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

    Gramarie


    Are you ready? I hope you are ready because I am ready



    Flying machines. Insane weaponry. Complex machines that are beyond understanding, save by its creators. These things are all staples of fantasy, and yet most answers for those in D&D is "a wizard did it". This thread is a place for discussion on an alternate system for these machines, called Gramarie. The system was created by Kellus, and has outgrown two discussion threads. Considering Gramarie is currently under heavy rewrite, there will be indexes for both versions below.

    Gramarie 2.0 Current Progress
    Content below is subject to change, and may be in partial draft status.
    System
    Overview of Changes

    Classes
    Academist (Replaces Gramarist)
    Warmaker
    Geneticist
    Arcwielder
    Anabolist (WIP)

    Disciplines
    Alchemetry
    Arcanodynamics
    Biollurgy
    Constructivity
    Divinentropy
    Eldrikinetics
    Geoccultism
    Heuristics
    Imachination
    Kaleidomantics
    Yggdratecture

    Kellus' Gramarie System
    This list is from the Mark II thread, and contains all of the content created and maintained by Kellus.
    The content below likely does not have working tables.


    Saboteur - A tentative writeup of the "anti-gramarie" class, provided by Grek.

    Discussion on Other Sites
    These may reference material that is out of date. Always assume that the links in the index above provide the most current information.
    MinMax Boards
    Reddit
    The Gaming Den
    TvTropes

    For The Greater Good of Gramarie
    Gramarie Attack Plan - Steps on how to clean up and improve Gramarie as a whole.
    Gramarie Fix Wish List - If there are specific parts of the system that you feel have issues, add them to this list.
    Gramarie IRC - An IRC channel created by sirpercival to allow real-time discussion of Gramarie. The link will connect you using mibbit, should you wish to connect using another client it is #Gramarie at irc.rizon.net.

    Current Gramarie News
    Updated July 2nd, 2014
    Older members of the council (myself included) are filtering in, and progress is being had towards Gramarie 2.0. As such, there's now an index above to make it easy to find items that have been adjusted and/or added, and the vital bits that are missing are listed there in plain text. The older table of contents will NOT be going away, but will likely be spoilered as more progress is made on the new version. Anyone wishing to do work on a core discipline is encouraged to join the IRC channel, to ensure that their design ideas mesh well with any others also working on the same area.
    Last edited by Fako; 2014-10-10 at 06:33 PM.

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

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

    Quote Originally Posted by sirpercival
    My preciousssssssssssssssssssssssssssubscibe
    This. Also, I was hoping that this thread be called 'Kellus, All your Base Are Belong to Us!'.
    Rules for Luck
    A (failed) Shadowcaster fix
    The Sangolu: mixing D&D's greatest foes
    Gestalt theurgy

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

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

    Alright, try this on for size. For PUIS206:

    Ebbs that it refracts come together into a single insubstantial object, called a 'conglomerate', which persists and slowly releases energy over an extended period of time. The amount of ebbs stored in a conglomerate is fixed upon creation. A conglomerate has no physical substance, and cannot be picked up or handled, instead being moved in any way that puissance can normally be moved. When a conglomerate is processed by a gramaric device, it is not consumed, but it remains to be transported to other devices. It may never be processed by the same device more than once in a single round.

    When a conglomerate is processed by a gramaric device, it provides ebbs equal to one-tenth of the number of stored ebbs (rounded down, minimum 1). This does not remove ebbs from the conglomerate, but is more like puissamantic interest. After it has provided a total number of ebbs equal to the Spellcraft check of the solidifier, the conglomerate naturally decomposes into the aether.
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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    Anyone currently working on anything should port over here to... Spread the word.
    Larloch, The Shadow King (w/ Ioun Stones) avatar by Iron Penguin

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

    Check my signature for things I am working on
    Thanks a lot Gengy for the awesome... just a sec... avatar. :)

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

    Quote Originally Posted by thethird View Post
    Check my signature for things I am working on
    Doesn't matter. It's easier to criticize something, if it is right in front of us.
    Larloch, The Shadow King (w/ Ioun Stones) avatar by Iron Penguin

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

    *Looks at thread title*
    ...
    ...
    Damn you Morgan Freeman!
    Spoiler: Old Avatar by Aruius
    Show
    http://i133.photobucket.com/albums/q56/Zeritho/Koboldbard.png

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

    so should i port dvpy over here? since i'm still adding/editing stuff (like the feat i added a little bit ago)?
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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    Quote Originally Posted by sirpercival View Post
    so should i port dvpy over here? since i'm still adding/editing stuff (like the feat i added a little bit ago)?
    Go for it. I'd recommend that you include anything else you might have developed and wish to be reviewed.
    Larloch, The Shadow King (w/ Ioun Stones) avatar by Iron Penguin

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

    Constructivity
    The heart has reasons that reason does not understand.
    Spoiler
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    Elemental planes are pure. Their undiluted essence is a direct manifestation of the environment and power. For a long time practitioners of the spellcasting arts have tried to gather this strength sapping the vitality of the elementals and tying it to their whim. This originally arcane rituals have been tuned by the power of science into a fine art. Expanding the binding not only to the elemental beings but to the true constituents of the elemental plane.

    Constructivity involves the binding of elements into materials allowing the intrepid grammarist to access the potential of the connected plane and use it to feed other grammaric contraptions. Constructivity involves the fine tuning and maintenance of the elemental hearts. Any masterwork tool specialized in auscultating the heart or a masterwork tuning fork provides a +2 circumstance bonus to perform checks made in relationship with constructive hearts. The Diausculpason is the proverbial tuning fork employed in the creation of the heart of the inner planes and according to legend with it new elemental planes could be created.

    Key Skill: Perform (keyboard instruments)

    CONT 101: Intro to Constructivity
    Grade: Baccalaureate
    Prerequisites: None
    Target: at least 1 solid cubic foot of iron, copper, tin, or mercury
    Preparation Time: 1 hour

    This principle transforms a raw material into a constructive heart. The target material depends on the elemental to tie; iron hosts fire, mercury traps water, tin holds earth, and copper captures air. As part of this principle, you make a Perform skill check to ensure that the elemental can inhabit the material and keep pumping energy. The elemental inside the heart produces energy by consuming material of its constructive heart, in doing so this material is turned into the essence of the plane to which the elemental is native, and then lost in the environment without any appreciable effect. A constructive heart requires 1 cubic foot of associated material per week in order to keep functioning.

    {table=head]planetary metal|element
    iron|fire
    mercury|water
    tin|earth
    copper|air[/table]

    A small elemental provides a number of ebbs depending on the result of the Perform (keyboard instruments) check.

    {table=head]Perform check|ebbs per round
    15 or below|1
    16-25|1
    26-30|2
    31-35|3
    36 or higher|5[/table]

    A Heart generates ebbs once every round, but cannot store them. Any ebbs remaining from the last time it generated ebbs are lost when it refreshes.

    You also know how to update and retune the constructive hearts that you have created in the past so the elementals inside them have room to grow and become more potent.

    You can replace the perform check of a conductive heart with a new perform check. If you were not the original creator of said conductive heart you suffer a -5 penalty on the check but are otherwise unimpeded. After tuning it in this way you are considered the creator, and thus can apply this principle again to improve the heart without the penalty.

    CONT 123: Constructive Gourmet [Specialist]
    Grade: Baccalaureate
    Prerequisites: Perform (keyboard instruments) 4
    Target: 1 constructive heart
    Preparation Time: 1 hour

    Instead of feeding material to the elemental you can satisfy it with material associated with it's plane. By preparing this principle over a constructive heart that you have created you can modify it to feed on the essence of its plane instead of the material of the heart. In this way you need to provide the constructive heart with 1 cubic foot of its associated element (fire, air, water, earth) for it to consume. The consumption is gradual and takes a week, thus the constructive heart needs to be in continuous contact with the associated element for the week, slowly reducing its volume.


    CONT 188: Battery Bateria [Military Science]
    Grade: Baccalaureate
    Prerequisites: Perform (keyboard instruments) 4
    Target: 1 constructive heart
    Preparation Time: 30 min

    All the soft hearts are drummed out in military school. Sometimes you need a flare an outburst of energy even if it breaks your heart. After preparing this principle the time of the conductive heart is counted. It won't last more than one hour per skill rank in perform that you posses. At any point during that time though you can increase its potency doubling the ebbs produced per round at the cost of reducing its life span to minutes instead of hours unless it was already less. For example if you have 5 ranks in Perform (keyboard instruments), and you prepare this principle in a conductive heart that produces 1 ebb a round that conductive heart will last for 5 hours more. You can then decide to double the amount of ebbs produced by the heart to 2, in doing so you reduce the lifespan of the heart to 5 minutes.

    Once you have access to magisterial principles you are able to gather more power from the heart per burst, allowing you to pull 10 times the ebbs that the heart would produce in a single round, but reducing its lifespan by a minute.

    CONT 202: Work It Harder
    Grade: Magisterial
    Prerequisites: CONT 101, Perform (keyboard instruments) 8
    Target: 1 solid piece of planetary metal (volume and type varies; see below)
    Preparation Time: 1 hour
    A small elemental won't do anymore! Your heart is so large it can host a bigger guests. Check the table below to know what different sized elementals you can bind, the volume of material they take and the ebbs generated per round depending on the skill check result.

    {table=head]Perform ranks|elemental size|volume required|material per week|{colsp=5}
    Ebbs per round

    {colsp=3}|
    Perform Check
    |15 or below|16-25|26-30|31-35|36 or higher
    0|small|1 cubic foot|1 cubic foot|1|1|2|3|5
    5|medium|2 cubic foot|2 cubic foot|1|2|3|5|8
    10|large|3 cubic foot|3 cubic foot|2|3|5|8|13[/table]

    Once you access doctorate principles you can go way beyond!

    {table=head]Perform ranks|elemental size|volume required|material per week|{colsp=5}
    Ebbs per round

    {colsp=3}|
    Perform Check
    |15 or below|16-25|26-30|31-35|36 or higher
    0|small|1 cubic foot|1 cubic foot|1|1|2|3|5
    5|medium|2 cubic foot|2 cubic foot|1|2|3|5|8
    10|large|3 cubic foot|3 cubic foot|2|3|5|8|13
    15|huge|5 cubic foot|4 cubic foot|3|5|8|13|21
    20|greater|7 cubic foot|5 cubic foot|5|8|13|21|34
    25|elder|11 cubic foot|6 cubic foot|8|13|21|34|55[/table]

    A larger constructive heart might not always be more efficient but it is more durable, its material gains bonus HP and bonus hardness depending on the elemental bound to it, if you have access to CONT 123 it also gains fast healing as long as it is submerged in its associated element.

    {table=head]Elemental size|HP increase|Hardness increase|Fast Healing
    small|10|-|-
    medium|20|1|1
    large|30|2|2
    huge|40|4|4
    greater|60|8|8
    elder|80|16|16[/table]

    You are also able to upgrade your hearts to accept larger elementals, this works as CONT 101 making a new perform (keyboard instruments) in place of the old one.

    CONT 266: Connect the dots [specialist]
    Grade: Magisterial
    Prerequisites: CONT 101, Perform (keyboard instruments) 8
    Target: 1 solid piece of planetary metal (volume and type varies; see below)
    Preparation Time: 1 hour

    You learn to connect the dots between the different elemental planes gaining access to new heartful compositions. You can now bind elementals from the Paraelemental planes. That is:

    {table=head]Connected Planes|Plane name|Associated element (or elements)
    Air / Water|Ice|Ice & Snow
    Water / Earth|Ooze|Mud, Sludge & Goo
    Earth / Fire|Magma|Magma (& Lava)
    Fire / Air|Smoke|Smoke[/table]

    Binding an elemental from a paraelemental plane has its complications, the material required needs to be a solid mass composed of the two associated planetary metals and the skill ranks required to bind them is 3 points higher (for example binding a large paraelemental requires 13 ranks in perform (keyboard instruments)). There is a benefit though a paraelemental somehow is better at generating energy and they always generate 25% more ebbs (rounded down; minimum 1) per round that they would generate otherwise. As with other conductive hearts it needs to consume metal (or associated elements with CONT 123) And it consumes a quantity of metal depending on the size of the elemental, this is split half and half between the two metals that compose it (rounding up to the closest cubic foot).

    CONT 276: Food for thought [Military Science]
    Grade: Magisterial
    Prerequisites: CONT 101, Perform (keyboard instruments) 8
    Target: 1 constructive heart
    Preparation Time: 30 minutes
    Sometimes you need to improvise sometimes you need a quick and tried energy source and well... it's war isn't it? You can modify a heart to accept life as a material, in a similar way to using the grist of the mill, you can choose to feed it creatures. In this way a constructive heart consumes 1 HD per cubic foot of material it would normally consume, for this to be possible the donor of the HD needs to be in contact with the constructive heart for the whole time. The HDs can come from a dead creature, provided it has deceased within the last week. If the creature is alive, when it's last HD is drained it will not raise as a wight nor as any other creature, at least in the material plane, it's soul is taken into the elemental plane linked to the heart, and a limited wish, wish, miracle, true resurrection or similar effect is necessary to restore the deceased.

    If a heart is fully feed a creature with intelligence (3 or more) its soul is specially delicious, and the constructive heart can pump it and use it to work better. A small heart can store up to one such soul, if you have access to bigger constructive hearts from CONT 202 the storage capacity also increases.

    {table=head]Elemental size|stored souls
    small|1
    medium|2
    large|3
    huge|4
    greater|6
    elder|8[/table]

    Each soul stored in a constructive heart provides a cumulative 10% increase (rounded down) of ebb production (as such 4 souls provide a 40% increase of ebbs).

    CONT 303: Ex Machina
    Grade: Doctorate
    Prerequisites: Any three CONT principles, Perform (keyboard instruments) 15
    Target: 1 solid piece of ascended planetary metal
    Preparation Time: 1 hour
    All your attempts at binding elementals together has given you a great insight in how the elements interact with the world. You can now attempt to create constructive hearts out of the ascended planetary metal that would normally be associated to it. For example you can create a phlogiston constructive heart and it will be able to host fire elementals as if it was an iron heart. The ascended metal is much more attractive to the elemental than other similar metals, and thus your perform (keyboard instruments) is counted as 5 ranks higher to determine the element that you can bind and the ebbs generated per round, but not for any other purpose. In addition the heart produces 25% more ebbs (rounded down; minimum 1). If you have access to CONT 266 you can bind paraelementals, provided you use both ascended metals, i.e. either all the metals in a constructive heart are ascended or none of they are. The increase from this principle and from binding a paraelemental stack, making the heart produce 50% more ebbs (rounded down; minimum 1).

    CONT 330: Schwanengesang [specialist]
    Grade: Doctorate
    Prerequisites: Any three CONT principles, Perform (keyboard instruments) 15
    Target: 1 constructive heart that you have created (or tuned per CONT 123)
    Preparation Time: varies
    Understanding the finest connections of the constructive hearts with the elemental planes you can let the elemental in the constructive hearts play the song for themselves. Doing this brings the elemental plane closer, drawing upon the essence used to hinge it together and infusing it on the metal that forms the heart.
    While you apply this principle the constructive heart to which you are applying it won't produce ebbs. Once the principle is finished the constructive heart will be destroyed. But it will convert half of the original metal volume, that composed the heart into its ascended form. You can use this principle, taking 1 hour, into pure elemental constructive hearts. This allows you to create carmot, quicksilver, phlogiston, and alkahest. The properties of the ascended metals can be found in the Alchemetry section. If you have access to the highways and stairways discovery you can also produce moonsteel and cursed lead. As part of this principle you need to succeed on a perform (keyboard instruments) check with a DC of 60.
    This material isn't rearranged into pureness but rather elementally beaten into it, either way the finished product is really similar to that obtained by an alchemetrist.

    The interesting part of this principle though is using it to create pure alloys, by using a constructive heart linked to a paraelemental plane (if you have access to CONT 266) or to a quasielemental plane (if you have access both to CONT 266 and the highways and stairways discovery) you can create perfect alloys of two metals. This alloy, unoriginally known as an amalgamation of the metal names require 2 hours to create, and a perform (keyboard instruments) check with a DC of 80. The resulting metal functions as both metals in all regards, for example a magma paraelemental heart that has this principle applied would generate a tin-iron mixture that works both as tin and as iron. The physical properties of the material (Metal Hardness, Hit Points Per Inch, Melting Point, Boiling Point, Break DC Modifier, and Density) are determined by averaging both of the materials used. The resulting metal is gramarically functional, and can work as either metal (a tin transformer could be made of such material, but also a simple orthogonal engine). This alloys are particularly useful for geoccultists, as someone with access to GEOC 323 could use such alloys to produce a biome combining features from both metals.

    The most interesting part comes when applying this principle to constructive hearts made of ascended metals and linked to a paraelemental or a quasielemental plane, note that in order to do this you need access to CONT 303, CONT 266 and potentially the highways and stairways discovery. If such is the case the application of this principle takes 4 hours and a perform (keyboard instruments) check with a DC of a 100 is necessary. This creates ascended alloys but the elemental soul is trapped into them granting them secondary benefits. The resulting metal has an intelligence of 4. Unless the constructive heart was prepared with Mephitopheles discovery, in such case it has an intelligence according to the size of the elemental inside of it. The ascended alloy also has both the properties of the ascended metals. Having an intelligence if the metal is shaped into a gramaric device it can take one logical decision per round, it can only use this logical decision to modify its settings and parameters in ways they could normally be changed.

    CONT 375: Genie in the Machine [military science]
    Grade: Doctorate
    Prerequisites: Any three CONT principles, Perform (keyboard instruments) 15
    Target: 1 constructive heart that you have created (or tuned per CONT 123)
    Preparation Time: 1 hour
    There are many creatures roaming the elemental planes, and some of them are more useful than mere elementals. You can re purpose a constructive heart to trap the essence of a genie (Djinni, Efreeti, Janni or similar beings) in addition to its own elemental.

    You can then use the genie abilities to grant a wish with the following restrictions.
    • In order to use this skill you need to get the heart to produce 5000 ebbs and not use them, the genie inside it is consuming them.
    • If the wish replicates a spell it needs to have consumed additional ebbs equal to the XP cost, and it also needs to have stored souls (per CONT 276) before attempting to do so. Using the wish this way consumes a number of souls equal to the spell level of the spell that is replicated.
    • If the wish creates a magical item ebbs equal to the XP that would be used in such a crafting need to also be consumed by the genie. Additionally the wish consumes a number of souls equal to the spell level of the highest level spell used in the creation of said item.
    • If a wish has material components of a value greater than 10,000 gp the value of said component needs to be added to the constructive heart in whatever metal was used to create the constructive heart. For example, for an iron constructive heart (binding an Efreeti) if the wish requires 15,000 gp in salted bacon instead of using salted bacon 15,000 gp of iron need to be added.


