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Messages - kellus

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1
Hey everybody, sorry for the inactivity, really busy with christmas shenanigans. I promise that once things settle down I'll be right back to making more stuff for this! :tongue

2
The original positioning of stuff is as limited to what I said; however, someone with the deed could make any of the modifications he's talking about (I just didn't explicitly spell it out, since I wrote that stuff when I was half asleep.)

Okay, so I was the confused one.  I figured that was the intent (though I would prefer more flexibility with the original creation) but it should probably be spelled out.

Sorry for the confusion, I'll tidy it up so that people can understand what's going on.

3
Normally no, because it's very complicated trying to figure out at the table how features would be written over and then pop back up again as the pole moves through the area. So basically, it's assumed the pole is stationary relative to its environment, although this definitely is a matter of debate if you have a flying island that moves through the area or something like that. One of the geoccult discoveries involves being able to make poles that can move, but only if the full extent of the biome zone covers the terrain that's moving and nothing more. Because while it could be done, it would just be horrifying to have to sit down at the table and work out the relative position of everybody to all of the moving terrain features.

Sorry, I'm still getting the hang of having mod stuff, not at all used to it. I keep trying to hit the wrong button to quote. :/

Quote from: Omnicrat
Could you use the biome mixing ability to alter the baseline climate of a platinum pole, since it doesn't have one?  What would the cost in metal be?

It has a baseline climate, that baseline climate just happens to be "whatever it would otherwise be". Yes, you can mix any feature, including the basic climate if you like.

Quote
addendum: can a brassbush be modified by ALCH  286 and 364?  I think it should be able to be.  Also, how does brassbush procreate outside of a biome? (vast forests [well, scrub, but forest sounds better] of carmot would be really nice... not to mention sunmetal...  )

Yep! Those principles are valid choices!

I think I talked about procreation outside the biome. It takes longer, a week, to grow, but it grows like normal brush. It can grow anywhere normal brush could.

4
Okay, so I've been thinking about the system in general, and I think there are two big changes I want to make to existing material, but I wanted your guys' input first!

1. Gramarists get invocations, up to 3/3/2/2 from a general utility engineering suite of them:

This means they have something worth sticking around for, and have more options for interacting with their environment than just through gramarie and spectroconstruction. Now they can build and shape stuff out of rock and iron and similar things, and then place gramarie on top of it. I think this kills a few birds with one stone– it gives gramarists something to compete with their PrC options, it ties in with the eldritch blast they already have, and it gives them interesting to do (although still engineering-related) in a combat timeframe (ie: you won't see everybody and their mum only playing it gestalt-style). Least invocations for them count as 1st level spells, lesser 2nd, greater 3rd, revolutionary 4th. I'd also be taking Prime32's note about the spell level of eldritch blast, because...

2. Silver transformers get adjusted for inflation. Specifically, power inflation. People say linear fighters, quadratic wizards, so let's actually use a quadratic progression for spell value! 1,4,9,16,25,36,49,64,81 ebbs to cast spells from a silverOut, and they get hit hard by inefficiency; silverIn still only produces the linear amount. This is mostly because I literally have no control over the power level of spells; while other features in the system see fairly balanced around each other, all of the biggest problems I've seen come from using silver transformers to create an out-of-whack spell or something for cheap.

Thoughts would be appreciated!  :)

5
Quote
Your eldritch blast has an equivalent spell level of half your Hit Dice, and the caster level of the effect is equal to your Hit Dice.
Worth noting: the warlock's eldritch blast was errata'd to a 1st-level spell to make it easier to use Empower SLA and similar feats.
A gramarist is probably going to use his, if he does at all, to generate ebbs via silver transformers.

That's the main reason I gave it to them, so they would always have a small, renewable, power source inside of them.

6
Unless I misread it, the wording about stairs greatly limits how you can place it.  The way I read it, when placed inside a structure, they can only be placed in the center of a room.  Also, I didn't notice any explicit way to add walls, for the purpose of making hallways, or just smaller rooms.  If any of that didn't make complete sense, it is most likely due to the fact that I am very tired.

