
Tecnomante

Classe base per Pathfinder
The Warmaker
"All men can see these tactics whereby I conquer. What none can see is the strategy from which these tactics are born."
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Many view gramarie as the triumph of science over the supernatural. That it's the beginning of a perfect age of harmony, or understanding the mystical, of blending modern and ancient traditions together. The warmaker understands a very different truth. Gramarie is an opportunity, a chance to create weapons of war like none this Plane or any other has yet seen. Warmakers are magical military savants, who turn the theories and equations of gramarie into victory.
Game Rule Information
Abilities: Like gramarists, warmakers need Intelligence more than anything else. However, they are often skilled soldiers as well, and do well to invest in Constitution and either Dexterity or Strength based on their fighting style. A strong Charisma is also valuable in order to effectively lead their troops through the Nine Hells and back, and a good Wisdom score allows them to become more cunning in battle, making their special battle tactics harder to resist.
Alignment: Any
Hit Die: d8
Skill Points: 4 + Int modifier
Skill Points at Each Additional Level: 4 + Int modifier
Class Skills: The warmaker's class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Forgery (Int), Handle Animal (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (nobility and royalty) (Int), Knowledge (the Planes) (Int), Knowledge (psionics) (Int), Knowledge (religion) (Int), Perception (Wis), Martial Lore (Int), Open Lock (Dex), Perform (weapon drill), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis) and Use Magic Device (Cha).
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All of the following are class features of the warmaker.
Weapon and Armour Proficiencies: As a warmaker you are proficient with all simple and martial weapons, as well as light and medium armour. You are proficient with all shields aside from tower shields.
Art of War: A warmaker is both an engineer and a soldier, and believes not only in the perfection of scientific truth but also in the power of violence to resolve disputes. As a warmaker you learn special arts of war which are new tactics you can devise based on your scientific studies in order to dismantle and destroy your enemies on the field of battle. Every principle has an associated art of war which you can learn once you know the corresponding principle. Arts of war which permit a saving throw have a DC of 10 + half your class level + your Wisdom modifier. Every time you gain this class feature, you gain a +1 bonus to Martial Lore checks. Arts of war are extraordinary abilities unless indicated otherwise in the particular entry.
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Baccalaureate
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ALCH 101: Intro to Alchemetry: You can activate this art of war as an immediate action to apply the damage from an attack which would have dealt damage to you towards your shield or armour instead as if it had been a sucessful sunder attack.
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ALCH 112: Spooky Solvents: You can activate this art of war as a swift action before making a thrown attack with a splash weapon. The splash weapon's full area of impact is cunningly increased to two adjacent squares: the square you strike, as well as a second square adacent to it. If your attack roll exceeds 15, you cn select this second square; otherwise, it's determined randomly as normal for a splash weapon. Every square adjacent to one of these two full splash zones takes minor splash damage, as normal.
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ARCD 101: Intro to Arcanodynamics: You can activate this art of war as a swift action after succeeding on a piercing or slashing attack. The target continues to take damage every round equal to your Strength or Dexterity modifier (your choice) until they receive magical healing or a DC 15 Heal check (Fort negates). This effect only stacks from iterative attacks on the same round; additional attacks on subsequent rounds do not add to the ongoing damage.
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ARCD 176: Disturbing Kinematics: You can activate this art of war as an immediate action to gain personal immunity to the effects of strong winds until your next turn. You treat all checked enemies as if they were flanked during this time.
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BIOY 101: Intro to Biollurgy: You can activate this art of war as a swift action in order to take a massive breath of air. You can hold this breath of air for a number of rounds equal to ten times your Constitution score before you start to drown. While you are holding this breath you can treat any creature currently making Constitution checks to avoid drowning as if they were flat-footed.
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BIOY 191: Blacksmithing for Biologists: You can activate this art of war as a swift action in order to make full use of biollurgical implements. Until the start of your next turn you can treat all equipment and items you use which are made of biostructure as if they were masterwork quality.
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ELDK 101: Intro to Eldrikinetics: You can activate this art of war as a swift action in order to prepare a special attack. As part of this art of war you select a target and end your turn. If the target comes within range of an attack of opportunity for you before your next turn, you can immediately make an attack against them, dealing additional damage based on how fast you're moving relative to the target (1d6 extra damage for every 10ft. faster, to a maximum of 1d6 extra damage per class level).