    Once the wish is granted the constructive heart will be destroyed unless it was made of an ascended planetary metal, if it was made of an ascended planetary metal it will consume a volume of material as if a week had passed; if this volume takes it below a sustainable volume it will also be destroyed.


    Discoveries
    Spoiler
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    Constructivity Discoveries
    • Key improvisation: Keyboards are cool but swords are cooler, and sometimes playing a harmonica is just what you need... You can use any perform skill instead of perform (keyboard) for anything related to constructivity.
    • Highways and Stairways: The Energy planes are almost as interesting as the elemental planes, and you have a hunch that there must be Elementals there somewhere. You can now bind positive and negative energy elementals to silver and lead respectively.

      {table=head]planetary metal|element
      silver|positive
      lead|negative[/table]

      If you have access to CONT 266 you can also bind quasielementals from the quasielemental planes. They do not produce more ebbs but require less maintenance; quasielemental hearts consume material at half the normal rate.

      {table=head]Connected Planes|Plane name|Associated element (or elements)
      Air / Positive|Lightning|Electricity
      Air / Negative|Vacuum|Vacuum
      Water / Positive|Steam|Steam
      Water / Negative|Salt|Salt
      Earth / Positive|Mineral|Minerals (& Jewels)
      Earth / Negative|Dust|Dust
      Fire / Positive|Radiance|Light
      Fire / Negative|Ash|Ash[/table]
    • Platinum shackles: Platinum is kind of hard, elementals don't bind well to it, but it is good on absorbing ebbs. You can add platinum shackles to your Constructive Hearts. The shackle needs to occupy 50% of the volume of the Constructive Heart (this is additional volume) and can hold up to 500% the amount of ebbs that the heart would generate in a round.
    • Resonant concerto: You can tie hearts together, to do so you need hearts of different sizes. Each heart can be tied to one heart of its size, or a number of smaller hearts depending on the size difference. For this purpose 2 small hearts equal 1 medium, 2 medium equal 1 large, 2 large equal 1 huge, etc. Any ebbs generated per round is calculated from the sum of the different hearts, but moving the ebbs around only takes a logical action (and not a logical action per heart as it would otherwise take).
    • Elementary my dear Elemental: You must have at least 12 HD to select this discovery. You know how to tap into the elementary elemental elements of the elements that form the elementary elements. You can now sustain your constructive hearts with energy effects depending on the elemntal tied to the constructive heart.

      {table=head]Element|Energy
      Fire|Fire
      Earth|Acid
      Water|Cold
      Air|Lightning
      Positive|Positive
      Negative|Negative[/table]

      If you have access to elementals that are formed by more than one element your elementary knowledge of elemental elements still apply and as along as the Constructive Heart is subject to the effect of both elementary element energies it keeps beating.
    • Mephitopheles deal: You must have at least 12 HD to select this discovery. You can add a Mephit touch to your constructive hearts, in doing so they gains a sort of basic intelligence, being able to reroute the ebbs it produces as a standard action (this keeps counting as a logical decision, but takes a standard not a move).

      {table=head]elemental size|intelligence
      small|4
      medium|4
      large|6
      huge|6
      greater|8
      elder|10[/table]
    • Plug it, play it: You must have at least 16 HD to select this discovery. You can create constructive hearts that will never run out of juice, but they are less efficient. You can create a constructive heart of any size and material that you would normally be able to produce, this constructive heart does not need to consume material, to produce ebbs but it only produces 80% of the ebbs that it would normally produce (rounded down; minimum 0). At any point you can choose to have it consume material and produce ebbs at the normal rate.
    • Dense Density Dens: You must have at least 16 HD you can reduce the size of your hearts by 50% this reduces their ebb generation by 20% (rounded down).


    Feats

    Constructive Cardio [Gramarie]
    Prerequisite: CONT 101, Perform (Keyboard Instruments) 4 ranks
    Benefit: You gain a +2 bonus on Perform (Keyboard Instruments) checks. In addition you can make ebbs flow into your heart to keep yourself going whenever lesser beings would need sleep or rest. You can replace a full night sleep (or trance, or whatever you do instead of sleeping) with 10 ebbs, you must still rest for 8 hours before preparing spells.
    Special: Taking this feat means you cannot take Skill Focus (Perform (Keyboard Instruments)), and you cannot take this feat if you already possess said Skill Focus.

    Theories

    The Golden Standard Theory
    Grade: Theory
    Prerequisite: Specialization in constructivity, must know six CONT principles
    Preparation Time: 6 hours
    Sometimes you need to improvise sometimes you need a quick and tried energy source and well... shadows are everywhere and they are almost their element on itself aren't they? You can bind shadow elementals into gold. A golden shadow conductive heart is much more versatile than other conductive hearts and can work when feed any material that would make any of your accessible constructive hearts work. In addition if you have access to CONT 330 you can use a sunmetal heart to produce any bleeding, provided you feed it with the bleeding associated material in proper quantity.

    The Quasi Para Theoric Theory
    Grade: Theory
    Prerequisite: Specialization in constructivity, must know six CONT principles, Highways and Stairways discovery
    Preparation Time: 6 hours
    If there exist quasielemental planes and paraelemental planes wouldn't there be quasiparaelemental planes there? Somewhere? You gain access to quasiparaelemental planes, to create them you need to expend one third of each associated material.

    {table=head]Elements|Name
    Fire, Earth, Positive|Obsidian
    Fire, Earth, Negative|Pumice
    Fire, Air, Positive|Spark
    Fire, Air, Negative |Fumes
    Water, Earth, Positive|Clay
    Water, Earth, Negative|Silt
    Water, Air, Positive|Crystal
    Water, Air, Negative|Frost[/table]

    This constructive hearts require material as if they were quasielemental but give the extra ebbs of the paraelemental hearts. They also gives access to the following materials when using CONT 330:

    Animae
    Spoiler
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    • CONT 101: Intro to Constructivity The anima touches the heart of the target. It deals nonlethal damage but if it doesn't succeed on a Fort Save it becomes fatigued.
    • CONT 123: Constructive Gourmet The target recovers HP as if it had rested for a whole night. This also removes conditions that can be removed by resting, such as fatigue or exhaustion.
    • CONT 188: Battery Bateria The anima deals dessication damage but deals damage in d4s instead of d6s.
    • CONT 202: Work It Harder The anima deals bludgeoning damage and if the target doesn't succeed on a Fort Save it becomes exhausted.
    • CONT 266: Connect the dots In addition to doing damage the target becomes connected to the gramarist as per the shield other spell. Half the damage the Gramarist would take during the following 5 rounds is transferred to the target. A Will Save negates the connection.
    • CONT 276: Food for thought Instead of doing its normal damage the gramarist can choose to affect the target with an empathic transfer, the maximum damage transferred is 50 or a perform check made by the gramarist, whichever is lower. As per the normal power a Will Saves halves the effect.
    • CONT 303: Ex Machina If the target of this Anima fails a Will Save it is subject to a dominate monster effect for the following 5 rounds.
    • CONT 330: Schwanengesang If the target fails a Fort Save this anima transmutes its body into a different element, similarly to a transmute rock to mud spell. The duration of the effect is 5 rounds, and the gramarist can choose any of the associated elements of any plane that he can create a constructive heart off.
    • CONT 375: Genie in the Machine This anima doesn't deal damage instead the target of this anima is subject to a change fate effect, if it is not used in 5 rounds, it is wasted.


    Art of War
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    • CONT 101: Intro to Constructivity You can activate this art of war as a move action to heal yourself as if you had a whole night of rest. You cannot heal yourself beyond half your maximum hit points.
    • CONT 123: Constructive Gourmet Provided you have the appropriate feast you can sample it as a full round action. This works as if you had the favourite feast class feature, treat your connoisseur level as 1 or as your actual connoisseur level whichever is higher. You cannot benefit from more than one feast at the same time, and a creature can only provide one type of feast.
    • CONT 188: Battery Bateria You can activate this art of war as a free action after successfully confirming a critical hit against a target. The target needs to make a will save or be confused.
    • CONT 202: Work It Harder You can activate this art of war as a swift action, your movement speed doubles until the end of your next turn. In addition while you are under the effect of this art of war you add +5 feet of movement to your 5 feet steps.
    • CONT 266: Connect the dots You can activate this art of war as an immediate action, you immediately switch places with a target (if it is unwilling it gets a Will save to negate). The target needs to be within 5 feet per class level. This is a supernatural effect.
    • CONT 276: Food for thought You can activate this art of war as an immediate action after making a successful save against an effect that dealt elemental damage of a constructive heart that you can create. If you do so you consume the elemental energy, gaining 1 hit point per die of damage the spell would normally deal.
    • CONT 303: Ex Machina You can activate this art of war as an immediate action. A target within 5 feet per class level is subject to a death urge effect, unless it succeeds on a Will Save.
    • CONT 330: Schwanengesang You can activate this art of war as a move action. For the following five rounds you gain the Air, Cold, Earth, Evil, Fire, Good, or Water subtype.
    • CONT 375: Genie in the Machine You can activate this art of war as a free action after successfully confirming a critical hit against a target. The target soul becomes trapped as if under the effect of a Magic Jar spell, but it cannot attempt to possess a body nor take any actions. A will save negates the effect, otherwise this lasts five rounds.


    Queen of Hearts

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    "I'm creating a brand new world, one heart at a time."


    Image credit Alice Yuric of deviantart.com

    Requirements: To become a Queen (or King) of Hearts you must meet all of the following requirements.
    Gramarie: Any two CONT principles
    Skills: Perform (Keyboard Instruments) 10, Knowledge (the planes) 10 ranks
    Specialization: Must be specialized in Constructivity
    Special: must have the Primary stomach class feature.


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

    Class Skills: The Queen of Hearts' class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Bluff (Cha), Craft (Int), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (the Planes) (Int), Knowledge (psionics) (Int), Knowledge (religion) (Int), Listen (Wis), Open Lock (Dex), Perform (Keyboard instruments) (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), and Use Magic Device (Cha).

    The Queen of Hearts
    {table=head]Level|BAB|Fort|Ref|Will|Special |
    Principles


    1st|+0|+0|+0|+2|Form Points, Features, Ebberrant Beating|
    +0

    2nd|+1|+0|+0|+3|Strange Pulse|
    +1

    3rd|+2|+1|+1|+3|Feature (Heart)|
    +2

    4th|+3|+1|+1|+4|Strange Pulse|
    +3

    5th|+3|+1|+1|+4|Farfection|
    +3

    6th|+4|+2|+2|+5|Feature (Heartless), Strange pulse|
    +4

    7th|+5|+2|+2|+5|Gramaric Aberration|
    +5

    8th|+6|+2|+2|+6|Strange Pulse|
    +6

    9th|+6|+3|+3|+6|Feature (Kingdom Hearts)|
    +6

    10th|+7|+3|+3|+7|Royal Core, Strange pulse|
    +7

    [/table]

    Class Features

    All of the following are class features of the Queen of Hearts.

    Weapon and Armour Proficiency: A Queen of Hearts gains no additional weapon or armour proficiencies.

    Form Points (Ex): A queen of hearts gains a number of form points equal to its class level.

    Features (Ex): A Queen of Hearts class levels stack with its ozodrin levels for determining what features and augments it has access to, as well as the number of feature granted attacks it can make in a round. In addition it gains three feature not normally available to the ozodrin (Heart; Heartless; and Kingdom Hearts). Details spoiled below.

    Queen of Hearts' features
    Spoiler
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    Heart: Cost - 2
    Appearance: A heart is normally formed inside the Queen of Hearts, only being sensed by a tremor in her skin. If the Queen wishes she can also form it on the surface in such case it appears as a pulsing bloated piece of flesh that ticks at irregular intervals. The heart has metallic traces of the material associated with the element, thus for example a fire heart has traces of iron.
    Required level: Queen of Hearts 3
    Benefit: The heart beats at an irregular pace, and has a small elemental bound to it. A heart of this kind produces half the ebbs that a heart created with CONT 101 would, but as long as it is formed it doesn't consume material from the Queen of Hearts. At any point a Queen of Hearts might have a number of Hearts equal to half her Queen of Hearts level.
    Augments:
    Spoiler
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    Organic Keyboard: Additional cost - Special see below
    This augment cost is equal to the number of Hearts that a Queen of Hearts has. As a move action the Queen of Hearts can make a perform (keyboard instruments) check to "play" with her heart(s). If she does so she can transmit the ebbs produced by them to any piece of grammarie she is touching. The maximum number of ebbs that she can move around is equal to half the Perform (keyboard instruments) check or the number of ebbs that she has available, whatever is less. The Queen of Hearts cannot use this augment any time she would be denied her Dexterity bonus to AC.
    Touched Feelings: Additional cost - 2
    The Queen of Hearts gains resistance 5 to the element associated with the heart to which this augment is added.
    Beacon of Beats: Additional cost - 2
    Requires level 5: The Queen of Hearts can form a Heart inside her stomach(s), anyone/anything present in her stomach gains the effects of the Heart (for example if the Heart has the Touched Feelings (Fire) augment all creatures inside the Queen of Hearts stomach gain fire resistance 5). The Queen of Hearts can use the Organic Keyboard augment to transfer ebbs produced by her hearts to any gramarie contraption in any of her stomachs.
    Strong Feelings: Additional cost - 2
    Requires level 6, requires the Touched Feelings augment: The Queen of Hearts resistance improves to the Queen of Hearts level + the number of Hearts that she has shaped.
    Voracious Feelings: Additional cost - 2
    Requires level 6, requires the Touched Feelings augment: If the Queen of Hearts resist elemental damage due to any of its Hearts, she gains 1/3 of the HP that she would have suffered if she hadn't resisted them.
    Love Mixture: Additional cost - 3
    Requires level 7, and knowledge of CONT 266: The Queen of Hearts can now form Hearts from paraelemental planes. If she applies, Any "Feeling" augments it applies to such a heart has its cost increased by 2, but it grants the benefits to the two elements.
    Ups and Downs Mixture: Additional cost - 3
    Requires level 7, knowledge of CONT 266, and access to the Highways and Stairways discovery: The Queen of Hearts can now form Hearts from quasielemental planes. If she applies, Any "Feeling" augments it applies to such a heart has its cost increased by 2, but it grants the benefits to the two elements.
    Organic Virtuoso: Additional cost 4
    Requires level 8 and Organic Keyboard augment: The Queen of Hearts can play her hearts even when she would be denied her Dexterity bonus, in addition if she is not denied of her Dexterity bonus she can use this ability as a swift action instead of a move action.
    Big Heart: Additional cost - Special see below
    Requires level 8: The cost of this augment is equal to half the associated material normally consumed for medium (or larger) elementals described in the Constructivy discipline. With this augment the Queen of Hearts can bind bigger elementals to her hearts.
    Hard Feelings: Additional cost - 5
    Requires level 9, requires the Strong Feelings augment: The Queen of Hearts resistance improves to energy immunity.
    Organic Maestro: Additional cost - 4
    Requires level 10 and Organic Virtuoso augment: The Queen of Hearts can play her hearts even when unconscious and up to a number of rounds equal to the number of Hearts she has after dying.

    Heartless: Cost - Special See Below
    Appearance: A heartless is a strange creature, appearing to be made of metal and elemental energy that somehow seems to pulsate.
    Required level: Queen of Hearts 6
    Calculating cost: Similar to puppets, the heartless is composed of other features. Unlike those however, it has built in max cost before features on it begin costing form points, and it must always use up at least half that cost. By default a heartless is one size category smaller than the Queen of Hearts and may have up to 2 times the Queen of Hearts class levels in form points (this means that it must have at least a number of form points equal to the Queen of Hearts class level).
    Benefits: The Queen of Hearts many only have one heartless at all times. The heartless is, without augments incapable of travelling more than 10 feet from the Queen, though it otherwise able to move freely. Without features or augments granting it such abilities, a heartless is blind, deaf, and only able to move 5 feet per move action. If given two limb features it gains a move speed of 15 feet, which increases by 5 for each additional limb, though if a limb is used to move, it can't be used to perform other actions that round. A heartless shares its senses, hp, and ability scores with the Queen of Hearts, but does not gain benefits from armour, spells and abilities, or features that improve the Queen's stats, though they can be applied to it as if it were a separate creature.
    A heartless is capable of performing its own actions each turn though it is limited to a number of natural attack equal to half the Queen of Hearts limit (rounded down, minimum 1 these attacks do not count against the Queen's feature granted attacks for the round).
    A Queen of Hearts can direct the Heartless by making a perform (keyboards instrument) check as a standard action with a DC equal to the form points invested into the Heartless, otherwise it continues acting carrying the last order to the best of its capabilities.
    When forming the heartless a Queen of Hearts must decide to which elemental (energy, paraelemental, or even quasielemental) plane it is related, the heartless appears to be composed of the material associated with it and has wisps of the energy associated with that plane swirling around it. This is mostly a cosmetic effect but it determines the effect of some of the augments such as breathed heartless.
    Augments:
    Spoiler
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    Small Heartless: Additional cost - 2
    Decrease the size of the heartless by 1 size category. This augment may be added multiple times to the heartless to a minimum of tiny. The effects stack.

    Large Heartless: Additional cost - 2
    Increase the size of the heartless by 1 size category. This augment may be added multiple times to the heartless. The effects stack.

    Independent Heartless: Additional cost - 2
    The heartless can move 10 more feet away from the Queen of Hearts. This augment may be added multiple times to the heartless. The effects stack.

    Swift Heartless: Additional cost - 3
    The base land speed of the heartless is increased by 5 feet. This augment may be added multiple times to the heartless. The effects stack.

    Breathed Heartless: Additional cost - 3
    Required level 7; a bite attack: The heartless gains a breath weapon similar to that of a mephit of the plane associated with it. (DC 10 + 1/2 (Queen of Hearts level) + Charisma modifier)

    Hard Heartless: Additional cost - 4
    Requires level 7: The heartless swirling metal becomes more real and tangible, with its mass being more pronounced. The heartless gains the traits of the metal of the constructive heart of the plane associated with it, and its natural weapon are treated as being made of that metal for bypassing DR. If there were two metals associated with the plane the cost of this augment increases by 2.

    Self Repairing Heartless: Additional cost - 3
    Requires level 7: The heartless gains fast healing 3 similar to that of a mephit of the plane associated with it.

    Heartless Duet: Additional cost - 4
    Requires level 8: The Queen of Hearts creates a second Heartless. Both Heartless share the same form point pool, but they each require having their own features and augments added (except for the Independent Heartless augment which effects both of them). Each of the Heartless has its own set of attacks, though the amount is 1 less than normal (minimum 1).

