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Messages - redking

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1
D&D 3.5 and Pathfinder / Epic homebrew?
« on: April 25, 2020, 08:02:42 AM »
Can anyone direct me to epic homebrew? Classes, feats, spells, and anything else.

I am have been working on 3.5e epic homebrew for advanced beings for a couple of years now, and I am almost finished. I want to compare what I have done to what others have done.

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Min/Max 3.x / Re: Nar Demonbinder - 1st tier Iron Sign ability
« on: April 15, 2020, 02:28:09 AM »
More specifically, what spiffy uses do you anticipate for this finding?
@redking

Normally you are restricted in the kinds of debuffs that you can use on a captive outsider. Now you can use whatever debuffs you have at hand to ensure that your negotiation always goes your way.

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Min/Max 3.x / Re: Fun Finds v7.0 - Now with +15% more reposts!
« on: July 21, 2019, 07:51:30 PM »
The Thrall of Fraz-Urb'luu from Dragon Magazine #333 has a remarkable ability. People have often commented on its capstone ability, Alter Reality before, and it's good, but the 5th level ability Staff Mastery, is even better.

Quote
Staff Mastery (Ex): Upon reaching 5th level, you have mastered the use of magic staffs in emulation of your demonic master's skill with these potent magic items. You can now wield any magic staff, as if it were a +1 greatclub, at no risk of causing the staff itself damage. In addition, the staff is treated as an evil weapon for the purposes of overcoming damage reduction. You are considered to be proficient with the staff for this purpose.

You can use any magic staff as if its spells were on your spell list. Additionally, you may opt to activate a staff using your own lifeforce rather than expending charges. For each charge that the staff activation would normally consume, you instead take 1 point of Constitution damage. If you don't have a Constitution score, or are for some reason immune to ability score damage, you cannot power a staff with this ability and must use the staffs charges to manifest its spells.

Take a level of binder to bind Naberius to get Faster Ability Healing to heal your constitution damage, and you have unlimited ability to expend charges from staffs.

Where the real power is shown is when the staff contains a spell that normally requires XP expenditure. Staff of true creation? Staff of simulacrum? Staff of whatever you want now that you are a virtual god?

You can enter at 7th level at the earliest, and must be chaotic evil (perhaps your your DM will allow you a different alignment adaption). Whether the DM will throw the players handbook at you for deploying this PrC is another matter altogether.

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Min/Max 3.x / Re: Fun Finds v7.0 - Now with +15% more reposts!
« on: July 15, 2019, 08:01:28 AM »
Inscribe Rune + Runecaster Prestige Class + Chameleon Crafting + psion.

Everything in this Runecaster handbook is possible, AND you can make psionic runes via chameleon crafting.

5
D&D 3.5 and Pathfinder / Re: Artifacts (Opinions)
« on: July 14, 2019, 10:36:45 PM »
The Black Egg from Dungeon Magazine 106. Get your own half fiend 19 HD red dragon servitors for the relatively trivial cost of risking a curse for not feeding dragon souls to the egg. This is feeding dragon type creatures, so you don't need to go out and actually kill full sized dragons, they can be draconians from the Dragonlance setting, so other creatures with the dragon type. Probably the best artifact in the game.



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Min/Max 3.x / Re: Fun Finds the 2nd Party Edition
« on: July 14, 2019, 08:10:16 AM »
Towers of High Sorcery, Dragonlance 3.5, p.52.



You can draw people (in the form of simulacrums, according to how they are remembered), and even half powered magical items. There is huge potential there. Combine with programmed amnesia for profit.

7
How did I not know about this? Downloading!

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Min/Max 3.x / Nar Demonbinder - 1st tier Iron Sign ability
« on: May 13, 2019, 08:42:12 AM »
I don't think this has been noticed before. Check out the Iron Sign ability from Nar Demonbinder. This has never been dealt with in a Nar Demonbinder handbook before.

Quote from: Nar Demonbinder
Iron Sign: On reaching 2nd level, a Nar demonbinder learns how to fashion a special token known as an iron sign. Creating the token requires three days and 1,000 gp in magical materials. The iron sign is the size of a large amulet. The demonbinder can use it in one of two ways.

Calling Diagram: The iron sign functions as a calling diagram (see Conjuration under Schools of Magic in Chapter 10, Magic of the Player's Handbook) that combines a magic circle with dimensional anchor. The demonbinder need only set the token on a suitable surface, and no Spellcraft check is necessary to scribe the diagram. A creature held by the iron sign must remain within 5 feet of it and otherwise behaves as if it were completely enclosed in a suitably sized calling diagram.