Stairs can be originally place either in the centre of a storey or along one of the outer walls, but it's also one of the features that a deedholder can change with ten minutes of effort, just like walls. So they can add them wherever they like!

7
And platinum poles are live! Great work Amechra, these are excellent. I made a couple minor additional changes, including a benefit to having roads at all, and water purification systems in a sewer line.

8
2) I more wanted a level estimate than anything else.  It wouldn't really fit in the main article.

On about the 4th page of the xenoalchemy thread I wrote a breakdown of how I originally gauged power level of grafts; here it is for posterity!

Quote from: Me!
  • First Level: These grafts are supposed to be basic replacements for tools and equipment that most people would be able to buy. Fairly mundane and on par with most nonmagical options. I think the wildest I got was metabolic reserve, and even that is basically on par with alchemist's fire at low levels. While these grafts can be situationally handy, they shouldn't be worth much more than a masterwork item, armour or a weapon, and so on.
  • Second Level: Good utility abilities or specialized combat abilities. Things that make you say "I'm glad I have that" but nothing incredible. Combat abilities should not come up every combat and utility powers should not be useful all the time. No save-or-suck.
  • Third Level: Higher quality utility powers that interact with the world. Give some straight up new capabilities. Same caliber combat powers but more useful in general. Okay if they come up in every combat or if they're good against a multitude of different enemies. Limited save-or-suck.
  • Fourth Level: Deeply helpful utility powers that grant entirely new abilities or change the way your character can be played. Combat abilities are exceptionally good, but specialized. Great in some situations, not that useful in others. Save-or-sucks are fair game, and limited save-or-die.
  • Fifth Level: Character-defining abilities. The character should be recognizable based solely on the graft. Limit of a single fifth level graft. Incredible passive ability that is useful all the time or combat powers that completely change the way the character works.

Depending on just how much of an advantage your hivemind grants and how widespread the Fossen, I'd say it's about a third level graft?

9
I had two ideas for new grafts, one involving gramarie, the other a personal homebrew of mine.

First, a graft taken from a circuited chassis which allows a creature to operate as an EI for the purpose of controlling any circuit you enter not already controlled by an EI.  The specifics need to be worked out, but I don't see this as worse than a Formain Command Cortex (Though if memory serves, Amechra disagrees).

This is a super awesome idea, and would make a beautiful 5th level graft! I'll add it in!

Quote
The graft that has to do with a race I created and am still working on stuff for, the Fossen (http://www.giantitp.com/forums/showthread.php?t=263730). Basically, its a graft that grants you access to the Fossen hivemind and the bonuses that come with it.

Lemee read through it, but I think that would probably work best as a special feature in your race's writeup; I'm mostly trying to stick to published monsters for ease of use, and especially for familiarity.

10
Okay, eliminations in red, replacements in blue, comments in green.

PlatinumDC 20CityCobblestone

City (Basalt): Basalt is pretty much just simple cobblestones; nothing grows on it, pretty much. A platinum pole tends to have a climate that matches any of the other climates doesn't have much effect on the local climate, although wind patterns tend to be broken up by large structures and sharp corners., as decided when the pole is originally placed.