    Hearted Heartless: Additional cost - 3
    Requires level 8; special: To use this augment the Queen of Hearts must give one of her heart features to the Heartless, in doing so she must pay both the cost of this augment and the cost of the Heart feature as normal. The heart must reference the same plane as the heartless (for example, a radiant [positive - fire] heartless cannot be hearted with a ooze [water - earth] heart). The Queen of Hearts can then apply heart augments to the Heartless, if she applies Organic Keyboard or any of the augments that improve it she can direct the Heartless as part of the Perform (keyboard instruments) check. If the Queen of Hearts has the Heartless duet or the Heartless triptet augment she can choose to give hearts to all her heartless or to none of them.

    Ascended Heartless: Additional cost - 4
    Requires level 9, Hard Heartless augment and Hearted Heartless augment: The heartless metal ascends into its ascended form granting the heartless the benefits of the ascended metal.

    Charged Heartless: Additional cost - 4
    Requires level 9 and Hearted Heartless augment: The heartless can store some of the ebbs provided by the Heart inside it. Each heartless with this augment can store up to the Queen's of Heart Charisma modifier in ebbs.

    Heartless Triptet: Additional cost - 3
    Requires level 10 and Heartless Duet augment: The Queen of Hearts creates a third Heartless. All the Heartless share the same form point pool, but they each require having their own features and augments added (except for the Independent Heartless augment which effects the three of them). Each of the Heartless has its own set of attacks, though the amount is 2 less than normal (minimum 1).



    Kingdom Hearts: Cost - 4
    Appearance: The Kingdom Hearts appears similarly to a stomach, being an inter dimensional space inside the Queen of Hearts. The main difference though is that it readily pulsates to the tune of the Queen's Hearts.
    Required level: Queen of Hearts 9
    Benefits: The Kingdom Hearts automatically has room in it to fit a Huge Creature (or 64 small ones). Any mouth can lead to the Kingdom Hearts, chosen when the mouth is created.
    Augments:
    Spoiler
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    Guarded Heart: Additional cost - Special See Below
    This augment doesn't cost feature points per se, but it requires that the Queen of Heart's places one of her heart features into the Kingdom Hearts. This Guarded Heart can be augmented as normal. As long as the Queen of Hearts has a Guarded Heart in the Kingdom Hearts she gains a 10% fortification per heart, up to a maximum of 100% if she has 10 Guarded Hearts in the Kingdom Hearts.

    Crowned Heart: Additional cost - Special See Below
    Requires level 10: Similarly to the Guarded Hearts augment this augment doesn't cost feature points, only requiring that the Hearts are in the Kingdom Hearts. A Heart can be both Guarded and Crowned, but if that is the case it takes 2 more feature points. If the Queen of Hearts is killed, she can use the Crowned Hearts inside her to come back to life. To do this she needs to feed ebbs to her hearts, equal to 10% of her health per such a Heart (for example if the Queen of Hearts has 4 Crowned Hearts she needs to supply 40% of her health in Ebbs). She needs to supply the ebbs after dying, and can do so by diverse means; for example by having the Organic Maestro augment, or by having access to the Mephitopheles Deal discovery (and instructing the hearts to supply ebbs after her death). Similarly if someone, would be able to reach the Kingdom Hearts and supply the ebbs the Queen of Hearts would be similarly resurrected. Unfortunately this is not a safe bet, and she has a 10% chance per Crowned Heart of coming back. Irregardless of the result, feeding such a quantity of ebbs into the Kingdom Hearts destroys all the used Hearts, the Queen or anyone feeding ebbs to the Crowned Hearts might choose to not pump all the Hearts, and although this gives the Queen of Hearts more tries they would have a smaller chance of succeeding. If she comes back to life she does so inside the Kingdom Hearts with a new body as if under the effects of reincarnate; the race is always equal to that of the original Queen of Hearts. If the original body is not destroyed, the Queen of Hearts can shape a mouth to exit the Kingdom Hearts, otherwise she might be trapped inside herself, requiring a wish or other effect of such power to get out.


    Ebberrant Beating (Ex):When a Queen of Hearts uses its manifest form ability it gains half her class levels (rounded up) as a bonus to any perform (keyboard instruments) she might make.

    Principles of Gramarie: The Queen of Hearts continues to advance her study of gramarie. At the levels indicated on the table above, she learns a new principle of gramarie that she qualifies for. Her class levels stack with her levels in one other gramarie base classes to determine what tier of principles she can learn (choose which base class when entering the class). At all times, her choice of specialty dictates which individual principles are available for her to learn.

    Strange Pulse (Ex) Strange patrons whisper secrets. At 2nd level and every two levels thereafter the Queen of Hearts gains access to a Discovery of Constructivity.
    Alternatively it can gain 3 Form points.

    Farfection: At 5th level the Queen of Hearts gains the ability to create constructive Hearts infused with the essence of the far realms. Whenever the Queen of Hearts creates a constructive heart, with any of her principles, she can choose to use Biostructure of the materials necessary for the construction of her Constructive Heart (instead of normal metal). This produces a Farfected Heart. Farfected Hearts are infected with the effects of the Far Realms gaining feature points according to the table below. It must expend this points into augments from the Queen of Hearts' Heart feature, and the Queen of Hearts cannot expend additional feature points.

    {table=head]elemental size|Feature points
    small|-
    medium|2
    large|4
    huge|6
    greater|8
    elder|16[/table]

    Gramaric Aberration: At 7th level the Queen of Hearts is something new entirely meshing masterfully Gramarie with her aberrant lineage. Any [Gramarie] feat she has is counted as an [Aberrant] feat whenever it would be beneficial to the Queen of Hearts. Similarly [Aberrant] feats may be treated as [Gramarie] feats. In addition levels of Constructivist count as levels of Queen of Hearts to determine bonus form points.

    Royal Core: At 10th level the Queen of Hearts is more in tune with any Heart it has created, be it those in her person or those far away. The number of Heart features that she can have increases to her class level, any augment that she applies to any of her heart features has its cost reduced by 1 to a minimum of 1.
    In addition the Queen of Hearts can use its heart features in any Constructive Heart she has created with the Farfection ability, if she does so and applies the Organic Keyboard (or any of the augments that improve that ability) to it she can regulate the flow of ebbs from the heart regardless of distance.
    Last edited by thethird; 2013-12-19 at 07:54 PM.
    Thanks a lot Gengy for the awesome... just a sec... avatar. :)

  12. - Top - End - #12
    Bugbear in the Playground
     
    sirpercival's Avatar

    Join Date
    Oct 2011

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

    Alrighty, this post is now the official resting place of DVPY. All principles and discoveries are complete (and a few have been edited, so a reread of stuff you've already seen would be lovely). I will be adding discoveries and other crap when it's ready. (EDIT: ok so i might more discoveries. who knows.)

    EDIT: ported to the new thread for dissecting.

    By the way, major thank you's to milo, Fako, qazz, 3rd, and all you guys on the chat who helped/inspired me.

    Divinentropy
    “Matter itself is not real -- it forms a world of potentialities, or probabilities, rather than one of things or facts.”
    Spoiler
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    Each object, event, or state is made up of the superposition of all possible states for that moment. It is only by interaction with an observing entity that this amalgam of probabilities resolves itself into a single existent occurrence. This underlying random and chaotic reality makes possible the vagaries of magic, sentience, and non-deterministic free will. The imprecise science of Divinentropy arose from the desire to capitalize on this fact, to allow its practitioners a means of first predicting the outcome of probabilistic resolution, and later, to perhaps enhance the probabilities of particular possible outcomes.

    The practice of Divinentropy makes use of tarot cards, crystal balls, tea leaves, and a wealth of extremely-specialized mathematical formulae to interpret the complex and entangled results. Additionally, tools for shaping and molding materials can help with the production of divining rods. Items such as these count as masterwork, providing a +2 circumstance bonus on the Sense Motive checks made to prepare Divinentropic principles. Legends tell of the Schrödinger Cat, a mystical figurine which embodies dynamic superposition even beyond the bounds of life and death.

    Key Skill: Sense Motive



    DVPY 101: Intro to Divinentropy
    Grade: Baccalaureate
    Prerequisites: None
    Target: One rod of crystal or silver, 2" thick and 1' long.
    Preparation Time: 30 minutes

    This principle transforms raw material into a divining rod, a device capable of detecting existent outcomes as they happen, essentially processing and transmitting information the way an arcanodynamic transformer transmits ebbs. As part of preparing this principle, you make a Sense Motive skill check to transform a volume of nonmagical material into a divining rod, which emits a bubble of radius up to 5 feet. A divining rod's net radius depends on the amount of times you prepare the principle, as normal for bubbles. Multiple preparations of this principle increase the diameter of the divining rod by 1/4 inch and the length by 2 inches (and require sufficient material to do so).

    To be active, a divining rod needs two things: some number of ebbs, determined by the particular material and preparation choices of the rod (as detailed below), and an intelligent mind inside the bubble capable of receiving and understanding the information that the rod presents. The latter can be a creature wielding the rod or otherwise connected to it via a gramaric circuit, or a similarly-connected Exotic Intelligence. All effects of a divining rod (except as noted below) are blocked by a Black KALD filter.

    Each type of divining rod has a base effect and cost in ebbs per round which it requires to function. If it does not receive sufficient ebbs, it simply does not transmit any information to the mind using it. In addition, this principle may be prepared multiple times to increase the depth of knowledge transmitted by the rod. Whenever you prepare this principle enough times to increase the size of the rod's bubble by one step, double the ebb cost per round (doubling zero results in a cost of 1 ebb per round), and you may add an additional option to the information conveyed by the rod (if applicable); a single rod can support a maximum ebb cost equal to the result of the Sense Motive check. A divining rod only produces as much information as it has ebbs to support in any given round, in the order in which the preparations were made.

    Activating or deactivating a divining rod requires a standard action, suppressing or resuming the bubble field. These are also logical decisions that can be made in a circuit connected to the rod.

    This particular principle allows you to make divining rods out of crystal and silver.
    • Crystal: A crystal divining rod observes intent. It is far easier to tell if a creature is lying while wielding a crystal rod; while a crystal rod is active, you gain a +2 insight bonus to Sense Motive checks made against creatures in the bubble (note that this does not apply when preparing principles). This bonus even applies against creatures protected from divination magic. This basic effect requires no ebbs. However, you may prepare this principle additional times to gain more information about the intent of creatures inside the bubble, chosen from the list below; in addition to the other effects, these additional choices (when active) also increase the insight bonus to Sense Motive checks by +2.
      • Belligerence. You gain a split-second warning of intent whenever a creature attacks you. Creatures in the bubble suffer a 2% miss chance on attacks against you; you lose this benefit whenever you would be denied your Dexterity bonus to armor class. You may select this option multiple times, each time increasing the miss chance by 2%, up to a maximum of 50%.
      • Hostility. You are aware of the presence of any hostile intent by a creature in the bubble. This effect detects active aggression, not vigilance. Additionally, you cannot be surprised or caught flat-footed by creatures inside the bubble.
      • Mentation. By concentration for three rounds on a single creature inside the bubble, you can attempt to read its surface thoughts. A creature you target makes an (unconscious) Will save against a DC of 5 + 5 for each DVPY principle you know. A mindless creature or a creature otherwise immune to mind-affecting effects is immune to this effect.
    • Silver: A silver divining rod allows you to detect creatures. As long as a silver rod is active, you become aware whenever a creature other than yourself is in the bubble, and you automatically have knowledge of how many creatures are within the bubble at any given time. A creature must have at least 1 HD to trigger a silver divining rod, and any effect which would prevent detection from divination spells (such as nondetection or mind blank) also protects a creature from detection by a silver rod. You do not gain any information about a creature's position other than whether or not they are within the bubble (but see below). This basic effect requires no ebbs. However, you may prepare this principle additional times to gain more information about creatures inside the bubble, chosen from the list below.
      • Alignment. You learn the alignment of any creatures in the bubble, as per the know alignment spell (obscure alignment and similar effects also prevent this information from being transmitted).
      • Creature type. You learn the types and subtypes of any creatures in the bubble. (You must still roll an appropriate Knowledge check to trigger abilities such as Knowledge Devotion.)
      • Location. You learn which square(s) each creature occupies, as per the blindsense ability (effects which fool blindsense fool a silver rod as well).
      • Power Level. You learn the power level of each creature in the bubble, as per the know greatest enemy spell.
      • Sentience. You learn which of the creatures in the bubble, if any, have an Intelligence score of 3 or greater.



    DVPY 164: Foundations of Nonlocality [Specialist]
    Grade: Baccalaureate
    Prerequisites: DVPY 101, Sense Motive 4 ranks
    Target: One rod of glass or wood, 2" think and 1' long.
    Preparation Time: 30 minutes

    This principle works like DVPY 101, except that it allows you to make divining rods out of glass or wood in addition to any other materials you know.
    • Glass: A glass divining rod observes magic. As long as a glass divining rod is active, you are automatically aware of the presence and number of magical auras inside the bubble. You gain no information about the type or location of the auras other than their presence in the bubble. Effects which would block or fool the detect magic spell (such as lead sheeting, or the magic aura spell) also block a glass rod. This basic effect requires no ebbs; however, you may prepare this principle additional times to gain more information about magical auras and effects inside the bubble, chosen from the list below.
      • Location. You learn the location and bounds of each magical aura and effect.
      • School. Using the rod's Sense Motive check result in place of a Spellcraft check to identify them, you learn the school of magic of each active and lingering aura.
      • Spellcasting. By spending a standard action concentrating on a creature in the bubble of which you are aware, you can determine whether the creature has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use. A creature so affected may make a Will save (DC half of the rod's Sense Motive check result) to hide its spellcasting ability.
      • Strength. You learn the strength of each active and lingering aura, as detailed in the detect magic spell description.
    • Wood: A wooden divining rod observes gramarie. As long as it is active, a wooden rod makes you aware of any gramaric principles within its bubble which are not already connected to the rod via a circuit. You do not gain any information about the type or location of the principles other than their presence in the bubble (but see below). This basic effect requires no ebbs. However, you may prepare this principle additional times to gain more information about gramarie inside the bubble, chosen from the list below. If you have the Reverse Engineer feat, each piece of additional information you gain grants a +4 insight bonus to checks to reverse engineer a blueprint.
      • Association. You learn whether the gramaric principles in the bubble are connected to each other via a circuit or not. If there are multiple circuits present in the bubble, you learn which principles belong to which circuit.
      • Discipline. You learn the discipline of each principle in the bubble.
      • Logic. You learn the location of any logical decision points within the bubble, though (without additional preparations) you do not know which circuit each decision point is associated with, or any information about the decisions themselves.
      • Tier. You learn the tier of each principle in the bubble.



    DVPY 184: Divinatory Network Interchange Code [Military Science]
    Grade: Baccalaureate
    Prerequisites: Sense Motive 4 ranks
    Target: One rod of copper, 2" think and 1' long.
    Preparation Time: 30 minutes

    This principle works like DVPY 101, except that it allows you to make divining rods out of copper in addition to any other materials you know.
    • Copper: A copper divining rod receives sensory input from other copper rods. A lone copper rod has no effect, and has no base ebb cost. Each additional time this principle is prepared, an additional copper rod is created, linked with all other rods in the set to form a network. Any creature wielding an active copper divining rod experiences the same sensory information as each other creature wielding an active copper rod which is part of the same network. (Note that each additional copper rod in the network doubles the ebb cost of all copper rods in the network.)

      Unlike other divining rods, additional preparations do not increase the bubble size of any particular rod, but the bubbles of the individual rods in the network do not need to overlap to transmit information -- the transmission takes place over any distance, as long as the rods are on the same plane. A creature with special senses (such as darkvision, blindsight, mindsight, etc.) transmits the expanded sensory information from its own surroundings over the network, but does not allow other creatures on the network to make use of senses they don't have.



    DVPY 203: Wave Decomposition
    Grade: Magisterial
    Prerequisites: DVPY 101, Sense Motive 8 ranks
    Target: One rod of amber or mercury, 2" thick and 1' long.
    Preparation Time: 30 minutes

    When you achieve magisterial-tier mastery of Divinentropy, you begin learning to affect the world around you, preferentially observing some outcomes to the exclusion of others. Magisterial-tier Divinentropy is somewhat more active than the basic baccalaureate counterparts.

    This principle works like DVPY 101, except that it allows you to make divining rods out of amber or mercury in addition to any other materials you know.
    • Amber: An amber divining rod observes time. As long as an amber rod is active, you observe the superposition of events as a series of fluctuations in the natural progression of time. Your observations protect you from these eddies in the flow, but other creatures are not so lucky. Every round, the initiative of each creature other than you in the bubble is modified by a number between -2 and +2 (roll 1d20; 1-4 is -2, 5-8 is -1, 9-12 is 0, 13-16 is +1, and 17-20 is +2). This basic effect requires 4 ebbs per round to remain active; in addition, you may prepare this principle additional times to gain more information about probable outcomes inside the bubble, chosen from the list below.
      • Future. By concentrating for a full round, you can gain the benefit of the augury spell, with a caster level equal to half the Sense Motive check result of the divining rod.
      • Past. You gain a general sense of what has happened inside the current bubble area in the past hour. You notice only noteworthy events such as deaths, battles, scenes of great emotion, important discoveries, and significant happenings of that nature. An amber divining rod cannot provide finer detail. You may select this option multiple times, each time increasing the lookback time by 30 minutes; however, with each increase, any given event must be relatively more important for you to sense it.
      • Present. You observe the present more strongly than it would otherwise have been observed. Each round in the bubble counts as 2 rounds against the duration of any effect inside it which has a non-permanent duration. Effects whose area is not fully contained within the bubble lose an extra round of duration every other round.
    • Mercury: A mercury divining rod observes probability. As long as a mercury rod is active, you gain a sense of events which are likely to occur within the bubble. This grants you a +1 luck bonus to a single d20 roll of your choice each round. This basic effect requires 2 ebbs per round to remain active; in addition, you may prepare this principle additional times to gain more information about probable outcomes inside the bubble, chosen from the list below.
      • Accuracy. Increase the luck bonus granted by the rod by +1. You may select this option multiple times, up to a maximum number of times equal to half your ranks in Sense Motive.
      • Precision. Increase the number of d20 rolls that you can affect in a given round by 1. You may select this option multiple times.



