Eldan
2011-03-21, 07:47 AM
Note: all of these are supposed to be mainly used in my homebrew setting, Etherworld. The control skill is detailed there.
Feat type: [Aether]
Aether feats only work when used on the ethereal plane, and, more specifically, in the deep or elemental aether, as they draw on environmental protoplasm, which is not available on other planes.
Ethereal Crafter [Aether]
Prerequisites: Control 6 ranks, one item creation feat
Benefit: You draw upon ethereal protoplasm as a raw material when crafting items in the aether. You only have to pay 25% of an item's market price in raw materials.
Normal: You pay 50% of an item's market price in raw materials.
Unstable Creation [Aether]
Prerequisites: Control 4 ranks, Spell Focus: Conjuration
Benefit: When on the ethereal, you may choose to draw upon protoplasmic matter when casting spells of the [Creation] subschool that create an item or structure that is either permanent or lasts at least for 1 minute per caster level.
If you do, these spells are cast at +2 caster level, but their effects are only transitory: any permanent structures created by them decay back to protomatter after one hour, while structures that would last for ten minutes per caster level or more, but are not permanent, decay after ten minutes.
Protean Blade [Aether]
Prerequisites: Control 4 ranks, Base Attack Bonus +1
Benefit: As a full round action, while on the ethereal, you can create a weapon out of protomatter by making a DC 15 control check. This weapon acts as a normal weapon, except that it has only Hardness five and 1 hit point. The weapon counts as magical for the purposes of overcoming damage reduction. For every ten points you beat the check by, the weapon gains a +1 enhancement bonus to attack and damage rolls.
You can increase the check DC by five points to create the weapon as a move action, or by ten points to create it as a swift action.
If you leave the ethereal, the weapon dissipates after one minute. Similarly, if it leaves your hand, the weapon dissipates at the end of your turn (thrown weapons still deal their damage, but then vanish).
Protoplasma Cannon (Siege Weapon, not a feat)
The Protoplasma cannon is a highly prized (and expensive) piece of shipboard weaponry developed by the artificers of the shipwright's guild to battle various ethereal dangers such as mist dragons and particularly strong ghosts. The weapon consists of a brass tube with intake slits along it's length, and a plethora of arcane machinery, mostly copper and quartz crystals, but also more exotic materials. Protoplasma is drawn in and concentrated, then fired in a massive ball, not unlike that of a cannon.
The cannon can be fired by a single crew member, as he would a ranged weapon, though with a -4 penalty. The weapon has a range of 120 feet and deals 3d6 points of bludgeoning damage, which is considered magical for the purposes of overcoming damage reduction or hurting incorporeal creatures.
Reloading the weapon takes a move action from the operator, as he just has to operate a switch, after which it takes a full round to draw in enough protoplasm to fire again.
Condensor (Weapon Enchantment)
Cost modifier: 1000 gold pieces, ranged weapons only
In the hands of any wielder with at least one rank in the control skill, a condensor weapon creates it's own ammunition. This ammunition deals normal damage for the weapon and is not considered to be made from any special material otherwise (though it is, of course, considered magical).
Feat type: [Aether]
Aether feats only work when used on the ethereal plane, and, more specifically, in the deep or elemental aether, as they draw on environmental protoplasm, which is not available on other planes.
Ethereal Crafter [Aether]
Prerequisites: Control 6 ranks, one item creation feat
Benefit: You draw upon ethereal protoplasm as a raw material when crafting items in the aether. You only have to pay 25% of an item's market price in raw materials.
Normal: You pay 50% of an item's market price in raw materials.
Unstable Creation [Aether]
Prerequisites: Control 4 ranks, Spell Focus: Conjuration
Benefit: When on the ethereal, you may choose to draw upon protoplasmic matter when casting spells of the [Creation] subschool that create an item or structure that is either permanent or lasts at least for 1 minute per caster level.
If you do, these spells are cast at +2 caster level, but their effects are only transitory: any permanent structures created by them decay back to protomatter after one hour, while structures that would last for ten minutes per caster level or more, but are not permanent, decay after ten minutes.
Protean Blade [Aether]
Prerequisites: Control 4 ranks, Base Attack Bonus +1
Benefit: As a full round action, while on the ethereal, you can create a weapon out of protomatter by making a DC 15 control check. This weapon acts as a normal weapon, except that it has only Hardness five and 1 hit point. The weapon counts as magical for the purposes of overcoming damage reduction. For every ten points you beat the check by, the weapon gains a +1 enhancement bonus to attack and damage rolls.
You can increase the check DC by five points to create the weapon as a move action, or by ten points to create it as a swift action.
If you leave the ethereal, the weapon dissipates after one minute. Similarly, if it leaves your hand, the weapon dissipates at the end of your turn (thrown weapons still deal their damage, but then vanish).
Protoplasma Cannon (Siege Weapon, not a feat)
The Protoplasma cannon is a highly prized (and expensive) piece of shipboard weaponry developed by the artificers of the shipwright's guild to battle various ethereal dangers such as mist dragons and particularly strong ghosts. The weapon consists of a brass tube with intake slits along it's length, and a plethora of arcane machinery, mostly copper and quartz crystals, but also more exotic materials. Protoplasma is drawn in and concentrated, then fired in a massive ball, not unlike that of a cannon.
The cannon can be fired by a single crew member, as he would a ranged weapon, though with a -4 penalty. The weapon has a range of 120 feet and deals 3d6 points of bludgeoning damage, which is considered magical for the purposes of overcoming damage reduction or hurting incorporeal creatures.
Reloading the weapon takes a move action from the operator, as he just has to operate a switch, after which it takes a full round to draw in enough protoplasm to fire again.
Condensor (Weapon Enchantment)
Cost modifier: 1000 gold pieces, ranged weapons only
In the hands of any wielder with at least one rank in the control skill, a condensor weapon creates it's own ammunition. This ammunition deals normal damage for the weapon and is not considered to be made from any special material otherwise (though it is, of course, considered magical).