GM Gluttony |
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I was trolling around the Giant in the Playground homebrew section the other day when I ran into: THIS
THIS being possibly the coolest, most thought-provoking, most imaginative, utterly science-y (yes, science!) piece of homebrew ever made for 3.5. It revolves around the Grammarie, a set of principles that bring fantastic, game-altering, and very powerful technologies into the player's hands. I really can't do justice to the concept; I'd recommend checking it out yourselves, if even just to look at the pretty pictures.
Anyways, after digesting what I could, I decided I just had to do something with it, so here's what I was thinking:
Open up a game of Kingmaker with a small group consisting of Golarion's first 'Grammarists' set out to refine their craft and possibly found a community for those who wish to learn the technique. And what better place could there be for a gang of squishy scientists than the Stolen Lands?:)
Essentially we'd open with the first book as usual, exploring new territory, and trying not to die. This part would require much intelligence and roleplay on the part of the players, as the Grammarist is not exactly a very combat ready class. However, with the founding of their kingdom, they'd begin to access all sorts of fantastic technologies which would have campaign altering consequences!
I'd love to write a page about my plans for this, but I'm going to restrain myself and just ask the simple question:
Who's up for a very experimental shot at Kingmaker that will most likely either explode in the hanger or take the skies by storm? (either way it'll hopefully be awesome!)
pH unbalanced |
Wow, that's uh...wow.
I'll say the Geoccultism is what grabbed my interest right away. I *might* be interested, depending on what other peoples interest is, and whether or not I get into some other games I've applied for.
And I must agree...the art is quite lovely.
Irnk, Dead-Eye's Prodigal |
I'm figuring a universalist/general studies gramarist who probably also took a Phys. Ed. elective.
Have you given any thought to where we're from? Given that you seem to be going with the idea we are practically the 'first of our kind'. Are we not originally from Golarion/Avistan? Or possibility we are 'grad students' from the now magically sealed city whose name I can't recall, we were enjoying a 'post graduation' 'night out' when the seals came down & now we're trapped out here perhaps?
edit: The Class skills list is looking very 3.5, it would probably need to be updated to Pathfinder.
GM Gluttony |
Yeah well I think what would work best was something along old Xin and his apprentices we're all students of a gramaire universalist or something and want to expand upon what has been taught to us. Though I reckon the DM will probably have some ideas.
Students? No, no, no, the PCs are going to be the very inventors of the Gramarie, pioneers in a new field of science! How they discovered it, well, that's another matter...
Anyways, glad to see that there's some interest in this weird little idea!
Irnk, Dead-Eye's Prodigal |
I took another look at the Class skills list & doesn't look very 3.5, it is 3.5.
I went through & updated the skill list to better approximate what it would be in Pathfinder, but there are still skills in there that technically don't exist in Pathfinder.
Gramarist Class skills: Appraise (Int), Autohypnosis (Wis), Bluff (Cha), Diplomacy (Cha), Disable Device (Dex), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Knowledge: arcana (Int), Knowledge: architecture & engineering (Int), Knowledge: dungeoneering (Int), Knowledge: local (Int), Knowledge: nature (Int), Knowledge: the planes (Int), Knowledge: psionics (Int), Knowledge: religion (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha)
I'm not certain Autohypnosis is necessary as I believe it functioned about equivalent to Concentration for Psionicists, if not it is probably equivalent to Spellcraft. Likewise, Knowledge: psionics could probably be folded into Knowledge: arcana.
I just double checked & Craft is not on the Gramarist's Class skills list?! WTH?! Do they expect to use Spellcraft for everything that would normally use Craft? That seems a little bit daffy.
GM Gluttony |
I took another look at the Class skills list & doesn't look very 3.5, it is 3.5.
I went through & updated the skill list to better approximate what it would be in Pathfinder, but there are still skills in there that technically don't exist in Pathfinder.Gramarist Class skills: Appraise (Int), Autohypnosis (Wis), Bluff (Cha), Diplomacy (Cha), Disable Device (Dex), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Knowledge: arcana (Int), Knowledge: architecture & engineering (Int), Knowledge: dungeoneering (Int), Knowledge: local (Int), Knowledge: nature (Int), Knowledge: the planes (Int), Knowledge: psionics (Int), Knowledge: religion (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha)
I'm not certain Autohypnosis is necessary as I believe it functioned about equivalent to Concentration for Psionicists, if not it is probably equivalent to Spellcraft. Likewise, Knowledge: psionics could probably be folded into Knowledge: arcana.
I just double checked & Craft is not on the Gramarist's Class skills list?! WTH?! Do they expect to use Spellcraft for everything that would normally use Craft? That seems a little bit daffy.