    DVPY 239: Forced Uncertainty [Specialist]
    Grade: Magisterial
    Prerequisites: DVPY 101, Sense Motive 8 ranks
    Target: One rod of bone or lead, 2" thick and 1' long.
    Preparation Time: 30 minutes

    This principle works like DVPY 101, except that it allows you to make divining rods out of bone or lead in addition to any other materials you know.
    • Bone: A bone divining rod observes death. While a bone rod is active, you instantly know whether each creature within the bubble is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), undead, or neither alive nor dead (such as a construct). You only gain this information for creatures of which you are aware, but the bone rod works even against effects which would allow a creature to feign death. This base effect requires 3 ebbs per round to remain active; in addition, you may prepare this principle additional times to gain more information about death, the dying, and the dead inside the bubble, chosen from the list below.
      • Dead. You gain the ability to ask questions of dead creatures in the bubble, and receive answers. By spending 20 ebbs (in addition to the normal amount of ebbs required to activate this function) and a full-round action, you can ask a question of a corpse, as per the speak with dead spell. There is no Will save to resist, but a creature may make a Bluff check vs the divining rod's Sense Motive check to answer falsely. A given corpse may only answer a number of questions equal to half the Sense Motive check result of the rod before becoming inert. If this function is active, even if you do not spend the additional ebbs required to ask a question, you also gain knowledge of all corpses in the bubble, their creature types, and alignments, as per the effects of a silver divining rod (but only on dead creatures).
      • Dying. When this ability is active, at your option you may cause all dying creatures in the bubble to stabilize by spending a swift action, or cause a single stable but unconscious creature (with fewer than 0 hit points) in the bubble to begin dying again by spending a standard action.
      • Passing On. Whenever the soul of a creature within the bubble leaves its body, be it due to death, being trapped in a soul gem, or some other process, you are automatically aware of the soul's destination (e.g. another plane, the soul gem, etc.).
      • Undead. You are invisible to undead in the bubble when this effect is active, as per the hide from undead spell. The Will save DC for an intelligent undead to sense you is 10 + 5 per DVPY principle you know. An undead who makes the Will save to resist is affected again upon leaving and re-entering the bubble; similarly, if you end the effect due to attacking an undead creature or similar, the effect is only ended for undead currently in the bubble, who are affected again upon leaving and entering the bubble.
    • Lead: A lead divining rod observes void. With an active lead divining rod, you can observe null results in place of other sensory information. This produces a nondetection effect against divination magic operating inside the bubble, with a DC for the caster level check equal to half the Sense Motive check result of the rod. In addition, a lead rod counters the effect of any divining rod with a Sense Motive check result less than the Sense Motive check result for the lead rod inside its bubble. This basic effect requires 10 ebbs per round to remain active.



    DVPY 277: Imprecise Lensing [Military Science]
    Grade: Magisterial
    Prerequisites: DVPY 184, Sense Motive 8 ranks
    Target: One rod of iron, 2" thick and 1' long.
    Preparation Time: 30 minutes

    This principle works like DVPY 101, except that it allows you to make divining rods out of iron in addition to any other materials you know.
    • Iron: An iron divining rod observes ordnance. Whenever the iron divining rod is active, you are warned of incoming hazards. This grants you a +4 insight bonus to AC against weapon or natural attacks which originate from outside the bubble; you receive this benefit even when you would be denied your Dexterity bonus to armor class. This basic effect requires 5 ebbs per round to remain active. As well, you may prepare this principle additional times to gain more information about ranged hazards entering the bubble, chosen from the list below.
      • Abilities. Choose spells, psionics, martial maneuvers, spell-like abilities, supernatural abilities, extraordinary abilities, or a similar type of effect. Whenever you are targeted by an effect of the chosen type, the originator of the effect must make a caster level, manifester level, initiator level, or similar check to affect you. If the effect does not have an associated level type (such as in the case of extraordinary abilities), the source makes a HD check instead. The DC for the effect is 10 + 5 per DVPY principle you know; on a failed check, you cannot be targeted, and the originator of the effect must select a new target (if another applicable target is available). If the effect targets more than one creature, it affects each other targeted creature normally according to that creature's defenses. You may select this option multiple times, choosing a different type of effect each time.
      • Ballistics. You gain the ability to redirect missed attacks, observing their true destination to be different than the intended one. Whenever an attack against you misses, you may cause it to instead attack a creature within 5 feet you to which you have line of effect, using the same attack roll against the new target's AC. The new target must have been a legal target for the original attack, including the attack's reach or range. You may select this option multiple times, each time increasing the maximum distance to which the attack may be redirected by 5 feet, to a maximum of the bubble size.



    DVPY 332: Quantum Foam
    Grade: Doctorate
    Prerequisites: DVPY 101, Sense Motive 15 ranks
    Target: One rod of gold or ice, 2" thick and 1' long.
    Preparation Time: 30 minutes

    This principle works like DVPY 101, except that it allows you to make divining rods out of gold and ice in addition to any other materials you know.
    • Gold: A gold divining rod observes divided flows. While active, a gold rod transmits information about alternate realities congruent with the bubble, giving you insight into what might have been and what could be. This allows you to choose one d20 roll you make per round and roll it twice, taking the result which is more beneficial to you. This basic effect requires 30 ebbs per round to remain active. As well, you may prepare this principle additional times to gain more information about parallel universes, chosen from the list below.
      • Deduction. You can examine the details in subtly different realities, deducing information about the altered conditions that caused them and the results of such changes. By maintaining this function active for 10 minutes of meditation and analysis, you can gain the answer to a single question, as per the divination spell with a caster level equal to half the Sense Motive check result of the gold divining rod.
      • Extrapolation. Keying off insubstantial clues from congruent phenomena, you can extrapolate the situation in a different location. By maintaining this function active for 1 hour of meditation and analysis, you can view another location outside the bubble, as per the scrying spell but not limited to a creature. Once the scrying is initiated, you must concentrate to maintain the effect, but it otherwise has no duration; however, if you wish to move the scrying sensor, you must physically move the rod an equal distance and direction. If you do attempt to focus on a creature, the DC of the Will save is 10 + 5 for each DVPY principle you know. This effect does create a scrying sensor in the location you view.
      • Real-time Analysis. At all times, you check your evolving circumstances against those happening in parallel, drawing inferences about your surroundings with a moment's thought. By spending a swift action, you aware of the true nature of things, as per the true seeing spell, until the beginning of your next turn. This effect only applies to the area inside the bubble.
    • Ice: An ice divining rod observes frozen causata. All microstates are equally probable, and with an ice rod you are capable of manipulating the occurring macrostate as you desire, preferentially observing a particular outcome by collapsing the superposed waveform into the event that you visualize instead of any other. While an ice divining rod is active, at the beginning of your turn each round (as a logical decision) you may choose to have all d20 rolls made by any creatures in the bubble, friend and foe alike, to automatically take a result of 5, or 10 instead of leaving the results to chance. All possible d20 rolls inside the bubble are replaced with the chosen number until the beginning of your next turn. This basic effect requires 20 ebbs per round to remain active; if you increase this cost to 30, you gain the option to set all d20 rolls to 15 instead of 5 or 10. In addition, you may prepare this principle additional times to observe more types of outcomes, chosen from the list below.
      • Affinity. All events have probability waves which are infinite in space; however, the probability drops to effectively zero outside their normal range. Not so for events which you observe with this effect. Any damage (including ability damage) or healing that you receive also affects every creature in the bubble as if that creature had been the recipient of the original effect (except in the case of triggering an ability similar to this one). A creature may make a Fortitude save (DC 10 + 5 for each DVPY principle you know) to resist any particular instance of damage or healing. This option can affect a total number of creatures equal to the rod's Sense Motive check result, and affects the nearest creatures first.
      • Redistribution. While this ability is active, you can observe creatures in the bubble to be in different locations than they originally occupied. By spending 30 ebbs (in addition to the normal cost of activating this ability) and a standard action, you may instantaneously teleport number of creatures in the bubble, up to the Sense Motive check result of the rod, to different positions. Unwilling creatures may make a Will save (DC 10 + 5 for each DVPY principle you know) to resist this effect. In addition, as long as this ability is active (even if you do not spend the additional ebbs to redistribute), you gain the benefit of the anticipate teleportation spell in the area of the bubble.
      • Transfer. You can visualize the unlikely event that an object might spontaneously disappear from its resting place and coalesce in your hand. By spending a standard action, you may teleport any object inside the bubble into your hand. This must be a single object of a size that you could carry in one hand, but it need not be unattended, and may weigh up to 5 pounds times the Sense Motive check result of the rod. However, if the object is in the possession of a creature, the possessor may make a Will save (DC 10 + 5 for each DVPY principle you know) to prevent the transfer.



    DVPY 368: Mass-Energy Equivalence [Spec]
    Grade: Doctorate
    Prerequisites: DVPY 101, Sense Motive 15 ranks
    Target: One rod of platinum or tin, 2" thick and 1' long.
    Preparation Time: 30 minutes

    This principle works like DVPY 101, except that it allows you to make divining rods out of platinum and tin in addition to any other materials you know.
    • Platinum: A platinum divining rod observes order. Whenever a platinum rod is active, you gain information about orderly systems with the bubble, observing organization from the chaotic muddle of infinite possibility that renews itself each moment. This grants greater efficiency to gramaric principles in the bubble, allowing each principle to use the platinum rod's Sense Motive check result in place of the principle's key skill result, if the rod's check result is higher. This base effect requires 35 ebbs per round to remain active. In addition, you may prepare this principle additional times to observe order in different ways, chosen from the list below.
      • Ordered Companionship. A platinum divining rod with this option facilitates personal interaction, observing them to be more orderly and predictable. You may supply extra ebbs (in addition to the normal amount required to activate this ability) to increase your Leadership score. The cost in ebbs is equal to the desired bonus squared (so increasing your Leadership score by 3 requires 9 additional ebbs). You must maintain this increase for at least 1 week to be able to attract more followers; once you have attracted them based on your increased Leadership score, you must maintain the ebb supply for as long as you wish to keep the additional followers, or they will leave as normal for a decreasing Leadership score.
      • Ordered Magic. This effect, when active, improves the efficiency of magic cast within the bubble. Whenever a spell which does not have the [Chaotic] descriptor is cast within the bubble, it gains a +2 enhancement bonus to caster level for the purposes of resisting counterspells, dispel attempts, and for penetrating spell resistance (but not for determining the result of other level-dependent effects). You may select this option multiple times, increasing the bonus by +2 each time.
    • Tin: A tin divining rod observes entropy. All things decay over time due to the laws of thermodynamics, and with a tin rod you simply observe this occurring with particular rapidity. Each round, every creature or object in the bubble reduces its hardness by 1, to a minimum of 0. You, your equipment, the tin rod, and anything connected to the rod by a gramaric circuit are all immune to this effect. An affected creature or object that exits the bubble before being destroyed regains hardness at a rate of 1 per minute. This base effect requires 20 ebbs per round to remain active. In addition, you may prepare this principle additional times to observe increased entropy, chosen from the list below.
      • Deletion. A tin divining rod with this option is anathema to gramarie. Each round that a gramaric principle is within the bubble, reduce the key skill check of that principle by 1. If and when the key skill check result reaches zero, the gramaric principle is entirely erased, returning the materials that made it up to their original states. If an affected principle is removed from the bubble before reaching 0, it slowly regains its key skill check at the rate of 1 per minute, until it reaches its original result. The tin rod and everything connected to it by a heuristic circuit is immune to this effect, as is any principle whose key skill check result is higher than the tin rod's Sense Motive check result.
      • Erosion. By spending a full-round action and 30 ebbs (in addition to the normal amount of ebbs required to activate this function), you can disintegrate a single target creature or object in the bubble, as per the spell, with a caster level equal to half the Sense Motive check result of the rod. This requires no attack roll, and the DC for the Fortitude save is 10 + 5 for each DVPY principle you know. If this function is active, even if you do not spend the additional ebbs required to disintegrate a target, you still gain information on weak points in creatures and structures, allowing you to affect constructs, undead, and objects with critical hits or precision damage.
      • Unweave. By spending a standard action and 20 ebbs (in addition to the normal amount of ebbs required to activate this function), you can perform a targeted dispel against a creature or object in the bubble, as per the greater dispel magic spell, with a caster level equal to half the Sense Motive check result of the rod. If this function is active, even if you do not spend the additional ebbs required to dispel, you still gain information on the fraying weave, granting you a +5 bonus to your Spell Resistance (this does not grant you Spell Resistance if you don't already have some).



    DVPY 396: Strong Determinism [Military Science]
    Grade: Doctorate
    Prerequisites: DVPY 184, Sense Motive 15 ranks
    Target: One rod of stone, 2" thick and 1' long.
    Preparation Time: 30 minutes

    This principle works like DVPY 101, except that it allows you to make divining rods out of stone in addition to any other materials you know.
    • Stone: A stone divining rod observes solidified moments. There are times when the dynamic flow of reality must halt, becoming static and unchanging. While a stone rod is active, you cannot be moved (relative to your frame of reference) if you are unwilling. You must explicitly allow (as a free action) any effect which does not originate from you to change your location in any way, including plane shift, teleport, or violet prismatic effects. The effects of natural gravity count as originating from you, though unnatural effects such as fluxes or the reverse gravity spell do not unless you initiate them. This basic effect requires 20 ebbs per round to remain active. As well, you may prepare this principle additional times to gain more control over static systems, chosen from the list below.
      • Non-entity. By spending a full-round action and 50 ebbs (in addition to the normal amount of ebbs required to activate this function), you can place a creature within the bubble in stasis until the beginning of your next turn. While in stasis, a creature cannot be moved by any means, nor affected in any way by other creatures, spells, or effects, including you. The creature cannot take any actions while in stasis, nor is it aware of the passage of time or of its surroundings. A creature may make a Will save (DC 10 + 5 for each DVPY principle you know) to resist this effect. This is not a temporal effect. If this function is active, even if you do not spend the additional ebbs required to place a creature in stasis, you also gain knowledge of any conditions affecting creatures in the bubble, as per the status spell, but with no location information.
      • Non-motion. When you activate this effect, a stone divining rod begins to function as per an immovable rod, except that it cannot be moved via Strength checks, and can support 1000 pounds times the Sense Motive check result of the rod.
      • Non-thought. While this effect is active, your mind is static and cannot be changed or divined, as per the mind blank spell.
      • Non-time. A stone rod with this option prevents any effect from changing the flow of time in the bubble, instead enforcing time to march forward at the rate of 1 second per second. While this effect is active, any other effect in the bubble which would alter time, including haste, time hop, temporal acceleration, and similar effects, simply fails with no effect. Creatures who attempt to produce such effects become aware that they will fail, and may choose to change their actions if they wish. A stone rod with this effect active counteracts the effects of an amber divining rod.



    Divinentropy Discoveries:
    Spoiler
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    Allied Senses: You can have the beneficial effects and information from a divining rod that you prepare affect all allies within the bubble instead of just the wielder, up to a number of allies equal to half the Sense Motive check result of the rod.
    Automated Data Scrape: You can cause a divining rod to be activated without a destination mind to transmit information to. The rod can either feed its information directly into a gramaric circuit, or store the information it observes for a number of minutes equal to its Sense Motive check result, to be accessed once the rod is connected to a wielder, or through a control point.
    Deep Thought: Whenever you use a crystal rod (mentation) and read surface thoughts by concentrating for 3 rounds, you can continue concentrating for further rounds to probe deeper into the subject's mind, as per the mind probe psionic power, with a manifester level equal to half the rod's Sense Motive check result.
    Expanded Horizons: Divining rods you create have double the base radius (10ft + 10ft per additional preparation). Should you wield a rod created by someone else, you may temporarily apply this benefit as a free action by making a Sense Motive check that equals or exceeds the one used to create the rod. This temporary effect applies until you are no longer actively wielding the rod.
    Harmonious Blend: You can mix two materials when making a divining rod. The second material counts as an additional option/preparation for the purposes of determining ebb activation cost. In addition, the base ebb cost is equal to the higher base ebb cost between the two materials, plus half the base ebb cost of the other material. For example, a mixed tin/lead rod with no additional options would have a base ebb cost of [20 (tin) + 5 (1/2 lead)] x2 = 50 ebbs, and would require a Sense Motive check of 50 to create.
    Persistent Efficiency: Whenever you prepare a principle inside the bubble of a platinum divining rod that you created, you may choose to have its key skill check result be equal to the platinum rod's Sense Motive check result, if doing so would be beneficial. This persists even when the principle is removed from the rod's bubble.
    Petrified Motion: You can activate a stone rod to preserve your momentum instead of your position. However, this usage of a rod is extremely costly, and requires twice as many ebbs as preserving position. For example, if you activated the rod while jumping, you would continue to rise into the air until you deactivated the rod or you ran out of ebbs.


    Divinentropy Eldritch Animas:
    Spoiler
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    • DVPY 101: Intro to Divinentropy: The anima focuses on creatures or minds that you can detect with the rod, ignoring any miss chance from concealment, invisibility, or any other effect due to an inability to see the target. You must still identify the square the target is in.
    • DVPY 164: Foundations of Nonlocality: The anima fractures and reforms the magical weave around it, converting the Eldritch Blast to a supernatural ability (instead of a spell-like ability). The affected blast requires no components, does not provoke attacks of opportunity, and ignores spell resistance like any other supernatural ability, but cannot be affected by effects which alter spell-like abilities (such as the Quicken Spell-Like Ability feat).
    • DVPY 203: Wave Decomposition: The anima inflicts negative probability on its target, causing the creature to roll all attack rolls, skill checks, and ability checks twice, taking the worse result, for 5 rounds (Will negates).
    • DVPY 239: Forced Uncertainty: The anima burrows into the target's being, becoming very difficult to dislodge. Damage dealt by the Eldritch Blast cannot be healed magically or by supernatural or extraordinary abilities; it must be healed naturally.
    • DVPY 332: Quantum Foam: The anima causes ripples of quantum fluctuation in the area of the target. Any creatures adjacent to the target take half damage from the eldritch blast on a successful hit.
    • DVPY 368: Mass-Energy Equivalence: The anima sets up a resonance between destruction and creation within the target. Any creature killed as a result of the Eldritch Blast is immediately reincarnated, as per the reincarnate spell.


    Spare the Rod, Spoil the Child
    Prerequisite: DVPY 101, Sense Motive 4 ranks
    Benefit: You gain a +2 bonus to Sense Motive checks. In addition, you may increase the bubble of any divining rod you wield as if it had been prepared one additional time. This only increases the bubble size, and as such provides no bonus to abilities or boost in ebb cost.
    Special: Taking this feat means you cannot take Skill Focus (Sense Motive), and you cannot take this feat if you already possess said Skill Focus.

    The Theory of Nonlocality
    Grade: Theory
    Prerequisite: Specialization in divinentropy, must know six DVPY principles
    Preparation Time: 6 hours

    A butterfly's wingbeat on one continent can cause a hurricane on another, simply through the chaotic interactions of the weather. When one includes the microscopic of quanta and probability, cause and effect become even weirder, when split ebbs continue to be entangled even after being separated by a planejumping engine.