City (Platinum): A platinum pole allows you to spread a city biome. A city area has cobblestone as its baselinge, and additional terrain features include bridges, buildings, fountains, roads, sewers, and walls. A city is a generally hospitable place, designed to be inhabited by humanoid creatures.
  • Bridges: Bridges are roadways that extend over chasms, bodies of water, and other otherwise dangerous terrains. A bridge extends the cobblestone basis of the biome out into a gentle arch, which can hold 200 lbs (repeated typo, corrected without comment from here) per for every 5'ft. (same) of width at any one time once. A bridge costs 5lb for every 5ft. section.
  • Building: Buildings are where people tend to live;. iIn this case, a single application of this feature is called a story. A single story is a 20ft. by 20ft. by 10ft. room, with doors and windows arranged to taste on the walls, floor, and ceiling. (Awesome, doors on ceilings. Perfect for cities with weird gravity!) If multiple stories are stacked on top of each- (replaced from here on out) other, a staircase appears can be installed that connects the two, positioned either along one of the outer walls or in the center of the story. If two stories are placed immediately adjacent to each other, the two rooms can be merged into a single,[/color] larger room. Each story, upon creation, generates a deed, which allows the holder to create or remove subdividing walls, windows, doors, staircases, and balconies inside that story,. This takinges 10 minutes for each feature added or removed. A deed may only be transferred via legal means, unless the original creator of the deed decides otherwise at the time of placement. A single story costs 50 lb of material to produce.
  • Fountain: A fountain is a pleasant landmark that allows free access to clean, drinkable water. A fountain constantly emits a stream of fresh water, streaming out at a rate of 5 gallons a every round. A fountain that isn't connected to a source of water consumes 10 lb of material (corrected from here on) metal each round to produce the necessary liquid. A fountain costs 60 lb of metal to produce; in addition, if there is any statuary that the creator of the fountain wishes to incorporate, the fountain costs an additional 30 lb.
  • Road: A road is a surface intended to be easy to walk along. in addition, If a stretch of road has a width ofis 20ft. wide or widermore, this feature can also produces bullseye lanterns that hang 7ft. above the ground every 60ft. along the road, supplying constant light. 4 Four 5ft. sections of road costs 10 lb to produce.
  • Sewer: A good sewer allows you to pipe water (or other liquids) to a fountain, or take wastewater away from a road. Sewers are created 10ft. underground, and cost 10 lb for each 5ft. cubed section 125 cubic foot block of ground altered. In addition, by spending an additional 10 lb on a section of sewer, a drain pipe is created that connects it to either a fountain or a road, which; this is either a release pipe or a drain, respectively. If a sewer connects to a body of liquid, it consumes it at a rate of 10 gallons per round; a sewer can fuel a two fountains for every body of liquid it taps. If a fountain is fueled by a sewer (ew) pipe connected to a body of liquid that isn't fresh water, it produces that liquid instead of fresh water.
  • Wall: A good wall keeps the city safe! Each of the costs on the table below are for a single 10ft. section; each section has an AC of 3 and a Hardness of 8. A gate can be added to a wall for no additional cost.

    Wall Dimensions       Hit Points
    per Section   
    Cost
    20ft. tall, 5ft. thick450 HP20 lbs
    30ft. tall, 10ft. thick720 HP60 lbs
    40ft. tall, 15ft. thick1170 HP120 lbs
Platinum (Smog): Smog is terrifically awful, actually quite dangerous, fog,. Though the danger is not immediately apparent, smog obscures all sight, including darkvision, beyond 10ft. Creatures 10ft. away have concealment (attacks by or against them have a 20% miss chance). In addition, creatures with Sthe scent special ability cannot detect creatures out past 20ft. due to the sharp, acrid scent of the smog. Finally, every hour a creature spends spent inside smog inflicts 1 nonlethal damage to every creature inside the cloud, and creatures do not naturally heal nonlethal damage inside smog them, which cannot be healed naturally while they remain in the cloud. Smog consumes 10 lb of metal for every hour that it's in effect.

Platinum (Acid Rain): This is not weather that you want to be caught in; acid rain is identical to heavy rain, except that every round that a creature spends exposed causes it to take 2d6 acid damage;. Even when an exposed creature isn't exposed to the acid rain gets out of the rain, they take 1 acid damage until they dry off. Acid rain costs 100 lb to kick off, and lasts for an hour.

