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  1. - Top - End - #721
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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    The Apogineer


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    "If people were rain, I was drizzle and she was a hurricane."


    Image credit dead-robot of deviantart.com.

    The turning of the seasons is as quiet and reliable as the most complex and intricate machine. However, many in these times feel that the advent of gramarie and technology is trampling on the natural order. Some few of the new order of gramarists have taken up arms in its defense; there is a new order of guardians of the ever-implacable circle of life, known as apogineers. These wardens use the new ideas of gramarie to defend the order of the natural world against the encroachment of industrial civilization. Apogineers are skilled magitechnicians, but also follow a warrior code striving to keep balance between the disparate elements of nature. Theirs is a new discipline, but their fury is as dangerous as a sudden storm in summer or the harshest winds of winter.

    Requirements: To become an apogineer you must meet all of the following requirements.
    Alignment: Any neutral
    Base Attack Bonus: +5
    Feat: Track
    Gramarie: Any two GEOC principles
    Skills: Survival 10 ranks, Heal 4 ranks, Martial Lore 4 ranks
    Special: Must have the changing seasons class feature.
    Specialization: Must be specialized in Geoccultism

    Hit Die: d8
    Skill Points at Each Additional Level: 6 + Int modifier

    Class Skills: An apogineer's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Forgery (Int), Heal (Wis), Knowledge (geography) (Int), Intimidate (Cha), Listen (Wis), Martial Lore (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), and Use Magic Device (Cha).

    The Apogineer
    {table=head]Level|BAB|Fort|Ref|Will|Special |
    Principles
    |
    Maneuvers Known
    |
    Maneuvers Readied
    |
    Stances Known

    1st|+1|+0|+2|+2|Cyclic stylings (initiate), sword of the seasons|
    +0
    |
    +1
    |
    +0
    |
    +0

    2nd|+2|+0|+3|+3|Earthlore, track ley lines|
    +1
    |
    +0
    |
    +0
    |
    +1

    3rd|+3|+1|+3|+3|Cyclic stylings (avanced), touch of green (subsistence)|
    +2
    |
    +1
    |
    +1
    |
    +0

    4th|+4|+1|+4|+4|Earthlore, weather warden|
    +3
    |
    +0
    |
    +0
    |
    +0

    5th|+5|+1|+4|+4|Cyclic stylings (expert)|
    +3
    |
    +1
    |
    +0
    |
    +0

    6th|+6|+2|+5|+5|Earthlore, touch of green (wakefulness)|
    +4
    |
    +0
    |
    +0
    |
    +1

    7th|+7|+2|+5|+5|Cyclic stylings (masterful)|
    +5
    |
    +1
    |
    +0
    |
    +0

    8th|+8|+2|+6|+6|Earthlore, forecast strike|
    +6
    |
    +0
    |
    +0
    |
    +0

    9th|+9|+3|+6|+6|Cyclic stylings (grandmaster), touch of green (natural)|
    +6
    |
    +1
    |
    +1
    |
    +0

    10th|+10|+3|+7|+7|Earthlore, only revolutions|
    +7
    |
    +0
    |
    +0
    |
    +1

    [/table]

    All of the following are class features of the apogineer.

    Weapon and Armour Proficiencies: As an apogineer, you gain no additional weapon or armour proficiencies.

    Cyclic Stylings (Su): Apogineers are privy to the secret tactics of the seasons in their constant cycle across the landscape of the world. As you advance, you learn to incorporate these cyclic stylings into your martial prowess. You gain the benefit of a cyclic styling when you are aligned with the appropriate season. This can be a special strike, a boon, a perk, a skill trick, or really anything. If a cyclic styling allows a saving throw, the DC is 10 + your class level + your Wisdom modifier.

    You also have a fifth styling, the precipitous styling, which is only available when you are perfectly aligned in the middle of both of your axes. The power of many of the effects of your stylings depends on the magnitude of your alignment with the season. At 1st level and every two levels thereafter, you unlock a new talent related to your cyclic style.

    Initiate Stylings: Initiate stylings are your first taste of the power of the elements. These are special combat techniques that are 'always on'. You become privy to initiate stylings at 1st level.

    • A Thousand Drops of Rain (Precipitous): When you strike a target they are battered from every direction by the uncatchable rain. Until your next turn, you count as if you were flanking the target for the benefit of your allies, no matter what direction their attack comes from. If a successful flanking attack from an ally strikes the target later in the same round, the enemy is dazed (Will negates). The flanking bonus you grant to your allies increases from +2 to the magnitude of your alignment with Spring.
    • Change in the Winds (Autumn): Fall is in the air, and with it the change of the seasons. You can choose to reroll initiative for yourself or an adjacent ally or enemy as a swift action (Reflex negates). You can apply a modifier to this initiative roll either positive or negative, equal to your alignment with Autumn.
    • Flowers in Bloom (Spring): Flowers and trees spring to life and blossom in your presence. Any dead vegetation within 50 feet of you while in this styling return to life. Undead plants are destroyed, because you know there are a lot of those around (Will negates).
    • Instant Spark (Summer): While in this styling you can respond as fast as a flame to any attack. You gain a number of additional attacks of opportunity every round equal to your alignment with Summer, and can make attacks of opportunity against people that enter your threatened squares as well as those who leave them.
    • Stone Shattering Ice (Winter): Your weapon swings with the weight of winter behind it. Objects explode into ice fragments as if they were nothing but frozen water. You deal double damage to objects, and gain a circumstance bonus on sunder attempts equal to your alignment with Winter.


    Maneuvers Known: You progress your martial study as an apogineer; at 1st level and again whenever indicated on your class table, you learn a new maneuver that you qualify for from the Equinox, Revolution, or Solstice disciplines. Otherwise these maneuvers work exactly like they do for a normal cycle warden.

    Maneuvers Readied: At 3rd level and again whenever indicated on your class table, you can ready another simultaneous maneuver. Otherwise, your preparation and expenditure of maneuvers works exactly like that of a normal cycle warden.

    Sword of the Seasons (Ex): An apogineer is less of a warden of the seasons and more of a tactical engineer on their behalf. Levels in apogineer stack with levels in the cycle warden class to determine when you receive the eternal gift class feature, as well as the magnitude of its effect. You gain a bonus on Survival, Heal, and Martial Lore checks equal to half your class level. Apogineer levels count as full martial initiator levels.