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ELDK 150: Kinetic Conversions: You can activate this art of war as an immediate action in order to activate a charged eldrikinetic engine (charged using ELDK 150, that is) which is within the sound of your voice.
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GEOC 101: Intro to Geoccultism: You can activate this art of war as a swift action in order to prepare a scorched earth attack. Through some twisted magic the square of your next target this round is scorched as if with radiomantic energy if the attack succeeds; no living thing can grow there for the next 50 years. This is a supernatural effect.
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GEOC 117: Rocks for Jocks: You can activate this art of war as a swift action to become exceptionally attuned to the stones around you. You gain tremorsense out to 5ft. until the start of your next turn.
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HEUR 101: Intro to Heuristicism: You can activate this art of war as an immediate action to make an attack of opportunity against someone making a logical decision in a circuit. If successful, they must make an Autohypnosis check against the damage dealt or lose the logical decision and the action associated with it.
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HEUR 159: Experimental Thoughts: You can activate this art of war as a swift action. Until the end of your next round, all allies that you share telepathy with gain a x2 modifier on flanking attack roll bonuses.
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IMCH 101: Intro to Imachination: You can activate this art of war as an immediate action when a target within your reach successfully senses an illusion for what it is through a fundamental disconnect. As their reality suddenly reorients around them, you can take a full attack action against them. This counts as a single attack of opportunity.
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IMCH 167: Unbound Expectations: You can activate this art of war as a swift action in order to combine your own sensory outputs with those of an ablative illusion. No matter what sensory information it normally removes, as long as you remain in the area of the illusion the same sensory erasure applies to you as well. Attacks from you grant targets caught in the illusion the chance for a sensory mismatch chance to escape.
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KALD 101: Intro to Kaleidomantics: You can activate this art of war as an swift action in order to activate a heat pump device cunningly hidden on your person. The area in a 5ft. radius around you drops to 0 degrees Centigrade until the start of your next turn. The heat pump takes a minute to recharge after each use.
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KALD 107: Unearthly Colours: You can activate this art of war as a swift action in order to treat a weapon you're wielding as if it were made of force until the start of your next turn. This is a supernatural effect.
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YGGD 101: Intro to Yggdratecture: You can activate this art of war as an immediate action to snatch a weapon, shield, potion, or wondrous item out of a semi-space within your reach as if you had the Quick Draw feat and it applied to pulling any of those kinds of items out. And also if it applied to semi-spaces. And also if it required an immediate action instead of a free action. So not really much like it at all, now that I think of it.
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YGGD 198: Unsettling Geometry I: You can activate this art of war as an immediate action to take a full-attack action against a target within reach immediately after teleporting.
Magisterial
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ALCH 202: Irregular Properties: You can activate this art of war as a swift action. The next weapon attack that you make is converted into energy, becoming a touch attack and dealing either acid, cold, eletricity, fire, or sonic damage at your option. This is a supernatural effect.
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ALCH 286: Mysterious Metallurgy: You can activate this art of war as a swift action. If you're wielding a weapon made from a planetary metal, it gains the keen special property until the start of your next turn.
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ARCD 204: Nonlinear Waves: You can activate this art of war as a swift action while in an area of silence or darkness in order to become, respectively, either invisible or magically silent until you make an attack or take a hostile action.
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ARCD 230: Interpretive Charges: You can activate this art of war as an immediate action in order to ionize a metal weapon that you're wielding with scattered electrons. Your next attack deals additional electricity damage to targets that suffered acid damage within the last round, and acid damage to targets that suffered electricity damage within the last round. In either case, this extra damage is equal to the same amount of energy damage they took from the original source. This is a supernatural effect.
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BIOY 228: Animate Construction: You can activate this art of war as a swift action after making a successful attack against a target in order to prompt an attack of opportunity from an ally with a natural weapon who is within reach of the victim.
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BIOY 273: Artificial Reckoning: You can activate this art of war as an immediate action while inside of a heuristical circuit in order to take a standard action on behalf of a biollurgical chassis that is under the control of the circuit.
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ELDK 219: Atypical Ballistics: You can activate this art of war as an immediate action after firing a ballistic engine in order to immediately fire it a second time at the same target.