City (Platinum): City supernatural terrain features include bizarchitecture, power ribbons, and zeitgeists.
  • Bizarchitecture (corrected from here): Sometimes you just have to have a pair of roads in the same place; that's where bizarchitecture comes in. Unlike a normal feature, bizarchitecture is applied to a group of features, hereafter referred to as a set. When designing the features for an area, up to two sets can be placed in the same location; a single set is designated the default set, and the other set is designated as the secondary set. Once the sets have been placed, the secondary set cannot be accessed or observed by any means except under conditions designated when the sets were originally created; these conditions can are be restricted to any conditions that would be able to trigger a magic mouth spell. When the conditions for accessing a secondary set are met, any creature that meets the criteria treats the secondary set as if it were the default set, and vice versa. Creatures who are inside a set always treat that set as the default set, regardless of whether or not they still meet the conditions. This means that, for example, if a pair of buildings are in different sets and are in the same location, creatures in one building cannot interact with or observe creatures or objects in the other building through any means. A true seeing effect allows simultaneous observation of both sets of features, but the observer can still only interact with the set that is real for them. Creating bizarchitecture multiplies the cost of each component feature by 10.
  • Power Ribbons: Power ribbons carry puissance throughout a biome; this allows for an even spread of ebbs throughout the biome's features. A single gramaric component or heuristical citcuit can be attached to a given end of a power ribbon. Thereafter, every heuristical circuit that contains a section of that power ribbon is treated as if it were overlapping every other heuristic net that the power ribbon runs through. Power ribbon costs 100 lb for every 50ft. extent.
  • Zeitgeists: A zeitgeist is a spirit that instinctively derives demographic information from a biome. A zeitgeist, to state more bluntly, is an exotic intelligence whose heuristical bubble only includes the pole of the biome, but whose telepathy covers the entirety of the biome. In addition, its Mindsight allows it to automatically know the age, race, gender, and legal status (HAH!) of every creature that it can sense. If a zeitgeist is set up, a bizarchitectural set's condition in order to be accessed can use any information that the zeitgeist is able to automatically derive, and it cannot be fooled with respect to any of those pieces of information. A zeitgeist costs only 100 lb to create, but multiplies the rate at which the pole consumes itself every day by 10.

Fantastic work. If you approve of the changes, I'll add it into geoccultism!

11
Oh, and in answer to your PM (didn't even realize where it was on this board) I definitely like the idea of populace, shops, and so on, so much so that I'm thinking about an urban geoccultist PrC now!

12
Oh, this is just excellent. Just like I was thinking, and probably fewer exploits, too!  Awesome work! :D

I need to get to sleep, but I'll go over it with a fine toothed comb tomorrow to make sure I understand everything. If it looks good, I'll put it into the main body. Also, bizzarchitecture makes me happy; It's just such a gramarie-ish name.  :)

13
The Arcanitect

"Oh yeah, the giant mechanical crab boat? I came up with that. Now, not labeling the levers, that was a stroke of genius."


Image credit SBraithwaite of deviantart.com.

The foundation of all gramarie, of all life, of all everything, is energy. Energy is the stock-and-trade of the cosmos. It's found in the light of distant stars as equally as in every inch of our bodies. Energy is the prime resource, the primary product of everything everywhere. Which is why it sucks that so much of it is inaccessible to us. This is the prime difficulty faced by those who study the transfer and change of energy, transforming it from one useless state into another which can be used for any number of marvels. The best of these academes, known as arcanitects, know more about the flow and transformation of energy than nearly anyone else– enough to know that our universe seems to be running out of usable sources of it. Their goal, perhaps the only goal that matters in the grand scheme, is to discover some way to save the cosmos from the most pedestrian and disappointing fate imaginable: death by disorder.

Requirements: To become an arcanitect you must meet all of the following requirements.
Feat: Craft Wondrous Item
Gramarie: Any two ARCD principles
Skills: Craft (any) 8 ranks, Knowledge (arcana) 8 ranks, Use Magic Device 10 ranks
Special: Must have the eldritch blast class features
Specialization: Must be specialized in Arcanodynamics.