    Earthlore (Ex): The forces of nature have many secrets for you. Some of them relate to killing things, but others teach you how to build. At 2nd level, and every two levels thereafter, you learn a special discovery about geoccultism.
    • An Artificial Arctic: Your gold poles consume 25% less metal than normal, and are up to 10 degrees Centigrade colder than normal. You can apply the CorpsecrafterLM feat, if you know it, to your pole. This allows zombies raised with deadsnow to gain its benefits. Similarly, if you have any other feats with the [Corpsecrafter] tag, you can apply their benefits as well. You can have up to three living glaciers patrolling every 500ft. radius of your zone instead of just one. Mirror ice that you place in your arctic zone brings bad luck to anyone who breaks one of the mirror images; anyone who strikes one of the images instead of the illusive target takes a cumulative -1 luck penalty to all d20 rolls for seven days and seven nights.
    • Complex Environments: You can mix three metals together in a pole, as described in GEOC 323. There must still be one master pole, and you can draw a single kind of feature from the other two metals. You must know GEOC 323 to select this discovery.
    • Fancy Forests: Your copper poles consume 25% less metal than normal. You can place up to five light trees in the same square, two massive trees in the same square, or one massive tree and three light trees in the same square. Your ancient oaks are more perceptive than normal, and can see invisible creatures normally. They can also uproot themselves and move, with a speed of 10ft. by shambling their roots across the ground. Your heartwood now goes a step further in connecting things; if wood from one pole takes root in more than one other pole, poles which do not even contain the original wood can connected and controlled as described in the entry. If you have more than one nymph pool in your forest, stepping into one of them allows immediate transport to the other.
    • Grrrreat Grasslands: Your tin poles consume 25% less metal than normal, and the dirt is extra-good for growing things; harvests increase in yield by 25%. Ghostgrass that's grown in your grasslands, if properly preserved, maintains its edible incorporeal property for up to two weeks after leaving the zone. Your lightning pools can be recharged with electricity; a single lightning bolt into the pool empowers it with three ebbs of puissance. Standing stone circles that you set up can maintain twice as many transient effects as normal: ten instead of five on any given creature.
    • Just Deserts: Your iron poles consume 25% less metal than normal, and are up to 10 degrees hotter. You can choose to grow brassbrush as iron instead of copper. Firesand that you place can burn cold instead of hot if mixed with water at night; this creates a temperature of basically absolute zero while burning, which is approximately -273 Centigrade. Your mirage oases always have a pool of drinkable water in them which is sufficient for up to eight people to hydrate themselves for a day.
    • Mobile Oaks: Stationary features that you previously placed can be moved by 5ft. with a 5 lb expenditure of metal as a standard action when controlling the pole, but only within the normal constraints of placement.
    • Obviously an Ocean: Your silver poles consume 25% less metal than normal, and you can place living saltwater fish of your choice of up to 2 HD into your ocean zone for 5 lb apiece (after the discount). Krakenhaunts that you create conjure one duplicate creature every time they're activated. Your truewater crevices still can't be closed, but they stretch to accomodate passage of larger vessels or creatures; they can accomodate creatures of one size category larger than should be able to fit through them. Your prismatic reefs can now be built up to 100ft. above the free surface of the water.
    • Sickening Swamps: Your lead poles consume 25% less metal than normal, and every square in the swamp somehow now has vines in it instead of just squares with trees. Your black lagoons can be programmed with a single metamagic feat that you know (or that a friend of yours knows, who's willing to help), which is automatically applied to Necromancy spells cast in them. This cannot have an adjustment of more than +2 to the effective spell level. Your haunted bogs are more efficient than normal; they process a soul in 1 hour instead of 2, and produce a dread wraith instead of a normal wraith. Your ignes fatui no longer need sustenance from the pole to do their thing, and can make measurements off by up to +100% or -100% the actual reading.
    • Transient Poles: One of the most important discoveries, this lets a pole be fixed to a body of land instead of in space. If the land later moves, it carries the pole with it. The body of land must be entirely within the area of effect of the geoccult pole, and more importantly the pole cannot affect any land beyond the mobile body. This might not seem amazing, but it lets you have things like designer environments on flying islands or the backs of giant turtles, and so on in that fashion. You must be level 10 to select this discovery.
    • Wyrd Wetlands: Your mercury poles consume 25% less metal than normal, and you can place living freshwater fish of your choice of up to 2 HD into your lake zone for 5 lb apiece (after the discount). Cryptid caverns that you place are especially well hidden, as the actual knowledge of the caverns is impossible to remember; anyone who discovers the cavern is subject to an immediate suggestion to forget the existence of it (Will negates, DC 10 + 5 for every GEOC principle you know). Your healing springs now carry the full benefit of a regenerative effect, and can regrow lost limbs and other body parts. Your whisperreeds resonate when played as wind instruments, and can carry bardic music effects across any distance as well, essentially treating the second reed as the source of the music.


    Principles of Gramarie: You continue to advance your study of gramarie. At 2nd level, and again whenever indicated on the class table, you learn a new principle of gramarie that you qualify for. At 7th level you gain access to Doctorate-level principles, and can refer to yourself as a doctor of any discipline you attain that level of knowledge in.

    Stances Known: At 2nd level and again at 6th level and 10th level, you learn a new stance you qualify for from the Equinox, Revolution, or Solstice disciplines. Your stances work exactly like for a normal cycle warden.

    Track Ley Lines (Ex): Beginning at 2nd level, you can see and trace the magical ley lines that lie beneath the mortal world. When tracking someone you gain a +1 luck bonus on your Survival check for every caster level the quarry possesses. You gain a +5 bonus on Survival checks made to locate a geoccult pole and to identify specific details of its biome.

    Advanced Stylings: At 3rd level, you become privy to the advanced cyclic stylings. Advanced stylings activate automatically whenever you are in an appropriate weather condition as well as the appropriate seasonal alignment.

    • Bonfire Charge (Summer): This styling requires a heat wave. Whenever you make a charge attack in this styling, you can move twice as far as you would normally be able to. Every square you pass through is lit on fire until the start of your next turn and deals 1d6 fire damage to anybody moving through the space, as well as lighting them on fire. With a successful attack at the end of the charge, the target explodes in a ball of flame, dealing 1d6 fire damage per for every stage of your alignment to Summer to everything within 50 feet (including you).
    • Leaf on the Wind (Spring): This styling requires winds of at least 50 mph. You gain a fly speed equal to twice your land speed (good maneuverability). If you leave this styling while in the air, you enter a feather fall effect.
    • Leaves In Frost (Winter): This styling requires that it be snowing. While in this styling, all damage you deal (including other energy damage) becomes cold damage. If you strike an enemy with cold resistance, the resistance is removed for a number of rounds equal to your alignment with Winter (although it still in place for the intial attack; Fort negates).
    • Rain Through Roof (Precipitous): This styling requires that it be raining. You can transform your body (including possessions) into liquid, allowing you to move through spaces of Fine size or larger without having to make an Escape Artist check and without having to spend additional movement or actions. While in this stance you are immune to critical hits and precision damage, and do not need to breathe. You gain a swim speed equal to your land speed, a +8 bonus on Swim checks, and can always take 10 on Swim checks even if stress or distraction would normally prevent you from doing so.
    • Stone Smoothed By Sand (Autumn): This styling requires a sandstorm to be raging. Whenever striking an enemy with damage reduction, you deal an additional amount of damage equal to the damage reduction +1 (Fort negates).