The iron sign can hold a called creature for up to one day per caster level of the character who crafted it. Unlike a normal calling diagram, the iron sign cannot be disturbed unless something physically removes the token from the spot where it was placed (naturally, the called creature cannot disturb the token either directly or indirectly).

Demon Trap: As a full-round action, the demonbinder can set the token on a suitable surface and try to compel a free outsider within 30 feet of the token into its effective calling diagram (Will save negates, DC 10 + Nar demonbinder level + Nar demonbinder's Charisma modifier). The subject is entitled to spell resistance. If the creature fails its saving throw, it is transported to a square of its choice within 5 feet of the iron sign, and trapped just as if the demonbinder had conjured it into a calling diagram.

When a trapped creature leaves the iron sign (because it was freed by the demonbinder, escaped on its own, or the duration of the calling diagram lapsed), the token crumbles into powder and is destroyed.

Now Magic Circle against Evil -

Quote from: Magic Circle Against Evil
A magic circle leaves much to be desired as a trap. If the circle of powdered silver laid down in the process of spellcasting is broken, the effect immediately ends. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can. If the called creature has spell resistance, it can test the trap once a day. If you fail to overcome its spell resistance, the creature breaks free, destroying the circle. A creature capable of any form of dimensional travel (astral projection, blink, dimension door, etherealness, gate, plane shift, shadow walk, teleport, and similar abilities) can simply leave the circle through that means. You can prevent the creature’s extradimensional escape by casting a dimensional anchor spell on it, but you must cast the spell before the creature acts. If you are successful, the anchor effect lasts as long as the magic circle does. The creature cannot reach across the magic circle, but its ranged attacks (ranged weapons, spells, magical abilities, and the like) can. The creature can attack any target it can reach with its ranged attacks except for the circle itself.

You can add a special diagram (a two-dimensional bounded figure with no gaps along its circumference, augmented with various magical sigils) to make the magic circle more secure. Drawing the diagram by hand takes 10 minutes and requires a DC 20 Spellcraft check. You do not know the result of this check. If the check fails, the diagram is ineffective. You can take 10 when drawing the diagram if you are under no particular time pressure to complete the task. This task also takes 10 full minutes. If time is no factor at all, and you devote 3 hours and 20 minutes to the task, you can take 20.

A successful diagram allows you to cast a dimensional anchor spell on the magic circle during the round before casting any summoning spell. The anchor holds any called creatures in the magic circle for 24 hours per caster level. A creature cannot use its spell resistance against a magic circle prepared with a diagram, and none of its abilities or attacks can cross the diagram. If the creature tries a Charisma check to break free of the trap (see the lesser planar binding spell), the DC increases by 5. The creature is immediately released if anything disturbs the diagram—even a straw laid across it. However, the creature itself cannot disturb the diagram either directly or indirectly, as noted above.

Now here is the incredible part of this ability. The Iron Sign abrogrates the need for the physical circle surrounding the trapped creature - its bound by the Iron Sign. Normally you could cast some spells at the trapped outsider, but its generally accepted that anything that physically crosses the magic cirle breaks the circle, freeing the outsider. From DMDM's Guide to Planar Binding -

Quote from: DMDM's Guide to Planar Binding
Debuffing your target. A much-discussed question is whether you can cast debuffs on the target creature in order to make it more amenable to your demands. If you accept the "binding happens/fails as soon as the creature appears" rule, you can't cast debuffs for that first check unless you have some sort of area debuff up and running ten minutes in advance. However, if you fail that first check, can you cast debuffs on the creature for the second check, 24 hours later? Well, there's no question that you can cast one spell -- Agonize, which is specifically designed for the purpose of convincing unruly outsiders to cooperate. Otherwise, though, can you cast Enervation? Dominate? A question to James Jacobs provided the following answer: "You can cast any spell you want at the outsider in the circle, but those that create physical effects that cross the circle would let the monster out. What entails 'breaking the circle' is left to the GM, but you could certainly argue that the beam of black energy from a ray like enervation counts, or even the faint mist produced by mind fog."

FWIW, here's my personal interpretation: spells that involve energy, that do damage, or that create any sort of physical area affect will break the circle. Spells that produce purely mental effects (like Dominate) or that produce effects on the target without a ray or any other connection to the target (like Baleful Polymorph) will not break the circle. If you're planning to go this route, try to get a ruling from your DM first.