    This theory works like DVPY 101, except that it allows you to make divining rods out of mithril in addition to other materials you know. This theory targets a rod of pure mithril, 2" thick and 1' long.
    • Mithril: Often called "the all-seeing eye", a mithril divining rod observes cause and effect. In each moment, an uncountable infinity of actions and decisions causes ripples through the multidimensional ocean of time and space, and the ripples of each event spread outward, losing momentum but gaining impact as they encounter other ripples. A mithril rod grants you the ability to piggyback off of these ripples to expand your awareness. While the mithril rod is active, you sense everything, as per the touchsight psionic power, inside the bubble. Unlike for other rods, the cost of this base effect in ebbs per round depends on the desired bubble size; a mithril rod requires 1 ebb per round as a base cost for every 10 feet of bubble radius desired, up to the maximum amount of ebbs that the rod can handle. The bubble size is a logical decision. (If a mithril rod is mixed with another material through use of the Harmonious Blend discovery, use the large bubble size of the two materials.) In addition, you may prepare this principle additional times to observe further far-reaching cause-and effect chains, chosen from the list below.
      • Law of Contagion. Each occurrent event, no matter how seemingly insignificant, alters the flow of other events, producing a chain reaction which can shape the course of history. When you activate a mithril rod with this option, you may select a number of creatures in the bubble up to the Sense Motive check result of the rod. As long as the rod remains active, those creatures remain entangled with the rod, even if they later leave the bubble, and even if they are on a different plane from the rod. Each entangled creature emanates a bubble with a radius 1/5th the size of the mithril rod's bubble (minimum 5 feet); a bubble so projected counts as part of the mithril rod's bubble, and you gain information from it just as you do the rod's original bubble. The entanglement ends as soon as the rod is deactivated (or reactivated, entangling a new set of creatures).
      • Law of Similarity. History repeats itself on large scales and small; each event is an amalgam of the echoes of events that came before and will appear after. Whenever you activate a mithril divining rod with this option, you may select an object in the bubble which is made of a material other than mithril, and is at least 1 cubic foot in volume. Until you deactivate the rod, or choose another object as a logical decision, the mithril rod also gains the base effect of a divining rod made of the object's material (if the chosen object is made of a material which does not have an associated divining rod, this has no effect). This option cannot replicate the additional functions of rods made of other materials, only the base effect.
    Last edited by sirpercival; 2014-01-26 at 10:35 PM.
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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    Porting to the new thread for critiquing. And anyone who wants to write chrome stuff, I'll add it in this post.

    The Chromancer
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    "You don't want to take over the universe. you wouldn't know what to do with it beyond shout at it."

    Image credit ~Vermin-Star of deviantart.com

    The Chromancer is the master of that most elusive metal, Chrome. He dresses well, always carries a sonic screwdriver, and plays with the forces of Time as if it were simply a large bowl of mint jelly.

    Requirements: To become a Chromancer you must meet all of the following requirements.
    Gramarie: Two principles in each of at least two separate disciplines.
    Specialization: Any
    Skills: Knowledge (planes) 13 ranks

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

    Class Skills: A chromancer's class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int), Knowledge (dungeoneering) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (the Planes) (Int), Knowledge (religion) (Int), Listen (Wis), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis) and Use Magic Device (Cha).

    The Chromancer
    {table=head]Level|BAB|Fort|Ref|Will|Special|
    Principles

    1st|+0|+0|+2|+2|Paradox, sleight of body|
    +0

    2nd|+1|+0|+3|+3|Epiphany, lesser transit|
    +1

    3rd|+1|+1|+3|+3|Paradox|
    +2

    4th|+2|+1|+4|+4|Doctorate principles, epiphany|
    +3

    5th|+2|+1|+4|+4|Paradox, sleight of mind|
    +3

    6th|+3|+2|+5|+5|Epiphany, greater transit|
    +4

    7th|+3|+2|+5|+5|Paradox|
    +5

    8th|+4|+2|+6|+6|Epiphany|
    +6

    9th|+4|+3|+6|+6|Paradox, sleight of soul|
    +6

    10th|+5|+3|+7|+7|Epiphany, supreme transit|
    +7
    [/table]

    All of the following are class features of the chromancer.

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

    Paradox (Su): You are adept at using small temporal inconsistencies to your advantage. At first level, and every 2 levels after, choose one of the following abilities:
    • Bite me, Zeno: By enforcing discrete time-steps, projectiles must move half the distance at a time to hit you, and few know enough calculus to bridge the gap. Ranged attacks made against you suffer a 10% miss chance, +10% for each range increment.
    • Bootstrap's Bootstraps: You can ensure the existence of an event by having it occur initially in the past, a process called "bootstrapping". As a swift action once per encounter, choose a creature you have successfully attacked since the beginning of the encounter. The next attack you make against that creature in the encounter is an automatic hit (though you must still roll to determine if your attack is a critical threat, and your threat confirmation is not automatically guaranteed).
    • Evolving Geodesics: By projecting forward and backward in time, you always know the shortest path to get from point A to point B. You can move (and charge) at no penalty through difficult terrain; in addition, when moving on a diagonal, each square only costs 5 feet of movement (instead of alternating 5 and 10 feet).
    • Helter Skelter: When you step between seconds, even a little bit, you make a point to scatter yourself randomly through all of existence for the briefest non-instant. By doing so, you will sometimes happen upon a piece of information you wouldn't otherwise have found. Whenever you roll a Knowledge check (except when rolling to prepare a principle), you may roll twice and take the better result.
    • Long-range Prophylactic: You set things in motion to prevent your enemies' schemes. As an immediate action once per encounter, you can cause target opponent within 30 feet to suffer a -10 penalty on a skill or ability check.
    • Mal-apropos-ition: A twist of time, and you can cause the words your opponent is speaking to garble themselves on the way out. As an immediate action once per encounter, you can force a creature attempting to cast a spell with a verbal component to roll a caster level check against a DC of 10 + 1/2 character level + Cha mod, or the spell fails.
    • Paradigmatic Stutter-step: By replaying a second in time, you manage not to be in the wrong place at the wrong time. As an immediate action once per encounter, you can teleport up to 10 feet in any direction, as per the dimension door spell.
    • Splitting Twins: Using relativistic time dilation, you can make attacks against you happen asynchronously. Whenever an opponent successfully attacks you in melee, each subsequent attack that opponent makes against you in the same round suffers a penalty equal to your class level.
    • Trickle-down Temporanomics: You've learned to spread out the bad things that happen to you over a broader time-span, which (just as with spread-out force) reduces their effectiveness in a way. Whenever you take damage, divide that damage by a number up to your Charisma modifier (rounding up). You take the reduced amount of damage over the same number of rounds, beginning in the round you took the damage. (For example, if you suffer an attack of 18 damage, as long as you have a Charisma of at least 18, you could take 5 damage each round for 4 rounds instead.)
    • Washing Downstream: Time flows like a river, fruit flies like a banana; sometimes it's rejuvenating to just close your eyes and let the river take you. At will, you can spend 1 minute in meditative contemplation to heal a number of hit points equal to your class level; alternatively, you can remove any one condition which is affecting you.


    Sleight of Body (Ex): Upon entering this class, by beginning to work with chrome you learn to shift your body out of the normal time stream very slightly, so that some temporal effects which would normally affect you no longer do (or have their effectiveness reduced). You become immune to slow effects and effects which would cause you to age; in addition, you may have any effect caused by an enemy which is affecting you to use up 2 rounds of duration for each round that it affects you.

    Principles of Gramarie: You continue to advance your study of gramarie. At the levels indicated on the table above, you learn a new principle of gramarie that you qualify for. Your Chromancer levels stack with your levels in one other gramarie base classes to determine what tier of principles you can learn (choose which base class when you enter the class). At all times, your choice of specialty dictates which individual principles are available for you to learn.

    Epiphany: You dance over the flows of time, and sometimes you come across something which is just… awesome. At 2nd level and every two levels thereafter, you learn an ability due to our mastery of one of the gramaric disciplines, chosen from the following list:
    • All the Shiny Happy Metal: You can create a new metal with the ALCH286 principle: Chrome. Chrome has the following statistics
      {table=head]Metal|Hardness|Hit Points Per Inch|Melting Point|Boiling Point|Break DC Modifier|Diplomacy DC|Density
      Chrome|12|35|1875 °C|2680 °C|+5|55|450 lb/cubic foot[/table]
      Chrome is extremely hard and durable; attacks made with a chrome weapon ignore 1 point of hardness. When treated with ALCH364, it ascends into hastelloy, which protects items from the flow of time. Objects and structures made from hastelloy do not experience the passage of time at all, as if made of quintessence. Spaces, creatures, and objects completely enclosed by hastelloy experience the same effect, and it's completely impossible to interact with the outside world from such a location. Hastelloy has a Diplomacy DC of 65.
    • Accelerated Evolution: When adding grafts of at least 1st level to a biollurgical chassis with BIOY 228 or 340, you may designate the graft as an evolutionary graft by infusing it with a bit of chrome. An evolutionary graft taps into the history and future of the creature, borrowing from its more evolved self at the expense of its present for a short time. Choose a graft of a level lower than the main graft, and one of a level higher than the main graft; all three grafts must be thematically related. As a logical decision, the main graft can be evolved to the the higher-level graft, and it remains so for a number of rounds equal to the number of BIOY principles you know. At the end of the duration, the graft devolves to the lower-level graft, for a number of rounds equal to the Heal check result, after which it returns to the main graft. A graft cannot be evolved while it is evolved or devolved.
    • Conveyor Belt: You gain the ability to create a new kind of geoccult pole: the Chrome pole.
      Spoiler
      Show

      {table=head]Metal|Critical DC|Biome|Baseline Terrain
      Chrome|25|Factory|Brick[/table]
      • Factory (Brick) Brick is simply baked red clay. Nothing grows on it, although it's quite sturdy and can hold heavy equipment and creatures. A chrome pole produces a cubic building (with a door), rather than simply altering the ground. The climate inside is dry and temparate.
      • Factory [Chrome] A chrome pole allows you to spread a factory biome. A factory has a brick cubic building as its baseline, and additional terrain features include cabinets, constructors, conveyor belts, lifts, platforms, and workbenches.
        • Cabinet: A cabinet is a storage compartment built of wood and brick, with a door for access (which can be lockable). Each cabinet takes up a minimum of 1 5-foot cube, and must be anchored to a wall, ceiling, floor, or platform.
        • Constructor: A constructor is a machine which can carry out a single task. Each constructor is a many-armed, noisy mechanical construct of impressively massive appearance. You can command the constructor to perform any simple, physical task that you can describe in Common in 25 words or less. You can order the machine to perform the same task over and over, or the task can be changed via a control point. You must specify the task when you place the terrain feature. Running a constructor requires 10 lb of metal every hour of operation. A constructor takes up a 10-foot cube at minimum; it must be placed on the floor or on a platform, and once placed, cannot be moved. As part of its task, the constructor can make Craft checks for any Craft skill, using a skill bonus equal to your ranks in Survival. The constructer takes 10 on every Craft check. Crafting with a constructor takes the normal amount of time; by linking a number of Constructors together using conveyor belts, lifts, and platforms (a "production line"), items can be crafted much more quickly. In such cases, the check result to produce an item is equal to the sum of the check results of all constructors working in that production line.
        • Conveyor Belt: A conveyor belt transfers material from one part of the factory to another. Each individual application of this terrain feature is a straight line between two other terrain features, moving in one horizontal dimension only -- conveyor belts cannot move vertically. The end points of a conveyor belt must be squares occupied by terrain elements (including other conveyor belts). A conveyor belt carries material at a speed of 10 feet per round, and requires 10 lb of metal per hour of operation. Whenever a conveyor belt is used as part of a production line, add the travel time of a unit of material from one end of the belt to the other to the total time of each Craft cycle.
        • Lift: A lift is almost identical to a conveyor belt, except that it moves vertically (up or down). A lift moves at a speed of 5 feet per two rounds; whenever a lift is used as part of a production line, add the travel time of a unit of material from one end of the lift to the other to the total time of each Craft cycle.
        • Platform: A platform is simply a flat surface to which other terrain elements can be anchored. A platform can hang via thin cables from the ceiling, and need not be anchored to a wall. Using platforms and lifts allows you to construct production lines in three dimensions.
        • Workbench: A workbench is an area where a creature can contribute to a production line. When manned, a workbench contributes to a production line just like a constructor, but using the creature's Craft check result instead of a constructor's, and without requiring any metal to operate.

      {table=head]Metal|Terrain|Climate Condition|Extreme Weather Condition
      Chrome|Factory|Dust|Explosions[/table]
      • Chrome (Dust): The furious sawing, ratcheting, drilling, and hammering can create a patina of dust on surfaces, as well as a dusty haze in the air. Surfaces with dust require a DC 5 Balance check to move more than 5 feet in a round (causing creatures without ranks in Balance to become flat-footed as normal), and the floating motes reduce visibility by 25%. Spot and Search checks suffer a -4 penalty in dusty areas. Dust requires just 50 lb to get started, and only 10 lb per hour to maintain.
      • Chrome (Explosions): Sometimes things in a factory just… blow up. No one knows why. A random terrain element within the area of the weather explodes, giving off a fireball (as the spell, with a caster level of 10) and destroying the element. This costs 50 lb, and is instantaneous.
      • Factory [Chrome]: Factory supernatural terrain features include biotomata, hellfurnace, and magnetic disjoiner.
        • Biotomata: Biotomata are biollurgic chassis workers who man the workbench stations of a factory. Biomata are basic circuited chassis, as produced by BIOY 228 and 273; if you know other BIOY principles, you may alter your Biomata appropriately. A Biotomaton at a workbench functions as a Constructor, and since it is circuited, can be controlled as a logical decision. In addition, by spending a use of spectroconstruction, you may have all the Biotomata in a factory take 20 on a given Craft check instead of 10, but without taking 20 times as long.
        • Hellfurnace: A Hellfurnace is a magical portal which transfers waste to the furnaces of Hell. Any object or creature entering a Hellfurnace takes 10d6 Hellfire damage each round (Fortitude save DC 10 + 5 per GEOC principle you know for half damage). A creature or object destroyed by a Hellfurnace is lost irrevocably; not even a wish or miracle effect can return it to existence. Only divine intervention can recover an object or creature relegated to a Hellfurnace. A creature who is forcibly propelled into a Hellfurnace receives a Reflex save (DC 15) to avoid entering; upon entering, the creature takes the damage each round until it can exit, by making a Will save as a full-round action at the same DC.
        • Magnetic Disjoiner: This large induction coil is used to separate metals for processing. Whenever a metallic object is placed inside the coil, it is reduced to its component metals, each of which is relegated to the appropriate bin. (Non-metal pieces of the object are placed en masse in the "Non-Metal" bin.)
    • Echoes of Retcon: Your mastery of chrome allows you to warp your thoughts through time itself, sending instructions back to an existing HEUR circuit. You can retroactively state a decision a number of rounds into the past up to twice the number of HEUR principles you know, as long as that decision cannot and does not alter any events which have already occurred. You must access the control point of the circuit in the normal way.
    • End-run Around History: You can create a new type of engine with ELDK 399:
      • Time-leaping: A timeleaping engine uses mementos as a fuel source and is made out of chrome. It requires 3 mementos for each leap that it makes; a memento is an object of at least 1 pound which existed and is tied to the time period to which the engine leaps. The engine requires 3 mementos as a means of temporal triangulation (which are consumed by the activation), and as such cannot be powered by puissance like other eldrikinetic engines. Each time it is activated, a timeleaping engine functions similarly to a planejumping engine, except that instead of moving between planes, it moves between times in the exact same location (i.e., without moving in space, though other engines in the same circuit can move in space once the time leap is complete, and ignoring such anachronistic things as planetary rotation, tectonic drift, etc.). The engine can move up to a number of weeks backwards or forwards equal to the Concentration check result of the engine in a single leap, but must make a second leap (requiring the appropriate mementos) to return to original time.

        Moving in time is a dangerous proposition, especially when it comes to moving into the past and causing paradox; because of this, reality buffers built into the engine keep the traveler out of phase enough that interaction with the past or future is impossible -- the time traveler cannot affect the world, nor can the inhabitants of the world observe or interact with the time leaper. However, time leapers carried by the engine can observe the world as easily as if they were there in their full glory. (Information gleaned from the future is notoriously unreliable, as each leap only grants access to one possible future, and not even necessarily the most likely one.)
    • Flux Capacitor: You can apply the delay property to polarcane fluxes you create with YGGD212. Delay polarcane fluxes change spatial momentum into temporal momentum; any object which passes through such a polarcane flux exits 1 or more rounds after it enters. The number of rounds that an object is delayed is equal to the amount of Push the object has, divided by 100 (rounded down, minimum 1 round). For the purposes of this effect, a fired arrow or bolt is considered to have 200 Push, while a thrown weapon or object has 100 Push. Living creatures cannot enter a delay polarcane flux.
    • Statics and Statistics: Using your KALD 238 principle, you can create a new colour of filter:
      • Chrome: a chrome filter excludes duration. Effects which are neither instantaneous nor permanent cannot pass through it, and creatures or objects bearing such effects (such as spells, activated abilities with durations, etc.) have those effects removed when they traverse it, as if the duration had expired. A chrome filter is vulnerable to transformation. It collapses if a spell from the polymorph subschool is cast upon it, with a caster level equal to or greater than your ranks in Spot.
    • TRH (Temporal Resonance Holography): By infusing the essence of chrome into your IMCH 228 principle, you gain an additional function for your illusion:
      • Memory: A memory function illusion is much like a programmed illusion, except that the creator has no control over what the illusion shows. Instead, the illusion replays events which occurred in the same location, with whatever sensory outputs are built into the illusion. The illusion can display events beginning at any time up to 1 day ago per IMCH principle you know, and simply progresses forward at the rate of 1 second per second until the starting point is changed as a logical decision.
    • Turnabout is Fair Play: You can create a chrome transformer with the ARCD204 principle. A chrome transformer channels time energy by absorbing or emitting seconds.
      • Input: Chrome input absorbs actions. A creature within the net must make a Will save (DC 10 + 5 per ARCD principle you know) or only be able to take either 1 standard action or 1 move and 1 swift action in a round. Each creature-round of actions absorbed generates 1 ebb. A creature who cannot take actions (due to being dazed, stunned, or for any other reason) does not generate ebbs.
      • Output: Chrome output produces actions. A creature in the net gains 1 standard action or 1 move and 1 swift action on their turn in any round where the transformer receives at least 6 ebbs. If more than one creature is in the net at the same time, the beneficiary is determined at random. Every additional multiple of 6 ebbs allows another creature to gain an action (again chosen at random if there are more than enough creatures within the net). No creature can receive more than one dose of actions from chrome outputs per round.