    Touch of Green (Ex): Your connection to the tireless cycle of nature draws you into its inexorable rhythm. At 3rd level you no longer requires food or drink, subsisting instead on an inner connection to nature. At 6th level you no longer have the mortal need for sleep, becoming wakeful and alert at all times. At 9th level your natural lifespan triples as you become as ageless as the world. You lose these benefits if you are not exposed to sunlight at least once over a 24 hour period.

    Weather Warden (Su): You can call the forces of nature to your aid. As a standard action, you can marshal the weather in an area to your aid; you make a Survival check while inside of a biome. If your check matches or exceeds the check of the pole, you can immediately activate the normal climate condition for the biome as if with GEOC 323. The climate change goes into effect everywhere in the biome. No extra metal needs to be paid for this weather, but this ability can only be used once per pole per hour. If you beat the check by 20 or more, you can activate any climate condition, not necessarily the one the metal of the pole is keyed to.

    Expert Stylings: At 5th level, you become privy to the expert cycle stylings. Expert stylings represent a further advance in the power of nature. To activate one of these stylings, you must expend a maneuver from either the Equinox discipline (for a Spring or Autumn styling), the Solstice discipline (for a Summer or Winter styling) or the Revolution discipline (for a Precipitous styling). This expenditure doesn't change your seasonal alignment, and the styling's effect lasts for five minutes.

    • Dance of Innumerable Petals (Spring): You move with a flurry of lilac petals whipping through the air around you. With every successful attack the cloud of petals bombards your target, befuddling their senses. The enemy is confused for a number of rounds equal to your alignment with Spring (Will negates).
    • Leaves Underfoot (Autumn): Any successful strike you make while standing on natural ground causes leaves to sweep up, catching onto the enemy. The enemy is immobilized (Ref negates) until the start of the your next turn.
    • Sudden Storm (Precipitous): You can very suddenly become very dangerous, like a sudden storm out of the blue. You can draw your weapon and attack an enemy as a swift action, delivering a martial strike which normally has an initiation time of a standard action. This ability cannot be used if your weapon is already drawn. This uses an attack of opportunity.
    • Walk Through Fire (Summer): You understand that all fires are one fire. Your movements can enter a fire of Small size or larger and exit another fire of Small size or larger within a distance of 50ft. for every alignment rating with Summer. You must be able to see the target fire, and this does now expend any additional movement for your turn. You can do this as many times as you like within any given movement.
    • Weight of Winter (Winter): Your blows carry the full weight of the winter snow behind them, and a successful attack soaks the target with freezing water. Any successful strike soaks your enemy to the bone, doubling their weight, dealing an additional amount of cold damage equal to your rating in Winter in d6's, and affecting them as if by an entangle effect until the start of the your next turn (Fort negates).


    Masterful Stylings: At 7th level you become privy to the masterful cycle stylings. Masterful stylings are powerful talents that only activate when you are in the appropriate biome and also have the appropriate seasonal alignment.

    • Blossoming Body (Spring): This styling requires that you be in a grasslands biome. You gain fast healing equal to your Spring rating.
    • Leaves in Motion (Autumn): This styling requires that you be in a forest biome. While in this styling, you gain a bonus to Armour Class against attacks of opportunity equal to twice your Autumn rating. If an attack of opportunity fails to hit you, you can use an attack of opportunity to make an immediate trip, disarm, or sunder attempt against the attacker.
    • Only Smoke Within (Summer): This styling requires that you be in a desert biome. You can see and move normally through smoke, fog and fire. As a swift action you can whip up a fog cloud effect around yourself made of smoke. If you spend a standard action at it, he can create a solid fog effect instead. This smoke cloud lasts for a number of rounds equal to your rating with Summer.
    • Unstoppable Torrent (Precipitous): This styling requires that you be in an ocean biome. With every successful strike an enemy is pushed back five feet and you can move forward five feet. If you choose, you can repeat this multiple times, although every attack takes a cumulative -4 penalty. You can initiate a martial strike maneuver which has an activation time of one standard action or less with each attack. Activating this styling consumes the rest of your turn after this initial strike.
    • Winds of Winter (Winter): This styling requires that you be in an arctic biome. When you make an attack roll, the attack is targetted against every adjacent enemy simultaneously. If an adjacent square is empty, it's filled with a gust of wind effect until the start of your next turn, blowing away from you (Ref negates).


    Forecast Strike (Ex): At 8th level, you achieve an important milestone in your training, and learn to forecast your attacks in tune with the seasons. Whenever you make an attack roll of any kind, you can expend a readied maneuver of at least 6th level from the Revolution discipline as a swift action. You roll two dice for the attack (hopefully of different colours), and the target may only select one of them to defend against. Prior to making the attack you should write down in secret which die is actually the real attack. If the target picks the wrong attack to defend against, the attack is resolved as a touch attack instead. Prior to forecasting a strike, you choose a season; success on the attack moves you one stage closer to that season on the appropriate axis. Failure moves you in the opposite direction by one stage. On a successful strike you can choose to switch your current axis.

    Grandmaster Stylings: At 9th level you learn the final combat tactics of the seasons, the grandmaster stylings. Grandmaster stylings are only active while in the appropriate extreme weather condition.

    • Burning Blood (Summer): This styling requires you to be in a wildfire. Whenever you receive fire damage, he recover that amount of damage instead. You radiate intense fire, and any enemy that touches you, grapples you, or strikes you with a melee weapon lights on fire.
    • Only Dirt and Dust (Autumn): This styling requires an earthquake to be going on within 500ft. of you. You become one with the ground around you. You can swim through dirt, stone, masonry and metal as if they were water. You gains a +8 bonus to Swim checks for this purpose, and can take 10 on Swim checks through such materials even if stress or distraction would normally prevent you from doing so. You are under a perpetual stoneskin effect.
    • Perfect Storm (Precipitous): This styling require an ongoing thunderstorm. With every successful attack you make, the target is struck by a sudden wave of water, throwing them back 1d10 x 20 feet, dealing 1d6 damage per 10 feet (dealing the full damage even if their movement is blocked), knocking them prone, and weakening them against lightning. If they are hit by electricity before your next turn, it automatically bypasses electricity resistance (although not immunity) and deals double damage.
    • Smell of Spring (Spring): This styling requires a flood to be in the area or to have passed through in the previous minute. You gain regeneration equal to your Spring rating, which is only bypassed by cold iron. You automatically recover an expended maneuver at the start of every round.
    • The Wind Held His Hand (Winter): This styling requires both a tornado to be within striking distance (250ft.) of you and also temperatures of at least -40 Centigrade. You can strike any enemy you have line of sight to with your melee attacks, even if they are flying.


    Only Revolutions (Ex): All of this has happened before, and all of it will happen again. You are as inevitable and implacable as the turn of the seasons. You can store your lore and knowledge in a geoccult pole you have established. If you die, at the turn of the season you are reborn as an intelligence controlling the pole. If the pole has mental access to a body, you can take it for your own as if with a permanent magic jar effect (Will save negates, DC 10 + your class level + your Wisdom modifier). Otherwise, you can remain in the pole, and control it and the circuit it might be hooked up to as if you were an Exotic Intelligence. The pole, once it houses your soul, can be used as a focus to bring you back to life with no level loss.
    Last edited by Kellus; 2012-12-18 at 08:36 PM. Reason: g/p

  2. - Top - End - #722
    Titan in the Playground
     
    Qwertystop's Avatar

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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    I would just like to point out that the "Flowers in Bloom" Innate Styling (the one that destroys undead plants ) activates when you are aligned with "Sping".