The Iron Sign means that you are free to use rays, mists, spectral hand to deliver touch spells, or even enervation to debuff the trapped outsider. Iron Sign is a 1st tier planar binding ability.

9
Two new level 5 grafts for Biollurgy and Xenoalchemy.

Deepspawn replicator
Level: 5
Body Slot: Torso (Ex)
Monster Requirement: Deepspawn

You have now attached the birthing womb of a deepspawn, giving you the ability to spawn replicants of creatures that you have eaten, in accordance with the following changes. If you were less than huge size, your size now changes to huge.

Spawn (Ex): You can spawn only creatures identical to those that you have physically consumed. Each spawn possesses even the learned abilities (such as class level, skills, and spells known) of the original but retains only dim memories of its former life. Only Large or smaller corporeal, living creatures native to the Material Plane can be spawned. After spawning, a deepspawn must wait 4d6 days before doing so again. The spawned creatures are under your influence, and considered to have an attitude of "helpful" with a desire to serve you.

You need to have at least 9 HD for this ability to work.

Here are your hitdice and maximum allowable CR of spawn that you can create next to them.

9 HD -CR3
10HD -CR4
11HD -CR5
13HD -CR6
15HD -CR7
28HD -CR8

Below 9 hit dice the you are too weak to make copies, though you can certainly eat now and store the genetic information and brain patterns for spawning copies when it is able to do so. In game terms, you do not have the Ex ability to Spawn.
The number of spawn that you can produce in one spawning depends on the total CR of the creature(s). For example, if you are capable of producing 6 CR Ettins, then the you are also capable of producing 48 1/8 CR rats in a single spawning. Put another way, instead of producing 1 Ettin of 6 CR you could produce 6 humans of 1 CR.

Dread Doppelganger Metamorphosis Gland
Level: 5
Body Slot: Head [brain insertion] (Su)
Monster Requirement: Dread Doppelganger (See VRS Doppelgangers @ Fraternity of Shadows)

The metamorphosis gland of the dread doppelganger grants you the change shape and glamer abilities of a dread doppelganger.

Change Shape (Su): You can assume the shape of any Small or Medium humaniod. You can remain in the chosen form until you choose a new form or return to your original form.

Glamer (Su): You can alter the texture or appearance of objects on your person as a free action. You cannot change the object's basic material (cloth remains cloth, metal remains metal, etc), but you can turn threadbare rags into clothes of any fashion, or turn a bit of wire into a necklace or vice versa. Objects automatically return to their original form if separated from you by at least 5 feet.

10
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...

Nice. I note that this hasn't actually been implemented on the updated stuff at Giantip. These invocations aren't exactly game breaking power, and the grammarist desperately needs something like this.

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.

I see that spellcasting silverOut has been removed completely on the updated material at giantip, which is kind of unfortunate, I think. Your idea for quadratic progression was interesting but not quite satisfying. I made a revision - your quadratic sequence + the level of the spell. Thus the sequence is revised to: 2,6,12,20,30,42,56,72,90.

Making a silverOut use spells should probably not be XP free, either. I know that you already established a rule that XP must be paid on spells that require XP, but why not require a nominal XP amount for all spells that do not use up XP normally? I propose 10XP + spell level. Thus a first level spell costs 10XP + 10XP for it being a first level spell (total 20XP), a ninth level spell would cost 10XP + 90XP = 100XP, etc. Spells that normally have XP costs should follow your normal rule.

11
I want to reiterate that it isn't the fact that any archmage can just use these spells to prepare gramarie. Let's take Archmage Khelben Arunsun from the forgotten realms. He is a Male human (Chosen of Mystra) Wiz20/Acm3/Epic4. As wizards go he is as powerful as they come. Below are his skills -

 Alchemy +26, Bluff +43 Concentration +32, Craft (painting) +11, Diplomacy +4, Gather Information +4, Intimidate +7, Knowledge (arcana) +30, Knowledge (the planes) +16, Knowledge (religion) +11, Knowledge (Waterdeep history) +11, Knowledge (Waterdeep local) +16, Perform (drama) +4, Ride (horse) +4, Scry +25, Search +10, Sense Motive +9, Spellcraft +34, Spot +7, Wilderness Lore +8; Artist (painter)

Even if Khelben were able to cast these epic gramarie spells without the mitigating circumstances, he would still not be able to succeed in the skill checks required to prepare the gramarie disciplines.

12
More Epic Feats

Epic Extra Credit [EPIC]

Prerequisites
Able to prepare any theory of gramarie.

