning arcs probably have quite powerful psions or similar on-board holding everything up, probably with some arcanodynamic power as primary or secondary juice.

    I'm kind of worried about this again. I don't know any of the influences except the fallout vaults. I've never even heard of points of light before.

    I do like the idea of opening certain arks 'unleashing' the 'homebrew' gramarie disciplines for sure though.

    For steve: There's a transcholar prestige class that transcends mortality with SCIENCE! but it's more similar to the Illrin than a giant mech, because your body on the material plane is partially an illusion with a mind telling it what to do.

    Also, Nouldeth would make it much easier to find a mech that can actually be inside settlements and arks, since it would enable you to squeeze into a Large mech rather than a Huge one - not that Huge ones are off the table, I just haven't actually statted a gramarie mech up before so I'm not sure how powerdul the size difference is.

    The setting is really cool though, overall, I'm just a little intimidated by it. I'm sure this pleases the dark powers.
    Oh, unleashing new disciplines from the arcs sounds cool.

    Yeah, Transcholar is one of the good candidates to do it. The fact that you still are stuck with your body kinda sucks, though. Not sure what to do about that.

    I suppose worst case scenario, I could be a psion(or employ a psion) and do a true mind switch, but I'd rather do it with Gramarie.

    Nouldeth is a good option, both in fluff and in mechanics, so I probably will be one.

    Oh, how do you feel about the Evolutionist? If we decide to use the homebrew disciplines, I'm kinda eyeing up the Transevolutionist, but that would of course also require Evolutionist, which isn't even a Gramarie class(and I'm also told that it's uber broken).

    Edit: so I misunderstood how Transvolution worked. I thought that you took two creatures, took samples from them, then created a third separate creature with traits from the two. It turns out that what really happens is you take two creatures and mash them into one. So I might need to rethink my strategy to break the game make the perfect body.

    See, my original plan was:

    1. Make a fancy circuited biollurgical chassis

    2. Transevolve it with stuff - including myself if I have any good physical traits - until it was super powerful

    3. Turn myself into an EI somehow

    4. Possess the super body

    5. ???

    6. Profit

    But since Transvolution doesn't work the way I thought it did, transevolving myself with the chassis isn't ideal. A, because there's some handy benefits of being an EI I'd like to have, and B, transevolving myself with stuff carries a possibility of... uh... deleting my consciousness from existence. Which defeats the point of things, somewhat

    Hmmm... I might be able to use the specialist Doctorate principle, if I can choose myself as the absent creature...

    Kind of getting super ahead of things though, aren't I? Transvolution hasn't even been approved yet
    Oops
    Last edited by Stevesciguy; 2019-08-03 at 03:32 PM.
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    Default Re: Gramarie shenanigans [Magitech]

    Quote Originally Posted by Defiantnight View Post
    Curious. Is there any synergy there with the thing that lets you charge eldrikinetics with power points, or is that like an upgraded version since it applies to all gramarie?
    It makes me worry that the still-functioning arcs probably have quite powerful psions or similar on-board holding everything up, probably with some arcanodynamic power as primary or secondary juice.
    It should be pretty similar, but based on the race and not the device. Also should have explicitly limited it to touch, so the feat gives you an extra granting access to telepathic range. There is also the fact that the ebbs cannot be used as power points, playtesting that proved to be normally too powerful (so it is reserved for powerful dreamasons, one of my favorite prcs).

    Quote Originally Posted by Defiantnight View Post
    I'm kind of worried about this again. I don't know any of the influences except the fallout vaults. I've never even heard of points of light before.
    To be honest I only mentioned the points of light because gawwy did it first. I wasn't thinking of points of light when building the setting but it does indeed have similarities. Points of light is the default setting for 4th edition. If you are familiar with the vaults that's handy enough. The tippyverse is a nice setting / thought experiment shared on this boards by emperor tippy about going to the logical conclusion of applying all the magic in 3.5 to a setting construction. Again with having an idea of what vault tec does with the vaults you should have plenty of ideas.

    Have you played Numenera, it's also an interesting setting that can work as inspiration.

    Quote Originally Posted by Defiantnight View Post
    For steve: There's a transcholar prestige class that transcends mortality with SCIENCE! but it's more similar to the Illrin than a giant mech, because your body on the material plane is partially an illusion with a mind telling it what to do.
    If you would like to incorporate homebrew beyond kellus, it might be worth it to give a look to the biojack. If what you want is to look into transhumanism one of my favorite prcs is new age mystic. In fact if you are going for a transhuman feel you can easily combine them both (as long as you don't take the 5th lvl of transcholar).