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ELDK 276: Unnatural Propulsion: You can activate this art of war as an immediate action to either negate the bonus from higher ground which enemies have against you, or to double the bonus you get from higher ground. Either way, the effect lasts until the start of your next turn.
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GEOC 235: Bizarre Biomes: You can activate this art of war as a swift action to ignore a single terrain feature inside of a biome as if it weren't there until your next turn (that is, as if there was only the baseline terrain in the square instead). You cannot end your turn inside of a solid terrain feature.
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GEOC 291: Unknown Oceans: You can activate this art of war as a swift action to get your bearings in water. You take no penalty on melee or ranged attacks while swimming above or below water until the start of your next turn.
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HEUR 245: Nonstatic Instruction: You can activate this art of war as an swift action while inside of a heuristical circuit to divert the flow of all puissance in the circuit until the start of your next turn into you instead. You take 1 damage for every ebb of puissance diverted like this.
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HEUR 266: Unorthodox Triggers: You can activate this art of war as a swift action to generate a contingency tactic. Select any other art of war that you like. You can set a trigger condition which will activate the effects of this art of war without having to spend an action. The contingency tactic lasts for up to a day; you can only have a number of contingency tactics active at a time equal to your Wisdom modifier.
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IMCH 228: Imperfect Images: You can activate this art of war as a swift action while in the area of an illusion in order to imitate the false reality. Perceiving creatures who have discerned the nature of an illusion now believe that you are also part of the illusion, unless a sensory mismatch or fundamental disconnect occurs between you and the illusionary reality. This effect lasts until the start of your next turn.
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IMCH 295: Perturbed Mentalities: You can activate this art of war as a swift action in order to apply a sleeper hold to a creature you have successfully pinned. They must make a Fortitude save or fall asleep until the start of their next turn. The target must breathe in order to perform this hold.
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KALD 238: Extrareal Hues: You can activate this art of war as an immediate action to make an cleverly aimed attack of opportunity against a target within reach who fails their initial save against a poison. If the attack is successful, they immediately need to make their secondary save.
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KALD 282: Cthonic Dyes: You can activate this art of war as a swift action to weave your weapon in a disorienting pattern. The next attack you make before the beginning of your next turn catches confused targets flat-footed.
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YGGD 212: Unsettling Geometry II: You can activate this art of war as a swift action to attempt a free disarm attempt after successfully resolving a melee attack. Your target doesn't get to make an attack of opportunity against you for initiating this disarm attempt.
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YGGD 241: Incongruous Pathways: You can activate this art of war as a swift action while exiting an extradimensional space to make a daring dive out of it. You can move up to your speed during this swift action, and you don't provoke attacks of opportunity for the movement.
Doctorate
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ALCH 325: Preternatural Fluids: You can activate this art of war as a swift action in order to deal double damage on the next attack you make before the start of your next turn against a target making Swim checks.
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ALCH 364: Unexpected Materials: You can activate this art of war as an swift action to gain a special benefit if you're wielding a quicksilver weapon. If you wield such a blade, you can make two additional attacks this round at your full base attack bonus if you make a regular attack as a standard action or take a full-attack action.
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ARCD 350: Unlikely Thermodynamics: You can activate this art of war as an immediate action to make an explosive follow-up attack of opportunity against a target within reach that suffers fire or cold damage. Your attack causes a magical thermal expansion; if successful, the target must make a Fort save or explode like a balor (if fire damage prompted the attack) or a frost worm (if cold damage prompted the attack). This is a supernatural effect.
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ARCD 365: Unsubstantiated Light: You can activate this art of war as a swift action if you're within a hallowed or unhallowed area. Your next attack carries a Turn Undead or Bolster Undead effect, respectively, to any undead creature they strike, as if from a cleric of your Hit Dice. If you're trying to use a helpful Bolster Undead, you can deliver this effect with a harmless touch attack. Undead you take control of with this effect regain control of themselves when they leave the unhallowed area. This is a supernatural effect.
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BIOY 340: Erratic Mutations: You can activate this art of war as a swift action in order to bolster a graft in a biollurgical chassis which is within reach of your voice. For the next round, the effective xenoalchemist level of the graft increases by your Wisdom modifier.