Hit Die: d4
Skill Points at Each Additional Level: 6 + Int modifier

Class Skills: An arcanitect's class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Heal (Wis), Knowledge (all) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Use Magic Device (Cha).

The Arcanitect
LevelBABFortRefWillSpecial
Principles
Craft Conversion
1st+0+0+0+2Arcane conservation, eldritch blast +1d6, essence of arcana (silver)
+0
25
2nd+1+0+0+3Energy equations, essence of arcana (wood)
+1
50
3rd+1+1+1+3Eldritch blast +2d6, essence of arcana (crystal)
+2
75
4th+2+1+1+4Energy equations, essence of arcana (gold)
+3
100
5th+2+1+1+4Bonus feat, eldritch blast +3d6, essence of arcana (copper)
+3
125
6th+3+2+2+5Energy equations, essence of arcana (tin)
+4
150
7th+3+2+2+5Eldritch blast +4d6, essence of arcana (ice)
+5
175
8th+4+2+2+6Energy equations, essence of arcana (mercury)
+6
200
9th+4+3+3+6Bonus feat, eldritch blast +5d6, essence of arcana (lead)
+6
225
10th+5+3+3+7Arrow of time, energy equations, essence of arcana (platinum)
+7
250

Class Features

All of the following are class features of the arcanitect.

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

Arcane Conservation (Su): Energy moneychanging is the secret behind all gramarie, and an arcanitect leverages this in more traditional realms. Every level, you have a limit called a craft conversion limit, as shown on your class table. Whenever you craft an item, you can use this ability if you have a supply of puissance in order to supplement the normal cost with raw arcane energy. You can convert an amount of XP for these items equal to your craft conversion limit by transforming ten times that amount of puissance during the crafting. You can split up the cost of puissance over the course of the crafting, but you can cannot exceed your craft conversion limit on any one project. This limit is 25 XP (250 ebbs) at 1st level, and increases by 25 every level. Knowledge of this fundamental connection grants you a competence bonus on Knowledge (arcana), Spellcraft, and Use Magic Device checks equal to half your class level. This class stacks with any one previous class to determine your caster level.

Eldritch Blast (Sp): At 1st level and every two levels thereafter, you add +1d6 to your eldritch blast damage.