    Quote Originally Posted by Defiantnight View Post
    Also, Nouldeth would make it much easier to find a mech that can actually be inside settlements and arks, since it would enable you to squeeze into a Large mech rather than a Huge one - not that Huge ones are off the table, I just haven't actually statted a gramarie mech up before so I'm not sure how powerdul the size difference is.
    Yeah it was totally unintended, they are smaller to be able to be more easily stacked as batteries. They are also the only Seldar that sleep, so they can be all the time under sleep poison.

    Quote Originally Posted by Defiantnight View Post
    The setting is really cool though, overall, I'm just a little intimidated by it. I'm sure this pleases the dark powers.
    I am really looking forward for your spin of it.
    Thanks a lot Gengy for the awesome... just a sec... avatar. :)

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    Default Re: Gramarie shenanigans [Magitech]

    Quote Originally Posted by thethird View Post
    If you would like to incorporate homebrew beyond kellus, it might be worth it to give a look to the biojack. If what you want is to look into transhumanism one of my favorite prcs is new age mystic. In fact if you are going for a transhuman feel you can easily combine them both (as long as you don't take the 5th lvl of transcholar).
    Biojack is an option, although I'm not sure it's quite what I want.

    New Age Mystic is indeed cool! But unfortunately, Double Major makes it a no-go for me. There are higher level principles I'll need that would be unavailable due to that class feature.
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    Default Re: Gramarie shenanigans [Magitech]

    I've made a table of how complete the homebrew disciplines are:

    Discipline Principles Military Science Arts of War Discoveries Animae Key Skill Feat Theory PrC
    Hortistruction Yes No No Only 2 No No; one other No No
    Psychomantics Yes No No Yes Yes Yes No Yes
    Constructivity Yes Yes Yes Yes Yes Yes Yes; two Yes; requires Ozodrin
    Transvolution Yes No No Yes No No Yes; two Yes; requires Evolutionist
    Travelemetry Yes Yes No Yes No No No No
    Divinetropy Yes Yes No Yes Yes Yes Yes No
    Reliquadratics Yes No No No No No No No
    Puissamantics Yes Yes Yes Yes Yes Yes Yes No

    I'll check through some of the other stuff later if I'm feeling up to it.

    Since some of these aren't worth specializing in due to missing material, maybe the disciplines that aren't totally finished could be accessed as "minors"(as in, 'I have a major in Biollurgy, and a minor in Hortistruction'). You could use a feat to gain access to their stuff that normally would be locked behind a specialization(but still have to spend a principle/ discovery/ anima/ whatever to learn them)

    I don't know, that might be broken. Was just an idea my tired brain spat out.

    Edit: ugh, that is a wide table. Maybe I should've done it in the other orientation. Whatever, too late now
    Last edited by Stevesciguy; 2019-08-05 at 10:34 AM.
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    Default Re: Gramarie shenanigans [Magitech]

    Quote Originally Posted by Stevesciguy View Post
    New Age Mystic is indeed cool! But unfortunately, Double Major makes it a no-go for me. There are higher level principles I'll need that would be unavailable due to that class feature.
    Don't look at dreamason and think too much about what it's first level ability can entail for an E.I.

    I am guessing you would like to specialize in Biollurgy? You could add a level of millwright and effectively have triple major. Millwright adds some undead fun into the mix.

    Quote Originally Posted by Stevesciguy View Post
    I've made a table of how complete the homebrew disciplines are:

    Discipline Principles Military Science Arts of War Discoveries Animae Key Skill Feat Theory PrC
    Hortistruction Yes No No Only 2 No No; one other No No
    Psychomantics Yes No No Yes Yes Yes No Yes
    Constructivity Yes Yes Yes Yes Yes Yes Yes; two Yes; requires Ozodrin
    Transvolution Yes No No Yes No No Yes; two Yes; requires Evolutionist
    Travelemetry Yes Yes No Yes No No No No
    Divinetropy Yes Yes No Yes Yes Yes Yes No
    Reliquadratics Yes No No No No No No No
    Puissamantics Yes Yes Yes Yes Yes Yes Yes No

    I'll check through some of the other stuff later if I'm feeling up to it.

    Since some of these arent worth specializing in due to missing material, maybe the disciplines that aren't totally finished could be accessed as "minors"(as in, 'I have a major in Biollurgy, and a minor in Hortistruction'). You could use a feat to gain access to their stuff that normally would be locked behind a specialization(but still have to spend a principle/ discovery/ anima/ whatever to learn them)

    I don't know, that might be broken. Was just an idea my sleep-addled brain spat out.

    Edit: ugh, that is a wide table. Maybe I should've done it in the other orientation. Whatever, too late now
    Interesting, thanks for compiling the table. I knew I was hardass going every minutae for constructivity but I didn't expect to be the only one. For what is worth playtesting the discipline always returned less power than could be achieved with creative arcanodynamics.
    Thanks a lot Gengy for the awesome... just a sec... avatar. :)

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