    Quote Originally Posted by jamieth View Post
    ...though Talla does her best to sound objective and impartial, it doesn't cover stuff like "ask a 9-year-old to tank for the party."
    My Homebrew

  3. - Top - End - #723
    Pixie in the Playground
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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    To be honest, this is amazing. Like, mind-blowingly difficult and the results you've come up with are spectacular. Respect for you, man. I am DEFINITELY going to implement this for some of my NPCs in my campaign. All of this opens up so much in the way of affecting the world through the actions of the characters. I'm really just in awe of how colossal this is. So much to work with and so much to be achieved.

  4. - Top - End - #724
    Bugbear in the Playground
     
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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    Quote Originally Posted by Iron Orbit View Post
    To be honest, this is amazing. Like, mind-blowingly difficult and the results you've come up with are spectacular. Respect for you, man. I am DEFINITELY going to implement this for some of my NPCs in my campaign. All of this opens up so much in the way of affecting the world through the actions of the characters. I'm really just in awe of how colossal this is. So much to work with and so much to be achieved.
    Thank you so much! I'm glad that you like it, and I hope it brightens your game!

    Quote Originally Posted by Qwertystop
    I would just like to point out that the "Flowers in Bloom" Innate Styling (the one that destroys undead plants ) activates when you are aligned with "Sping".
    Thanks, fixed!

    EDIT: Also, for those interested, there's now a board for gramarie and a few other things at minmax boards! There's nothing there yet, but there will be soon! And then we'll have a little room to spread out, instead of having to cram everything on the front page there!
    Last edited by Kellus; 2012-12-14 at 06:56 PM.

  5. - Top - End - #725
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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    Also, is it just me, or is the best way to kill an EI just running back and forth in and out of the circuit's bubble while holding several lightweight WoodIn transformers til it gets a natural 1 on the save?
    Last edited by Qwertystop; 2012-12-14 at 06:58 PM.
    Quote Originally Posted by jamieth View Post
    ...though Talla does her best to sound objective and impartial, it doesn't cover stuff like "ask a 9-year-old to tank for the party."
    My Homebrew

  6. - Top - End - #726
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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    So, Kellus, any thoughts about my proposed supplementary stuff?
    Quote Originally Posted by segtrfyhtfgj View Post
    door is a fake exterior wall
    If you see me try to discuss the nitty-gritty of D&D 5e, kindly point me to my signature and remind me that I shouldn't. Please and thank you!

  7. - Top - End - #727
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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    Quote Originally Posted by Kellus View Post
    The Apogineer
    Awesome!!

    Quick note: the plural of axis is "axes", not "axises". :)
    (member in good standing of the troll-feeder's guild)

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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    Great addition, weather control.

    I'm surprised that some of the stuff from Sandstorm and the like aren't included in the higher level disciplines, there's a lot of things added by those biome-related books.

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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    Wow. Just read through the whole thing.

    Unstoppable Torrent is EXACTLY the awesome thing in those actiony 2d fighter-platformer games.

    On another note, we now have two martial-Gramarist classes, only one of which has a significant amount of relevance to the original Gramarie. Any possibility of a Yggdratecture class that has more to do with Yggdratecture?
    Quote Originally Posted by jamieth View Post
    ...though Talla does her best to sound objective and impartial, it doesn't cover stuff like "ask a 9-year-old to tank for the party."
    My Homebrew

  10. - Top - End - #730
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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    And a Geoccultist PrC that has more to do with Geoccultism? And that isn't restricted so that you can only get in through one Homebrew base class?
    Quote Originally Posted by segtrfyhtfgj View Post
    door is a fake exterior wall
    If you see me try to discuss the nitty-gritty of D&D 5e, kindly point me to my signature and remind me that I shouldn't. Please and thank you!

  11. - Top - End - #731
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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    Quote Originally Posted by Amechra View Post
    And a Geoccultist PrC that has more to do with Geoccultism? And that isn't restricted so that you can only get in through one Homebrew base class?
    Maybe in your opinion. In mine... seems to me the Geoccultist one has a lot more to do with Geoccultism than the Yggdratecture one has to do with Yggdratecture. Maybe there's not any more crunch interaction and it's just the fluff, but even then, it seems to work better. Magnetism is only a very small part of Yggdratecture and can't be made outside of a semi-space with it, but climate is nearly all of Geoccultism.

    As for having to use a specific homebrew base class... Well, if it's "homebrew" that's the problem, why are you using Gramarie? If it's that it requires a specific base class, why don't you have a problem with the one that requires Bardic Music?
    Quote Originally Posted by jamieth View Post
    ...though Talla does her best to sound objective and impartial, it doesn't cover stuff like "ask a 9-year-old to tank for the party."
    My Homebrew

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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    There are multiple ways to get my hands on Bardic music.

    My problem with needing another Homebrew class to get in is that, well, since Homebrew is pretty much allowed in by the whims of the DM, and it's quite likely that the DM will grab Gramarie, and will decide not to use the Cycle Warden.

    Which makes me sad, since I want to be able to play it in any game that includes Gramarie, dang it (I'll probably throw something together at some point.)
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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    Quote Originally Posted by Amechra View Post
    There are multiple ways to get my hands on Bardic music.

    My problem with needing another Homebrew class to get in is that, well, since Homebrew is pretty much allowed in by the whims of the DM, and it's quite likely that the DM will grab Gramarie, and will decide not to use the Cycle Warden.

    Which makes me sad, since I want to be able to play it in any game that includes Gramarie, dang it (I'll probably throw something together at some point.)
    Okay, so:

    1. There is in fact another yggdratecture prestige class coming that actually has stuff to do with yggdratecture-related things. I really like magnetism, and it interested me enough to make the lode-bearer; I'm sorry that it didn't appeal as much as most of the others. The next one, the dungeonjammer, might be more fun: it might be done tonight if I get off my behind.

    2. There'll be another prestige class for geoccultism, as well, the one I originally had planned for it which intersects with truenaming. I just loved the concept that the cycle warden suggested, and it was an amazingly well-done piece of homebrew, so I went with it.

    3. The supplementary stuff you suggested is really cool, I can't wait to see what you come up with! I've got plenty to work on already, but if you'd like a hand fleshing any of them out, shoot me a PM!

    Quote Originally Posted by Hanuman
    I'm surprised that some of the stuff from Sandstorm and the like aren't included in the higher level disciplines, there's a lot of things added by those biome-related books.
    That's the sort of thing that's really unfair to people that don't have that sourcebook. I've tried to make this material as easy and accessible as I can; there is actually a note in geoccultism about incorporating terrain from the environmental splatbooks, so feel free to figure out prices for some of the neat stuff in those books with your DM!