    Lesser transit (Su): From 2nd level onwards, you have learned to move yourself very slightly in time, granting you an insight bonus to initiative checks equal to your Intelligence modifier.

    Sleight of Mind (Ex): Beginning at 5th level, you can unfocus your mind from time, making it very difficult to alter your brain patterns; however, this activity is taxing, and you can't keep it up for very long. As a swift action, you can grant yourself the benefit of mind blank for 1 round; you may do this a number of times per day equal to your class level.

    Greater Transit (Su): Upon reaching 6th level, your instantaneous fluctuations in time have become much more pronounced, allowing you to avoid many effects which would otherwise harm you. You gain evasion (as the rogue ability, but it functions in any armor).

    Sleight of Soul (Ex): When you reach 9th level, you can move yourself fully out of phase for short periods of time. You can grant yourself the incorporeal subtype (bringing all your equipment with you) for 1 minute as a swift action, a number of times per day equal to your class level.

    Supreme Transit (Su): At 10th level, you have far more control over your personal shifts through the time stream. You gain improved evasion (as the rogue special ability, but it functions in any armor).
    Last edited by sirpercival; 2013-12-20 at 02:59 PM.
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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    Edited compendium to include new material.
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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    Quote Originally Posted by Arcanist View Post
    Edited compendium to include new material.
    Where's the creature section?
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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    Quote Originally Posted by Milo v3 View Post
    Where's the creature section?
    I'm still trying to figure out where I should add those actually. I don't really want to put them in their own section since the section has the potential for expanding out infinitely, so I'm thinking about making an individual post for linking creatures.
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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    [Organic Science] (WIP)
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    ALCH 146: Life is Chemical [Organic Science]
    Grade: Baccalaureate
    Prerequisites: ALCH 101
    Target: One living creature taking up no more than 8 cubic ft. and weighing no more than 5,000 lb.
    Preparation Time: 1 hour

    This principle alters the fundamental properties which make up a creatures body. As part of this principle, you make a Diplomacy skill check to convince the atomic spirits of the living material to rearrange themselves to your liking. At the end of the preparation, you can apply one of the following changes to the creature. Any creature can only have one modification to a given statistic at a time (for example, a Cora can't have its skin hardened twice).
    • Durability: The maximum age of the target are increased or decreased by your Diplomacy result (minimum 1).
    • Hardness: The damage reduction of the target is increased or decreased by one tenth of your Diplomacy result (minimum 0).
    • Heat Range: The temperature range the target can survive in may be moved up or down by one half of your Diplomacy result.
    • Sturdiness: The target gains a bonus or penalty to resist trip and bull rush attempts equal one fifth of your Diplomacy result.



    ALCH 288: Metallic Integration [Organic Science]
    Grade: Magisterial
    Prerequisites: ALCH 146, ALCH 286
    Target: One living creature taking up no more than 8 cubic ft. and weighing no more than 5,000 lb.
    Preparation Time: 2 hours

    This principle alters the fundamental properties which make up a creatures body, transmuting their body parts into possessing traits of planetary metal. This functions as ALCH 286, except you transmute a body part of the target rather than a metal, and the DC is increased by the targets natural armour bonus and the number in parentheses next to the body parts entry (see below). To return the body part to normal and remove the bestowed effects of this principle, it requires an additional use of this principle with a DC of 20 + 2 x targets current natural armour bonus.

    Finally, the target of this principle must make a Fortitude save (DC equal to half the Diplomacy DC of the principle being used), with failure causing: the benefits to only last 1d4 days, reverting the body part to normal afterwards, and dealing 1d4 constitution damage.

    Spoiler
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    Blood (+5)
    Your blood is modified to have the traits of a metal, it functions as both blood and the metal for the purposes of effects. This option can only be used at temperatures where the metal to be transmuted into would be liquid, the target has blood, and if the person using the principle knows ALCH 112.
    • Copper (Blue Bloods): You gain Electricity Resistance 5. If you are dealt piercing or slashing damage round where your electricity resistance reduces damage, the weapon which dealt the piercing or slashing (or the projectile of a ranged weapon if that is the case), takes electricity damage equal to half of the damage your electricity resistance has reduced this round (minimum 1).
    • Gold (Royal Bloods): You gain Spell Resistance 10 + your Hit Dice, but it only applies to Transmutation effects. In addition, you gain a +5 alchemical bonus on saves against poison and diseases that relate to blood.
    • Iron (Sanguine Bloods): For the purpose of holding your breath and running, your constitution score is tripled, you gain a +10 alchemical bonus on saves against poison and becoming fatigued and exhausted.
    • Lead (Black Bloods): You gain Spell Resistance 10 + your Hit Dice, but it only applies to Divination effects. In addition, you gain a +10 alchemical bonus on saves against radiomantic effects, and can become a Kishin.
    • Mercury (Tricksilver Bloods): You gain Electricity Resistance 5 and gain Improved Initiative as a bonus feat. If you possess Improved Initiative already, then you instead gain Lightning Reflexes as a bonus feat. If you possessed Lightning Reflexes already, then you instead gain a +10 ft. alchemical bonus to base land speed.
    • Silver (Silver Bloods): You gain Electricity Resistance 10, Fire Resistance 5, and immunity to Lycanthropy. If you already were afflicted with Lycanthropy, you are stuck in whichever lycanthropic form you are presently in or where last in if you aren’t in a lycanthropic form.
    • Tin (White Bloods): You gain Acid Resistance 5, and a +10 alchemical bonus on saves against massive damage. In addition, while dying the chance of them stabilizing at the end of each round is increased to 50%.


    Bones (+10)
    Your bone is modified to have the traits of a metal, it functions as both bone and the metal for the purposes of effects. This option can only be used at temperatures where the metal to be transmuted into would be solid, and the target has an internal skeletal structure.
    • Copper (Conductive Frame): You gain electricity immunity, also whenever hit by electricity damage, your skeleton gains 1 volt per 10 points of damage you would’ve taken. You can direct volts stored inside your skeleton into anything metallic or ferrous that you are in physical contact with as a free action. Your skeleton can store up to double your Hit Dice in Volts at any one time.
    • Gold (Royal Frame): ?
    • Iron (?): ?
    • Lead (Dark Frame): You are constantly affected by a Nondetection effect, you gain a +15 alchemical bonus on saves against radiomantic effects, and negative levels from radiomantic effects always disappear after a day (no save is required).
    • Mercury (?): ?
    • Silver (?): ?
    • Tin (?): ?


    Eyes (+0)
    Your eyes are modified to have the traits of a metal, it functions as both eyes and the metal for the purposes of effects. This option can only be used at temperatures where the metal to be transmuted into would be solid, the target has eyes, and the person using the principle is able to cast at least one second level or higher divination spells.
    • Copper (Cyan Pupil): You gain Electricity Sense as a Shocker Lizard, except this can also detect the electricity inside of creatures which possess a nervous system or possess the Electricity subtype.
    • Gold (Golden Pupil): You gain darkvision up to 60 ft., or extend your darkvision by 60 ft. Your darkvision can now also see in magical darkness.
    • Iron (Red Pupil): You can detect the presence of heat within 60 ft., such as fires, warm food, and living creatures. Creatures that radiate heat illuminate an area comparable to a flame of the same size as the creature. If a creature has the Fire Subtype they count as one size larger, and if they have the Cold Subtype they count as one size smaller.
    • Lead (Black Pupil): You gain Geigersense as a Scull, and can see gramarie bubbles.
    • Mercury (Flowing Pupil): You gain the ability to view motion. This functions as tremorsense 100 ft. but things you detect with it don't need to be in contact with the ground.
    • Silver (Silver Pupil): You count as interacting with any illusion you see. In addition you constantly gain the benefits of See Invisibility.
    • Tin (White Pupil): Objects appear transparent to you, this can penetrate barriers, but 2 feet of stone, 2 inches of common metal, a thin sheet of lead, or 6 feet of wood or dirt blocks it.


    Skin (+15)
    Your skin is modified to have the traits of a metal, it functions as both your exterior and the metal for the purposes of effects. This option can only be used at temperatures where the metal to be transmuted into would be solid, and the target has an exoskeleton, hide, scales, skin or similar.

    • Copper (Copper Clad): You gain 8 Hardness....
    • Gold (Gold Clad): You gain 5 Hardness....
    • Iron (Iron Clad): You gain 10 Hardness....
    • Lead (Lead Clad): You gain 2 Hardness, always count as surrounded by lead for divination effects, and doesn't gain from negative levels from radiomantic sources.
    • Mercury (Mercury Clad): You gain 5 Hardness....
    • Silver (Silver Clad): You gain 5 Hardness and immunity to gaze attacks. In addition whenever a creature attempts to use a gaze attack on you, they must save against its own gaze attack, suffering the consequences of a failed save unless it would normally be immune.
    • Tin (Tin Clad): You gain 2 Hardness....


    Other (+10)
    You organs are modified to have the traits of a metal, it functions as both your muscles and the metal for the purposes of effects. This option can only be used at temperatures where the metal to be transmuted into would be solid, and the target has the specific organ mentioned in the name below.

    You are not restricted to only possessing one of these, as they all transmuting different organs.

    • Copper (?): ?
    • Gold (Heart of Gold): ?
    • Iron (Iron Lung): ?
    • Lead (Lead Foot): ?
    • Mercury (?): ?
    • Silver (Silver Tongue): ?
    • Tin (Tin Soldier Muscles): ?


    BIOY 154: Organ Mechanic [Organic Science]
    Grade: Baccalaureate
    Prerequisites: BIOY 101
    Target: The Body Slot of a Living Creature (See Grafting Rules)
    Preparation Time: 2 hours

    This functions as BIOY 101, except it only converts a body part into biostructure.

    This biostructure continues to function as that body part in it's full capacity. If the body slot loses parts (such as having your hand cut off somehow), those parts can be restored by replacing it with biostructure equal in volume to the amount missing. These body parts can be targeted as separate creatures to the body they are attacked to and heal over time separately to the "host" they are attached to, though they have the armour class and saves as the creature they are attached to.

    If the gases that a body slot breaths in and out matches that of the "host" body, they count as breathing whenever the host would be.

    Biostructure Body Slots that are physically connected become a single mass of biostructure. If every body slot of a creature becomes converted into biostructure; the creature gains the hardness and fast healing as the rest of the mass, in addition they stop aging and lose the ability to reproduce.

    Biostructure Body Slots can be turned into chassis as per normal biostructure, though if done the creature is still physically attached to the host, and has no movement speed. The host can continue to control the body slot as he normally would, but the chassis can resist with a will save (DC 10 + host's charisma modifier + 1/2 host's HD), success means the host doesn't control the chassis for 1d4 rounds.

    A host also has extraordinary telepathy with all his body slot chassis at all times.

    ** Ok... this is going to need a severe rewrite **

    BIOY 234: Improved Fleshweave [Organic Science]
    Grade: Magisterial
    Prerequisites: BIOY 228, Heal 7
    Target: A finished chassis
    Preparation Time: 2 hours

    This principle grants some kind of advanced durability or functionality to a biollurgical chassis. As part of this principle, you make a Heal check, which must match or exceed the original Heal check made to create the chassis. Upon success, you must choose one of the following options. A chassis can have more than one of them:
    • Elite: This can only be applied to chassis which are larger than medium size. The number of racial hit dice it has is 1 Hit Die, gains two additional Hit Dice for every size category above Medium, and gains three additional Hit Dice for every size category above Colossal.
    • Hollow: This can only be applied to chassis which have cockpits and is at least have a height and length of 15 ft. The interior of this chassis is hollowed, turning the location of the cockpit into an entrance to the interior. Every square of the chassis that isn't adjacent to it's outer layer is empty and can have walls, furniture and people inside of it as such. At least 5 ft. of the interior must be selected to be the pilot area. This functions as a normal cockpit, except that additional 5 ft. cubes can be selected to be pilot area (these must all be joined together), any creature in a pilot area can attempt to aid other on the main pilots checks to control the chassis, or make oppose checks to fight for control against a different pilot.
    • Revertable: A Revertable chassis can spend a full-round action to convert themselves back into the basic biostructure that forms them, which then changes back into their animate body upto 24 hours later (minimum 1 hour). This mimics a Flesh to Stone spell and then Stone to Flesh spell, except it turn the user into biostructure rather than stone.


    GEOC 146: Evolving Ecosystem [Organic Science]
    Grade: Baccalaureate
    Prerequisites: GEOC 101
    Target: At least 100 lb of bone
    Preparation Time: 1 hour

    This principle works like GEOC 101, except that it opens up a new pole for you to play with: bone.

    {table=head]Material|Critical DC|Biome|Baseline Terrain
    Bone|25|Flesh Forest|Fleshrock
    [/table]

    • Flesh Forest (Fleshrock): This is a dark mass made of skin, flesh, and ground bone. As with biostructure, the various growths in a flesh forest count as both a living creature and an object. Because of these similarities, you cannot turn Fleshrock into biostructure with BIOY 101. Flesh Forests have very humid warm climates; 25 to 35 Centigrade is common, with a consistent relative humidity of up to 70%.


    Depending on your other known principles, this principle can grant additional abilities.

    Spoiler
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    If you possess GEOC 235: Bizarre Biomes, you can use it to place the following features in a Flesh Forest:
    • Flesh Trees: These appear to be normal trees, except they are made of skin, muscle and bone. These "trees" can be light or massive. Light flesh trees require negligible space, while massive trees require a 5ft. square. Light trees cost 5 lb, and massive flesh trees cost 20 lb. Flesh trees can be placed at a discount when grouping them together in a flesh forest; up to four light flesh trees can be placed in a single 5ft. square, and the third and fourth are free. Similarly, up to two flesh light trees can occupy the same square as a heavy flesh tree, and they are also free.
    • Madeyes: A madeye is a animalistic plant typically appearing to be a flesh stem with a large eye on it's top. Madeyes provide concealment, and a +1 bonus to AC and Reflex saves to anyone in the same square. You cannot climb a cactus, but it is filled with liquid that can be harvested with a DC 15 Heal check. Madeye juice will hydrate people, but those who drink it report hallucinations and fevers (-4 penalty to mental ability scores until they get eight hours of rest out of the sun). Madeye otherwise work like light trees, as described in the gold (arctic) pole section. A madeye costs 15 lb and cannot be closer than 10ft. to another madeye.
    • Quicksand: Quicksand is a well known hazard. This is ground that appears solid until any weight is put on it, at which point it begins to suck the mass inside of it. Quicksand costs 25 lb for every 5ft. patch of it.
    • Scales: This feature is a large single smooth scale on the fleshes surface, this could be on any fleshrock surface. It costs 2 squares of movement to enter a square covered a scale, and the DC of Balance and Tumble checks there increases by 5. A DC 10 Balance check is required to run or charge across scales. Scales costs 5 lb for every 5ft. sheet.
    • Tendril Mesh: Tendril mesh is a semi-animal form of plant life which appears to be a mesh of tendrils with several green pulsating bulbs, it is reasonably nutritious and can grow in the absence of light as long as it has a decent supply of nutrients and peace and quiet; however, anyone untrained in Heal (0 ranks) has a 5% chance of picking a poisonous bulb when gathering food from a tendril mesh plant (Fortitude DC 15, initial and secondary damage 1d6 Con). Someone trained in Heal can make a DC 25 Heal check to gather up to three such poisonous bulbs from any given 5ft. patch. Tendril Meshes are softer than the ground; falls onto them count as being 20ft. shorter than they actually are. Bulbs, once picked, take a day to grow back. Tendril Meshes cost 50 lb for every 5ft. patch.


    If you possess GEOC 323: Curious Climates, you can use it to spread the following climate conditions:
    • Bone (Spasms): Spasming flesh shakes the entire area. Balance, Tumble, and Jump checks are made at a -4 penalty, and spellcasters must succeed on a DC (12+spell level) Concentration check when casting or lose the spell. Any creature moving more than 10 feet in a round must succeed on a DC 10 Balance check or fall prone at a random point during their movement. Having the stability ability, more than three legs, or moving at half-speed all add a +4 bonus to this check. Flying creatures are unaffected. In addition the underfoot vibrations cause all tremorsenses to go haywire and temporarily cease functioning. An hour of Spasms consumes 75 lb of bone.


    The extra weather condition granted is:
    • Bone (Gluttony): When this weather is started, thousands of arms, tendrils, hands, and mouths burst from the environment. Any creature within 10 ft. of Fleshrock or any feature of a Flesh Forest must make a grapple check opposed by the grapple check of the "Limbs of the forest". Treat the limbs attacking a particular target as a Large creature with a base attack bonus equal to half your survival check and a Strength score of 20. The limbs immediately regrow, and may as well be immune to all kinds of damage.

      Once the limbs grapple an opponent, they may make a grapple check each round on your turn to deal 3d6+5 points of bludgeoning damage. The limbs continue to crush the opponent until the weather ends or the opponent escapes. If the opponent dies then they are devoured by the mouths that were grown, leaving no corpse (but lots of blood).

      Any creature that enters within 10 ft. of fleshrock or a flesh forest feature is immediately attacked by the limbs. Even creatures who aren't grappling with the limbs may move through the area at only half normal speed. An hour of Gluttony consumes 200 lb of bone per hour.


    If you possess GEOC 374: Supernal Ecologies, you can use it to place the following features in a Flesh Forest:
    • Eldritch Maw: Eldritch Maws are large mouths which are grown on the surface of a 30 ft. long square of fleshrock, and obtain food for the biome itself. A character approaching an eldritch maw at a normal pace is entitled to a DC 10 spot check to spot the danger before stepping in, but charging or running characters don’t have a chance to detect an eldritch maw. If you fall into the maw, you fall into a 20 ft. deep pit, and every round you take 2d6 acid damage. In addition a tongue is in the Eldritch Maw, which has stats as a Purple Worm. If a corpse is left inside an Eldritch Maw for 24 hours, it will be melted into non-existance, and all the bones from the corpse will be added to the biomes geoccult pole. Each 30 ft. square patch costs ? lb. of bone, and ? lb. of bone to restore a dead "tongue" to life.
    • Eye Patches: The Eye Patches feature grows a patch of eyes (each a slightly different size) which look around in every direction as if paranoid, spread across the surface of 5 ft. square of fleshrock. Interestingly they they can be placed in the same square as a flesh tree, growing eyes on the flesh tree instead. Any creature in contact with the geoccult pole can see from any of these eye patches and view as if they were standing on an adjacent square, as a free action. Each 5 ft. square of Eye Patches costs ? lb. of bone.
    • Sanguine Waters: A Sanguine Waters appears to be a normal lake or river, if it were.... made of a liquid which looks like blood, though it functions as a water except that it creates light as a candle, grants a +4 alchemical bonus to constitution checks for 24 hours to any who drink it, and you must roll a percentile die every time you have a drink. This roll has no effect, unless you roll a 1, where your type counts as aberration for the next hour and you become dominated by the flesh forests mind, what exactly the flesh forest would want you to do is up to the GM's discretion. Each use creates a 10 ft. by 5 ft. river of this liquid, though if you place at least four next to each other to form a 10 ft. by 20 ft. square, it appears as a lake instead. Each 10 ft. by 5 ft. square of Sanguine Water costs ? lb. of bone.