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BIOY 381: Eccentric Genetics: You can activate this art of war as a swift action in order to shout a rallying cry that bolsters a biollurgical chassis within range of your voice. This chassis, as well as all of its descendants within range of its voice, add your Wisdom modifier as a morale bonus to their attack rolls, damage rolls, and skill checks for the next round.
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ELDK 355: Strange Locomotion: You can activate this art of war as an immediate action while moving past a creature with a movement mode they don't possess. You can immediately make an attack of opportunity against them, and if successful the target must make a Will save or be stunned for one round as you catch them by surprise.
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ELDK 399: Immaterial Travel: You can activate this art of war as a swift action while on the Ethereal Plane in order to make an attack against a target on the Material Plane. Your next attack carries the ghost touch property, and pierces to the core of the victim's soul. They must make a Fortitude save or die (this is a supernatural death effect) in addition to taking damage.
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GEOC 323: Curious Climates: You can activate this art of war as a swift action to charge a metal weapon you're holding with geoccult energy. If you successfully strike a geoccult pole made from the same metal within the next round, you produce a harmonic tone that resonates with the pole to set off the matching extreme weather condition. The pole must expend the appropriate amount of metal to maintain the effect, and it continues for at least the next five minutes. This is a supernatural effect.
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GEOC 374: Supernal Ecologies: This art of war works like that for GEOC 235, except for a supernatural terrain feature.
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HEUR 302: Abnormal Behaviour: You can activate this art of war as a swift action in order to disrupt someone preparing a gramaric principle. If your next attack made before the start of your next turn hits such a target, they must make an Autohypnosis check equal to the damage dealt or forfeit the principle and the progress they've made on it.
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HEUR 328: Exotic Intelligence: You can activate this art of war as a swift action to step into another realm of space-time known as cyberspace. While in cyberspace you can target and deal full damage with your attacks against exotic intelligences. An exotic intelligence can be targetted like this by striking the space at the center of any heuristical circuit they control. You remain in cyberspace until the start of your next turn; during this time you are in both states of existence at once, and can be targeted normally on your original Plane. This is a supernatural effect.
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IMCH 334: Nonsensical Senses: You can activate this art of war as a swift action to take advantage of a disoriented creature used to relying on a special sense and take your time in choosing the right place to strike. If you are undetectable to a special sense they possess (outside the normal five), attacks that you make against them before your next turn are resolved as touch attacks.
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IMCH 388: Glamorous Gramarie: You can activate this art of war as a swift action to plan a cunning attack. Your next attack against a creature suffering from special status conditions (real or imagined) deals an additional 1d6 damage per condition, to a maximum number of extra damage dice equal to your class level.
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KALD 347: Superlunar Pigments: You can activate this art of war as a swift action to make a dangerously risky attack. You drop your AC to 0 until the start of your next turn in exchange for dealing double damage on all of your melee attacks before then.
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KALD 379: Imperceptible Shades: You can activate this art of war as a swift action to create an obstructive fog of war condition around you with a cunning device. This is literally a solid fog cloud which has the added benefit that anyone inside the cloud cannot distinguish colours (as if they were seeing in shades of grey only). After use, you need to wait a minute before the fog of war device recharges.
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YGGD 353: Uncanny Cosmology II: You can activate this art of war as a swift action to gain exemption from a single planar trait associated with your current Plane until the start of your next turn.
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YGGD 371: Abstruse Causality: You can activate this art of war as a swift action to gain a nonmagical haste effect on you personally until the start of your next turn.
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Grist for the Mill (Su): The first rule of warfare is that life is cheap, so you'd better get used to it. In fact, life is so cheap that it's turned out to be a really ideal energy source for all the new military weapons that warmakers like you are turning out. At 1st level you learn how to turn the pure and noble gift of life into a cheap substitute for oil and gas. You can use the blood from a newly dead creature to power any gramaric device which can run off of puissance, at a rate of 1 ebb for every Hit Die the recently deceased (within the last week) creature had. The creature's body is utterly consumed in this process. Technically, only the blood is required for this; it's typically more economical to drain the blood from dead bodies to minimize transport costs, but the body is still magically destroyed when the blood is consumed in gramaric machines of war.