    Quote Originally Posted by sirpercival
    Quick note: the plural of axis is "axes", not "axises". :)
    Oh good, you like it. I was just hoping I did the base class justice! I thought I spelled it axes in most places, but maybe I missed something? I'll take another proofread.

    EDIT: fixed!
    Last edited by Kellus; 2012-12-15 at 12:28 AM.

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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    The Dungeonjammer


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    "For the last time: it's a meticulously calibrated hand-bevelled piece of technical equipment with original Ozark imagery, guaranteed to enhance athletic performance. Not a ten-foot pole."


    Image credit PReilly of deviantart.com.

    Raiding dungeons is a dangerous pastime. There's the monsters, and the traps, and the evil masterminds, and the furniture that wants to eat you, and did I mention all the monsters? Only an idiot would choose to continue risking life and limb by going again and again into the depths of the earth, breaking into some cursed tomb, a dragon's vault, a giant's sky fortress, or whatever the latest horrible place to die is. Only the truly desperate or the truly stupid would lower themselves to such madness.

    That is, if you're an amateur.

    For a trained professional, of course, dungeons are nothing but a regular day's work. Extreme dungeoneering is the latest craze sweeping the realm, as skilled and talented challengers engage in this death-defying sport! The smartest, most cunning athletes of the land are the dungeonjammers, who break into the most secure vaults, the most treacherous dungeons, the most frightening haunts, to return with riches aplenty! Dungeonjammers are high-performance athletes who compete in the biggest and most dangerous sport of them all, hardcore treasure hunting. Using the latest gadgets and equipment afforded by gramarie, they cheat the laws of physics themselves in their pursuit of the ultimate loot. Do you have what it takes to join their ranks and win eternal glory?

    Requirements: To become a dungeonjammer you must meet all of the following requirements.
    Feat: Athletic
    Gramarie: Any two YGGD principles
    Skills: Forgery 10 ranks, Knowledge (dungeoneering) 8 ranks, Open Lock 8 ranks
    Special: Must have the inspiration and trapfinding class features
    Specialization: Must be specialized in Yggdratecture.

    Hit Die: d6
    Skill Points at Each Additional Level: 6 + Int modifier

    Class Skills: All. A dungeonjammer treats all skills as class skills. Yes, even that one.

    The Dungeonjammer
    {table=head]Level|BAB|Fort|Ref|Will|Special |
    Principles
    |
    Inspiration
    |
    Monty Haul

    1st|+0|+2|+2|+2|Extra-D trick, tools of the trade, monty haul|
    +0
    |
    +1
    |
    1 lb

    2nd|+1|+3|+3|+3|Cunning aim, winning|
    +1
    |
    +2
    |
    5 lb

    3rd|+2|+3|+3|+3|Extra-D trick, fast movement (weird)|
    +2
    |
    +3
    |
    10 lb

    4th|+3|+4|+4|+4|Cunning spaces, winning|
    +3
    |
    +4
    |
    50 lb

    5th|+3|+4|+4|+4|Adrenaline rush, extra-D trick|
    +3
    |
    +5
    |
    100 lb

    6th|+4|+5|+5|+5|Cunning tools, winning|
    +4
    |
    +6
    |
    500 lb

    7th|+5|+5|+5|+5|Extra-D trick, it might work|
    +5
    |
    +7
    |
    1,000 lb

    8th|+6|+6|+6|+6|Cunning ploy, winning|
    +6
    |
    +8
    |
    5,000 lb

    9th|+6|+6|+6|+6|Extra-D trick, fast movement (flickering)|
    +6
    |
    +9
    |
    10,000 lb

    10th|+7|+7|+7|+7|The competitor, winning|
    +7
    |
    +10
    |
    50,000 lb

    [/table]

    All of the following are class features of the dungeonjammer.

    Weapon and Armour Proficiencies: As a dungeonjammer, you gain proficiency with firearms if your setting permits them. Otherwise, you gain no additional weapon or armour proficiencies.

    Extra-D Trick (Su): It's only cheating if you get caught! Dungeonjammers push the rules of reality itself to the breaking point as they pursue everlasting glory and piles of treasure. At 1st level, and every two levels thereafter, you learn a special extradimensional trick that you can deploy using your yggdratectural talent in order to break the laws of physics to get an edge. Activating an extradimensional trick is usually a swift action, and costs inspiration as noted in the entry.

    • Arrow Time: This trick is activated as an immediate action, when you're targetted by a ranged attack or when a ranged attack passes through your square en route to its target. You can either 100% choose to dodge the attack, or you can make an opposed attack roll in an attempt to knock the projectile in the direction of your choice, including back at the launcher. If you fail the opposed attack roll, you're hit by the projectile; however, if you succeed it's as if you were relaunching the projectile, using your own attack roll (even if it's a melee attack roll) to aim it. This trick costs 1 point of inspiration. Successfully deflecting an attack allows you to attempt to continue deflecting projectiles at no extra cost until the start of your next turn, or until you're hit by one of them, whichever comes first.
    • Danger Sense: This is a trick which heightens your senses when danger rears its head. You can activate this trick as an immediate action to skip back slightly in time and prepare yourself. This lets you reroll initiative if you don't like the result; more interestingly, if you are ambushed, you can activate this trick to be expecting the ambush and thus to be able to act in the surprise round. You can also activate this trick to avoid being flat-footed against an attack. This trick costs 1 point of inspiration.
    • Dimensional Skip: This simple trick moves you between worlds, and you end up up to your move speed away from where you started. It can only take you to a point to which you have line of sight. This trick costs 1 point of inspiration, but it can be activated as an immediate action for 2 points of inspiration instead.
    • Double Take: You need to be 9th level to select this trick. You activate this trick with a swift action at the start of your turn, and can take two entirely separate possible turns. This means that you start your first take, play the turn normally, and end your turn. Then everything is reset to its location at the point you used the double take, and you play through your turn for a second time. Afterwards, you can choose which take becomes the actual course of events. This trick costs 4 points of inspiration.
    • The Easy Way: You need to be 7th level to select this trick. You can activate a phase door effect as a swift action. This effect has a caster level equal to your Hit Dice, and costs 3 points of inspiration.
    • Freeze-Frame: You need to be 7th level to select this trick. This trick is activated as a swift action, and works like a one-round time stop, stopping time until the end of your current turn. Unlike a normal time stop, you can interact with creatures during this effect, and they are treated as flat-footed against you. This trick costs 3 points of inspiration.
    • Portal-Fu: Much like the Spot, you can make clever use of portals in fighting. You can activate this trick to place a portal on any flat surface within 100ft. of you. Once you have placed two matching portals, creatures and attacks can move through them as if the points in space were connected; a portal is about the size of a standard Medium-sized doorway. The portals last indefinitely until you place another portal, at which point the oldest one collapses and the newest two are linked. Placing a portal is a swift action, and costs 2 points of inspiration.
    • Rope-Fu: You can make weirdly improbable jumps using this trick, which don't quite seem to follow normal rules of geometry. This lets you make a single Jump check at a +30 bonus. This works like a normal Jump check, except that you can choose to take regular actions (except movement) at any point during the Jump, and even end your turn there and pick it up on a following round. Only when you want to continue moving do you complete the jump. This jump is activated as a swift action by spending 1 point of inspiration.
    • Wallcrawler: Gravity is really just a point of view. This trick is activated as a swift action, and until the start of your next turn you can walk up surfaces of any inclination, even upside down. You always gain the attack bonus for higher ground while this trick is activated. This trick costs 1 point of inspiration.