    GEOC 238: Wild's Life [Organic Science]
    Grade: Magisterial
    Prerequisites: GEOC 101, Heal 6
    Target: At least 100 lb of planetary metal
    Preparation Time: 2 hours

    This principle works like GEOC 101, except that you can spawn creatures into the biomes that you are creating. By maintaining contact with the pole during the spread of a biome, you can spawn native creatures, such as fish or birds, inside of the area as it grows. Alternatively, these can be changed as a logical decision or by preparing the principle again.

    At the cost of 50 lb of the poles material, you can spawn any number of creatures that would have the biome as it's natural environment, as long as the total is equal or lesser than the survival check made when preparing the principle and no single creature has more HD than the number of Geoccultism principles you know.

    Spawned creatures can appear anywhere in the biome's bubble, but take one round to appear per 5 ft. away it is from the pole. This principle grants no control over the creatures spawned in this manner.


    Eldritch Anima
    Spoiler
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    • ALCH 146: The anima reduces the target's maximum age by 1 for every 5 damage (Fort negates). This effect stacks over consecutive applications, and lasts for 5 rounds.
    • ALCH 288: The anima causes the target to lose the benefit of one graft they possess chosen at random (Fort negates). This effect lasts for five rounds, and multiple grafts can be disabled at once.
    • BIOY 154: The anima increases the creatures healing rate, and deals no damage. Increasing the targets fast healing by 1 per 5 damage it would have dealt. A single target can only be revitalized like this once per day, and the effect lasts for 1 minute.
    • BIOY 234: ?
    • GEOC 146: The anima causes skeletal arms to burst from the ground, even if they are formed from the dust of a billion different skeletons. The target is rendered prone (reflex negates).
    • GEOC 238: ?


    Arts of War
    Spoiler
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    • ALCH 146: ?
    • ALCH 288: ?
    • BIOY 154: ?
    • BIOY 234: ?
    • GEOC 146: ?
    • GEOC 238: ?


    Evolutions
    Spoiler
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    • ALCH 146: ?
    • ALCH 288: ?
    • BIOY 154: ?
    • BIOY 234: ?
    • GEOC 146: ?
    • GEOC 238: ?


    Idea =
    Life is Everywhere [Gramarie]
    You can apply incorporate your biollurgical knowledge in new ways.
    Prerequisites: BIOY 101, Heal 4 ranks, Specialist in a discipline of gramarie
    Benefit: Select one discipline you are a specialist in, you can now take principles from that discipline that possess the [Organic Science] tag.
    Special: If you possess the Organic Science feature of the Anabolist, you may gain this feat for any discipline you know a principle from, rather than needing to be a specialist of the discipline.
    Last edited by Milo v3; 2014-01-25 at 06:32 AM.
    Spoiler: Old Avatar by Aruius
    Show
    http://i133.photobucket.com/albums/q56/Zeritho/Koboldbard.png

  18. - Top - End - #18
    Barbarian in the Playground
     
    NecromancerGuy

    Join Date
    May 2013

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

    Puissamantics

    Multitudinous multitudes of credit go to qazzquimby, who designed the majority of the principles and without whom this project would never have grown beyond speculative rambling. Credit is also due to sirpercival, Grek and Fako, whose contributions have supported shaky corners.

    Spoiler
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    Credit to Tsabo6 of DeviantArt.
    “I pause
    in this garden, breathing the colour thought is
    before language into still air.”

    Energy flows everywhere. Behind every action, behind every reaction, behind every inaction, there lies a subliminal power, a driving force that turns the heavens and fuels the heart. Invisible and ephemeral, it governs the laws of existence. Puissance. Gramarists all use it, knowingly or otherwise. The source of the heavenly power of Alchemetry, the fuel for transformers and engines in Arcanodynamics and Eldrikinetics, the ethereal connections of Heuristicism and much more find their roots in this mysterious substance. Only a few try to understand it.

    The study is deeply rooted in theory and hypothesis, and requires incredibly deep knowledge of the mechanics of magic and gramarie. They learn to manipulate the flow of puissance in unique ways to cause specialised and localised warps in the sub-atomic nature of reality. By refracting currents through carefully cut gemstones and directing their focus onto specific points, they can give puissance intriguing properties that have powerful effects. Combined with transformers and heuristic circuits, they can construct powerful and world-shaping machines.

    Puissamantics often involves the use of complex formulae and diagrams, employed to determine the interactions between core particles, as well as more traditional alchemical supplies such as flasks and scales. Any such specialized equipment counts as a masterwork piece of equipment, and provides a +2 circumstance bonus on the Spellcraft check made to prepare a puissamantic principle. The master equation is a mythical puissamantic formula devised by titans in the first aeons of creation that is said to perfectly explain every possible combination of interacting flows of puissance.

    PUIS 101: Intro to Puissamantics
    Grade: Baccalaureate
    Prerequisites: None
    Target: 1 cubic foot of amber
    Preparation Time: 1 hour

    This principle transforms a raw material into a puissamantic refractor. Refractors are carefully cut and crafted gemstone lenses that alter and distort flows of puissance, assigning it unusual properties distinct to each type of gemstone. When they are first prepared, the preparer must make a Spellcraft check. A refractor may not process more ebbs in a single round than the result of this check.

    Anyone touching a refractor can turn its processing on or off with a standard action, as can any circuit by using a logical descision, unless the refractor is 'locked' by its 'owner', in which case only the owner can alter it. The owner is whoever has made the highest spellcraft check on the refractor.

    This particular principle allows you to create capacitors.

    Capacitor: This refractor is crafted from amber and causes the puissance that it refracts to glow an eerie, dark purple that fades and swells erratically. Puissance that it refracts becomes potential ebbs or ‘wisps’, sealing their latent energy away into a dormant state. When wisps enter an object that would immediately process ebbs, they may rest dormant within the device rather than being used. Upon the reception of a physical command (a standard action by an adjacent creature) or a heuristic command, a portion of the wisps (decided by the command) is supplied to the device, which acts as if it has just been supplied an identical number of ordinary ebbs. Wisps count against any limit to the number of ebbs processed in a round. If the device processes any ebbs besides wisps, while storing wisps, the stored wisps are immediately lost into the aether. Wisps that pass through capacitors are neutralized further, and dissipate into the aether rather than being processed. Furthermore, any single device cannot hold more wisps at any one time than five times its appropriate skill check; any excess wisps dissipate into the aether.

    A cubic foot of amber weighs about 70lb and costs about 75gp.

    PUIS 149: Uncontrolled Emissions [Specialist]
    Grade: Baccalaureate
    Prerequisites: Spellcraft 4 ranks
    Target: 1 cubic foot of quartz
    Preparation Time: 1 hour

    This principle works like PUIS 101, except that it allows you to make field emitters in addition to the other refractors you know.

    Field Emitter: This refractor is formed from quartz and makes all puissance that passes through it glow an incandescent blue as if in an oxidising flame. Refracted puissance is released into the air and arc towards the most powerful nearby sources of potential gramaric energy. Every object has a ‘puissant pull'’, which is 0 unless any of the following conditions are met:
    • It is a gramaric device, in which case it has a pull equal to the skill check used to create it.
    • It can store ebbs (e.g. an orichalcum battery or a creature with a puissamantic reserve), in which case it has a puissant pull equal to the difference between the number of ebbs that it is holding and the maximum that it can hold (a living creature's maximum is considered to be twice their full reserve value).

    If a single object fulfils more than one of these criteria (for example a biollurgical chassis), add the values together to determine the total puissant pull of the object.

    The puissant pull is then divided by the number of five-foot intervals (rounded up, minimum 1) between the object and the field emitter to give the effective pull. The arcs are then distributed amongst these objects with the following priority: supply the object with the largest effective pull with half of the arcs, the object with the next largest effective pull with one quarter, the object with the next largest effective pull with one eighth, and so on, rounding down any fractions. All remaining arcs are then supplied to the object with the largest effective pull.

    A cubic foot of quartz weighs about 165lb and costs about 50gp.

    PUIS 137:Puissamantic Craftsmanship [Military Science]
    Grade: Baccalaureate
    Prerequisites: PUIS 101, Spellcraft 4 ranks
    Target: 1 cubic foot of garnet
    Preparation Time: 1 hour

    This principle works like PUIS 101, except that it allows you to make enhancers in addition to the other refractors you know.

    Enhancer: This refractor is designed from garnet and makes all puissance that passes through it appear solid and material, with the silver-blue sheen of tempered steel. Puissance that it refracts can be supplied to an armour, shield or weapon as if it were a gramaric device. Each such item can hold a maximum of twice your Spellcraft check in ebbs. Puissance supplied to said items can never again be moved to another destination. The item supplied with ebbs gains an enhancement bonus (or weapon or armour special abilities with a cost measured in enhancement bonuses) with a maximum bonus (including bonuses that the item already possessed) equal to 1/10 of your spellcraft check. Every time the item benefits from its enhancement bonus (for example when attacking with a weapon), the item loses a number of ebbs equal to the enhancement bonus granted by the ebbs. Furthermore, the item loses one additional ebb each round.

    A cubic foot of garnet weighs about 140lb and costs about 125gp.

    PUIS 206: Stabilized Decay
    Grade: Magisterial
    Prerequisites: PUIS 101, Spellcraft 8 ranks
    Target: 1 cubic foot of tourmaline
    Preparation Time: 1 hour

    This principle works like PUIS 101, except that it allows you to make solidifiers in addition to the other refractors you know.

    Solidifier: This refractor is made from tourmaline and makes all puissance that it refracts into a compressed, floating sphere which shines a steady, unwavering royal blue. Puissance that it refracts comes together into a single insubstantial object, called a 'conglomerate', which is stable enough to last for several uses before decaying and slowly emits puissance over an extended period of time. The amount of ebbs stored in a conglomerate is fixed upon creation, and conglomerates cannot be combined or split. A conglomerate has no physical substance, and cannot be picked up or handled, instead being moved in any way that puissance can normally be moved. When a conglomerate is processed by a gramaric device, it is not consumed, but instead remains to be transported to other devices. It may never be processed by the same device more than once in a single round.

    When a conglomerate is processed by a gramaric device, it provides ebbs equal to one-tenth of the number of stored ebbs (rounded down, minimum 1). This does not remove ebbs from the conglomerate, but represents energy from within the bonds of the strcuture being released, similar to material combustion. After it has supplied a total number of ebbs equal to the Spellcraft check of the solidifier, the conglomerate naturally decomposes into the aether.

    A cubic foot of tourmaline weighs about 190lb and costs about 2500gp.

    PUIS 266: Energized Kinetics [Specialist]
    Grade: Magisterial
    Prerequisites: PUIS 101, Spellcraft 8 ranks
    Target: 1 cubic foot of topaz or pearl
    Preparation Time: 1 hour

    This principle works like PUIS 101, except that it allows you to make ray emitters and ray reflectors in addition to the other refractors you know.

    Ray Emitter: This refractor is designed from topaz and makes all puissance that pass through it to glow a vibrant yellow and begin to vibrate incessantly. Puissance that it refracts gains vast kinetic energy and can be fired outside of a circuit in a perfectly straight stream. The ray emitter fires continuously in a single direction, which may be adjusted using a standard action or a logical decision. The refracted ebbs are emitted as a ray in that direction, travelling in a straight line until they encounter an obstacle. If the obstacle is a gramaric device that can receive ebbs, or a creature, it receives the emitted ebbs; otherwise, the ebbs dissipate into the aether.

    Ray Reflector: This refractor is designed from pearl and redirects all rays passing through it. The ray emitter fires continuously in a single direction, which may be adjusted using a standard action or a logical decision. If any ray touches a ray reflector, they are redirected in whichever direction the reflector is pointing. Unlike other refractors, a Rey Reflector has no limit to the number of ebbs that it can refract per round.

    A cubic foot of topaz or pearl weighs about 220lb and costs about 2000gp.

    PUIS 259: Forced Destabilization [Military Science]
    Grade: Magisterial
    Prerequisites: PUIS 101, Spellcraft 8 ranks
    Target: 1 cubic foot of opal
    Preparation Time: 1 hour

    This principle works like PUIS 101, except that it allows you to make irradiators in addition to the other refractors you know.

    Irradiator: This refractor is designed from opal and makes all puissance that passes through it to glow a lurid, incarnadine red that pulsates like the beating of a heart. Puissance that it refracts becomes highly unstable particles known as ‘pulsants’, which constantly emit dangerous radiomantic waves. When a pulsant is supplied to a gramaric device, it is processed normally, like an ebb. However, the transformation is dangerous, causing the device to explode after processing the pulsants. The explosion affects everything within a radius of 5 feet per pulsant processed, and deals hellfire damage equal to the number of pulsants processed, plus negative levels equal to 1/20 the number of pulsants processed. A successful fortitude save against a DC equal to 5 + 5 for every PUIS principle you know halves the hellfire damage and negates the negative level damage.

    A cubic foot of opal weighs about 130lb and costs about 3750gp.

    PUIS 328: Non-Conservative Charges
    Grade: Doctorate
    Prerequisites: Any three PUIS principles, Spellcraft 15 ranks
    Target: 1 cubic foot of corundum
    Preparation Time: 1 hour

    This principle works like PUIS 101, except that it allows you to make amplifiers in addition to the other refractors you know.

    Amplifier: This refractor is designed from corundum and makes all puissance that passes through it glow so unbearably bright that they are painful to look at directly. Puissance that it refracts joins into pairs called ‘fusions’, storing extra energy in the bonds. If the number of ebbs refracted is an odd number, one ebb is lost during refraction. Both ebbs in the fusion must always be supplied together; they cannot be separated until they are processed. When fusions are processed, they may either be treated as two ebbs normally, or they may be separated, in which case each fusion provides three ebbs of puissance, but is only treated as two ebbs for the purposes of limits to how many ebbs may be supplied to the device each round.

    Separating the fusions is a dangerous process, however, so after each round a device separates fusions, it must roll 1d20, subtract ten, and add twice the number of fusions separated that round. If this roll is higher than the device’s appropriate skill check, the fusions are not consumed, instead dissipating, and the device loses any gramaric properties that it may possess.

    When fusions are supplied to a creature, they are simply treated as two ebbs.

    A cubic foot of corundum weighs about 255lb and costs about 12500gp.

    PUIS 371: Converse Polarization [Specialist]
    Grade: Doctorate
    Prerequisites: Any four PUIS principles, Spellcraft 15 ranks
    Target: 1 cubic foot of diamond
    Preparation Time: 1 hour

    This principle works like PUIS 101, except that it allows you to make polarisers in addition to the other refractors you know.

    Polariser: Polarisers are refractors that give puissance a charge. There are two types of charge, positive and negative, and each is formed by a different refractor.
    Positive Polariser (+Pole): This refractor is designed from white diamond and makes all puissance that passes through it grow a pale, milky white. Ebbs that it refracts become ‘+ebbs’ and gain a positive charge.
    Negative Polariser (-Pole): This refractor is designed from black diamond and makes all puissance that passes through it radiate pure darkness. Ebbs that it refracts become ‘-ebbs’, gaining a negative charge.

    Charged puissance is highly reactive, annihilating other puissance on contact. Whenever charged ebbs are in contact with any kind of ebb, excluding wisps, of a different charge (treat ebbs with no charge as different from +ebbs and -ebbs), each ebb pairs with an ebb of a differing charge, and both ebbs are destroyed. If there are both +ebbs and -ebbs in contact, they pair with each other before they pair with neutral ebbs. This destruction produces an explosion which deals hellfire damage to everything within a 10 foot radius, or within 5 feet of the heurstic circuit, equal to 1d6 per charged ebb destroyed. Thus, +ebbs and -ebbs colliding are more deadly than charged ebbs colliding with uncharged ebbs. Ebbs are considered to be in contact when they are part of the same circuit, or when they are stored in or supplied to the same gramaric device or reserve.

    Charged puissance exerts a force on each other. Any device or creature storing charged ebbs (referred to here as a charged object) feels a force from all other charged objects, with a value in push equal to (the number of charged ebbs in one charged object multiplied by the number of charged ebbs in the second charged object) divided by the number of feet between the two charged objects. If one charge is positive and one negative, the force is attractive, but if both are positive or both are negative, the force is repulsive. This push causes movement as if it were produced by a eldrikinetic engine.

    A cubic foot of white or black diamond weighs about 220lb and costs about 200000gp.

    PUIS 348:Charged Manifestation [Military Science]
    Grade: Doctorate
    Prerequisites: Any three PUIS principles, Spellcraft 15 ranks
    Target: 1 cubic foot of jade
    Preparation Time: 1 hour

    This principle works like PUIS 101, except that it allows you to make materialisers in addition to the other refractors you know.

    Materialiser: This refractor is designed from beryl and makes all puissance that passes through it drift towards one another and coalesce into a creature of living puissance called a puissance elemental (or ebbemental).

    At least 5 ebbs must be processed for the elemental to be created; if less than 5 ebbs are processed, the ebbs merely dissipate into the aether without creating an elemental. The elemental starts with a puissance reserve equal the number of ebbs used to create it. The elemental appears in the nearest unoccupied space to the materialiser and acts under the control of person who has made the highest Spellcraft check on the materialiser.

    If you know PUIS 137, elementals created by your materialisers can gain enhancements as if they were a weapon and an armour, draining ebbs directly from their ebb reserve when they benefit from the enhancement bonus.

    The elemental's stats are determined by the number of ebbs in their reserve as follows:
    Type: Elemental
    Size: Small + 1 size category per 20 ebbs
    Hit Dice: 1 per 5 ebbs
    Speed: 30ft + 5ft per 10 ebbs
    Base Attack: 1 per 7 ebbs
    Attack: Slam melee (1d4 damage at small; increases with size category)
    Special Attacks: Raw Puissance
    Special Qualities: Darkvision 60ft, Damage resistance 5 per 30 ebbs/-, elemental traits, Fluid Strength, Puissant Core
    Saves: Fort: 1 per 15 ebbs, Ref: 1 per 15 ebbs, Will: 1 per 15 ebbs
    Abilities: Str 13 + 1 per 10 ebbs, Dex 12 + 1 per 10 ebbs, Con 14 + 1 per 10 ebbs, Int 4 + 1 per 20 ebbs, Wis 11, Cha 11
    Skills: (2 + Int modifier)x4 + (2 + Int Modifier) per 5 ebbs
    Feats: 1 + 1 per 15 ebbs

    Raw Puissance (Ex): If the elemental attacks a gramaric device, they may choose, in lieu of normal damage, to supply a number of ebbs from their reserve to the gramaric device equal to the damage that they would have dealt had it been a normal attack (ignoring the device's hardness and DR).