Essence of Arcana (Su): Arcanitects use the ideas behind gramarie to augment more traditional crafting methods; the skilled arcanitect forsakes neither for the other, but instead blends them together. Whenever you craft an item, you can imbue it with puissant energy, as described in the conservation of arcana class feature (see above). If you have attained the appropriate level of achievement, you can get extra effect from this ability. This additional effect depends on the transformer that is providing the puissance for the process; if the puissance for the crafting comes from multiple, liquid, sources, choose one of the types of transformer used in the crafting to dominate.  At 1st level you can only use puissance from silver transformers for this ability, but as you advance you learn to harness the energy from many different kinds.
  • Silver: This essence retains some memory of the raw magical energy channeled by the silver transformer. The object imbued glows under moonlight or in the presence of moonsilver. It gains a bonus to its caster level equal to your Intelligence modifier at the time of crafting, but no larger than half your class level at that point. This bonus can allow the spell to exceed normal limitations which are based on caster level, such as the maximum dice limit on a fireball.
  • Wood: Wood remembers being alive and thus remembers the flow of puissance. The object imbued seems to be carved from a single continuous piece of wood, no matter what it's actually made from. It can act as a reservoir for puissance, and can hold a number of ebbs of puissance equal to its caster level. If it is used to make an attack roll, 5 ebbs of puissance can be spent from this reserve by the wielder as a swift action to guarantee a critical threat on the attack roll if the attack would otherwise hit. This does not count as a natural 20.
  • Crystal: This is a resonant essence which echoes with the same vibrations as the crystal that provided the power for the crafting. It has strange refractive properties, and glitters as total internal reflection occurs inside of it; its refractive index is at least 2.5, if not otherwise higher. The object imbued hums quietly, and can be persuaded to resonate more frequently, and in certain patterns. If the object is activated with a command word, it can be programmed to speak the command word itself as a logical decision when it is hooked up to a heuristical circuit.
  • Gold: The essence of the sun is retained even through the mere memory of association with gold. The object imbued restores itself in sunlight; every round spend in direct sunlight restores 1 hit point to it. It can also burn with the intensity of the sun; activating this effect is a standard action while touching the object. It begins to consume itself at a rate of 5 hit points per caster level per round, but during that period the DC of any of its effects increases by +3.
  • Copper: Copper is a curious metal, and the memory of its touch is like lightning. The object imbued lets off a static shock every time it's touched or handled, and it attracts smaller metallic objects. If the object is hooked up to an electric current, a daily use of it can be activated with sufficient electric power. This requires 10W of electric power per caster level over a single round, and can only be used to provide up to three extra daily uses per day.
  • Tin: This essence recalls the caustic energies channeled by tin. The object imbued is immune to the touch of any form of alkahest, no matter what it's made of. If the object manipulates water in any way, then after it finishes with its normal use the water is treated as if it were transformed into an amount of acid equal to its previous volume. Note that a 'flask' of acid is traditionally a single pint.
  • Ice: Those touched by ice burn with passionate intensity! The object imbued is always warm to the touch, never falling below a surface temperature of 0 Centigrade. If the object deals damage, whether through a spell effect or otherwise, the damage is transformed into fire damage. If the object is hooked up to a circuit and at least 1 ebb for every 5 points of damage is provided upon activation, the damage is hellfire damage instead.
  • Mercury: This essence is strange and fluid, somewhat like the nature of mercury itself. The object imbued functions normally if reduced to a liquid state, as long as it is not separated from the main volume. It can even be diluted with other liquids, and will still function properly when distilled out of them (a DC 15 Craft (alchemy) check). The object also provides a kind of temporal grounding effect; it continues to function normally during the apparent time of a time stop effect, and if it is large enough for people to fit inside, they are similarly able to act during such time as long as they remain enclosed by the object.
  • Lead: Lead's essence is a paradox; it's the strongest protection known, but also dangerous. The object imbued blocks any effect which is specifically blocked by lead, as if it were made of lead itself. If the obejct somehow deals negative levels, it deals two additional negative levels whenever it would do so.