Benefit
You learn a gramaric principle that you qualify for. Characters without any previous gramaric training can learn 101 principles, and can prepare them just like an actual gramarist. You cannot use this feat to learn an additional theory.

Special
You can take this feat multiple times. Unlike the non-epic version of this feat there is no charisma modifier limit, and you are not restricted to learning a single bonus principle of the highest grade that you know.

Third Degree [EPIC]

Prerequisites
Second Degree from the 11th class level of Gramarist. Able to prepare any theory of gramarie.

Benefit
Having completed your secondary degree, you are now prepared to learn about Gramarie at the postdoctoral level. This feat allows you to choose a third field of study for specialization. Universalists do not get to do this, but instead they can choose a single field of off-limit principles, such as [Military Science] principles, which they can now learn like any other principle.

Special
This feat may only be taken once.

Discover Discovery [EPIC]

Prerequisites
Able to prepare any theory of gramarie.

Benefit
You may choose a single discovery you qualify for off of the list of discoveries for your specialization. If you are a universalist, you can learn discoveries, but cannot have 2 discoveries in a single discipline until the universalist has a single discovery in every discipline, and cannot have 3 discoveries in a single discipline until the universalist has a 2 discoveries in every discipline, and so on.

Special
You can gain this feat multiple times.

13
Personally, I don't like it. I don't like the implication that any epic spellcaster can just use an epic spell to take the class features over, especially due to it ignoring Specialist tags. Also, your reduction table image is broken; try just recreating the table with the table tags available in the post editor, maybe?

I couldn't get the table tags to work properly so I was forced to use a picture instead. I can see it fine from multiple computers and phones.

Anyway, any epic spellcaster can't come in and start using powerful gramarie. With ritual casting banned for the gramarie seed, the epic spellcaster will have to make huge spellcraft checks to cast a spell with the gramarie seed unless the spellcaster already knows some gramarie to get some mitigating factors. For example without the mitigating factors from knowing doctorate level gramarie getting a mere 100 ebbs of caloric from an the caloric epic spell will require a 100 DC spellcraft check and huge research costs.

These spells are for gramarists that want to blend gramarie with epic spellcasting. If they are this high level and the campaign uses gramarie, why say that they cannot do something?

14
I was moved to do something with SCIENCE! So I was up all night writing this.

Gramarie Feat

Expeditious Theory [EPIC]

Prerequisites
Able to prepare any theory of gramarie.

Benefit
You are able to reduce the ‘preparation time’ of all your theories by 1 hour.

Special
You can gain this feat multiple times. The effects stack, though you can’t reduce the ‘preparation time’ of any theory to less than 1 hour.

Epic Spell Seed: Gramarie
Transmutation (metacreativity if epic psionic power)

Spellcraft DC: 26 (Varies)
Range: Personal or Touch
Target: You or a creature
Duration: 20 hours
Saving Throw: Willing subject only
Spell Resistance: No

This seed can allow the preparation of Gramarie principles of Baccalaureate, Magisterial, Doctorate, and Theory grades, even if the caster is otherwise unable to meet the class requirements. This seed can also allow for the use of discoveries (with no prerequisites). This spell only grants the ability to prepare principles, theories, or discoveries. It does not prepare them for the spellcaster and preparations must be made in the normal way. Successful preparation guaranteed, and the caster must still make all the required skill checks. Finally, this seed can create caloric (from Caloric Theory).

The Gramarie seed at base Spellcraft DC of 25 can allow according to the caster’s choice:

*The preparation of one Baccalaureate principle - any number of times for the duration (20 hours).
*Create 25 ebbs worth of caloric puissance (add 1 DC to every additional ebb of caloric puissance to be created. Spells using the Gramarie seed cannot mix caloric creation with anything other function - caloric must be created alone). [Caloric] Seed DC is always 26.

The Gramarie seed varies by different Spellcraft DC allow for additional or different grades of principles or discoveries:

Baccalaureate 26 DC
Magisterial 36 DC
Doctorate 46 DC
Theory 100 DC
Discoveries 80 DC

Additional principles, theories or discoveries can be selected and added to the Gramarie epic spell. If a principle has a prerequisite of another principle, then the caster must either have that prerequisite principle known, or provided by an epic spell from the Gramarie seed. For example, a spell based on this seed cannot provide GEOC 235 unless the caster already knows GEOC 101, or uses a spell based on this seed to provide GEOC 101. Discoveries also follows logically. For example, you cannot designate Amazing Alkahest as a discovery unless you either know, or a spell based on this Gramarie seed, can provide you with ALCH 346, which allows you to make Alkahest in the first place. For the theories you must still meet all the prerequisites, either by knowing Gramarie or it by the prerequisites being provided by a spell based on this seed. The Theory of Everything, if designated, allows the produces the effect of any other principle from any discipline of Doctorate-grade or lower. The Theory of Everything, for purposes of this seed does not allow qualification of prerequisites for principles or theories, but does allow qualification for discoveries.