Principles of Gramarie: As a military engineer, you have many avenues of learning available to you. At 1st level, and again whenever indicated on your class table, you learn a new principle. Principles are supernatural (Su) abilities which bend or break the laws of physics, but not quite in the same way that most magic does. Principles can be used whenever you have the time, materials and inclination; they are effectively usable at-will if you are in an appropriate situation. Principles come in three grades: Baccalaureate, Magisterial, and Doctorate. You gain access to these higher grade principles as shown on your class table. Once you achieve the Doctorate level (at your 14th class level) you may refer to yourself as a doctor of your that discipline. You cannot put off learning a principle; if you do not qualify for one when you would otherwise receive it, it's lost. If a principle is marked [Specialist], it can only be learned by a specialist in that discipline.
A principle is not cast, it is prepared. By preparing a principle multiple times, you can change the volume or size of the target affected. For example, if a principle targets 1 cubic foot of material, by preparing it twice (and thus spending twice as long on it) you could target 2 cubic feet of the material instead. A special case is made for bubbles, which are spherical effects. For more information on the size of bubbles, refer to the miscellaneous section at the end of this document.
If a principle requires materials, you need extra materials every time you prepare it. You can also improve a principle later on my adding more materials to it (if applicable) and by spending more time on it. This also forces you to make a new skill check on it. Speaking of skill checks, you can always choose to use Martial Lore as the skill to prepare a principle instead of the discipline key skill, but you take a -10 penalty on the check. In the same vein, you can take 20 on key skill checks made to prepare a principle, but you can never take 10 on them. Bear in mind that taking 20 means taking 20 times as long as you normally would, which for gramarie can be very long indeed. To prepare a principle you must be within range of touch of the structure or object or location on which you are setting the principle for the duration of the preparation.
If multiple users of gramarie know the same principle, they can work simultaneously on the same project. For example, two warmakers could prepare the same principle at the same time, and the principle would count as having been prepared twice. Later a third warmaker who also knows that principle could show up and prepare it again, and the principle would then have been prepared three times. A warmaker can choose to 'lock' a principle that has been prepared, meaning that only he can continue work on it later. Bypassing the lock requires making a key skill check (based on the discipline) which beats the principle's current skill check by 5 or more.
Military Science: Engineering training in the military is more regimented than in the general academic world. Since they're paying for the whole deal, they also get to set the curriculum. You can only learn principles from the disciplines of alchemetry (ALCH), arcanodynamics (ARCD), eldrikinetics (ELDK), and yggdratecture (YGGD). However, your training also includes specialized subjects not available to civilians, and as such you can learn principles with the [Military Science] tag. At 1st level you are not treated as a specialist in any discipline.
Rank (Ex): A soldier without a cause is worth less than nothing. As a warmaker, you need to have a patron country, organization, cause, or other such power structure backing you. Work with your DM to create or select within the context of the setting an appropriate patron. If your patron is ever destroyed or you abandon a patron, you lose all benefits of your rank until you find a new patron to follow. At 1st level you are considered a fresh conscipt, but at each additional level in this class you attain a higher rank in your patron's hierarchy, as well as the attendant spoils of war.
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Conscript: At 1st level you are conscripted into your patron's service, and are permitted to advance in this class as long as you remain loyal to the cause.
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Cadet: At 2nd level your superiors recognize that you've managed not to die yet, and provide you a masterwork weapon of your choice so that you can maybe continue not to die. You can choose what kind of weapon this is, and if you choose an exotic weapon they'll also pay for you to take a two-week training camp to learn how to use it (you gain the appropriate Exotic Weapon Proficiency feat).
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Quartermaster: At 3rd level you become responsible for distributing supplies and rations to the troops. You can use create food and water as a spell-like ability once per day per class level, with an effective caster level equal to your Hit Dice.
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Midshipman: At 4th level you've become used to the chaos and panic of being on a ship during a combat. Any ship you are on adds your personal Wisdom modifier as a luck bonus to rolls to take the advantage during a battle, as described in Stormwrack. You can also requisition up to 100 man-hours of unskilled labour every day to put towards building weapons of war if you're in a location controlled by your patron.
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Navigator: At 5th level you are entrusted with navigational duties while on board a ship belonging to your patron. You can make Martial Lore checks in place of Profession (sailer) checks to steer a ship, or Survival checks to read the weather.
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Bombardier: At 6th level you attain the rank of bombardier. Whenever you or an ally activates an area effect that deals damage, you can sanction an expansion to this blast as an immediate action, applying a free Widen Spell effect to the blast. You're alloted a single blast expansion every day.