    Inspiration (Ex): Dungeonjammers are forced to be as cunning and ruthless as possible if they're going to make it to the big time. At every level, you add 1 point of inspiration to your pool. As normal, inspiration is restored at the start of every encounter, typically when initiative is rolled.

    Monty Haul (Su): What's the point of specializing in yggdratecture if you can't use it for your own benefit? You have big pockets; really big pockets. Like, extradimensional pockets. As a dungeonjammer you have your own personal extradimensional space which you and only you can reach into. You can draw things from your extradimensional space as a free action, as if you had the Quick Draw feat. At 1st level this space can only hold 1 lb of material, but this increases exponentially as you level, as shown on your class table. Volume is not a concern, and neither is sorting it; the stuff that you want just ends up at the top, much like a handy haversack. You can only store stuff that you personally can carry.

    Tools of the Trade (Su): What you don't have, you can fake. By making a Forgery check as a full-round action, you can convert a number of lb of material in your extradimensional pocket space into a liquid asset known as potential. Potential isn't really anything tangible, but it can be assimilated into other stuff by drawing from other parallel realities where you collected different items. Your Forgery check must be greater than or equal to both the gold piece value of the object and the Craft check made to build it in the first place in order to disassemble it like this. Potential still takes up as much weight in your pocket space as it did when it was an object, it's just... different now.

    As another full-round action, you can reassemble potential into the exact tool that you need for the job. You make a Forgery check, which is the Craft check made to create the item. The tool created cannot have a gold piece value greater than the result of your check. It materializes in your hand as if you had had it all along, of course. You can make either of these Forgery checks as a swift action by spending 1 point of inspiration. You can treat your Forgery check as the relevant Craft check made to create any object you desire through this. You gain a bonus to Forgery checks equal to half your class levels as you hone your talents at deception with this talent.

    A DC 15 Appraise check reveals the foreign nature of these objects; merchants typically buy them for substantially less than their nominal price because of this. These items are primarily useful for your adventures and your competitions, not for their market value.

    Cunning Aim (Ex): Precision is the name of the game. Starting at 2nd level you can spend 1 point of inspiration as a swift action to gain a bonus to attack on your next attack made in the same round equal to half your class level, and additional precision-based damage equal to +1d6 per class level. If you spend 2 points of inspiration instead, the attack also twists through the intervening space, either allowing you to make a melee attack against a creature within 30ft. of you, or eliminating all range penalties on a ranged attack.

    Principles of Gramarie: You continue to advance your study of gramarie. At 2nd level, and again whenever indicated on the class table, you learn a new principle of gramarie that you qualify for. At 7th level you gain access to Doctorate-level principles, and can refer to yourself as a doctor of any discipline you attain that level of knowledge in.

    Winning (Ex): A real athlete values winning above any other concern. It doesn't matter how you do it, history remembers the person that crosses the finish line first. High-performance dungeonjammers have taken to pushing gramarie to its limits to get an added edge over their competitors. At 2nd level and every two levels thereafter, you learn a special discovery about yggdratecture from the following list:

    • Flux Capacitor: A polarcane flux can have any number of flux traits, although only one of any given kind (for example, you can't have gravity pulling in two different directions). If you have the ability to apply flux traits to other spaces, you can place multiple such traits in them as well.
    • Going Nowhere: To learn this discovery, you need to be able to join semi-spaces together with portals. You can now join a portal to a place that you haven't seen before; this works like a teleport effect, with the same chance of making a mistake in the coordinates of the point you're joining. The portal you create in the unknown space is immovable, and fixed in space once established.
    • Intense Causality: To learn this discovery you must know YGGD 371. Whenever you prepare an YGGD principle, you can twist the fabric of space-time in order to cause one of the following effects:
      • Reduce the time to prepare the principle by half.
      • Roll the skill check twice and select the result you prefer.
    • Keeper of the Keys: You can close spaces without them being destroyed permanently. You can also lock portals to semi-spaces and demiplanes, by touching it and making a Forgery check which meets or exceeds the original. In order to open the portal, a matching Forgery check needs to be made.
    • Plane Sense: By touching a portal, you can tell the size of the space that it connects to and any flux traits or planar traits in effect on the other side.
    • Reverse Geometry: When you set up a flux, you can choose to reverse its dimensionality. Instead of a semi-space which is bigger on the inside than the outside, this is a flux which is bigger on the outside than the inside. This counts as the flux trait; the area is actually two size categories smaller than the space it takes up in the outside world. Anything which enters into the flux is squeezed into that space as if they were in a small constrained area.
    • Usurp Space: By making a Forgery check that matches or exceeds the check of a space you are inside, you become the creator of the flux for all intents and purposes, including joining that space with other spaces.
    • Weird Time: To learn this discovery, you must know YGGD 371. To use it, you must be inside of a demiplane that you created with the Erratic Time trait. By spending an hour and making a Forgery check of equal or greater value to the check of the demiplane, you can reroll the Erratic Time Trait's time flow roll.


    Fast Movement (Su): By stepping through space and between dimensions during your regular movement, your ground speed increases by 20ft. at 3rd level. You also automatically avoid the first attack of opportunity made against you each round because of this strange motion. At 9th level your speed increases by an additional 20ft., and you can choose to activate a blink effect whenever you want as a free action (turning it on or off).

    Cunning Spaces (Ex): Extradimensional talent certainly lets you be a master of surprise; starting at 4th level, by spending 2 points of inspiration, you can prepare an YGGD principle as a swift action. This principle only lasts until the end of the current encounter.

    Adrenaline Rush (Ex): You don't have time to take a breath and calm down, there's so much to do! You know who stopped to smell the roses? The guy that came in 2nd. Starting at 5th level, you can take two swift or immediate actions every round.

    Cunning Tools (Su): Starting at 6th level, you can get more bang for your buck when obtaining high-performance athletic equipment out of the aether. Whenever you use your tools of the trade class feature, you can spend an extra point of inspiration to multiply your Forgery check by 100 for the purposes of determining the gold piece value that can be obtained from an alternate possible dimension. This opens up all sorts of possibilities, including such things as masterwork items, potions, wondrous items, and so on. When we talk about gold piece value, we're talking strictly about price, not cost. Note that this only changes the volume of value you can coalesce at once, not the actual value of the potential. You must still disassemble enough items to provide you with the potential for whatever you want to build.