  • Platinum: Sometimes called the king of metals, platinum's memory retains a connection to the divine. The object imbued can be keyed to a specific faith, and only activated or used by those of that faith. The DC for a Use Magic Device check to activate the object also increases by 10 if the wielder is not of the correct faith; the object also can be used as a symbol for divine energy. Divine spellcasters who use an object imbued with platinum as a holy symbol gain an extra use of every spell level every day (domain-only spells if they're a cleric) which need to be channeled through the platinum-imbued object.
Energy Equations (Ex): At 2nd level, and every two levels thereafter, you learn an important equation relating to the flow of energy in gramaric systems. This is a discovery which can be applied to your arcanodynamic studies.
  • Bigby's Prime Analysis: This equation describes the connection between voltage and puissance. Physically conductive metal, such as copper, can now be used to transport puissance; if the metal is connected to a circuit, puissance which is placed into one part of it can be drawn out of another part of it on the same turn. Puissant flow degrades, at a rate of 1 ebb lost in every transfer for every 10ft. moved. A given circuit can only draw from one metal connection per round.
  • Drawmij's Algorithm: This equation describes how geoccult poles break down in an area of radiomantic imbalance. Knowing it allows you to  produce the same effect with a less drastic input; sunlight radiating out from your gold transformers now threatens to destabilize geoccult poles the same way that a sunmetal explosion does.
  • Evard's Numerical Analysis: This equation describes the flow of heat into an area filled with cold energy. Cones of cold energy created with a mercury transformer no longer simply evaporate; Evard's last alorithm tells us that the cold energy has to go somewhere, and it ends up forming a sphere with the same volume as the cone. Anyone who passes through the sphere is subject to the intial effect of the cone; the cone lasts for 1 round per ebb. It tends to flow along heat gradients, and moves at 30ft. per round towards the largest source of fire damage in the previous round or, failing that, the warmest location, inside 200ft.
  • Leomund's Inequality: This equation describes a strange fluctuation that occurs when comparing a platinum transformer's action in a separate case involving quasi-deities. Knowing it allows you to have your platinum transformer input nets stop binders from contacting vestiges, as well as its normal uses.
  • Melf's Special Case: This equation describes the alternation of alkalinity with acidity for the special case where a copper transformer is involved. Knowing it allows you to have your copper transformers output basic media instead of acidic media, which deals the same amount of acid damage.
  • Mordenkainen's Transport Theorem: This equation describes the conservation of arcane energy on either sides of a silver transformer. Knowing it allows you to redefine the assumptions most people make about them; thanks to a greater understanding, you can store two spells in the same output transformer, which can be activated independantly of each other, or even simultaneously if twice the combined cost of puissance for the two spells is provided.
  • Nolzur's Identity: This equation describes the fundamental connection between puissance and life, previously only seen in wood transformers. Knowing it allows you to treat any living thing, not just plant material, as if it were appropriate to construct a wood transformer. This works just like normal, but it allows you to turn living creatures or animal matter into 'wood' transformers.
  • Otiluke's Paradox: This equation describes the apparent impossibility of sound developing in silence, based on a view of sound using a model of heat flow. Knowing it allows you to ignore the silencing effect of a crystal transformer, without changing the amount of energy intake. In order to apply this equation, the ambient temperature in the crystal net needs to be above 45 Centigrade.
  • Otto's Last Theorem: This equation describes the emotional aspect to fire in addition to the purely physical. Knowing it allows you to draw 1 ebb per round from individuals under a rage effect or similar condition if they are in the input net for your ice transformers.
  • Tasha's Finite Decay: This equation is no laughing matter; it describes the lifespan of a radiomantic metal. While one of your lead transformers is giving off nuclear energy, it can now explode as if it were made of sunmetal.
Principles of Gramarie: You continue to advance your study of gramarie. At 2nd level, and again whenever indicated on the class table, you learn a new principle of gramarie that you qualify for. At 7th level you gain access to Doctorate-level principles, and can refer to yourself as a doctor of any discipline you attain that level of knowledge in.