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Artilleryman: At 7th level you're authorized as an artillerist to call in an artillery strike if necessary. This is a magical bomb dropped from high overhead, and works like a flame strike effect with a class level equal to your Hit Dice. You can call in two strikes like this every day, and you and the target must be in the open air. It takes two rounds after calling in for the strike (and providing the coordinates for the location) before the effect hits; you must be within visual range of the target to use this.
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Lieutenant: At 8th level you are granted the authority to use your own novel tactics to their fullest extent in defeating the enemy. As a lieutenant you gain a second swift or immediate action every round which can only be used to apply an art of war. You can also requisition up to 1,000 man-hours of unskilled labour every day to put towards building weapons of war if you're in a location controlled by your patron.
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Secret Agent: At 9th level you become a secret agent, and can effect a nonmagical disguise self on yourself at will, with an effective caster level equal to your class level.
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Squad Leader: At 10th level you achieve the rank of a squad leader, and are accustomed to providing moral support to your troops when necessary. All ongoing morale bonuses which include you as a beneficiary gain a +2 bonus.
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Intelligence Officer: At 11th level you ascend the ranks of your intelligence organization, and as you are probably in possession of multiple state secrets, you're granted exemption from magical effects that would force you to tell the truth, such as a zone of truth effect.
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Captain: At 12th level you're a full-fledged captain in the ranks! You have troops to lead into battle, gaining the Leadership feat, although you don't get a cohort from this. You can also requisition up to 10,000 man-hours of unskilled labour every day to put towards building weapons of war if you're in a location controlled by your patron. Oh, and you get a free ship of your choice worth up to 100,000 gp (plus however much personal money you want to contribute).
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Dragoon: At 13th level you're conscripted a dragon recruit in order to conduct battle in the air as a dragoon. You gain a true dragon companion allied to your cause. The true dragon can be of any appropriate type or age category, as long as it has an appropriate alignment to your patron's philosophy. Your dragon companion is always an ECL of 4 less than your own; if you gain levels and require a dragon of a later age category, your previous companion is recalled to the home front and you are sent a new, more advanced, draconic soldier.
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Master: At 14th level you've shown exceptional valor in the heat of combat; central command has sent a rookie to train under you. This is a cohort to fill out your Leadership feat who can only take levels in the warmaker class. Your cohort subscribes to your patron's cause; otherwise, you can build them as normal.
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Commander: At 15th level you're given the title of commander to reflect your exceptional performance in battle. As a commander you're authorized to use a third swift or immediate action every round, but only to apply an art of war.
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Master and Commander: At 16th level you're entrusted with leading troops to follow your own specialized tactics. As a master and commander the first art of war you activate every round applies to all allied creatures within the range of your voice if they choose to accept it. You can also requisition up to 50,000 man-hours of unskilled labour every day to put towards building weapons of war if you're in a location controlled by your patron.
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Strategos: At 17th level you are finally invited to plan grand strategy with the highest echelon of your patron's cause. You can activate a sending effect or a scrying effect whenever you like with an effective caster level equal to your Hit Dice.
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Generalissimo: At 18th level you become a generalissimo within the ranks, and are granted essentially as many troops as you can handle as long as you act in your patron's interests. You multiply your number of followers from the Leadership feat by 10. You're also authorized to grow an awesome moustache.
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Fleet Admiral: At 19th level you become a fleet admiral and as such are in command of all of your patron's ships of war. You can declare an embargo on a country, nation, area, or what have you. This cuts off ocean supply lines to them, stopping them from receiving imports by sea as long as your forces maintain a visible presence within 100 miles of their ports.
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Commander-in-Chief: At 20th level you become the commander-in-chief (see the head of state class feature) and are given access to all of the weapons of mass destruction that your patron has previously kept locked up. You can authorize a radiomantic bomb drop with a minute of action and communication with your central command post. You must be within sight range or be scrying on the target in order to launch the bomb. This is a charged and primed sunmetal mass with a volume in cubic feet equal to your Wisdom modifier, and it explodes on impact. The target must be in the open air in order to launch this device. You can only launch one of these bombs every hour. You can also order up to 100,000 man-hours of unskilled labour every day to put towards building anything you like if you're in a location you control.