    Fluid Strength: The elemental's stats are determined entirely by its initial number of ebbs. Changes to the number of ebbs in its ebb reserve do not affect its stats.

    Puissant Core: The elemental is formed of pure gramaric energy, and does not need to balance their puissamantic energy like most creatures do. The elemental does not receive any bonuses or penalties for having a high or low puissance reserve. Furthermore, the elemental cannot store more ebbs in their reserve than the spellcraft check of the materialiser that created them. Any ebbs past this value dissipate into the aether. Should the elemental's puissance reserve ever reach zero, the elemental fades away and dies (this is not a death effect).

    A cubic foot of beryl weighs about 175lb and costs about 150000gp.

    Spoiler: Puissamantics Animae
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    PUIS 101: Intro to Puissamantics: The anima builds up potential puissance for a devastating attack. By spending a move action, you can store up a blast. Once in the next minute, you may make an eldritch blast as a swift action. This effect does not stack with itself.
    PUIS 149: Uncontrolled Emissions: The anima releases the blast like a pulse, destroying everything in its path; instead of its normal range, it acts as an area effect affecting all squares within ten feet of you.
    PUIS 137: Puissamantic Craftsmanship: The anima fuses the energy of the blast into a weapon to deliver a mighty blow. As a swift action, you can infuse your next attack with the power of your eldritch blast. Your next attack adds your eldritch blast to damage.
    PUIS 206: Stabilised Decay: The anima stabilises the energy of the blast, sealing it into the target. Instead of taking damage normally, the target takes standard eldritch blast damage at the beginning of each of their turns for 3 rounds.
    PUIS 266: Energised Kinetics: The anima focuses the blast into a single distant point. The blast changes its maximum range to 100 miles and gains a range increment of 1 mile.
    PUIS 259: Forced Destabilisation: The anima destabilises the blast’s energy, causing it to create a chain highly energised reactions within the target’s body. The target must make a fortitude save or be reduced to 1 HP.
    PUIS 328: Non-Conservative Charges: The anima condenses the blast by fusing its energies into a single point, drawing from your ebb reserve to deal extra damage. The blast deals double damage, but you lose ebbs from your reserve equal to the number of damage dice rolled.
    PUIS 371: Converse Polarisation: The anima polarises the arcane energies of the blast, causing it to attack the target’s very essence. In addition to normal damage, the blast causes the target to either lose one ebb from or gain one ebbs to their ebb reserve for each point of damage dealt.
    PUIS 348: Charged Manifestation: The anima uses its own energy to give itself a brief semblance of life. The blast forms a medium-sized incorporeal orb within the range of the blast. By sacrificing 1d6 points of damage as a free action, the orb can fly up to 100 feet (perfect manoeuvrability). As the orb is incorporeal, it can pass through and end its turn in solid objects. Whenever it passes through a creature’s square, that creature takes damage as though it were just attacked by the blast (accounting for the sacrificed dice). Once the blast loses all of its dice, it dissipates into the aether.

    Spoiler: Puissamantics Arts of War
    Show
    PUIS 101: Intro to Puissamantics: You may activate this art of war as part of an attack of opportunity to cause a wound that does not open until the worst possible moment. When you attack, you may choose not to deal damage against the target. Instead you may deal the damage at a future point within one minute as a free action.
    PUIS 149: Uncontrolled Emissions: You may activate this art of war as a full round action to attack every foe within reach. You make a single attack roll and compare it against each foe’s armour class individually.
    PUIS 137: Puissamantic Craftsmanship: You may activate this art of war as a swift action to enter a stance that allows you to disrupt the flow of ebbs. Whenever ebbs are supplied to or emitted from a component within your reach, you may make an attack of opportunity against them. This attack automatically hits and dissipates one ebb for each point of damage that the attack would normally do. You remain in this stance for one minute, unless you choose to end it early as a swift action.
    PUIS 206: Stabilised Decay: You may activate this art of war as a swift action as part of a bludgeoning attack to deal a devastating blow. The target takes damage equal to the damage dealt by the attack at the beginning of their turn for the next 3 rounds. This ability does not stack with itself.
    PUIS 266: Energised Kinetics: You may activate this art of war as a swift action as part of a melee attack to make the attack at range with an increment of 100 feet.
    PUIS 259: Forced Destabilisation: You may activate this art of war as a swift action as part of an attack to cause the targets body to react explosively to your strike. If your attack hits, the target and every creature within 5 feet (excluding you) takes additional hellfire damage equal to 1d6 per 2 class levels (Fort Half).
    PUIS 328: Non-Conservative Charges: You may activate this Art of War as a swift action when making a full attack. If you successfully strike a creature, that attack ends the full attack routine and deals damage as if all the attacks in the routine had been successful.
    PUIS 371: Converse Polarisation: You may activate this art of war as a swift action. Your next attack destroys a number of ebbs in the target’s ebb reserve equal to the damage dealt by the attack.
    PUIS 348: Charged Manifestation: You may activate this art of war as a swift action. Your weapon gains the dancing property until the start of your next turn.

    Spoiler: Puissamantics Discoveries
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    Incalculable Potential: All devices that you build can store twice as many wisps as normal. You can take this discovery multiple times, and it follows mathematical multiplication rules instead of D&D additive multiplicative rules.
    Delayed Reaction: You can set up a time delay on the release of stored wisps. You may command stored wisps to be processed after a given number of rounds, as opposed to immediately after receiving the command.
    Reversed Polarity: To learn this discovery you must know PUIS 149. You can choose for your field emitter to instead target areas with very low potential, in which case the inverse of an object’s puissant pull is used when determining the effective pull of that object.
    Targeted Pulse: To learn this discovery you must know PUIS 149. You can combine focus and spread to better control puissance fields. You may aim your field emitter at a particular device within a number of feet equal to the field emitter’s Spellcraft check. When said field emitter receives ebbs, it treats the target device as having the greatest effective pull for the purpose of distributing the ebbs.
    Field Intelligence: To learn this discovery you must know HEUR 101. You may create a special heuristic circuit that is only connected to a field emitter. When the field emitter releases ebbs, they are immediately supplied to the circuit, which can send them anywhere within its bubble. The recipients are decided by logical decisions.
    Hyper-Compressed Mass: To learn this discovery you must know PUIS 206. You may choose to create solidifiers that create masses with alternate properties: either masses that provide twice as many ebbs as normal but last half as long, or masses that provide half as many ebbs as normal but last twice as long.
    High-Energy Fusion: To learn this discovery you must know PUIS 328. You may choose to make extra-powerful amplifiers, though they are very risky to use. These amplifiers create fusions that operate as four ebbs instead of three, but subtract 10 from the check made to see if the device loses its gramaric properties when it processes them.
    Supercharged Puissance: To learn this discovery you must know PUIS 371. You may create a special polariser called a superpole. All ebbs that it processes enter a superposition between positive and negative charge. Such charged ebbs, called ‘superebbs’, all other ebbs (including other superebbs) as ebbs of different charge.
    Shielded Circuitry: To learn this discovery you must know PUIS 371 and HEUR 101. Your heuristic circuits can provide protection against charged ebbs. Any charged ebbs within the circuit are not considered in contact. This effect can be suppressed or resumed with a logical decision.
    Potent Potential: To learn this discovery you must know PUIS 101 and PUIS 137. If you pass ebbs through an enhancer followed by a capacitor, you can store the wisps in an item as if they were ebbs. These wisps act as normal ebbs would, save that the maximum number that can be stored in a single item is equal to five times your Spellcraft check (as opposed to the maximum number of ebbs that can be stored in an item).
    Fickle Fluctuations: To learn this discovery you must know PUIS 137. As a standard action or a logical decision, you may change the enhancements granted by ebbs stored in a weapon or armour.
    Delayed Destruction: To learn this discovery you must know PUIS 101 or PUIS 259. You may create pulsants or wisps that require extra processing before they decay. Such wisps can be processed by a device without being stored within it; the device after that that processes them stores them as normal. Such pulsants do not cause the first device that processes them to explode. However, whenever they are processed after this, they cause the gramaric device that processed them to explode as though they were twice as many pulsants. This discovery may be taken multiple times. Each additional time that you take this discovery, you may choose for the pulsants to ignore an additonal gramaric device, but the number of ebbs that they explode as is multiplied by two. This obeys mathematical multiplication rather the the D&D addtive multiplicative rules.
    Collapse Circuit: To learn this discovery you must know PUIS 259. Your pulsants may also cause heuristic circuits that direct ebbs through their connections to explode as if they were gramaric devices that just processed the pulsants, except that only objects and creatures within the bubble of the heuristic circuit take damage.
    Polarised Symbiosis: To learn this discovery you must know PUIS 348 and PUIS 371. If you supply a materialiser with both +ebbs and –ebbs, they do not annihilate, but instead come together inside the puissance elemental that is created, co-existing stably inside its puissance reserve. As a free action, the elemental can cause any number of +ebbs from their reserve to annihilate with any number of –ebbs from their reserve, causing an explosion as usual. The explosion does no damage to the elemental.

    Spoiler: Puissamantics Key Skill Feat:
    Show
    Quantised Puissance [Gramarie]
    Just like the other four forces, puissance is quantised, and the fields that it emits can be harnessed to send signals at a distance.
    Prerequisite: PUIS 101, Spellcraft 4 ranks
    Benefit: You gain a +2 bonus on Spellcraft checks. In addition, you may transfer ebbs between refractors within a number of feet equal to the lower of their two spellcraft checks as if they were physically connected, and, once per round per physical connection, when you transfer ebbs between two refractors using a physical (i.e. non-heuristic) connection, one extra ebb is supplied to the recipient device for every ten ebbs involved in the transfer. If the transferred ebbs possess special properties due to having been processed by refractors, so does the extra ebb.
    Special: Taking this feat means you cannot take Skill Focus (Spellcraft), and you cannot take this feat if you already possess said Skill Focus.

    Spoiler: Puissamantics Theory
    Show
    Theory of Antitelephonic Excitations
    Grade: Theory
    Prerequisite: Specialization in puissamantics, must know six PUIS principles
    Preparation Time: 24 hours

    Particles normally have real masses: that is to say, the excitations in their quantum fields have real values. However, some particles have imaginary values, and undergo a process known as condensation in order to become real. Puissance is one such field. You have discovered how to build a refractor that can evaporate the field and allow the mass of puissance to become imaginary. Particles with imaginary mass have many strange effects, but their most pronounced is their ability to ignore causaility. You can use this to create spontaneous circuits seemingly from nothing.

    This theory works like PUIS 101, except that it allows you to make temporalisers in addition to the other refractors you know.

    Temporaliser: This refractor is made from quintessence and makes all puissance that enter it flicker and pass from sight and all ebbs that exit it to ripple like the surface of a pond. Puissance that it refracts has its field evaporated, attributing to it an imaginary mass and allowing it to pass backwards in time to a previous point, when the temporaliser condenses it back into standard puissance.

    Effectively, the temporaliser may generate ebbs as though it has just processed them, even though no puissance was supplied to it. These ebbs may be supplied as normal. However, the space-time of the temporaliser can only support time travel of a few hours before collapsing horrifically. The temporaliser gains an ebb debt equal to the number of ebbs that it has generated. This debt may be decreased by supplying the temporaliser with puissance, decreasing this value by a number of ebbs equal to the number of ebbs supplied to the temporaliser. Ebbs supplied to the temporaliser effectively disappear, becoming impossible to re-access by any means. If the ebb debt of a temporaliser is not zero and has not decreased in the past hour, the temporaliser collapses under the stress and explodes as if it were sunmetal that was just supplied with ebbs equal to the ebb debt, except that effects that would normally block or absorb radiomantic explosions do not affect this explosion.

    In addition, the tachyonic puissance may pull shadows of future principles from their home time into the present. Whenever the temporaliser generates ebbs, it may also spontaneously and instantaneously create any number of principles, complete with any necessary material target, as if they had just been prepared with an appropriate skill check equal to the skill check of the temporaliser. The only restriction on their creation is that they must all process the ebbs generated by the temporaliser, so if the ebbs would be consumed by a principle, no more principles may be created. These principles are unstable, and remain for one day. After this day, the temporaliser explode as if they were sunmetal that was just supplied with ebbs equal to the ebb debt, and the principle explodes as if it were sunmetal that had just been supplied ebbs equal to its key skill check. This destruction can be averted if the principle is prepared before the 24 hours are up, in which case the principle persists as normal.

    A cubic foot of quintessence weighs less than 1lb and costs 120000gp.
    Last edited by Rolep; 2014-01-18 at 07:21 AM.
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    When referring to Vaarsuvius, I (try to) use they/them/their/theirs/themself. Just my preference.
    Spoiler: Quotes
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    Quote Originally Posted by Rolep
    Quote Originally Posted by TheDragonmaster
    Quote Originally Posted by Rolep
    60>80
    This, I feel, deserves a quote on its own.
    RAI trumps RAW on this thread.
    Quote Originally Posted by anonymous
    Isn't it annoying when the cocky one is actually right?

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

    I find it strange that Puissamantics uses gemstones as it's thing, and then you guys decided to use a material that isn't a technically a gem for the first principle. But whatever, it counts as a gemstone even if it isn't a gem I guess.

    I should probably give Puissamantics an actual look since we are on our third thread now.
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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

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

    On a side note: Centralize your image, cite the creator and link to their page, and centralize the quote.
    Larloch, The Shadow King (w/ Ioun Stones) avatar by Iron Penguin

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

    Quote Originally Posted by Arcanist View Post
    Lying is a sin.
    Damn... You were fast enough to link organic science up to the compendium already.

    On a sidenote: Why did you put the asterisk next to it?
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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    Quote Originally Posted by Milo v3
    I find it strange that Puissamantics uses gemstones as it's thing, and then you guys decided to use a material that isn't a technically a gem for the first principle. But whatever, it counts as a gemstone even if it isn't a gem I guess.
    Amber is often worn as jewelery, so as far as it matters it's a gemstone.

    Quote Originally Posted by Arcanist
    Lying is a sin.
    Yes, it is, isn't it.

    Quote Originally Posted by Arcanist
    On a side note: Centralize your image, cite the creator and link to their page, and centralize the quote.
    OK.
    Rules for Luck
    A (failed) Shadowcaster fix
    The Sangolu: mixing D&D's greatest foes
    Gestalt theurgy

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

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

    Quote Originally Posted by Milo v3 View Post
    Damn... You were fast enough to link organic science up to the compendium already.

    On a sidenote: Why did you put the asterisk next to it?
    Read what the asterisk means. Generally I try to be on top of things and update the compendium before you guys even ask me to do so.
    Larloch, The Shadow King (w/ Ioun Stones) avatar by Iron Penguin

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

    Quote Originally Posted by Arcanist View Post
    Read what the asterisk means. Generally I try to be on top of things and update the compendium before you guys even ask me to do so.
    That's why I'm confused, why suggest that Organic Science be canon, when it's an aspect of Anabolist?
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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    Quote Originally Posted by Rolep View Post
    OK.
    The quote should look like this:

    “I pause in this garden, breathing the color thought is before language into still air.”


    ... I don't think this is grammatically correct. Is this a haiku?
    Larloch, The Shadow King (w/ Ioun Stones) avatar by Iron Penguin

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

    Quote Originally Posted by Arcanist View Post
    The quote should look like this:

    “I pause in this garden, breathing the color thought is before language into still air.”


    ... I don't think this is grammatically correct. Is this a haiku?
    It's a poem by Carol Ann Duffy, so the lack of grammar and line spacing is intentional.
    Rules for Luck
    A (failed) Shadowcaster fix
    The Sangolu: mixing D&D's greatest foes
    Gestalt theurgy

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

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

    Ok, this is my "to do" list for Gramarie, if you have a suggestion I'll add it to the list (Note, there isn't any order the numbers are just so I can see how much stuff I have left):
    Spoiler
    Show
    1. Tvtropes
    2. Elementals of Gramarie
    3. Expanded Geoccult Terrain Features
    4. Fey of the Courts
    5. Tarrasque
    6. Organic Science
    7. Living Chassis
    8. Netrunner
    9. Dragons
    10. Expanded Material Feats
    11. Finish Biollurgical Savant
    12. Evolutions
    13. Races
    14. Grafts
    15. Racial Feats
    16. Some new Symbionts
    17. gramarie vampires (One for each discipline, feeds on those with knowledge of that discipline, has related powers)
    18. persona
    19. shadows
    20. gramarie bees
    21. example chassi
    22. modes
    23. slenderman
    24. ranged mode
    25. tractor beam mode
    26. Tendril mode
    27. fractured horizons
    28. Technological Possession power to biojack
    29. store data in teeth
    30. Adventure section of FH
    31. tinker
    32. gramarie vestiges
    33. Revamped ELDK
    34. gramarie plasmids
    35. convert standard classes into gramarie versions
    36. mythic path for gramarie
    37. PrC based around linking to a network, uses Lucid Dreaming checks to interact with it
    38. Update feat compendium
    39. Sea slugs
    40. Thaumaturgist
    41. Soldier
    42. Atomist
    43. Assassin
    44. Finish Deeds for Gunslinger
    45. FH Ranger
    46. Agent
    47. Chemist
    48. Explorer
    49. Heartbreaker
    50. Aristan
    51. Politican
    52. Worldlock
    53. Discharger
    54. Speedster
    55. Pilot
    56. Genius Loci
    57. Shadowtapper
    58. Shiftblade
    59. Farmer
    60. Breeder
    Last edited by Milo v3; 2013-12-23 at 10:28 PM.
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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    Thank you! ELDK needs a rework so badly! And did I see slenderman?
    Rules for Luck
    A (failed) Shadowcaster fix
    The Sangolu: mixing D&D's greatest foes
    Gestalt theurgy

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

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

    Quote Originally Posted by Rolep View Post
    Thank you! ELDK needs a rework so badly! And did I see slenderman?
    Yes you did, IRL friend suggested it abit ago and then I heard Arc say something about Slenderman in the chat.
    Last edited by Milo v3; 2013-12-17 at 07:50 AM.
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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    DVPY theory posted... thoughts?
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