    It Might Work (Ex): The all-important words when you have no other options left and it's all come down to this. Starting at 7th level, you can make a Forgery check as a full-round action to convert potential in your pocket space into puissance. This generates a number of ebbs equal to your Forgery check, and consumes 100 times that much potential in lb. This costs 4 points of inspiration; if you spend 6 instead, you can do it as a swift action.

    Cunning Ploy (Ex): At 8th level, you can prepare a cunning plan to imitate other arts of gramarie. You need to have a blueprint of a specialist principle from a discipline other than Yggdratecture. As a full-round action, you can expend 10 inspiration points to make a Forgery check to imitate the requisite skills needed to use it. The Forgery check must be at least equal to 20 + the benchmark skill check of the blueprint (DC 60 for a Magisterial principle, and DC 80 for a Doctorate principle). Failure indicates the inspiration is wasted, but the blueprint is unharmed. If you are successful, then as a one-time thing, you can prepare the principle from the blueprint in twice the normal time. After this, the blueprint is ruined. The key skill check used in the preparation of the principle is your Forgery check -20.

    The Competitor (Ex): At 10th level, you've reached the height of your fame and the height of your glory; there's nowhere to go but down. Or perhaps... sideways? If you're willing to take the leap, you can transform yourself into potential inside of your pocket dimension, to be reassembled in an alternate universe similar, but not quite the same, as our own. Doing this allows you to introduce some change into the world based on the particular dimension you choose to enter into. This works like a reality revision that you don't need to pay any cost for. However, there's one problem with your plan: there's another you in that universe, none too happy that you've broken in. This is a carbon-copy of you, down to every item you carry and every decision you've ever made, except for the choice to jump to another dimension. Alternate versions of you that you encounter like this are driven insane by the unexpected experience of encountering themselves, and try their darnedest to kill you in order to reassert their reality.

    This ability can be used once every month, or you can build an yggdratectural portal which leads people through to another dimension like this (whoever travels through can select the change introduced into it). A few caveats, though: as far as you're concerned, unless you follow them to that precise dimension, that person is dead, since they no longer exist in your reality. Second, a tremendous amount of energy is required to power this alternate universe machine, on the order of 100 ebbs per trip.
    Last edited by Kellus; 2012-12-15 at 10:53 AM. Reason: wish is now reality revision!

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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    I like it!

    I've always like the Factotum inspiration mechanic, especially when someone homebrewed a way to spend Luck Rerolls instead of Inspiration for pretty much everything.

    There are an awful lot of ways to get the effects of a Wish spell, huh...
    Quote Originally Posted by segtrfyhtfgj View Post
    door is a fake exterior wall
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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    Quote Originally Posted by Amechra View Post
    I like it!

    I've always like the Factotum inspiration mechanic, especially when someone homebrewed a way to spend Luck Rerolls instead of Inspiration for pretty much everything.
    I'm a huge fan of the factotum. It might be my absolute favourite published class!

    There are an awful lot of ways to get the effects of a Wish spell, huh...
    Not too many, I don't think. In fact, I can only think of the geoccult nymph pool, the dungeonjammer's capstone, and the 5th level graft 'noble blood'. And maybe shenanigans involving silver transformers. It's a pretty awesome open-ended effect, which is why I like it so much. It's both freeform and also well-regulated; to me, it pretty much symbolizes what D&D should be about. The player says, "I want this to happen", and then the DM and the player work to figure out how to make it so.

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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    Hey, Kellus, I kinda, um...

    I'll PM it to you. Because it fits in with my setting too well, and is generally a neat thing to do with Platinum.

    If you like it...?
    Quote Originally Posted by segtrfyhtfgj View Post
    door is a fake exterior wall
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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    Oh, Dungeonjammer is fantastic! Kind of like a gramarie dodger, and the capstone is just made for Princes of Amber.

    By the way, I've had tremendous ideas for an incarnum class. So that's happening.

    I'm also glad you linked Scholar of the Damned. I'm putting together a gramarist // factotum for a twisted gestalt game, and I was thinking of going Contractor on the gramarist side. I don't think SotD quite works for my character concept, but it's close. I'll PM you the concept, see if you have any suggestions.
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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    Double post!

    Are there any plans to expand past 9 disciplines? Past 10? I'm trying to work stuff out for my incarnum prc, tentatively called the Ayuscientist.

    EDIT: What happens if you transform a biome pole into biostructure? What if it's mobile?
    Last edited by sirpercival; 2012-12-15 at 12:32 PM.
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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    Hmm. Trying to figure out a few things about Geoccultism. (So many fancy options! )

    • Mirror Ice give you the component you need to create a clone, right? That could be interesting… Get an exact puppet-able version of whoever comes to visit you. (Magic Jar shenanigans ahoy!)

    • Should a Nymph Pool require some sort of offering/payment? The 50lbs. upkeep a day amounts to 5 ebbs daily, which you can get by any number of means.

    • I love the idea of laying siege to an enemy fortification by setting up a pole nearby.

    • Haunted Bogs should probably specify how the wraith generated behaves, or at least specify whether or not it's controlled. (Is it controlled by the pole, angry at the pole's creator, or just bent on killing anybody it finds?)

    • Healing Springs- this sort of thing normally comes with a limit on the daily uses. And characters can have multiple negative levels- the wording right now is a bit vague on what happens in that case.

    This is a form of quantum entangling, and thus is not limited by the speed of light.
    XD "This occurs instantaneously" might spare a few catgirls somewhere down the road… Can I use it to transmit sonic attacks?
    Last edited by QuidEst; 2012-12-15 at 12:42 PM.

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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    Quote Originally Posted by sirpercival View Post
    Double post!

    Are there any plans to expand past 9 disciplines? Past 10? I'm trying to work stuff out for my incarnum prc, tentatively called the Ayuscientist.

    EDIT: What happens if you transform a biome pole into biostructure? What if it's mobile?
    There's nothing special about the number 9; if I have more good ideas for disciplines, I'd love to make them. I just don't want to start bloating it with more disciplines and principles than are necessary– that's what prestige classes and feats are for!

    Each discipline is supposed to intersect some section of the rules, and explore it in an interpretive context, fitting it into a larger picture the way the rules never really did. So imachination is the intersection with the sense rules and the illusion rules, biollurgy is the intersection with the creature and object rules, arcanodynamics is the intersection with energy types, and so on. If there are more niches like this that should be explored, I'd be happy to make more; that's exactly why I made geoccultism, since the environment, exploration, and weather rules are absolutely horrible as it is.

    EDIT

    Quote Originally Posted by sirpercival
    EDIT: What happens if you transform a biome pole into biostructure? What if it's mobile?
    Technically you can turn someone biostructure into a pole, but if it moves from its fixed location in space the entire biome shuts down, as described in GEOC 101. Sorry!

    EDIT AGAIN

    Quote Originally Posted by QuidEst
    Hmm. Trying to figure out a few things about Geoccultism. (So many fancy options! )

    • Mirror Ice give you the component you need to create a clone, right? That could be interesting… Get an exact puppet-able version of whoever comes to visit you. (Magic Jar shenanigans ahoy!)