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Bonus Feat: At 2nd level, and every 4 levels thereafter, you can apply your tactical knowledge to devise a new strategy. You gain a bonus feat either from the fighter bonus feat list or one which has the [Gramarie] tag.
Martial Law (Su): As you advance in prestige and tactical experience, you extend your military dominance over greater spheres of the physical world. Beginning at 4th level, you can declare martial law on nature itself. Whenever you gain this class feature (4th level and every 4 levels thereafter) you may select a natural law which you can declare a revolt against. Declaring a martial law is a standard action, and requires a Martial Lore skill check as detailed in the law's description. Martial laws are field effects which cover an area around you with a radius of one mile per class level, and which last for one round per class level. Each martial law can only be declared once per day.
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Law of Conservation of Energy: When you declare martial law on the conservation of energy, what goes in no longer seems to equal what comes out. All arcanodynamic transformers in the area which have a Use Magic Device check less than or equal to your Martial Lore check (or which you personally created) step outside the laws of physics temporarily and double their normal output energy without requiring additional input energy. If this output would exceed their normal maximum, that's okay.
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Law of Elasticity: Declaring martial law on elasticity implies that things no longer stretch before they fracture, making all materials in the area incredibly brittle. The hardness of all materials in the area become 0 unless they have been prepared with alchemetry to bolster their hardness. However, even these materials can be affected if your Martial Lore check exceeds the Diplomacy check made on them. You can choose for alchemetrically hardened materials that you prepared to be immune to this martial law.
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Law of Entropy: You can declare martial law on entropy in order to cause a reversal of the flow of energy. All arcanodynamic transformers active in the area with a Use Magic Device check less than or equal to your Martial Lore check (or which you personally created) swap their input and output mechanisms, and cannot be changed back until this martial law ends.
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Law of Gravity: When you declare martial law on gravity, gravity ceases in the entire area, creating a prolonged freefall state similar to the Astral Plane. Gravity fluxes in particular maintain their gravity if they have a Forgery check at least equal to your Martial Lore check, or if you personally constructed them.
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Laws of Motion: You can declare martial law on kinematics themselves. This causes every projectile launched in the area to be immediately affected by a wind wall-like effect which knocks them out of the air. Projectiles launched from a ballistic eldrikinetic engine with a Concentration check that exceeds your Martial Lore check (or which you personally created) are immune to this effect.
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Law of Multiple Proportions: Declaring martial law on proportional constancy bizarrely means that you can finish alchemical reactions with more than you started with, and in less time. Any ALCH principle can be prepared much faster in the area (1 round represents 10 minutes of normal effort), and if your Martial Lore check exceeds the Diplomacy check of the principle, it modifies twice the normal amount of material.
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Law of Natural Selection: When you declare martial law on natural selection, nature rebels against itself as improbable mutations become entirely permissible. It starts experimenting wildly, and all biollurgical chassis which have a Heal check of less than or equal to your Martial Lore check within the area start mutating crazily. They can grow a graft which they have an open body slot for as a full-round action (within their normal limit for the number of grafts). Mundane Animals in the area also start randomly growing tentacles and fangs, becoming Aberrations.
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Law of Planetary Orbits: Declaring martial law on the planets themselves results in throwing the alignment of the heavens wildly out of whack. All ascended planetary metals in the area lose their special properties, reverting to their base form. The only exemptions are materials with Diplomacy checks that exceed your Martial Lore check, or which you personally ascended.
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Laws of Reflection and Refraction: If you declare martial law on the laws of reflection and refraction, light bends strangely around itself. All kaleidomantic filters and visual illusions in the area are temporarily suppressed unless the key skill check associated with them exceeds your Martial Lore check (or if you personally created them).
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Sphere of Influence: At 5th level, and again at 10th level and 15th level, your influence with your patron allows you to pursue new fields of study. Every time you gain this class feature, you can select one of your available disciplines of gramarie in order to be treated as a specialist in that discipline. Alternatively, you can choose a new discipline of gramarie, in which case you can now choose principles from that field of study as well as your existing disciplines.
Head of State: At 20th level you become the head of your patron organization, either by peaceful abdication of the previous head of state or by brutal military junta (your call). For all intents and purposes you are your own patron now, and can never lose access to your patron's benefits.