Nothing in this seed allows any leapfrogging past principles or prerequisites. The exception is that this seed can bypass the requirement to be a specialist, with principles of the specialist tag able to be used with this seed.

When creating a Gramarie epic spell for the purposes preparing principles, theories or discoveries, the initial seed DC must be the the highest DC of the principles, theories or discoveries that the caster is using in the spell. The highest DC principle, theory or discovery becomes the seed DC, and that principle, theory or discovery is the first Gramarie in the spell. This first Gramarie is priced at the listed DC amount, while all secondary Gramarie is at half DC.

For example, an epic spellcaster wanting to create an epic spell that allows preparation of a theory, a discovery, and a doctorate, magisterial, and baccalaureate principle requires 100 DC for the theory (as it has the highest DC), 40 DC for the discovery, 23 DC for the doctorate, 18 DC for the magisterial, and 13 DC for the baccalaureate, for a total of 194 DC. If the epic spellcaster wanted an additional theory, that counts as secondary grammarie, and is half DC (50 DC).

Mitigating factors that are exclusive to the Gramarie seed

The Gramarie seed cannot be used with a ritual - contributors of spell slots or epic slots do nothing to decrease the DC of an epic spell using the Gramarie seed (because this is science. It mocks your rituals). Mitigating factors other than rituals, such as XP burn, apply as normal. Special mitigating factors apply when the spellcaster knows principles from grades of Gramarie. These mitigating factors are cumulative, but only a single mitigating factor for each grade known. To obtain these mitigating factors, these principles must be known as a result of having levels in a Gramarist class. Ability to prepare Gramarie via spells do not count.



Epic Spell: Andrast’s create Caloric
Transmutation [Gramarie]

Spellcraft DC: 16
Components: V, S
Casting Time: 1 minute
Range: 5 feet
Effect: 100 ebbs of Caloric puissance
Duration: 20 hours
Saving Throw: None
Spell Resistance: No
To Develop: 144000 gp; 3 days; 5760 XP. Seeds: Gramarie [Caloric] (DC 26). Factors: Increase Caloric creation by 75 ebbs of Caloric puissance (DC 75). Mitigating factors: Baccalaureate principle known (-5 DC), Magisterial principle known (-10 DC), Doctorate principle known (-20 DC), Theory known (-50 DC).

This spell creates 100 ebbs of Caloric puissance, exactly the same as the Caloric from the Caloric theory of Gramarie. The Caloric appears anywhere the caster chooses, within 5 feet of the caster. The Caloric must be used within 20 hours on a Gramarie device or a person, or the Caloric will disappear. Once the Caloric is used on a Gramarie device or a person, it functions exactly the same as Caloric created by the Caloric theory.

Epic Spell: Andrast’s Gramarie Helper
Transmutation [Gramarie]

Spellcraft DC: 70
Components: V, S
Casting Time: 10 minutes
Range: Personal
Effect: Allows preparation of Gramarie
Duration: 4 days
Saving Throw: None
Spell Resistance: No
To Develop: 630000 gp; 13 days; 25200 XP. Seeds: Grammarie [Theory] (100 DC). Factors: Discovery (40 DC), Doctorate principle (23 DC), Magisterial principle (18 DC), Baccalaureate principle (13 DC), Increase duration to 6 days (6 DC). Mitigating factors: Baccalaureate principle known (-5 DC),  Magisterial principle known (-10 DC), Doctorate principle known (-20 DC), Theory known (-50 DC), Burn 2000 XP (-20 DC), Increase casting time by 9 minutes (-18 DC), Change to personal (-2 DC), Burn 500 ebbs of Caloric puissance (-5 DC).

Once a character has cast this spell they can designate any single Gramarie theory, discovery, principle of doctorate, magisterial, and baccalaureate as grades, and be able to prepare the designated Gramarie, so long as the caster otherwise meets the prerequisites of the Gramarie. The caster can choose to designate principles so that prerequisites can be met. The Theory of Everything, if designated, allows the produces the effect of any other principle from any discipline of Doctorate-grade or lower. The Theory of Everything, for purposes of this spell does not allow qualification of prerequisites for principles or theories, but does allow qualification for discoveries.