Actually, I think there's some other fun stuff you can do with Autohypnosis like ignoring caltrop wounds and not dying. The PFSRD has a page for Dreamscarred Press psionics and they have a Pathfinder version of autohypno, so that can stay.
As far as Craft, that should obviously be on the list; doesn't every PF class get Craft as a class skill?
Irnk, Dead-Eye's Prodigal |
I agree about Craft.
Given that the skills list includes all but maybe two Knowledge skills, & a at least one of those doesn't make sense to not be on the Class skills list, I actually think just switching it to all Knowledge skills are class skills would make sense as well.
pH unbalanced |
Just out of curiosity, are you looking at straight Gramarists or gestalt? It looks like a lot of these games wind up as the latter.
I'm interested in Biollurgy and its possible applications. I'm also interested in the possibilities of combining that with a vivisectionist.
I'd kind of wondered that, too, although I'd been thinking maybe we'd start with a single level of a PC class, and then everything else Gramarist.
Also, the Prestige Classes look wild.
GM Gluttony |
Gestalt? Gestalt is for the WEAK!
Haha, only joking, but seriously, I was thinking that everyone plays straight gramarists with multiclassing allowed.
I also thought about letting you roll up a second set of characters once you start a kingdom. That way you could finally have some chance at straight on combat (empowered by gramarie enhanced technology of course!). Then again, if you wanted to keep adventuring as you gramarist selves, that would be fine too (its worth noting that some of the PrCs open up more a lot more combat options).
Bearded Ben |
What Key Skill replaces Concentration for Eldrikinetics? Or Autohypnosis for Heuristicism?
Edit:
Thoughts on combat
Eldrikinetics: run enemies over with primitive car
Geoccultism: preshape battlefield (Desert and Arctic)
Imachination: preshape battlefield (walls, barracades, etc), maybe some clever uses
Kaleidomantics: preshape battlefield (yellow filter), may be able to completely armor party members against attacks with metal weapons
twilsemail |
Autohypnosis is sticking around, as said above. It's in the pfsrd. Here.
Concentration was rolled into spellcraft, neh?
My only concern with straight gramarists is encounters at first and second level when we're still only capable of throwing 1 damage darts of energy. A giant spider or a few kobolds will likely be a dangerous, if not deadly, encounter.
Perhaps I need to go read the other specialties... They may be more combat capable than the Biollurgist.
Irnk, Dead-Eye's Prodigal |
We still have access to simple weapons. Crossbows, Maces & Spears are all simple, and while none of those are as sexy as the Martial weapons. , trust me when I say they all do the job just fine.
I was planning on picking up a Martial weapon proficiency as well. Sounds like I may go Toughness as well for some extra HP & be the 'jock'.
Technically Concentration is now a class feature for all 'casters'. It's a level check modified by the caster ability modifier, in this case Int.
GM Gluttony |
Twilsemail is correct, eldrikinetics uses spellcraft and heuristicism still uses autohypnosis. In addition: imachination uses perception (as opposed to spot) and yggdratecture will use linguistics (as opposed to forgery).
As far as concerns about early combat, I'm not just going to be springing combat encounters upon you, I'll try to either offer roleplaying solutions or if combat is inevitable at least give you time to prepare, gather intelligence, plan, set up traps, and whatever else you need to give you an edge. Normal characters get their combat bonus from class features, but you will have to get them from your ideas!
Loup Blanc |
I'm still going through all the various class features and specializations, but I'm definitely still interested in this! How many players are you looking at, GM Gluttony? From what I understand, Kingmaker is an AP that can work well with large groups, and if we're all non-combat classes, safety in numbers might be paramount.
Irnk, Dead-Eye's Prodigal |
I'm still going through all the various class features and specializations, but I'm definitely still interested in this! How many players are you looking at, GM Gluttony? From what I understand, Kingmaker is an AP that can work well with large groups, and if we're all non-combat classes, safety in numbers might be paramount.
Good point. Are you at a stage where you would like to start seeing Character Concepts Gluttony?
GM Gluttony |
Sorry folks, I'm traveling the next few days, so I can't post much, but here's what I was thinking for a very rushed and abreviated character creation guideline set:
20 point buy
3 traits (no kingmaker traits), or one trait and one bonus feat
Average gold
Note that this may change! Also I will be gone for the next five days and likely won't be able to post.
Andromeda Rexstar |
As far as Craft, that should obviously be on the list; doesn't every PF class get Craft as a class skill?
I think the reason why we don't receive craft is because we can craft anything out of raw magic if we have the principles. Even if you are specialist, you can craft from other specializations. You just can not take doctorate in other specializations. Universalists can take any principle except Doctorate Specialist from Specializations such as BIOY 381: Eccentric Genetics [Specialist] in Biollurgy