    • Should a Nymph Pool require some sort of offering/payment? The 50lbs. upkeep a day amounts to 5 ebbs daily, which you can get by any number of means.
    Hm, let me think about that, I'll see what I can do.

    • I love the idea of laying siege to an enemy fortification by setting up a pole nearby.

    • Haunted Bogs should probably specify how the wraith generated behaves, or at least specify whether or not it's controlled. (Is it controlled by the pole, angry at the pole's creator, or just bent on killing anybody it finds?)
    The latter. If I don't specify anything in particular, you can assume that it acts just like it normally would– in this case, a murderous NE ghost that kills whatever it finds.

    • Healing Springs- this sort of thing normally comes with a limit on the daily uses. And characters can have multiple negative levels- the wording right now is a bit vague on what happens in that case.
    Oh, sorry. It's supposed to remove all negative levels; and at the level that you can build these, I'm not especially worried about limits on healing.

    Quote:
    This is a form of quantum entangling, and thus is not limited by the speed of light.
    XD "This occurs instantaneously" might spare a few catgirls somewhere down the road… Can I use it to transmit sonic attacks?
    Cool idea! I'm gonna go with yes!
    Last edited by Kellus; 2012-12-15 at 12:46 PM.

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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    And now for rampant abuse by combining disciplines!

    Whisperreeds + crystalIn allows you to get sonic energy from multiple sources and transmit it to a single source. (You also don't get feedback problems, since half the sources are in silence.) Depending on how the DM feels Silence works, this may even create silence at each of the whisperreeds collecting input.

    Set up your pole in a demiplane, allowing you to simply hop on over and get your free healing, etc. whenever. (Possible ruling that without the connection to the full earth, the effects are reduced.)

    All by itself- can you create a Lead pole next to a building to undermine its foundations? Should some restrictions be placed on Mercury and Silver to prevent them from being created under buildings, structures, etc.?

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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    Quote Originally Posted by QuidEst View Post
    And now for rampant abuse by combining disciplines!

    Whisperreeds + crystalIn allows you to get sonic energy from multiple sources and transmit it to a single source. (You also don't get feedback problems, since half the sources are in silence.) Depending on how the DM feels Silence works, this may even create silence at each of the whisperreeds collecting input.

    Set up your pole in a demiplane, allowing you to simply hop on over and get your free healing, etc. whenever. (Possible ruling that without the connection to the full earth, the effects are reduced.)

    All by itself- can you create a Lead pole next to a building to undermine its foundations? Should some restrictions be placed on Mercury and Silver to prevent them from being created under buildings, structures, etc.?
    Um.

    Since it says it leaves artificials in place and forms around them, I'd say that Mercury and Silver poles would make floating reefs or small islands to support the artficials.
    Quote Originally Posted by jamieth View Post
    ...though Talla does her best to sound objective and impartial, it doesn't cover stuff like "ask a 9-year-old to tank for the party."
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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    Quote Originally Posted by Qwertystop View Post
    Um.

    Since it says it leaves artificials in place and forms around them, I'd say that Mercury and Silver poles would make floating reefs or small islands to support the artficials.
    Only if the owner makes their save. If they fail, it falls into the newly-formed ocean/lake/saltlake.

    Although looking at whispereeds gives me an interesting idea: what if you cut more than two from the same stalk? Do all of them share the property, making it a crude (if awesome) method to create group voice-chats in dnd?
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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    Dungeonjammer is spectacular.

    You are a beast, sir.

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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    Quote Originally Posted by Necroticplague View Post
    Only if the owner makes their save. If they fail, it falls into the newly-formed ocean/lake/saltlake.

    Although looking at whispereeds gives me an interesting idea: what if you cut more than two from the same stalk? Do all of them share the property, making it a crude (if awesome) method to create group voice-chats in dnd?
    I would allow this.

    And yeah, trying to sink a structure in an ocean would count as being a hostile environmental act, so the owner gets a Will save to prevent it from happening.

    Quote Originally Posted by Hanuman
    Dungeonjammer is spectacular.
    Thanks! I quite like it, I think it's a neat take on the stuff you can do with Yggdratecture!

    Quote Originally Posted by QuidEst
    Whisperreeds + crystalIn allows you to get sonic energy from multiple sources and transmit it to a single source. (You also don't get feedback problems, since half the sources are in silence.) Depending on how the DM feels Silence works, this may even create silence at each of the whisperreeds collecting input.
    This is intended.

    Set up your pole in a demiplane, allowing you to simply hop on over and get your free healing, etc. whenever. (Possible ruling that without the connection to the full earth, the effects are reduced.)
    Again: don't really care about healing at that level. The nastiest stuff you'll meet doesn't have anything to do with hit points. If you've gone to the trouble to build a designer demiplane and kept it stocked with a magical healing pool, and carry it around with you everywhere, I think you kind of deserve to be able to heal with it!

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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    So, any further comments on the Platinum stuff?

    Should I post it over here as well?
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    door is a fake exterior wall
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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    Confused.

    A Universalist can select Magisterial Specialist principles as Doctorates, and cannot select Doctorate Specialist principles.

    By the standard rule of "can only select Doctorates of your Specialty", he can never select any Doctorates.

    I think it's clear what was meant, but this needs clarification.
    Quote Originally Posted by jamieth View Post
    ...though Talla does her best to sound objective and impartial, it doesn't cover stuff like "ask a 9-year-old to tank for the party."
    My Homebrew

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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    Quote Originally Posted by Qwertystop View Post
    Confused.

    A Universalist can select Magisterial Specialist principles as Doctorates, and cannot select Doctorate Specialist principles.

    By the standard rule of "can only select Doctorates of your Specialty", he can never select any Doctorates.

    I think it's clear what was meant, but this needs clarification.
    Sorry, didn't mean this to be vague. A universalist can select any normal 100 principle, non-specialist 200 principles at level 7, and either specialist 200-level principles or non-specialist 300-level principles at level 13. I'll fix the wording. Good catch!

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    Default Re: She Blinded Me with Science! (Magitek That Doesn't Make Me Cry Myself To Sleep)

    Re-reading lightning pools, I'm a little confused as to how they work. So lets say I take the water from the pool (after it's been charged), and split it up into its max amount of possible divisions:100. Do each of these hold their part of the charge (i.e., each 1/100th of the pool can store 1 ebb), or does the "communal pool" it refers to keep existing after seperation, meaning you can have 50 seperate set-ups gathering electricity ebbs, powering 50 entirely sperate mechanisms. If the latter, than that would mean it's actually to your advantage to split it up into as many different parts as you can. Also, relating all these effects that occur regardless of distance (latter interpretation of lightning pool, whispereeds), do they still occur on different planes (like say having some iceIns on the Fire, powering my really wierd attempt to farm brassbrush and ghostgrass on the Ethereal via lightning pool shenanigans).
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