Bonus Feat: At 5th level and again at 9th level you kind of get screwed since you don't learn a new principle. Instead, you get a free bonus feat with the [Item Creation] tag instead!

Arrow of Time (Su): At 10th level you discover one of the most amazing theorems in arcanodynamic studies, the principle of reverse entropy. Time is only an illusion created by our perception of the universe's flow from order to disorder. This idea, however, lets you reverse the normal decay associated with entropy. Input transformers that you make which normally generate 1 ebb for every 6 points of damage now only require 1d6 points of damage; the exact conversion is semi-random and rolled when energy input occurs. Output transformers which normally produce 1d6 points of damage per ebb now always deal maximum damage.

14
That's probably a good idea, as is stickying this thread.

Done. As for gramarie 101, I'll add it to the list!

15
This is excellent! As I said before, I don't have a lot of expertise with incarnum, having only made one attempt at homebrew for it before. I understand it in principle, but I have trouble gauging relative strength of various options for it, since I've never actually played it. That being said, this looks nice and tight, and the gramarie boons from the thesis feature are well-thought out. I particularly love the yggdratectural one, that's just brilliant!

Anyway, added to the index, although I would also enjoy it if I could get feedback on it from other people that know more about incarnum. Bonus points for the quote from the unpopular one!

16
That's probably the way I'd do it, but I haven't given this a whole lot of thought yet. But I do love the idea of basically being able to whip a city out of your pocket and literally set up shop wherever you like. I think that if there were basic rules for city-building with the pole, it would be really easy to segue from there to a class that is all about populating it with interesting things and running it. But hey, some people like Logistics and Dragons (specifically, anyone that likes gramarie)!

Oh wow, I also like the idea that potentially you could have a demiplane filled with a giant magic city that connects to all sorts of other extraplanar cities through yggdratectural portals, because then gramarie has basically built Sigil. And you could be its supreme overlord, who holds all the deeds.

17
I'm glad to see that this is still being worked on, and in a place that I can both more easily check the progress of it and talk to you about it.  How many Xenoalchelmy base classes are you planning on having once you're done?

One more in addition to the xenoalchemist and the connoisseur is planned right now, but who knows? I'm basically making this up as I go :tongue

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Out of curiosity, is there ever going to be anything to create/design symbionts? In either of the systems?

Um, good question! I think it fits best as a kind of fancy xenoalchemical graft, except one that is alive and well. It seems like it would be fairly easy to work in as a template that can be placed on existing grafts, which probably gives some extra oomph to it: the graft can act separately from you, and potentially work kind of like an intelligent item, albeit one that's surgically attached to you...

18
I like the idea of creating a spectral population, but I think that would make more sense as a PrC option than as a core feature of the pole. The other poles focus (until the supernatural section) on creating environments that could arise in nature the old-fashioned way, geoccultism just shows it how and where to go. I feel like platinum makes the most sense if it replicates this kind of structured growth in an artificial setting, creating traditional infrastructure for a real-life population.

That being said, I could see a really cool specialist PrC that creates literal ghost towns filled with imaginary people going about their imaginary lives, basically reducing an actual city to the abstractions that you typically see in a video game or hack-and-slash game, where someone exists solely to be the 'merchant' or whatever.

19
I feel like I'm the only one who's more excited that you're working on Xenoalchemy than Gramarie.   :P

Yay, more Xenoalchemy!  You need to port your Xenoalchemy prestige classes over though.  Also, are you still planning on revamping your Xenoalchemy rules?

I like xenoalchemy, too! Yes, I'll be bringing over the prestige classes when I have time. Xenoalchemy rule changes are minimal, just addressing a few things that I've thought about over the last year and a half. The biggest change I'm planning on implementing is that a lot of grafts are going to be way more lenient on where they can be placed; for example, I honestly don't mind if you want to have eight different bite attacks stapled to you in various places; that actually sounds awesome.

Main timesink in working on xenoalchemy is new grafts; I've pretty much done as much as I can with the SRD monster list, so I'm slowly working my way through the MM's II through V.

20
Close to how I was thinking; I was thinking that building works like this:


Each structure is made out of "blocks"; a block is a 30'x30'x10' (I picked these dimensions at random, so I might reduce them), which can be stacked/pressed together/whatever to get your basic building design. Each building then generates a "deed", so that the person who "legally" owns them can customize the floorplan, and can further segment up the "deed" (so you generate 10 skyscrapers, say, and you give the deeds to 10 different people, which lets them add walls/doors/windows, but they can't modify anything else about the building.

They can then give the "deeds" to a set of floors to someone else, who can further modify them to their heart's content, and so on and so forth.)

Ooo, I love the deed idea, it's brilliant. I love the idea of the principle actually creating an arcane contract that leases a small part of the pole's sphere of influence to the deedholder. Definitely the hard part on this one is going to be getting a set of simple rules for building customizable structures.

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What does TC&TC stand for? Other than that, those supernatural things look good.

The City & The City

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As for weather, they are obviously smog/acid rain for extreme weather, and I'm not sure what for the general climate.

Smog works for me for general climate, basically like slightly poisonous fog. Acid rain is clever for the extreme weather condition, although you're right: it doesn't quite seem extreme enough compared to an earthquake or a tornado. Perhaps it could go more meta, and incite a revolution or a rebellion among the populace?

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