Once the caster has designated the various Gramarie that it can prepare thanks to this spell, the caster may prepare the designated Gramarie as many times as the caster chooses, over a period of four days. In every sense the caster prepares the Gramarie in the normal way, and must make skill checks, spend time in preparation (preparation time), and so on.

Andrast the wise
N Human Male
Conjuror 5, Mage of the Arcane Order 7, Master Specialist 3, Archmage 5, Gramarist [alchemetry] 10, Contractor 10

Andrast was at one time a war wizard on his world. He was a specialist at summoning creatures from elsewhere to fight in other people’s wars. Over time Andrast found a way to slow his aging and gradually withdrew from public life, retiring to his country estate in order to enjoy life to the fullest. Good food, entertainment, intellectual stimulation, everything that could be had by a master wizard.

After more than 3 decades (during which time Andrast had only aged 5 years, and looked no more than 30 years old) there was revolution stirring in the capital city of his country. A mystery lodge of self proclaimed enlightened people called Coniuratio Sodalitas had spread throughout the country and were proclaiming that a New Age was soon to arrive. They said that the old order would be overturned, and a New Order for a New Age would be established across the entire world.

The leader of Andrast’s country, the Archduke, was very worried about this development. The rumours of this “New Age” were causing unrest, workers were striking, and the rumors said that the New Order to come had no room for Archdukes. Things came to a head when the head of the national lottery was found to be a member of the Coniuratio Sodalitas lodge, and had corrupted the lottery to the benefit of the lodge. What followed was a raid on the publicly known Coniuratio Sodalitas lodge in the capital city. The result was more than 120 gendarmes killed and an even greater number injured, and entire city block was burned to the ground, including most of the lodge. What was discovered during the raid shocked the entire country. Horrific monsters were in the lodge and were set upon the gendarmes during the raid. These monsters ran riot through the streets, seen by citizens. The monsters defied any kind of physical symmetry, alive and living but an impossible form of life. In the raid 5 lodge members were killed and the rest escaped. All their important documents had disappeared.

The archduke was horrified and begged Andrast to come back into service, at any price. Andrast was intrigued by the turn of events and agreed to root out the Coniuratio Sodalitas lodge from its hiding places and end the talk of rebellion.

Over the next two years Andrast waged war against the lodge, using his own powers and the considerable resources of the Archduke. During this time Andrast discovered that the Coniuratio Sodalitas lodge members used magic of a sort, but it was of the sort that he didn’t understand yet. Even so he recognised the potential of their abilities. He was not able to get detailed information about their magic, spellbooks and whatnot, as they were careful to conceal these things. Somehow they had access to portals that could hide things.

After two years Andrast found the last bolt-hole of the Coniuratio Sodalitas lodge and confronted the leader of the lodge, a man called Ajax. Surrounded by summoned creatures, the fight went badly for Ajax and he was quickly subdued. The Archduke wanted a trial of this man because the all the other members of the Coniuratio Sodalitas lodge had refused to be taken alive.

Surprisingly, Ajax told Andrast how to recover the ‘magical writings’ of the Coniuratio Sodalitas lodge, saying that he didn’t want the lodge’s teachings to die with him. Immediately after the documents were in Andrast’s possession, Ajax was dead, having somehow taken a lethal poison.

The lodge utterly decimated and with no more practitioners of their ‘magic’ remaining, Andrast retired back to his country estate. With him were the documents bequeathed to him by Ajax.

Andrast studied the lodge documents and in time Andrast became a Gramarist. He then became a more powerful conjurer than he could ever hope to be when he leveraged his Gramarie to become a Contractor. Ironically Andrast is now laying down the foundations of his own lodge devoted to Gramarie, for he is currently the only practitioner of Gramarie on his world.

Being the only Gramarist in existence (at least on his world) he hasn’t had anyone to help him work and thus Andrast developed a few epic spells to help him with his work. Andrast is hoping that Gramarie will help usher in a New Order for a New Age, with room for Archdukes.

15
Introduce Yourself / Hi! I've been lurking for years
« on: September 12, 2015, 02:49:50 PM »
Hi, my name is redking.

I have been a long time fan of D&D, but most of my gaming has been on the computer, not PnP (too hard to find a group that doesn't meltdown or play the Chaotic Stupid alignment).

Needless to say I understand the rules and would sure like to be able to see the rest of the board when I am logged in (I have to logout to see anything). It would also be nice to be able to post here and contribute.

Looking forward to participating.

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